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Everything posted by Fubar512
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Because it requires an entry for it to be to be added to the soundlist.ini file. The "customized" soundlist.ini, then needs to reside within the flight folder.
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http://www.telegraph.co.uk/science/space/6979855/Nasa-photographs-trees-on-Mars.html
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Graphics errors when I look in the mirror
Fubar512 replied to Showtime201's topic in General Discussion
Not really, mine is a merged install patched to the December 09 level. -
I assume this is on Vista or Win 7? If I'm not mistaken, Starforce has a patch that specifically addresses that issue, on either of those operating systems.
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Going by what I've heard, the Tomcat sim may be based on entirely new engine...
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Anyone into Star Trek TNV? They started out rather amateurish 5 or so years ago, and are now surprisingly quite good.
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First off, TW is a company of one. In all likelihood, TK makes a meager profit (if any) on the SF2 series, and stays in business by taking on outside work. So one can understandably see why it would be difficult for him to justify gutting the game engine, just to fix what amounts to no more than an inconsequential issue.
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Well, you can contact TK at ThirdWire, and share your insights regarding this issue with him. It's only been broken for four years or so
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FYI, Dave's more of a "Dark Helmet", as opposed to a Darth Vader....
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The answer to all those question, is simple: no. Only the developer can change that behavior.
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Throttle setting is really meaningless, other than idle or outboard into AB (which isn't modeled both ingame, and in hardware). My advice, watch the tachometer....most aircraft of the era cruise best between 80 and 90% RPMs at altitude. Also, every model that I'm aware of has either a fuel flow guage or a totalizer.
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Gregory, Set the torp's .lod file as the booster node, with a short duration and no attached effect, that way, the "booster" will appear to fall into the water after it burns out. Then set the torp up with an "invisble" sustainer .lod, and whatever wake effect works best. Adjust the position of the wake effect so that it is below and behind the "invisible" sustainer.lod, so as to appear to be on the water's surface. Trust me, I did this years ago, and it worked quite well.
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Graphics errors when I look in the mirror
Fubar512 replied to Showtime201's topic in General Discussion
Since I'm experiencing the very same issue that Showtime is, despite the fact that I'm running a GeForce 250 GTS, and can verify that the issue did not exist prior to the Dec09 patch, I strongly doubt his having an ATI card has anything to do with it. -
Graphics errors when I look in the mirror
Fubar512 replied to Showtime201's topic in General Discussion
That's not what I asked. Is he running the December 2009 patch? I think not. -
Graphics errors when I look in the mirror
Fubar512 replied to Showtime201's topic in General Discussion
Is he running the same patch level? -
Graphics errors when I look in the mirror
Fubar512 replied to Showtime201's topic in General Discussion
As I said, it has to do with how the series now handles alpha layers. It has nothing to do with who's name is on whatever silicone is currently handling your system's graphics. -
Then, that's why they do not show up. You must expand the date limits in the options.ini file, and make sure that both aircraft have service dates extending beyond the AIM-9X's introduction date. All of this is spelled out in the Knowledge base, BTW
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Graphics errors when I look in the mirror
Fubar512 replied to Showtime201's topic in General Discussion
There's nothing that can be done about that, short of (as you've discovered) going back to the default tiles. It has something to do with how the series handles alpha layers, since the last updates. -
Oh, and before I forget, a value of "125%" in interperted as 91.5%, not 62.5
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The reason that most models (particularly ships), have issues with accuracy (at least in as far as it pertains to unguided ordnance), has to due with where the game engine calculates the trajectory of said projectiles from. Unless a weapon's pitch & yaw axis is located precisely on the ground object model's dead center position (coordinates 0,0,0), that ground object's guns will always have a built-in level of inaccuracy, as this is where the ballistic calculations for said model are computed from. In other words, let's say that the farther away a gun mount is from a ship model's dead center position, the more inaccurate its gunfire (from that particular mount) will be. This was something that TK revealed to Capun (and a few others) several years ago.
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It would also help if you fly during your mission during the time that said weapon became available....you're not (for example) going to see any 9Xs in 1989.
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Well, I've been doing this for at least a week or two.... Actually, for seven years, so I have somewhat of a grasp as to what works and what doesn't. If you use a figure over 100 (let's say, 500), the engine interperts that as 50%. And while we're on the subject, there's a reason why some ground objects have an issue with accuracy, irregardless of either the gun data or object data values assigned to them. Maybe you can figure out why and tell us..... Wrench...if you provide the answer, I will drive out to shakey town and kill you....
