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Everything posted by Fubar512
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A word of advice: Stop worrying about who sent it....get off your lazy duff and install the damned thing!
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Went through that very same scenario with Hanna, just last week. Parts of NJ recorded as much as 7 inches of rainfall in less than 8 hours.
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First of all, Dave, you need to come clean and tell us all the truth. We know that you're a long-time Billy Idol fan, and that you've often expressed admiration for his "Spike" haircut. I'm of the opinion that you were attempting to find an easy way to achieve the "Billy Idol" look, when you just happened to notice that wall outlet, and.....
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September - Screenshot of the Month
Fubar512 replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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September - Screenshot of the Month
Fubar512 replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
An oldie, but goody.... -
maneuverability Problem in Some Air Crafts
Fubar512 replied to cora's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There are mostly no easy fixes in an aircraft's data file. Most aero values are interelated in some form or another, so changing, say the values that control roll or pitch displacement rate, may have an adverse effect in another area. So unless you know precisely what you're doing, I'd wait until someone gets around to porting those FMs into SP5. -
maneuverability Problem in Some Air Crafts
Fubar512 replied to cora's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The flight models for most third-party aircraft have to be re-written in order to make them compatible with WoI (or SP5). -
New video card ATI or Nvidia
Fubar512 replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Heat is the ATI's main drawback, and power consumption is nVidia's drawback. If you think in terms of compatibilty with TW titles, then nVidia's the most reliable choice. In the end, it's a matter of personal preference. -
January of 1999, or thereabouts, creating a 1955 WWIII scenario for MS CFS, with new sounds, weapons, etc.
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I was once overflown by a brace of NJANG F-4Es back around 1985 or so, while I was out fishing 30-40 miles offshore of Atlantic City. You could feel the reverberations from their engines, traveling through the boat's hull, while they were inbound and still several miles off (sound travels through water twice as fast as it does through the air). I also recall regularly hearing sonic booms while out fishing, back then
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SeaCat Missiles
Fubar512 replied to marianoranchos's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, because ships will maneuver during an engagement irregardless of waypoint assigments. -
Eraser, those parts were salvaged from an Eastern Airlines L-1011 that crashed into the Everglades just southwest of MIA, back in late December of '72. http://en.wikipedia.org/wiki/Eastern_Air_Lines_Flight_401
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AIM-54C just became my new favorite missile
Fubar512 replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I keep my targets at either between 10 to 11 o'clock, or 1 and 2 o'clock. That way, I know when my missile's acquired the target on its own (by watching its exhuast trail), and does not require further guidence from me. -
Yes. BTW, I was in Miami when that plane crashed, staying at a relative's house. I remember the emergency crews passing by on their way to the crash site.
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Yes, you can kill a MiG with a lance...
Fubar512 replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
LOL...I had a similar experience with a Phoenix. Unfortunately, it was one of my wingmen that had strayed into it's flightpath. -
AIM-54C just became my new favorite missile
Fubar512 replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You easily can engage multiple targets, once each '54 has acquired its assigned target, by simply locking up another blip and firing (I've done so countless times). You cannot, however, track multiples, as that feature is not coded into the series. -
Classes of Targets in Targets.ini and Types.ini Files
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes. Change the availability of the units you want to see less of, to "rare", and the ones you wish to see more of, to "very_common". -
Classes of Targets in Targets.ini and Types.ini Files
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, you're missing the point. Leave the SA-9's ground object role as "Mobile-AAA", but instead of marking the entry "AAA" (at the map coordinates that you wish to place that unit on, in the targets.ini), use "SA-9". -
This is making me crazy.
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Here's a video of something that's been driving me crazy for the past few weeks. I've recruited another modder to help me with this....run the video in full screen mode. http://forum.combatace.com/uploads/1220045..._54_6283361.wmv -
This is making me crazy.
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The heatblur effect in LOMAC doesn't really post-render. This is an example of post-rendering, on a fixed scene: http://www.episode2ish.net/DHA%20files/heat%20haze.mov -
This is making me crazy.
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Here's what I have so far, and I'm at the point at which I'm putting this down for a while. Pay attention to the Kfir's exhaust nozzles: Video Heat Haze shaders generally make three passes. In the first pass, a series of colored particles are rendered as a stream. On the second pass, a type of particle known as a "quad" is rendered. Quads are like prisms, in that they reflect and refract light, or in this case, the particles from the first pass. This causes the particles to appear as if they are traveling in three different directions, at once (X,Y,Z), and at a high rate of speed. The quads also impart a blurring of the particles, as part of the same process. On the third and final pass, the textures are rendered over the scene twice. The first time, as a "particle pass", the second time in what's known as a post-rendering pass. That requires that the scene be drawn twice. That's an issue, as the effect is ideally occurring only in a localized area of the scene. Most of the available material on the subject shows you how to make a generalized effect, on a fixed scene. I need to get the effect to post-render just in the area of the exhaust nozzle(s). First as a blur, then again, with the distorted (displaced) parts of the scene super-imposed upon the first, giving it a realistic rippling effect. The last pass isn't working for me. At this point, what I've effectively created, is a super-resource hungry particle shader. A real frame-rate killer. Not what I had originally intended...