Jump to content

Fubar512

MODERATOR
  • Content count

    8,418
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Fubar512

  1. Marcelo's Flankers are still there.
  2. If you place an enemy carrier on a "naval map", that's all that you'll be tasked to strike. To test this, Just rename the Kiev's folder (to something like "XKiev"), run a strike mission, and see what your objective is afterwards.
  3. Out of curiosity, has anyone thought of adding squadrons and their attendant aircraft (say, a transport squadron with C-47s or 130s) to an airbase? That may be why no parked ac are showing up, because only the player's squadron is assigned there.
  4. My Pound Puppy is gone

    Sorry to hear that. It always sucks when a beloved pet passes away.
  5. 100 years ago tonight

    CGI of Titanic sinking created with new evidence:
  6. Gee Russ, how about making us a Juliett class sub, with 4 elevatable launch tubes, sharing a common pitch axis? You know, something like this: http://combatace.com/topic/71611-submarines/page__view__findpost__p__563108 BTW, I still have your "Su-16" on my Hard Drive
  7. He clearly stated in the very first post in this thread that it was a "new" cockpit, and that he was creating "new" textures for it. Now, I will chalk that up to being an issue with syntax and the difference in language. Rest assured, that if we find a download with Thirdwire LOD files in it, it will be deleted, and that member's status will be reviewed.
  8. OK, then just to remind everybody that ThirdWire's LOD files and (unedited) textures are protected by International Copyright law, and thus cannot be uploaded here for distribution, as that violates said laws and our own rules. We have a zero-tolerence policy in place regarding that... As long as the textures have been modded from their stock form, they are fair game, but again, no copyrighted model files may be uploaded.
  9. A question, is that based on ThirdWire's WOV A-6A cockpit?
  10. Tweaking the stock LHA textures a bit:
  11. An effect I've been playing with: 3D prop wash, to replace TW's "mist" effect. This has the advantge of blending in with the stock stern wake, giving one the impression of it settling into a tumultous, frothy, wake afew yards aft of the transom. I'll release it if enough people are interested.
  12. Calculating inertia for SF is almost a joke, as the series treats the distribution of masses as if every aircraft either starts with perfect, zero-center mass (all zeros), and ranges on up to ridiculous dumb-bell like high-polar moment of inertia values. The best advice I can give you, is look at what TK does for an airframe of similar configuration, and start editing from there, debugging the model against available data at every step. Oh, and be careful with roll-rate data. Much of what you'll encounter on the 'net is based on initial, as opposed to sustained, roll rates. Trust me on this, no A-4 pilot has ever achieved 720 degrees per second sustained roll-rate Sustained and instaneous G-rates pose another issue.
  13. No intervention on the user's part is required. Just make sure that you're running under DX10. Even though Windows XP fully supports multi-threading, SF2 only enables it under DX10, so one therefore requires either Vista or Windows 7 in order to take advantage of it.
  14. The SA-8 is fired from a vehicle that is technically a "TELAR" (Transporter, Erector, Launcher, Radar). Obviously, it does not require guidance from an external radar in order to work, as it has its own radar unit.
  15. Wrench is correct, though it may help if you think of the 3 axis as "axles" around which the aircraft pivots. "X" would therefore be an axle extending from wingtip to wingtip, and would effect pitch inertia. "Y" effects roll inertia, and "Z" effects yaw inertia.
  16. The Radar version must match the SA-2 Launcher version (SA-2B requires a Fansong B, SA-2C requires a Fansong C, etc.)
  17. We have an Akula, but I guess you want something that was "exported", eh?
  18. Most SAM Launchers need an associated SAM radar. There's also a matter of poper placement, meaning the number of launchers, and their orientation on the map. Then there's the "hand placed SAM radar bug", which means that the radars will acquire, track, and direct missiles at you, but you won't recieve a warning on your RWR. That last issue means that your're better off letting the game engine handle SAM placement, instead of doing it yourself.
  19. Are you serious? Every single SAM launcher (and that includes the units aboard ships) has a launch time set in its data.ini as well as a reload time, if applicable.
  20. And MLRacing had absolutely nothing to do with this!!!!! It's a simple tweak to two data.ini files Forger_VTOL.wmv
  21. He was here for a while. He left in a huff after we outted him
  22. I've only noticed this behavior on AI birds, and only when one uses the "long, slow, cat launch" routine to simulate VTOL ops. The AI birds won't retract their gear until after the delayed cat launch sequence ends (20-50 seconds after leaving the deck).
  23. You know what, on the real Crusader, there's a selector switch that goes with that guage, so one could check the fuel level on a tank by tank basis. You'll never guess what the capacity of the largest single tank on that aircraft is
×

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..