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Fubar512

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Everything posted by Fubar512

  1. Try pulling the Xmac table values back a meter or so. It sounds as if they're way too far forward; Xmac should start 1/3 of the chord back from the leading edge at the Ymac intersection for a given panel, and progress aft to approximately the the half chord-point at Vmax.
  2. I've had Sa-5s shoot at me from 30+ NM, and SA-10s engage me at almost 80 NM. Sounds like a configuration (data.ini) issue with either the launcher or the missile.
  3. Interesting piece on Steve Jobs

    That's why I laugh at meatheads who look up to Jobs as if he were the second coming.
  4. Visibly? No, as 1 pixel is the limit to which anything will render down to. So let's say that about 12 KM for a single SAM launcher is the maximum Third Wire-world visual range for an object of that approximate size, even when zoomed in. Though you can cheat and make it virtually "detectable" beyond that range.
  5. FUN! It's a primal force.

    Cool video. I own a Budgerigar, who in his younger days, used to climb up a venetian blind sash cord, gripping it with his beak and claws. When he reached the top, he'd loosen the grip that he had on the cord with his beak, and slide down as if he were a commando repelling down the side of a building. Currently, his bag of tricks include the use of weapons....when his cage mate beats him to a treat, he'll grab hold of a toy suspended from the cage-top, and swing it like a wrecking-ball or battering ram at her
  6. Unofficial rule of thumb: Aircraft are ideally stressed to 1.5X max sustained G-load for safety reasons. Randy Cunningham reportedly once exceeded 11 Gs (instantaneous G, of course) during a dogfight, and his Phantom came away from the experience with little more than a broken flap hinge. I believe it was Ken (531-Ghost), who told me of seeing any number of Phantoms that had been over-G'd, during his time. They all made it home. So, in short, you can probably set the Max G-load of your models to 150% of their rated sustained Max G, without worrying that you're "arcading" your install.
  7. Wheeler Dealers

    Anyone else here a fan of this series? I've really gotten into it, myself. The formula is quite simple, every week they purchase a different special interest vehicle as cheaply as possible, then they perform whatever work is necessary in order to resell (or "flip") the vehicle at a profit. On a recent episode, they "flipped" a 1970 Dodge Charger. Having owned a 1969 Charger R/T 440, myself I found that episode compelling. The episode is broken into four parts on youtube, this is part one: http://www.youtube.com/watch?v=5tbxjCrIvV8
  8. Wheeler Dealers

    I recall a story in Road & Track magazine, circa 1976, were the author was reminiscing about a (former) fellow autoworker at a Ford plant, ordering and assembling a one off F-100 under the noses of the plant supervision, during the late 1960s. He ordered a basic-bare bones truck, and that's how it started when the chassis first hit the assembly line. By the time it reached the end, however, it sported air conditioning, power steering, disc brakes, a deluxe interior, and the Pièce de résistance, a 335 HP 390 cube V8 and HD C6 tranny from a Fairlane GT (both of which were otherwise unavailable on the F-100 pickup, at that time). According to the story, it made it off the assembly line unnoticed, and all the way to the dealer's lot, where the sales manager noted a few "minor" discrepancies between the truck that had been ordered, and the one that had been delivered to his dealership...oooops!
  9. The Desert Terrain is the default (and only) terrainset that ships with both SF1 and SF2.
  10. As Stary said, it's mostly your systems's inability to run DX10 that's limiting you. SF2 is optimized for DX10, which means (ideally) Windows 7, and a DX10-capable video card (which your card supports, BTW). Running SF2 with the latest patches outside of a DX10 environment will deny you two things: 1) Multithreading optimizations 2) DX10 shaders (which result in superior graphics, and place less of a load on system resources)
  11. I've been working on a water shader for the series, that improves on the effect at low level, by laying down bump maps every 20 meters or so: The only issue, is that at this level of detail, any mismatch between adjacent bump maps is immediately noticeable.
  12. That's not a ricochet. Those are the sparks from the "ground bullet hit effect". Notice that they don't match the tracers.
  13. In order to take off from a carrier, you'll need to create a scripted mission for it. The default random-mission creator will not recognize it as a usuable "airfield". This also applies to the SF2 series.
  14. Sorry, only one pitch axis per ship, so it can have ASMs, or SAMs, but not both, unless you can live with the ASMs using the SAM pitch axis.
  15. The afterburner effect for the specific aircraft. Check which one it uses in the aircraft's data.ini, and then look for it in your effects folder. Be aware that the afterburner effects for the default TW planeset are part of the particlesystem.ini.
  16. Cash for Clunkers Secret Revealed

    On June 24, 2009, The President signed into law the Car Allowance Rebate System (CARS, commonly known as 'Cash-For-Clunkers'), one of several stimulus programs whose purpose was to shift expenditures by households, businesses, and governments from future periods when the economy is likely to be stronger, to the present when the economy has an abundance of unemployed resources that can be put to work at low net economic cost. At least, that's what they wanted us to believe..... The real reason behind the Cash for clunkers program has finally been revealed.....it was all a cover for a secret weapons acquisition program! $4500 per weapon, a true bargain. Clunker on the waaaaay.... Take that, gomers! Night ops, reportedly with with laser seeker attachment:
  17. Cash for Clunkers Secret Revealed

    They could always load up a dump truck with crushed clunkers, and then try dropping that mess from high altitude
  18. They've got Gaddaffi

    The word's out now, after an accounting by the Libyans, that Ghaddafi was the richest man in the world, with something on the order of 200 BILLION dollars at his disposal.
  19. It can only be one, or the other, and never both. It's either an air to air missile, or an air to ground missile. AG missiles generally use electro-optical (laser and TV), anti-radiation, radio-controlled, (etc.) guidance. AA missiles use infrared, beam-riding, semi-active radar homing, and active radar homing guidance.
  20. Sounds

    And then you'd lose the airbrakes.
  21. Sounds

    It wont work, as sounds must be associated to specific coded events. And only the developer (ThirdWire) can add those coded events.
  22. File Name: T-80BV MBT File Submitter: Fubar512 File Submitted: 4 Aug 2009 File Category: SF2 Series Add On Objects T-80BV Main Battle Tank: Original Google Sketchup Model by SWS Ported to SF2 format by BPAo and Fubar512 INI files by Fubar512 Textures by 331Killerbee Beta testers: USAFMTL, Crusader, Private (please don't feel left out if I've forgotten you). to quote from SWS's write up: "The T-80 is a main battle tank (MBT) designed and manufactured in the former Soviet Union. A development of the T-64, it entered service in 1976 and was the first production tank to be equipped with a gas turbine engine for main propulsion (the Stridsvagn 103 only used a supplementary gas turbine by 1971). The T-80U was last produced in a factory in Omsk, Russia, while the T-80UD and further-developed T-84 continue to be produced in Ukraine. The T-80 and its variants are in service in Belarus, Cyprus, Kazakhstan,Pakistan, Russia, South Korea, and Ukraine. The chief designer of the T-80 was the Russian engineer Nikolay Popov" Installation: Simply extract the contents of the zip archive into your SF2 Mod folder. Please back up your default TankGun.wav and TankTrack.wav, as they will otherwise be overwritten. If you wish to use the TankTurbine.wav, you will need to create an entry for it in your soundlist.ini Click here to download this file
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