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Everything posted by Fubar512
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no mod folder second post for help
Fubar512 replied to manlyman564's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, it's not simply an enhancement meant solely for vista and Win7 users. It brings a few new features to the table, my favorite being improved avionics modeling, namely RWR displays and threat-warning lights. -
no mod folder second post for help
Fubar512 replied to manlyman564's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There is no folder named "mod", if that's what you're asking, and if you're running the game in XP, the pertinent folders are located in the "My Docmuments" folder, under "Thirdwire". You may have to create additional folders within that in order to add mods (sounds, flight, weapons folders, etc.). -
Seasoned WoE and SF2E....
Fubar512 replied to DarthRevan's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Both. There are a few new parameters and enhancements that have been added to the second gen series, and a bit of editing is required to make proper use of them. -
The Works In Progress Thread
Fubar512 replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually, Forrestal, circa 1966.... -
The Works In Progress Thread
Fubar512 replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Oh, just a few minor projects......here's one of tthem....... -
The Official Agostino Q & A Thread
Fubar512 replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, that's the rear-view periscope. The later '21 varients required that, as they sported a dorsal 'spine", that was as tall as the canopy, and restricted the pilot's vision to the rear. That was, IMO, an elegant solution to the rearward visibility problem. -
Actually....taking a que from Patton, and being that he's from that area, how about "William", as in William the Conquerer?
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Seasoned WoE and SF2E....
Fubar512 replied to DarthRevan's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes -
some beginner questions - Tomcat cockpit
Fubar512 replied to ToS's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
As I've mentioned in another thread, Adrian already has a pit in the works for the MF's second gen F-14 series, that's even more detailed than his MiG-29 pit. That's not meant to discourage anyone, however. -
Yo, check this out! Great speed boost!
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ingame lighting is tough. What is right? You cannot have perfect realism, because we're in essence playing in a two dimensional world. Zmatt's pretty much on the money with his explanantion. -
Not faked. The gentleman in the image is attempting to connect a tow line to the trailer in order to extricate the truck. The hood being (bent) open indicates that the truck ran into the water at a decent rate of speed.
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ESET Nod32. Great protection, along with a minimal memory & resource footprint.
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As early as 1966, Johnson and McNamara were advised that the key to swiftly ending the war, was to mine North Vietnam's harbors. Both objected, on the grounds that it might further escalate the conflict (please keep in mind that McNamara had at one point, advocated using a nuclear weapon on North Vietnam!). Immediately after the Tet offensive of 1968, the Vietcong were essentially wiped out, and the NVA was in tatters. The momentum was there, as was the opportunity. Both the mining of Hai Phong harbor, and the escalation of the bombing campaign at that time, would have prevented the North from resupplying the VC, and would have further depleted their AAA and SAM supplies. Military historians agree that such a move would have forced the North Vietnamese back to the negotiating table. Again, Johnson and McNamara refused. In all fairness, it took the Nixon administration over two years to finally take the same advice (though he delayed the bombing campaign until December of 1972).
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Screenshot Thread
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep, it's an LNG tanker -
Screenshot Thread
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This model begs for it's own, unique explosion effect... -
Yo, check this out! Great speed boost!
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No Tristan. It "hooks" onto it's own dll, which essentially contains most of the parameters in the DX9.0C library (taking advantage of shader model 3.0, etc.). The effect is almost as if someone re-wrote and updated the sim's graphics code. -
Screenshot Thread
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'll try to set it up so the various deck and superstructure components individually detach when destroyed. -
Yo, check this out! Great speed boost!
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
SETTING DESCRIPTION: [PROXY] EnableProxyLibrary=(0,1) load 3rd party library by the mod at game start. Helps to solve problem with multiple d3d9.dll files. InitProxyFunctions=(0,1) connect to functions of 3rd party library. ProxyLibrary=(filename) file name of 3rd party library. [GLOBAL] UseEffect=(0,1) activate mod at start. In some situations HUD or startup movies may be corrupted visually because of this parameter enabled. AlternativeDepth=(0,1) increase performance of some effects, but not all videocards can use this mode at full precision, if you see large lines on the objects, disable this parameter. AllowAntialias=(0,1) enables antialiasing setting from game to be used in the mod effects. (antialiasing, multisampling, fsaa, in other words). BugFixMode=(0..5) every value fixes it's own unsopported feature or bug in driver or hardware. For drivers 169.xx and 171.xx do not set this parameter to 1. Values from 0 to 5 actually HDR texture formats: 0 (R32G32F)-high quality and middle performance, 1 (R32F)-high quality and fast, 2 (A32R32G32B32F)-high quality and very slow, 3 (R16F)-low quality and fastest, 4 (R16G16F)-low quality and fast, 5 (A16R16G16B16F)-low quality and middle performance. SkipShaderOptimization=(0,1) disables optimization when compiling shader, may help to elliminate bugs. [EFFECT] EnableBloom=(0,1) enables bloom effect (bright areas blurred) with time dependent adaptation. Works only if mod activated already (by key combination). EnableOcclusion=(0,1) enables ambient occlusions (ssao) and some other effects (mod version dependent). EnableReflection=(0,1) reflection of vehicles. EnableMotionBlur=(0,1) blurring image in fast motion of camera. Temporary disabled. EnableWater=(0,1) enable water effects EnableShadow=(0,1) enable shadow effects [iNPUT] KeyUseEffect=(1..255) decimal key number for mod activation/deactivation. KeyBloom=(1..255) decimal key number for bloom activation/deactivation. KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation. KeyReflection=(1..255) decimal key number for reflection activation/deactivation. KeyCombination=(1..255) decimal number of additional key for combining this key with others (SHIFT by default). KeyShadow=(1..255) decimal key number for shadow activation/deactivation. KeyWater=(1..255) decimal key number for water activation/deactivation. [REFLECTION] ReflectionPower=(0..100) level of cars reflection. ChromePower=(0..100) level of steel parts reflection. Temporary disabled. UseCurrentFrameReflection=(0,1) when 1 use for reflection image of current frame screen, otherwise use previous frame image. ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed. ReflectionSourceSpecular=(0..100) percent of using "specular" material color as reflection factor. Some car parts may be reflective with this setting. ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment map mix level. Some car parts may not be reflective with this parameter and on the contrary. UseAdditiveReflection=(0,1) reflections added to screen car colors, 0 means more softly reflection. ReflectionDepthBias=(0..1000) offset of reflection geometry relative to car and camera viewpoint. For some videocards may be useful to remove flickering and hiding of reflections. UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like matte reflection. [bLOOM] BloomPowerDay=(0..100) power of bloom at day time, dependent from screen brightness. BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in milliseconds. BloomConstantDay=(0..100) power of bloom at day time, independent from adaptation time between screen brightness change. BloomQuality=(0..2) bloom effect quality, 0 means maximal quality. BloomScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. BloomCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomPowerNight=(0..100) power of bloom at night time, dependent from screen brightness. BloomConstantNight=(0..100) power of bloom at night time, independent from adaptation time between screen brightness change. BloomCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image). BloomScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. BloomAdaptationScreenLevel=(0..100) level of screen brightness in percents, over which bloom deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay. BloomAdaptationMultiplier=(0..100) percent of day time bloom brightness, that will be used when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable adaptation BloomAllowOversaturation=(0,1) if 0, bloom softly applied to screen and bright areas not become too oversaturated. [sSAO] UseFilter=(0,1) enable noise filtering, produced by ambient occlusion effect. OcclusionQuality=(0..2) quality of ssao, 0 means maximal quality and slow performance. In current version this is disabled, using lowest quality level. FilterQuality=(0..2) quality of ssao noise filtering, 0 is maximal quality and slowest performance. [colorCORRECTION] DarkeningAmountDay=(-100..100) how much to dark or to bright dark screen areas at day time. Negative values makes brighter, positive darker. ScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. ScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. DarkeningAmountNight=(-100..100) how much to dark or to bright dark screen areas at night time. Negative values makes brighter, positive darker. Positive values recommended for more natural nights. GammaCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (pale image), positive values decrease halftones brightness (contrast, intensive image). GammaCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (pale image), positive values decrease halftones brightness (contrast, intensive image). [PLUGIN] WeatherMod=(0,1) activates color correction for Weather Mod installed, choosed by it's author. Temporary disabled. [WATER] UseWaterDeep=(0,1) use smooth transition between different deep levels. WaterDeepness=(0..1000) factor of water semitransparencity at difference deep levels. WaterQuality=(0..2) quality of water effects, 0 means maximal quality. [sHADOW] ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive. ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely. ShadowAmountDay=(0..100) percent of shadows intencity in the day. ShadowAmountNight=(0..100) percent of shadows intencity in the night. ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time. ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time. ShadowQuality=(0..2) quality of shadows, 0 is maximal and slowest. [ENGINE] ForceAnisotropicFiltering=(0,1) force to use anisotropic filtering for most game textures. MaxAnisotropy=(1..16) maximal level of anisotropy filtering, greater values makes more sharp textures at low angles. ForceDisplayRefreshRate=(0,1) force to use user defined reflresh rate. DisplayRefreshRateHz=(60..240) custom monitor reflresh rate. Warning, incorrect use of this parameter may corrupt you display! 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When the PO walked up to the car and saw the LT's shield, all he said, "Oh, I didn't recognize you, sir" and "Nice truck". He then walked away.
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Screenshot Thread
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
New Target -
Constant drifting to the left?
Fubar512 replied to eraser_tr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Are you sure it's not your game-controller? Maybe you have it set a bit too sensitive, and what you're experiencing is due to controller-drift, not the FM. -
LOL...one of my friends is a police lieutenant. He once asked for my help in diagnosing and repairing a performance issue with his truck. Once I did, we went out for a ride, and my friend was so happy to have his ride performing the way it should, that he starting acting like a kid....peeling out, doing power-slides, etc. Sure enough, he happened to attract the attention of the local constabulary...one of his own men, in fact. His reaction to seeing the cruiser's lights in his rear-view mirror? "WTF does this A-hole want?"
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Screenshot Thread
Fubar512 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Bibbo, You have wisdom far beyond your years... -
Yo, check this out! Great speed boost!
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Uh, Dave....read my post again....lol -
Yo, check this out! Great speed boost!
Fubar512 replied to SFP1Ace's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Under XP, the files go in the main SF2 folder, not in the Thirdwire folder in "My Documents". In Vista and Win 7, they should go in the "Flight Folder", not in "My Saved Games/Thidwire/SF2x".