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Fubar512

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Everything posted by Fubar512

  1. You forgot to mention how Kerry's affair with Jane Fonda so preoccupied Ted Kennedy (He allegedly became quite aroused when he heard about Fonda's penis), that he drove off the bridge in Chappaquiddick in a fit of jealousy, forgetting that Mary Jo Kopechne was still in the car!
  2. Come on, Column 5, you failed to mention the real reason the war ended: It ended after Colonel Kurtz and Colonel Kilgore mined the entrance to the Nung River at Vinh Drin Bac, and then rescued the Playboy Bunnies that were being held by the Viet Cong Air Force in Hau Phat.
  3. Yeah. Just imagine what would have happened if the war hadn't ended when the crew of the Mayaguez invaded Phenom Phen, or when the B-17 carrying Jane Fondle crashed into Supreme Commie HQ in Hanoi, or better yet, when John Wayne and Chuck Norris snatched Ho Chi Minh and trussed him up in a balloon rig so he could be snared by a C-130. Yeah, just imagine if none of that had happened
  4. It's a question of airfield size. There are no large VPAF airfields modeled in WoV, so one must edit the "MinBaseSize=LARGE" entry in the MiG-25PD_Data.ini to read "MinBaseSize=MEDIUM".
  5. The fix is: Extract the FlightEngine.ini from the FlightData.Cat (using the SFP1E extraction tool). The file will be extracted into the Flight folder by default. It must reside there in order for the following edit (fix) to work. Open the FlightEngine.ini with Notepad, then scroll down to where it says "[GraphicsSettings]", and edit the values there to match the following example: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=8192 MaxIndexCount=16384 MaxTextureCount=8192 MaxModelType=2048 MaxMeshPerScene=1024 MaxModelPerScene=2048 MaxLightPerScene=512 AspectRatio=1.333333 MinPixelSize=1.0 Accept the changes, make sure, once again, that the (edited) FlightEngine.ini is in the flight folder, and you should be good to go.
  6. SF & WoV are rougly similar, with WoV being a bit more demanding due to the density of the North Vietnamese air defenses. The biggest frame-rate killers in both sims (assuming a default install) are shadows & mirrors. I recomend the following settings on your system, at 1024x768x32bpp resolution: 1) Shadows. turn them off unless you have at least an Athlon 64 3400+ and a GeForce 6800 GT. 2) Mirrors. turn them off also, unless you have at least a P4 3.0 or Athlon XP 3200 and a GeForce 6600 GT. 3) Cockpit Reflections. You're just at the point (CPU-wise), where you can safely run them assuming your GFX card is at least a GeForce Ti4200 or better. 4) Horizon distance. Set this to "Normal" on your system. 5)Set everything else to "High".
  7. Assign them within WoV itself under Options/Control/Customize Keyboard Map.
  8. The afterburner effects files should reside in the effects folder, not the flight folder. I'll bet the reason you're not seeing the AIM-54 is due to the fact that its nation name is listed as "USN" instead of "Iran", in the weapondata.ini. You'll have to use the Weapon Editor to correct this and to save your changes. There's a sticky topic on the Weapon Editor at the top of this forum.
  9. It works fine on my 6600 GT in both WoV and SF. What are you setting it at? Whatever you do, do not set the AF at "application controlled" because it will be disabled.
  10. Change the "7Z" file extension to "RAR" amd it should open with no problems.
  11. CMs are global. The only other alternative is to eliminate flares & chaff from the data.ini files of all the other aircraft, and then have the player fly a "unique" aircraft.
  12. Such as adding a height value to the light positions? :excl: Hook up with Saganuay....he'll show you.
  13. Unfortunately, WoV does not have that option coded into the drop-down menu , but you can still script your own anti-ship missions using Kreelin's mission editor, or load anti-ship missions written by others.
  14. Nope, take a look at the navigation lights of an aircraft for guidance. "Visiblearc" in degrees is the value that you need to work with....but I'm at work, and I have no way of checking that right now :huh2:
  15. If you change the visible arc of a light, and superimpose one atop the other, you should be able to have VASI lights...get it? Red, White?
  16. HINT: If you set the radio mast within the radius of an airbase, you can place a red warning beacon (or two, or three) on it, that will come on with the runway lights.
  17. Funny that you've mentioned it, as I was just discussing this very topic with another modder a week ago. You first need to create an effect.ini, point the entry for "inclement weather" in the environmentsystem.ini to it, and then create a "snow" tga file for the aforementioned effect. And, you'll have snow. Also, you can have a custom envirosys.ini for every terrain, so you needn't worry about it snowing in the desert And, as a bonus, with a terrain-specfic envirosys.ini you can set the latitude for every terrain, which would allow for a midnight sun at high latitudes during the summer Cats n' Dogs? Why not Frogs n' Fish? Or, Newts and Iguanas? Hell, why not make it rain money?
  18. The first issue has to do with countermeasures, namely, chaff. That's an issue that must be addressed by the developer, as there is otherwise no workable solution short of eliminating the chaff loadout in the aircraft's data.ini file, altogther. I have had some success against chaff equipped a/c by firing two SAHMs or AHMs in quick succession at the same target. As for your second issue; Try deleteing the objects/weapons/weapondata.dat file, then open up the weapondata.ini (which should also be in your weapons folder) with the weapon editor and "re-save" it. This will recreate the weapondata.dat and should fix your problem.
  19. I'd say that either you did not add the guns to the gundata.ini file, or you did not save the changes to the gundata.ini using the gun editor, which is a necessary in order to create a new gundata.dat (which is what the game reads).
  20. Did you place it in the Terrain's Targets.ini? In short, it needs to be placed, so you must specify a location for it with proper coordinates and orientation.
  21. Keep it up, and you'll get to keep someone company on an island in the Antarctic. Maybe he'll make you first underlord...
  22. The STARM has a longer range, and is supposed to have its target memory capabilities enabled, so it will track a target even if it switches off its emitter. Perhaps you're firing it at too much of an angle, and at too close a target. The STARM works best when the target is 10 KM or more away. Also, you need point the nose of the plane just above the horizon and "loft" the missile towards the target. When I get home from work, I'll put together an instructional video, showing how it's done.
  23. Using Shrikes and STARMs is a quite simple, really, as the intended target actually provides the guidance for your weapons, and, you do not have to select or lock up a target. In the first image, I want you to pay attention to the RWR display at the top right of the instrument panel. See the blips at approximately the 10, 11:30, and 1:30 positions? Those are radar emitters, in search mode. One of them has decided to go from search to track mode, and has therefore made itself a threat. It's now inside the outer ring, and I've maneuvered top place just off my nose (*NOTE* its position within the RWR display has nothing to do with its actual range, it's simply moved up in "threat level", and therefore appears closer to the center of the screen). In this image, the SAM radar has now switched from track to acquisition mode (note the blip's position inside the inner-most ring), which means that he can uplink to, and steer, a SAM towards me. He's also made himself a juicy target for a Shrike I simply orient my aircraft so the intended target is at the 12 O' clock position on my RWR, select a Shrike or STARM, and send it on its way before they respond with a SAM. At this point, I'm free to maneuver, as the missile requires no further action on my part.
  24. Out files can be opened in Notepad. Lod's require a hex-editor.
  25. It's more than likely a terrain object (as opposed to a ground object), and simply requires an entry in the "TerrainName_Types.ini" file. Here's an example of one that's probably similar, and can be used as a template for the AM Radio Tower. And yes, the files would reside in the terrain folder. [TargetType048] Name=DrillingTower1 FullName=Drilling Tower ModelName=DrillingTower1.lod TargetType=OIL_REFINERY ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=10.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=20 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel=drillingtower1_destroyed SecondaryEffect=LargeExplosionEffect SecondaryChance=100
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