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Fubar512

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Everything posted by Fubar512

  1. Sony, it has an integrated GeForce 9800 w/1024 mb of texture memory. Zagnut, I must ask again did you install the latest DX? Namely, this version: http://www.microsoft.com/DOWNLOADS/details...;displaylang=en In my experience, the majority of Third Wire sim issues such as yours can be traced back DirectX issues.
  2. Try telling that to the AI pilots flying MiG-29s and Su-27s. Their R-27s are quite accurate, as well.
  3. Did you add any mods, or perform any .ini edits? Do you have the latest DirectX runtime installed? Are your display and audio drivers current?
  4. I don't know about that. Try flying any MiG-21 variant (even "during" the mid 1960s through the early 1970s), and you'll find the AIM-7s to quite a pain. So much so, in fact, that the only solution available to you is to fly at tree top level until your opponents have exhausted their sparrows.
  5. Further Fubar/SF2-izing the CRUSAF BLOTT 10 WoI Viper
  6. Favorite Fast Food Joint

    I'm surprised at the number of votes subway got. I guess you guys have never experienced a Jersey Mike's sub. I understand that Dave's forbidden from setting foot in one, ever again
  7. A quick vid to give one a taste of what it's like (so far). Air defenses were set to "normal", all SAMs were launched from ships in the harbor. Rostock.wmv
  8. Favorite Fast Food Joint

    Arby's. Back in the day, however, my favs were Gino's (only in the NE, they folded up in 1982 or thereabouts), and Arthur Treacher's.
  9. Yes, at least the Slava will. The Udaloy II pictured is someone else's project.
  10. Nice, but AFAIK, in real life, the RWR icon should appear as "2000". I'm sure that one of our RL pilots or flight officers will chime in and give us the skinny on it.
  11. Happy Birthday Nicky

    Happy Birthday, Nickey
  12. And just to think that was before I came along, and placed several Udaloy-class FFGs with combined SA-19/30mm CIWS mounts, Nanuchka missile corvettes with SA-8s and 57 MM guns, and other likewise heavily armed ships, in Rostock harbor.
  13. Terrain & water height issue. Try these values in your VeitenamSEA_Data.ini: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=16384 RenderMeshIndexCount=16384 SolidObjectVertexCount=16384 SolidObjectIndexCount=16384 AlphaObjectVertexCount=16384 AlphaObjectIndexCount=16384 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=-0.5 [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WATEREFFECT.FX DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=TRUE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,0.500000 SpecularPower=50.000000 Tansparency=25.000 Reflectivity=50.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE
  14. Yes, that's the correct path for both files. Zmatt provided his settings in an earlier post in this very same thread.
  15. Default ThirdWire SF2 models are in Unicode, and as such, will not work in SFp1/WoV/WoE/WoI. That KB article refers to 3rd party models, which are probably not in Unicode.
  16. In the Users/xxyournamexxx/Saved Games/Thirdwire/SF2x/Flight folder
  17. So is the GSH-30-1. The default TW cannon sound simulates an ROF of 450-600 rounds per minute. The GSH sound that I use was mixed to simulate ROF of 1500 rpm. I think it's safe to assume that the author of the "BK27.wav" had similar thoughts.
  18. Is it the only model that does that, on that same terrain, or do others ac that way, too? Does that model work well, in other terains? If the answer is yes to the terrain issue, than you need to eliminate the first airbase (as targetarea001), and move it to the end of the list. An airbase cannot be target area 001.
  19. You need to extract the Soundlist.ini from Flightdata.cat, and place it in your mod directory, in the "flight" folder. Then you can edit it, like so. Add the following line to the first section (you must follow the existing number sequence): SoundFile029=bk27 And then, at the very bottom of the file: [bk27] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 Close the file, save the changes when prompted, and then you're done. It's very easy.
  20. Just copy the existing format for one of the existing gun sound entries, and rename the two new entries the same as the gun sound.
  21. You need to add the appropriate entries to the soundlist.ini, and then save it in your flight folder.
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