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Fubar512

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Everything posted by Fubar512

  1. Engine sounds do not require a soundlist entry (as it already has one). Neither do afterburner, airbrake, windloop, tire touch, flap, and landing gear sounds.
  2. The answers pretty obvious. It's a concept known as "precision" Perform the following Google search (parenthesis, commas, and all) "Chernobyl, helicopter, boron", and you'll see why.
  3. I recall watching a documentary on the A-4 Skyhawk, and what I got out of watching it, was a new-found respect for the scooter, namely how incredibly well-built it was. They showed early landing-gear fatigue testing, were an A-4 prototype loaded to simulate max gross weight was dropped onto a concrete pad from some 3 meters height. If my memory serves my right, the test model achieved 24 fps just before the tires hit the concrete, and they repeated this "torture" test several hundred times, in order to simulate a lifetime of carrier landings.
  4. You're right....his reports wouldn't be any more inaccurate than they are with the current crew, and he'd certainly be a lot more entertaining to watch. Hell, CNN would probably gain the lion's share of viewership, with BB on the staff
  5. CNN? The "Crappy News Network"? I believe that they hired Baghdad Bob as their "Minister of field operations".
  6. When you go to a pistol range to shoot, should there be "enemy" snipers laying in wait for you? It's a range, not hostile territory.
  7. Averages mean little in this case. For example, one cannot equate an A-4 to an F-105, so the use of averages works against one in that case. Also, how does one compensate for an aircraft with a high-polar moment of inertia versus one that has a low-polar one? What of modern fighters, which almost to the very last, are tail heavy by comparison to their predecessors from 40 years ago? My point is that moments of inertia need to be calculated and tailored for every model.
  8. Yep.... And TK has not added the necessary DX10 parameters to the graphics.dll for neither the pixel, nor the vertex shader. No biggie, as it's mostly for eye-candy, and I'm sure that a proper fresnel shader would take a sizable chunk out of frame rates when flying over water.
  9. I wasn't sure if you were in Kadena, or in Misawa. In either case, Dave assured me that all was fine.
  10. Ah sorry, but stereo sound effects do not work in either series. I've just attemprted it, loading a stereo windloop, and it does not work until I reencode it as monoaural.
  11. 30% load is nothing. As to the other issues, it sounds as if something else is attempting to share memory space with whichever TW sim you're running, or some application has a bad memory leak, and parts of its code are still in system memory when you run SF2.
  12. Sorry to hear that...
  13. One cannot use what isn't there. Apparently, TK only adds whatever he intends to utilize, and doesn't take full advantage of most of the parameters contained within the DirectX libraries. I've written some killer shaders for for features such as heat blur and water with fresnel reflections (in both DX9 and DX10), and they're not supported by the TW engine.
  14. Maximum allowable descent rate at maximum gross weight x 1.5 per individual component should be good enough for gov'ment work (or for ThirdWire gameplay purposes, for that matter).
  15. It must be encoded in monaural format. Stereo .wav files will not work.
  16. The '08 patch killed FACs in SF1, and if my memory serves me right, SF2 has not had them from the begining.
  17. Please check in....
  18. Mass fraction, is as the term implies, the percentage of the aircraft's (empty) mass that the component in question contributes to. In this case, 38%. Alpha stall is the alpha angle in degrees, at which the aircraft model begins to experience stall buffet. 18.58 degrees is a bit high for a straight winged aircraft. Alpha Max is the maximum angle of attack achievable before drag exceeds lift for that surface. Flight manuals for the real aircraft will warn you to never exceed this value under any circumstances. Again, 34 degrees is way high for a straight wing. Alpha Depart is the angle of attack at which the surface loses lift, and hence causes the model to depart from controlled flight.
  19. You originally posted it on the SFP1 boards. I've since moved it to where it belongs.
  20. Perhaps it's because they some how knew that you'd post about them in the wrong forum?
  21. Boy, is that an understatement, or what?
  22. Yes, TK appears to have hardcoded cloud values even cloud altitudes are effected, as well.
  23. Interesting read, perhaps Wrench will take the hint http://www.scramble.nl/eg.htm
  24. No. In fact, only one set of tones is allowed per install.
  25. Try this: Set up a mission where you have a high wind, then fly at a right angle to it, using AP in altitude hold mode. Next, speed up the sim (to 8X), while keeping note of your indicated heading. You'll begin to see the aircraft gradually weathervane due to the crosswind.
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