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Fubar512

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Everything posted by Fubar512

  1. Damn, Russ....I thought you'd disappeared on us. I'm glad to see you back. BTW, I still have some of your unreleased models on my drive...
  2. According to GregoryP of AvHistory (the crew responsible for the CFS 1% flight models), SF2 and it's follow-on titles have the potential for the most accurate flight dynamics modeling of any titles that are currently available. I've used both his P-51D and Me-109 FMs in SF2, and can attest to the fact that both are a delight to fly, and are easily handled by the AI. In fact, the '109 is an absolute terror to fly against, as the AI seems to take full advantage of it's handling characteristics. PS: Storm, I can hook you up with both models, and then you can tell us all what you think about them
  3. Lex, that is not what you initially asked. And I quote: What are you, a politician now?
  4. waternormal.rarAl, drop this into your individual terrain folders:
  5. That's due a third-party water normal. It was either meant for another water-shader altogether, or was intended for SFP1. Are you running these games under DX10 (Vista or Win7)?
  6. Since I cannot become an "AI", how could I answer this? I would assume that the same detection principles apply to all models, and that the same detection threshold is enforced for all models of the same type. I could post a video from a scripted mission, showing Atoll-armed MiG-21PFs switching modes from search to track on an F-4J's vector display, if you want me to.
  7. I'm sorry, but you are quite mistaken, Lex. In SF2, AI MiG-21s use their radar sets to aquire airborne targets and set up IRM & gun attacks, as do '17PFs (which are armed only with guns so far in the series).
  8. Happy Birthday!
  9. I've been through so many muzzle flash effects, that I could not tell you whether I'm using Deuces, Stary's, my own, or some unholy hybrid of all three....
  10. As is the case for all the default TW effects, it's nothing more than an entry in the particlesystem.ini.
  11. Happy Birthday, Erik!
  12. EricJ's turn in the barrel.....HAPPY BIRTHDAY, Eric!
  13. You mean exotic chemicals.....like NAPTHA? Check the ingredients....it makes for an eye-opening experience. Proper T-body cleaning entails removing the unit from the engine, and cleaning it on a bench. Most of the so-called "carbon" that jiffy-lube engineers ( ) claim to find in a t-body, originate either in the engine's crankcase, or are contaminates left over from the assembly process, being drawn in from units such as brake vacuum-boosters. Often, you'll also find carbon in the bores for the various sensors and motors that fit into a t-body. Cleaning them can help throttle-response and improves idle quality. As to how often one should service the unit, I'd say at least once every 25k to 30k miles.
  14. Just $116.34? LOL. Check out the service intervals and their attendent costs on a typical exoticar...hell, just for s**tz-n-grins, look at service costs on a Bugatti Veryon: According to AutoCar, a routine service for a Veyron costs a whopping £12,866 ($21,033 USD), whereas an annual service for a Ferrari Enzo is £1680 ($2,746 USD). A set of new tires will run you £23,500 ($38,417 USD), and that’s because they have to be capable of handling a top speed of 253 mph. Moving forward, every fourth tire change, the Veyron’s wheels must be replaced, leaving you with a bill of £7050 ($11,525 USD) per wheel. Source: http://www.egmcartech.com/2010/01/18/the-cost-of-owning-a-bugatti-veyron-is-overwhelming-set-of-tires-cost-38417/
  15. Those are the values for the SON-9A model, as per our recent discussion.
  16. Kevin: [MissionData] NationName=SOVIET ServiceStartYear=1953 ServiceEndYear=1980 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportEndYear=1982 ExportAvailability=COMMON [DetectSystem] TargetType=AIR RadarFamilyName=AAA RadarSearchTime=5.0 RadarSearchRange=80000.0 RadarSearchStrength=40 RadarTrackTime=10.0 RadarTrackRange=35000.0 RadarTrackStrength=40 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=500.0 RadarMinimumAlt=500.0 RadarSearchFreq=2.696 RadarCW=FALSE RadarTrackFreq=2.860 OpticalSight=FALSE MaxVisibleDistance=5000.0 RadarCrossSection=3 DataLink=TRUE NetworkType=AAA
  17. 18 "units" of AoA, corresponds to a true value of approximately 13-15 degrees of AoA, Don. TW sims use degrees, not units.
  18. The current MF F-16 FM was created before the '08 patch. The '08 patch introduced a whole slew of new parameters, most of them having to due with post-stall behavior. So, in short, the FM is not compatible with either the '08 patch, or the second generation of TW sims.
  19. That's Razbam's A-6E TRAM model....it's payware, and well worth the price of admission.
  20. It's probably not an easy fix, as there are a few areas that may cause such an issue to arise. They all mainly deal with the interrelationship between flight surfaces, in this case, the canards and the main-wings. If a gun were held to my head, I'd say take a close look at the Xmac tables for both surfaces
  21. It's probably not a weapons association, but lack of a shader declaration. Read through this thread: http://combatace.com/topic/41168-using-custom-effects-in-sf2/ Lack of sound is no doubt due to not having an entry for that event in the soundlist.ini. You must extract the soundlist from the flightdata.cat, and place it in the flight subfolder of your SF2-mods folder. you then edit it like so: SoundFile0XX=NukeBlastSoundoftheweek (make sure that you maintain the numeric sequence) [NukeBlastSoundoftheweek] Priority=HIGH Looped=FALSE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=100000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0
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