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Fubar512

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Everything posted by Fubar512

  1. Troubling long-term unemployment crisis

    Dsawan, are you unemployed, and if so, what field were you in?
  2. It's ammo count, not weight. And every source I've checked shows both the Kurnass and Kurnass 2000 as being equipped with a 20mm Vulcan, carrying 640 rounds. I'd contact the publisher (Thirdwire) on their site, and make them aware of it.
  3. You're from Poland, a seafaring nation. Therefore, there's little excuse for you not knowing that sober sailors squids aren't worth a damn....we need to get a few drinks in them...that'll improve their aim
  4. VisualRange and maxvisible distance play a role here. Both are "virtual", in the sense that they will not effect the range at which a given 3d model is physically seen by the player, hence they don't effect frame rates. But they determine the range that the AI detects and takes action against, a given target.
  5. The Pave Penny wasn't added to the A-10A fleet until 1978, hence the "A-10A_78" designation in SF2E. For WoE, you would need to create a 3D model of one to in order add it (visually), as SF2-series models are not backwards compatible to WoE.
  6. Stary, OT, but you were right about the load that lowering the bullet mach imposes on the system. I lost over 30 FPS going from the default to Mach 0.2! Of course, having 18 30mm gatling guns shooting at you at once doesn't help, either Ballistics.wmv
  7. LOL, that's happened more than once in real life: "The F-11 Tiger is noted for being the first jet aircraft to shoot itself down. On 21 September 1956, during a test firing of its 20 mm (.79 in) cannons, pilot Tom Attridge fired two bursts mid-way through a shallow dive. As the velocity and trajectory of the cannon rounds decayed, they ultimately crossed paths with the Tiger as it continued its descent, disabling it and forcing Attridge to crash land the aircraft; he survived." Source: http://en.wikipedia.org/wiki/Grumman_F-11_Tiger
  8. A long time ago, I realized that errors in ballistic calculations cannot be completely solely attributable to where (on the model) those calculations are made from. How does that explain gross errors in ranging? And what about errors on weapons that were located adjacent to the model's centerpoint? Some obsevations that may help. 1) Ranging has to do with the lifetime of the round. Right, Stary? 2) This series uses accurate (real world) ballistics tables....in a virtual world that's 66% scale! Of course you're going to have accuracy issues at range. 3) Gunfire is determined from the pivot points of the nodes (yaw & pitch) that one assigns to it...not from where the effect lies. 4) I suspect that the game engine aims visually groundobject to groundobject....that's why there's no over the horizon gunfire. 5)ASMs seem to work fine, as I proved many years ago, having set up ships that killed other ship targets that were well over the horizon. In that case, guidance type was the key, weapons that employed anti-radiation guidance were the only ones that worked for me (note that the target must be equipped with an active emitter).
  9. It also requires a soundlist.ini entry.
  10. Which terrain? SF2 now uses 3 water shader files under DX10...so the water material entries are somewhat different.
  11. A short video I made in order to show off the Ulyanovsk's AAA batteries, which consist of 8 twin AK630 30mm gattling guns (4 Kashtans per side), and two single turrets sporting single AK630s on sposons just forward of the fantail. BTW, the Kashtans also mount 4 SA-19 missiles each. In real life, the Ulyanovsk was planned to carry 24 navalized SA-11 "Buk" missiles, in VLS tubes. The gun axis are still a WIP, hence you'll notice an occasional mismatch between barrel positions and gun fire effects. Ulyanovsk.wmv
  12. The SF2 flight dynamics engine is essentially the same as that of the first gen with the '08 patch installed. Thus, helos must be flown under a normal flight setting. They are, for all intents and purposes, all but uncontrollable under hard flight settings.
  13. Sure, but be forewarned, it has no animations.
  14. In a word, no. One can neither set the mesh, nor the cat, to follow the profile of the ramp. If you adjust the catapult end-stroke elevation, the aircraft appear to be jumping several meters off the deck at the begining of the cat shot. However, MarcFighter's Su-33 is endowed with the ability to get airborne after a short run, making it appear as if it were following the ramp slope angle. 30 knots worth of virtual wind across the bow helps, too
  15. I was playing around with a crappy, low-poly model of one over two years ago....sent it to a 3D guru, and that was the last I heard of it: http://combatace.com/topic/38557-uh-dave/page__view__findpost__p__263930
  16. Depends on the sun and view angle.
  17. Ulyanovsk in-game, effects test: Bow wave.wmv
  18. I'm having no issues with seasons changing...it seems to do so now progressively by date, so each mission is flown 3-9 days after the previous one. In otherwords, It takes 10-15 consecutive missions in order for one to see a change of season, from beginning to end.
  19. I've sent the final data.ini and .DDS-format skins (thank you, Brain32 Lindr, and Krizis) to Marcelo, so it may be out soon. The Yak-38's FM still needs to be tweaked to SF2-standards, and of course, it must be sent back to Krizis for final consideration and release. A short video of the Kiev's layered air defenses in action...gunfire and flak effects by Stary: KievFinal.wmv
  20. Any good, free hex-editor will work, as long as it can read both ASCI (for some 3rd party models) and the SF2 default, which is Unicode.
  21. I suggest that you take a waveoff.....
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