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Fubar512

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Everything posted by Fubar512

  1. Yes. It's an F-21 Kfir. Shall I also post images of the YF-110, YF-112, YF-113, and the YF-118?
  2. Yes and no. It's actually a "Paint.net" (freeware) tweak......
  3. I could not duplicate that behavior with the Mirage III CJ under hard flight mode in my install, but I have encountered it with other models. That's usually due to the way the series handles stall buffet, and how the individual flight model is set up. I have an add-on flight model for the 'III CJ, which I've written to force the model to mush down well before hitting the stall buffet (as delta-winged aircraft are prone to do in real life). Wow...that depends on what you're interests are. We have everything from terrain enhancements, to groundobjects (SAMs, AAA, Tanks, Trucks, ships), and, of course, tons of aircraft. Then there are the various packages...NATO fighters, Vietnam War, etc.
  4. If you mean the model, well that's up to Marcelo. I simply used that model because of its relatively low res skin (512x512), to highlight the level of detail that;s possible by applying relief to the bitmap. Well, it's most likely because you're attempting to use a model with unicode lod files, in a version of the series that cannot read unicode.
  5. I create two versions of the same weapon, for anything under 85 mm. One sports guns set to time fused (flak), the other to ballistic fire (tracer). It looks quite impressive over the SEA terrain during the late 60s & early 70s.
  6. Here's a possible alternative for updating older 3D models, those that we cannot apply bump-mapping for whatever reason: relief-mapping One of the benefits of this method, is that it's also available to those still using the first-gen TW sims, and to this running the second-gen on non-DX10 operating systems, or with non-compliant hardware. In case you must ask, the hangers in the screenies are the work of BpAO... Look at the rivets, some panel lines, access doors, louvers, and the exhaust "feathers" on the Su-33 (Marcelo's model).
  7. There is, it's called SF2, and you'll need to run it on an OS that supports DX10 (such as Vista or Win7), along with suitable hardware
  8. Ummmm, perhaps because this is an SF1 forum, and we're discussing SF2 issues and settings?
  9. I have a rather modest graphics card, an EVGA GTS 250, which is essentially an overclocked, 1024 mb 9800GTX. The key to consistantly high frame rates in this series, is brute processing power. 3 ghz is good, 3.6 ghz is much better, 4+ is great! Having more than a dual core CPU means nothing, as the series barely uses the second core, as is. Oh, and you must force vsynch off in both the options.ini, and in the video card's control panel.
  10. Thank You, Gents!
  11. No it doesn't. Not by a long shot. Wrong information, bud. F-104G in SF2 at night, just to show exhaust glow shader and prove that it's under DX10.
  12. That may be, but it's always easier to start with the right effect and edit it to suit, then it is to try with the wrong type of effect, and then try tone it down to fit.
  13. You're still using the wrong effect, a flak effect in place of the gunfire effect. Use this GunFireEffect= 37mmFireEffect and it will work the way it's intended to.
  14. Not at all. They are two separate effects, with call outs (trigger events) that completely unrelated to one another. The flak effect is normally spelled out in the bulletobject.ini, or in that particular gun's folder, should you have it set up as an addon. In the latter scenario, one would have a seperate folder for a gun, containing both a gun.ini pointing to a gun_data.ini, as one would a weapon (only applies to SF2 series): //////////////////////////////////////////////////////////////////////// [GunData001] TypeName=40MM_L60 FullName=40mm Bofors L60/70 Cannon Caliber=40.000000 ROF=100.000000 MuzzleVel=850.000000 AmmoWt=0.955000 WarheadWt=0.090000 Reliability=95.000000 Accuracy=58.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect <---muzzle flash and gun smoke effect GunFireSound=37Can EffectClassName=37mmEffects <-----effects, including flak, water spikes, dirt spikes, armor hits, etc EffectTime=0.100000 TracerTexture=Tracero.tga TracerSize=0.050000 TracerDistFactor=0.002000 TracerLength=0.050000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName=WaterRic ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=Impact4 ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName=Impact4 AirBurstEffectName=37mmFlakEffect AirBurstSoundName=Flak37 ShrapnelChance=100 ShrapnelCount=250 //////////////////////////////////////////////////////////////////////
  15. Experimenting on your own is encoraged, and it's how most of us familiarized ourselves with the series over the years.
  16. Geary, I intend to use this on the Korean Air War add that we're working on. It allows one to simulate water-injection and high-blower settings on piston-engined aircraft, and water injection on jets.
  17. Because you're using a flak cloud as a gun smoke effect, which is something it's not meant to be. Who's effects are you using? In the 37mm gun data.ini, make sure that you're using the following GunFireEffect=37mmFireEffect
  18. Is the AIM-54A setup with Exported=TRUE in it's weapondata entry?
  19. A bit of research goes a long way. Using the forum search feature here and at www.thirdwire.com has always proved helpful to me and everyone else. Out of the kindness of our hearts, we also took the time and the trouble to create a knowledgebase here at CA. Most of the answers to questions that you've asked, and probably to questions that you've yet to ask, are there. All TW series and TW titles have their core files contained in, and read from, an assortment of catalog (.cat) files. You'll find the default weapons and their data in the Objectdata.cat
  20. Geary, I have already incorporated this, heat blur, 3D exhaust rumble and all, on several models, for an as yet unreleased mod. The key is adding a secondary engine, with either little or no thrust, that is equipped with an afterburner, and has the secondary effects linked to it.
  21. Of course, there's also Marcelo's Su-33 (with working canards, tailhook, etc), and the Tomcat74/MF Su-24M, that have yet to be released. The '24M is extraordinarily well-detailed, thanks to the efforts of the Late, Great BPAO and the texturing skills of JimBib.
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