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Fubar512

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Everything posted by Fubar512

  1. The only nagging "constant" that I'm aware of with Radeon cards in all the TW series, has been the shadow bug. I do not know if this was corrected in the 2, 3, and 4 series, as it was still present on the X1K series.
  2. The Mirage Factory's (unofficial) Motto: "No Model Shall Be Released Before its Time"
  3. Not until the '9L was fielded in late '79 and early '80.
  4. There are two callouts for effects emitters (in the aircraftobject.dll) that might be of interest to you, one for fuel leaks and another for damaged engines.
  5. Did you change the windloop sound itself? If you replaced the original monaural version with a stereo sound file, then that would be your problem. Another possibility is that you're using surround sound on a system configured for 2 speakers.
  6. Ahhhh..OK. The misunderstanding was on my end. Yes, you can have a "virtual" air brake (in this case, called a brake chute), by just creating the proper entries in the aircraft's data.ini. Now, getting deployable 'chute animations, well, that's something else, entirely. If we had a weapons class for, say, refueling pods, then that would be the way to go.
  7. You may have disabled the animation, but not the braking effect (DragArea=50.00). To prove this, disable the entire brake chute entry, and check again.
  8. No offense, but what purpose would it serve if it did not provide any braking? Also, even if you could add it on as a weapon (which woud not work, BTW, as animated weapons when deployed, drop off the model), the necessary parameter "deploy when on gears", isn't in the related .dll, and therefore, doesn't apply to weps.
  9. It can, but it will have no impact whatsoever on the aircraft carrying it, as once it's released, it is "gone".
  10. The brake 'chute is part of the model. One simply cannot add one to another model, if it's not there to begin with.
  11. TK did not do anything "special" with USAF: Air Dominance. He simply used what was available in the existing game engine to simulate F-22 avionics to a degree. Without a dedicated F-22 or F-35 cockpit (one that has the right disply nodes, etc,) one cannot use those same parameters.
  12. In RL, your chances of having an IRM older than a second-gen R-73 lock on to an F-22 from anything other than a rear-quarter aspect, are slim and none. That being said, a trick I employ is to give the AI a bit of a chance by adding the following lines to the data.ini of any aircraft model that might be equipped all-aspect IRMs equipped with wide angle seeker heads (off-boresight). That would include the R-60mk, R-73, AIM-9X, (etc.) [AIData] ASIRMFireAngle=60.0 That equates to 30 degrees off-boresight angle, which is the actual value for the R-60mk and early run R-73s. Interestingly enough, if you go much beyond this figure (even after adjusting the seeker angle and track-rate values in the weapondata.ini), you'll see the AI miss more often.
  13. From what I've read, it would have to be real close. So close in fact, that you'd more than likely hear fragments pinging off the airframe and canopy That's why I made the comment regarding realism...but, after all, this is a game. As Sparko would often say "Full realism would entail one getting doused with jet fuel and then set ablaze"
  14. That weapon editor is (currently) incompatible with SF, WoV and WoE. It states on the download page that it's for FE and WoI.
  15. That's where the 3D "skybox" ends. It's controlled by the skyheight and horizon distance values in the environment system and flight system.ini files.
  16. That's roughly the same distance that it is from my home in NJ, to Washington, DC. It's not a pleasant drive, by any means.
  17. For ground objects, too. Green vehicles look quite out of place in the desert, and visa versa.
  18. Unfortunately, no. They'll use whatever the default camo is for that aircraft.
  19. No, that's just a water tile that does not lend itself to using shader effects (because of its color and surface texture). It is one of the reasons that I do not recommend it for anything other than Brain32's WoE terrain under Cellinsky's widesky mod. To stand out, the effect needs a solid and preferably dark background.
  20. Awww man....1.1 GB? That'll take me almost 12 minutes to download! Waaaaaaaah!
  21. I have waaaay too much time on my hands...... Bow Wave Video
  22. The captain called down and said "I want a bone in her teeth", so we gave'em a whole damned graveyard's worth...
  23. Well, I wouldn't exactly refer to it as "realistic" You can apply it to anything you want. I use a similar sound effect for surface hits from naval gunfire, with just a bit of lag and frequency shifting.
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