Jump to content

Fubar512

MODERATOR
  • Content count

    8,418
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Fubar512

  1. Here's a proof-of-concept video, showing what's possible in SF/WoV/WoE. Enjoy! http://forum.combatace.com/uploads/1173103...43_18452945.wmv
  2. Turn off aircraft shadows. That's a known ATI glitch in this series.
  3. Well, as third-party modelers mostly work on these things in their free time, there really is no such thing as a "scheduled" release date. It'll be released when it's finished to the developer's satisfaction. As for sharing info, the dev who's working on it visits this forum on a regular basis.
  4. The F-20 is currently a WIP (work in progress).
  5. Here it is. The drag tables are almost perfect. http://forum.combatace.com/index.php?autom...si&img=2516
  6. F-86F Beta FM

  7. F-86F Beta FM

  8. You must have some serious problems with sound. It's clearly "Maximum Angle of Attack", even through my crappy laptop's speakers.
  9. That would be Polak's photo-realistic desert tiles, available at: http://www.majorleesaerodrome.net/
  10. Russo asked me to make that model flight worthy, about a year and a half ago. So yes, I still have it.
  11. Unfortunately, no. We've asked the developer of the series (TK), if he could incorporate such a feature into a future patch, and his response was that he'd consider it. You can try contacting him at Thirdwire's site.
  12. This what I'm using on the Terriers and SM-1 & 2 SAMs: EffectClassName=LargeMissileEffects BoosterEffectName=LargeMissileFireEffect InFlightEffectName=MissileInFlightEffect Here's the data for the LargeMissileFireEffect.ini [EffectType001] Name=LargeMissileFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=RocketFlareEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=LargeMissileFireEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=HOLD_EMITTER Element[03].ElementName=LargeMissileLaunchSmokeEmitter Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=LargeSAMLaunchSmokeEmitter Element[04].StartTime=0.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=LargeWhiteSmokeEmitter Element[05].StartTime=0.000000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 [EmitterType001] Name=LargeMissileFireEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.000000 EmissionRate=0.00120 EmissionVolume=0.010000,0.010000,0.010000 HasLightSource=TRUE LightColor=0.50,0.45,0.00 LightRange=500.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.200 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.020000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.450000,0.450000,0.450000,0.400000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.350000,0.350000,0.350000,0.200000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.100000,0.080000,0.060000,0.040000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.0000 ParticleSize[02].Time=0.600000 ParticleSize[02].Value=2.6000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=2.00000 ParticleSizeDeviation=0.100000 TextureMaterial=SamburnerMaterial [EmitterType002] Name=LargeMissileLaunchSmokeEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.000000 EmissionRate=0.01000 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.0000000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.000000 ParticleLifeTimeDeviation=0.5000 ParticleWeight=0.00000 ParticleRandomness=0.100000 ParticleDragFactor=0.200000 ParticleInheritence=0.700000 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=0.300000,0.300000,0.300000,0.000000 ParticleColor[02].Time=0.05 ParticleColor[02].Value=0.900000,0.880000,0.8600000,0.600000 ParticleColor[03].Time=1.0 ParticleColor[03].Value=0.8500000,0.820000,0.80000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.00000 ParticleSize[02].Time=0.0400000 ParticleSize[02].Value=8.00000 ParticleSize[03].Time=0.200000 ParticleSize[03].Value=18.00000 ParticleSize[04].Time=0.500000 ParticleSize[04].Value=25.000000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=28.00000 BaseSizeDeviation=0.5 TextureMaterial=WhiteSmokeMaterial [EmitterType003] Name=LargeSAMLaunchSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=0.60 Inheritence=0.00000 MaxVisibleDistance=20000.000000 ZeroVelocityZ=TRUE EmissionRate=0.0010000 EmissionVolume=0.040000,0.100000,0.040000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.00000 RadialVelocityTableType=CONSTANT RadialVelocity=35.0 RadialVelocityDeviation=0.100000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=10.000000 ParticleLifeTimeDeviation=0.300000 ParticleWeight=-0.20000 ParticleRandomness=0.080000 ParticleDragFactor=0.500000 ParticleInheritence=1.000000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.900000,0.900000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=0.800000,0.7500000,0.700000,0.600000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=0.7500000,0.700000,0.650000,0.500000 ParticleColor[04].Time=0.300000 ParticleColor[04].Value=0.700000,0.6600000,0.62000,0.400000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=0.600000,0.5700000,0.5300000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=2.00000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=8.00000 ParticleSize[03].Time=0.250000 ParticleSize[03].Value=16.000000 ParticleSize[04].Time=1.000000 ParticleSize[04].Value=28.00000 BaseSizeDeviation=0.3 TextureMaterial=WhiteSmokeMaterial [EmitterType004] Name=LargeWhiteSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=.500000 MaxVisibleDistance=18000.000000 PositiveZOnly=TRUE EmissionRate=0.01300000 EmissionVolume=0.40000,0.40000,0.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=120000.0 RadialVelocityDeviation=0.500000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.5000 ParticleLifeTimeDeviation=0.400000 ParticleWeight=0.0000 ParticleRandomness=0.10000 ParticleDragFactor=0.250000 ParticleInheritence=0.0001000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.0,1.0,1.0,0.0 ParticleColor[02].Time=0.10 ParticleColor[02].Value=1.0,1.0,1.0,0.35 ParticleColor[03].Time=1.0 ParticleColor[03].Value=0.8,0.8,1.0,0.0 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=12.00000 ParticleSize[02].Time=0.06000000 ParticleSize[02].Value=24.000000 ParticleSize[03].Time=0.1000000 ParticleSize[03].Value=30.000000 ParticleSize[04].Time=0.2000000 ParticleSize[04].Value=48.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=56.000000 ParticleSize[06].Time=1.0000000 ParticleSize[06].Value=0.000000 TextureMaterial=WhiteSmokeMaterial [samburnerMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.200000 DiffuseColor=0.500000,0.500000,0.500000,0.200000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire4.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WhiteSmokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoke3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE The MissileFireEffect.ini: [EffectType001] Name=MissileFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=RocketFlareEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=MissileFireEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=RocketFlareEmitter EmissionType=HOLD_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=1.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleColorTableType=CONSTANT ParticleColor=0.500000,0.500000,0.500000,0.200000 ParticleSizeTableType=CONSTANT ParticleSize=0.30000 ParticleSizeDeviation=0.100000 TextureMaterial=RocketFlareMaterial [EmitterType002] Name=MissileFireEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.000800 EmissionVolume=0.010000,0.010000,0.010000 HasLightSource=TRUE LightColor=0.50,0.45,0.00 LightRange=400.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.035000 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.020000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.500000,0.50000,0.500000,0.250000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.500000,0.50000,0.390000,0.150000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.250000,0.17000,0.150000,0.100000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.00000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.150000 ParticleSize[02].Time=0.300000 ParticleSize[02].Value=0.350000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=0.400000 ParticleSizeDeviation=0.100000 TextureMaterial=MissileFireMaterial [RocketFlareMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=rocketflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [MissileFireMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.200000 DiffuseColor=0.500000,0.500000,0.500000,0.200000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire4.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  13. Gross take off weight or "Max Gross Takeoff Weight". If it's the latter, that would mean full internal fuel /ammo/ loaded hard points. While we're on the subject, there's also Max Ramp Weight, which can exceed Max Takeoff Weight.
  14. 300 The Movie

    LOL, Eric....no hate at all, just pointing out (and showing appreciation for), you optimism. You see, "Summer" cannot arrive soon enough, as far as I'm concerned. It was all of 11 degrees Fahrenheit over here Wednesday morning, with an windchill of -11. Not much better yesterday, a bit better today, and we may even see 60s this Sunday.
  15. Blade, I'll do that as soon as I get a bit of free time this evening.
  16. Good man, HHF. And thanks, CoolHand. The machmeter is the most realistic way to go about checking one's true air speed (TAS), but those of us who create and tweak the various flight models also have another tool at our disposal: Debug Mode. In the image below, I've activated debug mode, and one can clearly see the disparity between indicated air speed (IAS), and true air speed (TAS), at altitude. Notice the Mach level, M2.82, the maximum permissible Mach level for this bird (in real life), with stores.
  17. 300 The Movie

    Wow, Eric. I didn't realize that you lived in the Southern Hemisphere
  18. Bibbo, Yes, I've networked the air defenses on all the ships. Each class engaged as the aircraft came within the range of their individual weapons. That's why the Spruance-class DDs (in the background) did not engage with their Sea Sparrows....the bombers were still too far away. JAT, That cloud top texture is from a package that was released several years ago, titled "Atmosphere V4". The SAM trail effects are the default SF SAM booster and SAM-launch cloud effects. Both have been treated to a few tweaks to make them frame-rate friendly.
  19. Blue Water Ops

    A proof-of-concept video. In others, a tease
  20. Because there are no "large" North Vietnamese runways modeled in the SEA terrain, while there are several large runways located in South Vietnam & Thailand.
  21. I'm using the Omega 3.8.252 drivers with my X800XL with no shadow issues whatsoever. Here are my settings:
  22. settings.JPG

  23. Reflection has limits in SF, contrasting colors seems to be the best bet for aircraft visibility within the limits imposed by the lod files. For example, a silver skinned MiG-21 is quite easy to pick up against a dark colored terrain. What I was trying to accomplish was to create a more realistic environmental lighting effect, which I did.
  24. I suggest that you check out the link to the Su-35 air show video that Kreelin provided, and quit while you're ahead. But that's only a suggestion. You see, we don't have any rules against members making fools out of themselves
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..