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Fubar512

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Everything posted by Fubar512

  1. Any pics of Hanger 18? Especially the inside of it...?
  2. Use 1.0 for the value. In theory, using a higher value makes the terrain more FPS-friendly, but I've never seen a difference.
  3. Changing of the Guard

    C5's forum was both level-headed, and clear-headed. Dave was one of those with a clear head....in his case, 'cause its empty
  4. I would think that walleyes, would be, uh, aerodynamically unsound...
  5. I once did that to Dave. I sent him a tweaked object pack that included ZSU-23-4 "transports". It took him a while to discover what I did, he was flying an Armed Recon mission in an F-4E and encountered a column of those "transports". He later had some choice expletives for me
  6. Sounds as if someone used the wrong coordinates for ground objects on whichever map you're using, and they're inside the .tod objects.
  7. If you mean fighting in the vertical, that ability has been there since SP3. Also, even the slowest rolling MiG can still roll 90 degrees in less than 1 second. In fact, the MiG-17s roll-rate was 136 degrees per second, though, it was inferior in this regard to even the A-6 Intruder It's ability to perform sudden maneuvers in the pitch axis was legendary....limited only by the pilot's strength and endurance. The MiG-23, OTH, was more of an attempt at a 'heavy' fighter, sacrificing agility for straight-line speed and BVR capabilities.
  8. Paul Newman Dead

    Or, spaghetti sauce....
  9. They are there in every patched TW sim I own. I believe that under "Groundobjects" in graphic options, you need to select "unlimited".
  10. Oh, I don't disagree with you regarding the flickering issues...it's that the TW implementation calls for a shader that generates an animated, reflective, and transparent bumpmap. That sort of shader doesn't show well when transposed against the backdrop of specular tile.
  11. One easy solution, for terrain developers [Rant Mode on] Stop using those "iridescent metal-flake" water tiles. Use solid colored tiles, such as Brain32 did in his GermancyCE terrain, and you will experience fewer issues [Rant mode off]
  12. Nav & landing lights are working fine for me, in all aircraft, and in all views.
  13. Cross-chop atop rolling swells, with diffuse and HDR-lighting effects. The next step is planar reflections...
  14. I may have spoken too soon. I was creating a ship wake shader, and accidentally stumbled on to something. look at the bow wake, on either side of the hull, and tell me what you see reflected in it Wake Video
  15. In order to incorporate planar reflections, I'd have to discard the present shader. And, I'm not sure that all the necessary parameters are in place within Thirdwre's graphics engine to allow me to do so. I'd probably have to do something akin to the Enbseries .dl, and that is, to create my own add-on .dll file. That's a lot of work for someone who's not a programmer...
  16. Not at all, and that's the CV's shadow, not a planar reflection. To my "captive" beta testers, the file's up and available for testing in the usual location
  17. img00066.jpg

  18. ahhhhh...I must have a beta pack, as all it contains are upgraded skins and models for the TW-default WoI weapons.
  19. Well, tell us how you really feel...lol. Nice punctuation and use of paragraphs, BTW.
  20. Soviet versus NATO designations, and limitations in the WoI pack (no advanced Sov/WP weps, etc). You need the full Mirage Factory weapons pack to get, say, R-27s (etc.), and then you need to edit all the loadout.ini files on your aircraft to reflect the NATO designations.
  21. What do you mean by 'shimmering'. Are you describing an effect similar to what one might experience if they dial up too high an anisotropic filtering level, without anti-aliasing to smooth it out?
  22. Another feature, is a really nasty shock buffet at Mach .97-.99 at low altitude. It's really noticable in the WoI Mirage, a nasty, high frequency vibration.
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