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Fubar512

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Everything posted by Fubar512

  1. Version

    1,092 downloads

    Version 2 of Haiphong Strike '67. For Wings Over Vietnam ONLY. In this version, you start off the deck of the USS Kitty Hawk, and return to same after you complete your mission. And yes, boyz 'n girlz, the entire task force is MOVING Known Issues: If you warp to the objective, you will arrive at the same time as the strike package, which not only renders your mission useless, you may find find yourself flying through a "rain" of MK82s!. So, fly it like its meant to be flown, don't cut corners!
  2. OK, you did copy the necessary files from SFP1 (TU-22.lod, etc), in order to make the TU-22 work in WoV, right? It is, afterall, a default SFP1 aircraft, like the C-130 or F-104G.
  3. In each A/C's data.ini try adjusting the MinBaseSize from LARGE to MEDIUM. I don't believe that the WoV VietnamSEA terrain has any "large" VPAF airfileds.
  4. I guarantee you that you're trying to patch an already patched game. Check the version number, it will give you the game's date. You should only apply patches newer than the version number date.
  5. Haiphong Strike '67

    Version

    853 downloads

    Haiphong Strike '67 (WoV only), by Kreelin. Fly an A-4F on a SEAD mission flown right into the teeth of Haiphong's Anti-Air defenses...and neutralize them before they can respond to an inbound strike package. Warning: Heavy AAA and SAM defenses...may run slow at times on 'borderline' systems. Installation: Extract the haiphong_strike_67.msn file (and that file only, NOT the folder) into your Wings Over Vietnam/Missions folder.
  6. Here's a short video of what happens if you fly over a Carrier Battlegroup.... The ships in the vid are the USS Kitty Hawk (Terriers), The USS Oliver Hazzard Perry (SM-1s), And the USS David Ray (Sea Sparrows). Even at 30,000+ feet, you're dead meet if you get within range of these units. 2.9 MB WMV File
  7. Sorry, Space on that server is quite limited, and I needed several megabytes worth to host another media file, so out of necessity, I deleted the file-in-question.
  8. 1. SA-9 2.Looks like a KS-19 100 mm AAA 3.ZSU-23-4 4.SA-2 5.Appears to be a variant of the SA-2 6.Flat-Face Radar 7.have no idea 8.Hawk
  9. November Class SSN (submerged)

    Version

    840 downloads

    Submereged November Class SSN: Model by Kesselbrut Concept by KillerBee Data Files and Weps by Fubar512 This represents a submerged Nomber Class SSN, and as such only shows the sub's periscope protruding above the surface. The majority of the model's hit boxes are situated below the surface, making for a rather tough target. It has a radar emitter located within the periscope mast, so it appears on RWR displays. While it's radar return is miniscule by comparison, it does appear on some Radar displays, as well.
  10. how low

    Irregardless of what the public may think, there's one rule that's irrefutable.... "The low altitude record can only be matched, and never exceeded"
  11. Robert, you are a real trip, my friend. I suspect that someday soon, you'll be the one solving all our SF issues BTW, I've disovered the problem with the SA-3 Static launchers, and I'm working on a solution.
  12. how low

    Although it's possible to exceed my speed in this screenshot, the best anyone can do, is to tie me for low altitude :D
  13. This is the latest, full install version: DRV Version 1.51
  14. Frame Rate

    Judging by your system specs, I'd say the problem is more an issue of system configuration, rather than inadequate hardware. First, make sure that there aren't any any unnecessary apps running in the background, as they can sap CPU cycles, in effect rendering your 2.53 gHZ CPU far less potent than a 1.5 gHZ model. Also, make sure that your display drivers are up to snuff (my understanding is that the 5.2 Cats are the best ATI drivers for SF/WoV), and that you have DirectX 9.0C installed. Assuming that you're running at 1024x768x32bpp resolution, I'd suggest that you run at no more than 4x Anisotropic filtering, but I'd keep the FSAA at 4x (anti-aliasing is far more important than anisotropic filtering in a flight sim). In Options, I'd set the view distance and the horizon distance to normal, turn mirrors and shadows off, and leave everything else on high. Next, we'll get under the hood and perform a few .ini edits :) . In your Flight folder, locate the FlightEngine.ini file, open it with notepad, then scroll down to where it says "HighDetailOption", and edit it to match the one below (*NOTE* You may be required to extract it from the Flightdata.cat file, using the SFP1E extraction tool, which is available in our downloads section): [HighDetailOption] HorizonDistance=85000.0 DetailMeshSize=6 DetailLevel=1 WaterEffect=1 NoiseTexture=1 MaxTextureRes=512 Give these settings a try, I'm sure that you'll see quite an improvement.
  15. Open the F-4B folder (in the Objects/Aircraft/F-4B folder) and make sure that it contains a file named "F-4B.ini". If it's there, open it with notepad, and make sure that it contains the following data: AircraftFullName=F-4B Phantom II AircraftDataFile=F-4B_data.ini CockpitDataFile=F-4B_cockpit.ini HangarScreen=F-4B_hangar.bmp LoadoutImage=F-4B_loadout.bmp LoadoutFile=F-4B_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=F-4B_avionics.ini [LOD001] Filename=F-4B.lod Distance=100 [LOD002] Filename=F-4b_lod002.lod Distance=250 [LOD003] Filename=F-4b_lod003.lod Distance=500 [LOD004] Filename=F-4b_lod004.lod Distance=1000 [LOD005] Filename=F-4b_lod005.lod Distance=8000 [shadow] CastShadow=TRUE ShadowLOD=F-4b_shadow.shd ShadowType=1 ShadowCastDist=10000 MaxVisibleDistance=400 [DamageTexture] DamagedPostFix=_holes.tga DestroyedPostFix=_shredded.tga [TextureSet001] Directory=USNGrey1 Name=USN Grey Nation=USN Squadron=VF84 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet002] Directory=USMCGrey1 Name=USMC Grey Nation=USMC Squadron=VMFA531 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000
  16. Place the F-4B_DATA.ini file in your Objects/Aircraft/F-4B folder, and then try the F-4B on hard settings. This was verified as being accurate by comparison against published data, and also, by a real-life F-4B driver. F-4B DATA INI FILE
  17. SCUBAdevine, You're using the default non-third party SF/WoV F-4? If so, then it sounds to me like: A) You're flying well below it's corner speed (about 400-450 knots IAS). That's a real NO-NO in any Phantom variant. B) You're trying to perform a hard break with a load of bombs or drop tanks, and a full "bag" of fuel. Remember, the F-4 can easily carry a heavier bomb load than a B-17...but it cannot do so and be expected to maneuver to any degree. If you want to feel what the F-4 was really all about, try the B-model with Streakeagle's data.ini, and engage a few MiG-21s. You'll gain an appreciation as to what it took to fly that beast in real life, afterwords :)
  18. SmokeFX

    Version

    776 downloads

    SMOKE EFFECTS for Strike Fighters: Project 1 and Wings Over Vietnam Authors: Saganuay82...Oil Fire effect concept & initial testing Fubar512.....Oil Fire effect & steamship smoke effect *.ini files Deuces.......TGA Files & Effects "consulting" : ) Installation: Place or Extract the follwing files into your SF or WoV Effects folder. LargeOilFire.ini MediumOilFire.ini ShipSmoke.ini Smoke1.tga And that's it! The Oil Fire Effects produce 3-4,000 foot tall pillars of thick, black "oil" smoke, while the enhanced Shipsmoke effect produces a fuller, darker cloud of smoke, such as an oil-fired steam ship might produce. To Uninstall, simply remove the "offending" file(s) from your effects folder, and the game will revert back to using the original effects.
  19. If your idea of "intelligent argument" is nothing more than meaningless dribble and thinly-veiled insults, then perhaps it is time for you to move on.
  20. Believe what you want.....and we'll leave it at that.
  21. Perform a search, both here at the Combat ACE forums and at Sim HQ regarding it's impact on the AI. Better yet, try it, as you can always delete it with no-ill effect afterwords if it does not meet your expectations. Its in our download section: http://forum.combatace.com/index.php?download=1219 It does not work miracles. Aircraft tasked with strike mission, in a landing pattern, or those tasked with CAP/Intercept/sweep who've exhausted their ordnance, will not attempt to evade. That issue must be resolved by the developer. What it does add, is a more aggressive AI that fights in the vertical plane, has eyes in the "back of its head" (as if under GCI or AWACs control), and conserves its ammo as much as the game engine will currently allow (.3 second bursts, I believe), and seeks out targets of opportunity over a wider sphere.
  22. Dude, A word of advice; Before you go opining that something is a "Red Herring" (slight or otherwise), it would add at least a modicum of credibility to your statement if you had tried it, and had based your opinion on fact rather than conjecture. Cheers.
  23. Unfortunately, the player has no control over an aircraft's state. "Dogfight mode" (my term for it) lasts only as long as the AI aircraft is armed with A2A weapons, is at it's objective point, and senses that there are enemy aircraft in the area. The is no 'Dogfight" command. You can effect a change in how aggressive an AI is, and the mix of rookies to veterans in a given flight, by applying the "UBER AI" Aircraftobject.ini file (which is available in our downloads section).
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