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Fubar512

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Everything posted by Fubar512

  1. You mean, you want widesky compatibility with the new "high sky"? That's easy, Sid. Just integrate Cellinsnky's sun, cloud, and lighting values into the SP5 Environmentsystem.ini.
  2. The ThirdWire AI does not "see" through the clouds, unless it has acquired and is tracking its target with radar.
  3. Lets try the simplest solution, first. Go into Windows Control Panel, select "Sounds and Audio Devices", and click the advanced tab under "Speaker Settings". Once there, make sure that you're using the correct speaker setup. That is, if you have 2 speakers (or a sub with 2 satellites), choose "2 Speakers", or If you have 4 or 4+sub, choose "4" (etc.). If that doesn't help, Extract the flightengine.ini from the Flightdata.cat, open it up in notepad, and scroll down until you find "SoundSettings". Edit that section to match this example: [soundSettings] SampleFrequency=44100 BitsPerSample=32 DopplerFactor=1.0 While it admittedly seems a bit extreme, the latter suggestion has fixed the issue on quite a few systems with high-end sound cards.
  4. Yes, to go along with your F-14B....
  5. I figured that I'd share this with you.... Teaser Video
  6. FRAM-2s were gone by the late 1970s. They were updated, late WW-II vintage designs , and never carried a missile armament, nor, were they equipped with the 40mm Bofors. By the early 1980's they were museum pieces. I took this photo in November of 1981, from the bridge of the USS Joseph P. Kennedy, in Fall River, Mass: This is the data.ini that I made for WoV's Sumner FRAM-2: sumnerfram2_data.rar
  7. Any pics of Hanger 18? Especially the inside of it...?
  8. 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.
  9. 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
  10. I would think that walleyes, would be, uh, aerodynamically unsound...
  11. 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
  12. Sounds as if someone used the wrong coordinates for ground objects on whichever map you're using, and they're inside the .tod objects.
  13. 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.
  14. Or, spaghetti sauce....
  15. They are there in every patched TW sim I own. I believe that under "Groundobjects" in graphic options, you need to select "unlimited".
  16. 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.
  17. 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]
  18. Nav & landing lights are working fine for me, in all aircraft, and in all views.
  19. 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
  20. 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...
  21. 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
  22. ahhhhh...I must have a beta pack, as all it contains are upgraded skins and models for the TW-default WoI weapons.
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