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Fubar512

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Everything posted by Fubar512

  1. Use 1.0 for the value. In theory, using a higher value makes the terrain more FPS-friendly, but I've never seen a difference.
  2. C5's forum was both level-headed, and clear-headed. Dave was one of those with a clear head....in his case, 'cause its empty
  3. I would think that walleyes, would be, uh, aerodynamically unsound...
  4. I once did that to Dave. I sent him a tweaked object pack that included ZSU-23-4 "transports". It took him a while to discover what I did, he was flying an Armed Recon mission in an F-4E and encountered a column of those "transports". He later had some choice expletives for me
  5. Sounds as if someone used the wrong coordinates for ground objects on whichever map you're using, and they're inside the .tod objects.
  6. If you mean fighting in the vertical, that ability has been there since SP3. Also, even the slowest rolling MiG can still roll 90 degrees in less than 1 second. In fact, the MiG-17s roll-rate was 136 degrees per second, though, it was inferior in this regard to even the A-6 Intruder It's ability to perform sudden maneuvers in the pitch axis was legendary....limited only by the pilot's strength and endurance. The MiG-23, OTH, was more of an attempt at a 'heavy' fighter, sacrificing agility for straight-line speed and BVR capabilities.
  7. Or, spaghetti sauce....
  8. They are there in every patched TW sim I own. I believe that under "Groundobjects" in graphic options, you need to select "unlimited".
  9. Oh, I don't disagree with you regarding the flickering issues...it's that the TW implementation calls for a shader that generates an animated, reflective, and transparent bumpmap. That sort of shader doesn't show well when transposed against the backdrop of specular tile.
  10. One easy solution, for terrain developers [Rant Mode on] Stop using those "iridescent metal-flake" water tiles. Use solid colored tiles, such as Brain32 did in his GermancyCE terrain, and you will experience fewer issues [Rant mode off]
  11. Nav & landing lights are working fine for me, in all aircraft, and in all views.
  12. I may have spoken too soon. I was creating a ship wake shader, and accidentally stumbled on to something. look at the bow wake, on either side of the hull, and tell me what you see reflected in it Wake Video
  13. In order to incorporate planar reflections, I'd have to discard the present shader. And, I'm not sure that all the necessary parameters are in place within Thirdwre's graphics engine to allow me to do so. I'd probably have to do something akin to the Enbseries .dl, and that is, to create my own add-on .dll file. That's a lot of work for someone who's not a programmer...
  14. Not at all, and that's the CV's shadow, not a planar reflection. To my "captive" beta testers, the file's up and available for testing in the usual location
  15. Video: Water 2.0
  16. ahhhhh...I must have a beta pack, as all it contains are upgraded skins and models for the TW-default WoI weapons.
  17. Well, tell us how you really feel...lol. Nice punctuation and use of paragraphs, BTW.
  18. Soviet versus NATO designations, and limitations in the WoI pack (no advanced Sov/WP weps, etc). You need the full Mirage Factory weapons pack to get, say, R-27s (etc.), and then you need to edit all the loadout.ini files on your aircraft to reflect the NATO designations.
  19. Sounds more like a clip-distance issue.
  20. What do you mean by 'shimmering'. Are you describing an effect similar to what one might experience if they dial up too high an anisotropic filtering level, without anti-aliasing to smooth it out?
  21. Another feature, is a really nasty shock buffet at Mach .97-.99 at low altitude. It's really noticable in the WoI Mirage, a nasty, high frequency vibration.
  22. To the best of my knowledge, the DIANE system cannot be modeled in this series, using any of the conventional avionics parameters available to us. That does not mean that a clever modeler cannot "fake" some of its features (mostly for eye candy), but it still would not work in a realistic manner. Hell, we're still waiting for TK to make the LABS timers operational....
  23. A few tips.... 1) Learn to roll at high alpha with the rudder. 2) Practice your deflection shooting. You'd be surprised how often a MiG-17 screws up and crosses your flight path well within gun range. 3) When in a scissors, remember tip 1, and don't overcompensate. It only takes me 2-3 scissors before I go from having a MiG-21 on my six, to being on his six. 4) Use lag pursuit. Force your opponent to execute large, energy-bleeding maneuvers, but don't follow his lead! 5) Use clouds to force an opponent to lose track of you. Estimate where he'll be when you both emerge (from the clouds), and try to be on his six. 6) Only use the vertical when you know that your aircraft's still in a high energy state, but your opponent's is not.
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