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Fubar512

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Everything posted by Fubar512

  1. This is the latest, full install version: DRV Version 1.51
  2. Judging by your system specs, I'd say the problem is more an issue of system configuration, rather than inadequate hardware. First, make sure that there aren't any any unnecessary apps running in the background, as they can sap CPU cycles, in effect rendering your 2.53 gHZ CPU far less potent than a 1.5 gHZ model. Also, make sure that your display drivers are up to snuff (my understanding is that the 5.2 Cats are the best ATI drivers for SF/WoV), and that you have DirectX 9.0C installed. Assuming that you're running at 1024x768x32bpp resolution, I'd suggest that you run at no more than 4x Anisotropic filtering, but I'd keep the FSAA at 4x (anti-aliasing is far more important than anisotropic filtering in a flight sim). In Options, I'd set the view distance and the horizon distance to normal, turn mirrors and shadows off, and leave everything else on high. Next, we'll get under the hood and perform a few .ini edits :) . In your Flight folder, locate the FlightEngine.ini file, open it with notepad, then scroll down to where it says "HighDetailOption", and edit it to match the one below (*NOTE* You may be required to extract it from the Flightdata.cat file, using the SFP1E extraction tool, which is available in our downloads section): [HighDetailOption] HorizonDistance=85000.0 DetailMeshSize=6 DetailLevel=1 WaterEffect=1 NoiseTexture=1 MaxTextureRes=512 Give these settings a try, I'm sure that you'll see quite an improvement.
  3. Open the F-4B folder (in the Objects/Aircraft/F-4B folder) and make sure that it contains a file named "F-4B.ini". If it's there, open it with notepad, and make sure that it contains the following data: AircraftFullName=F-4B Phantom II AircraftDataFile=F-4B_data.ini CockpitDataFile=F-4B_cockpit.ini HangarScreen=F-4B_hangar.bmp LoadoutImage=F-4B_loadout.bmp LoadoutFile=F-4B_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=F-4B_avionics.ini [LOD001] Filename=F-4B.lod Distance=100 [LOD002] Filename=F-4b_lod002.lod Distance=250 [LOD003] Filename=F-4b_lod003.lod Distance=500 [LOD004] Filename=F-4b_lod004.lod Distance=1000 [LOD005] Filename=F-4b_lod005.lod Distance=8000 [shadow] CastShadow=TRUE ShadowLOD=F-4b_shadow.shd ShadowType=1 ShadowCastDist=10000 MaxVisibleDistance=400 [DamageTexture] DamagedPostFix=_holes.tga DestroyedPostFix=_shredded.tga [TextureSet001] Directory=USNGrey1 Name=USN Grey Nation=USN Squadron=VF84 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet002] Directory=USMCGrey1 Name=USMC Grey Nation=USMC Squadron=VMFA531 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000
  4. Place the F-4B_DATA.ini file in your Objects/Aircraft/F-4B folder, and then try the F-4B on hard settings. This was verified as being accurate by comparison against published data, and also, by a real-life F-4B driver. F-4B DATA INI FILE
  5. SCUBAdevine, You're using the default non-third party SF/WoV F-4? If so, then it sounds to me like: A) You're flying well below it's corner speed (about 400-450 knots IAS). That's a real NO-NO in any Phantom variant. B) You're trying to perform a hard break with a load of bombs or drop tanks, and a full "bag" of fuel. Remember, the F-4 can easily carry a heavier bomb load than a B-17...but it cannot do so and be expected to maneuver to any degree. If you want to feel what the F-4 was really all about, try the B-model with Streakeagle's data.ini, and engage a few MiG-21s. You'll gain an appreciation as to what it took to fly that beast in real life, afterwords :)
  6. Fubar512

    SmokeFX

    778 downloads

    SMOKE EFFECTS for Strike Fighters: Project 1 and Wings Over Vietnam Authors: Saganuay82...Oil Fire effect concept & initial testing Fubar512.....Oil Fire effect & steamship smoke effect *.ini files Deuces.......TGA Files & Effects "consulting" : ) Installation: Place or Extract the follwing files into your SF or WoV Effects folder. LargeOilFire.ini MediumOilFire.ini ShipSmoke.ini Smoke1.tga And that's it! The Oil Fire Effects produce 3-4,000 foot tall pillars of thick, black "oil" smoke, while the enhanced Shipsmoke effect produces a fuller, darker cloud of smoke, such as an oil-fired steam ship might produce. To Uninstall, simply remove the "offending" file(s) from your effects folder, and the game will revert back to using the original effects.
  7. If your idea of "intelligent argument" is nothing more than meaningless dribble and thinly-veiled insults, then perhaps it is time for you to move on.
  8. Believe what you want.....and we'll leave it at that.
  9. Perform a search, both here at the Combat ACE forums and at Sim HQ regarding it's impact on the AI. Better yet, try it, as you can always delete it with no-ill effect afterwords if it does not meet your expectations. Its in our download section: http://forum.combatace.com/index.php?download=1219 It does not work miracles. Aircraft tasked with strike mission, in a landing pattern, or those tasked with CAP/Intercept/sweep who've exhausted their ordnance, will not attempt to evade. That issue must be resolved by the developer. What it does add, is a more aggressive AI that fights in the vertical plane, has eyes in the "back of its head" (as if under GCI or AWACs control), and conserves its ammo as much as the game engine will currently allow (.3 second bursts, I believe), and seeks out targets of opportunity over a wider sphere.
  10. Dude, A word of advice; Before you go opining that something is a "Red Herring" (slight or otherwise), it would add at least a modicum of credibility to your statement if you had tried it, and had based your opinion on fact rather than conjecture. Cheers.
  11. Unfortunately, the player has no control over an aircraft's state. "Dogfight mode" (my term for it) lasts only as long as the AI aircraft is armed with A2A weapons, is at it's objective point, and senses that there are enemy aircraft in the area. The is no 'Dogfight" command. You can effect a change in how aggressive an AI is, and the mix of rookies to veterans in a given flight, by applying the "UBER AI" Aircraftobject.ini file (which is available in our downloads section).
  12. It absolutely IS the case. You've simply encountered a MiG that was not in the "dogfight" profile. That's a well known SF bug. Nothing will make them attack or evade unless they are flying in "dogfight" mode. Change your aircraft's maxvisibledistance value to something like 15,000 meters, and enemy AC (that are in dogfight mode) will target you with every weapon at their disposal, that has the range to reach you.
  13. Try this: Change the SA-3ML's ground object role from Static_SAM to Mobile_AAA (in the SA-3ML_Data.ini file), and see what happens. BTW, does this issue occur on all the terrains you have in your SF installation?
  14. There are several different RADAR "types"available to groundobjects (that classification, btw, includes naval units): Among those types. are Search_and_track, Height_Finder, and Fire_Control units. Height finder and Fire Control units seem to be a bit more prone to acquire a target at range. There is also the matter of search and track signal "Strengths" as well as search and track "time". Both sets of variables can be adjusted to suit one's requirements. Adjusting them is a matter of trial and error. For example, I've found that generally, the shorter the track time, the sooner a system will go "weapons free", and will engage a target at a greater distance. A good example of this is the Nike Hercules. which will often acquire and engage a target anywhere from 60-90 nm range! GBUs are dependent on the release velocity, release angle, and distance from target. A GBU released at a ground speed of 500 kts from 30,000 feet could conceivably travel 14 miles. There is a reason to avoid a low-level attack run, even in a stealth a/c. and that is heat signature. In tests, I've found that a stealth a/c can be aquired at up to 5,000 feet by a non-emitting SAM unit, such as an SA-9. As we begin modeling modern air-defense units (some of which are capable of acquiring targets using "passive" systems, such as infrared, that don't give the unit's position away), you'll quickly develop an appreciation for whomever made it possible to drop GBUs from 30,000 feet at a range of 14 miles from the target! Mission time only. Sorry If they visually acquire a target, they will generally attack it. The key here is "visual acquisition" (which can be adjusted by extending the target's maximum visual range). We've requested that TK include provisions in a future patch to allow AI aircraft to acquire and target bogeys at long range via radar, or move in to attack them as if they were being vectored by either GCI or an AWACs.
  15. Howling, Your question comes just a few minutes after I've gotten myself "Hawked", while in the process of debugging a model. You might want to find as flat an area as possible on the given terrain, copy the coords, then set them in place of the coords I have, for say, Hawk Battery Alpha, and then use the same unit offsets I posted above. Let me know if i can be of further assistance to you.
  16. Destroyed and Damaged LODs are, as their names imply, Level Of Detail files that emulate a destroyed or damaged model. That is not the problem, here. The problem here, is how the SA-3 missiles themselves relate to that (SA-2) launcher. The other issue, that of only seeing a given number of units per mission, is remedied by setting enemy air defense strengths when you create a mission. The available "options" are: random, light, normal, and heavy. Works for me ;)
  17. They should appear in all terrains that share the objects folder that they're installed in. The important questions are: The year of the mission you're running, and your position when you're searching for them (over friendly territory, enemy territory, etc.).
  18. Found a problem with the STARM's (AGM-78) entry in the weapondata.ini, which I immediately corrected, using the Weapon Editor. The "Target Memory" box was not checked, but it is now Now I have an excuse to go simming, and check it's effectiveness :) UPDATE: Four launches, four confirmed kills. One kill on a unit in track mode, another one while the target was in acquisition mode, one kill on a unit that switched from acquisition to search while the STARM was is in flight, and one long range kill of a Bar Lock at an airbase, which was (of course) in search mode.
  19. Robert, I thought that you knew all those SAM units are from a third-party add-on (Pasko's SAM pack), which you can download from Wrench's site. The direct d/l link is: http://www.wrench1smog.com/zips2/paskopak1.zip Once you download it, just follow the instructions. Sorry, we'd have had you up & running (and dodging SAMs) sooner, had we been aware of this
  20. That's because those edits only apply to the "Dogfight" AI at present, although they do have some effect on how an AI that's in "Navigation" mode (note, that's my name for it) takes off, lands, maintains formation speed, etc. Once they are out of Dogfight mode, they revert back to navigation mode, and for all intents and purposes, go deaf. dumb, and blind. The "insane" Uber AI was simply "promoting" all the lower-ranked Dogfight AI's to veteran, so you were always dealing with an opponent who was capable of fighting in the vertical, had eyes on the back of his head, etc. That's because it was once part of a sound pack that featured an alternate sound effect, and I did not proof read the separate file.....sorry. I am, at present, using a different tiretouch sound, which I believe may have shipped with the F-15/C/D/E. Please note that the "landing sound name" can be individualized to any aircraft you wish.
  21. All the gunsights, and radar/RWR symbols are 32-bit TGA files. You can use PSP or PS to edit them, or create new ones. There are no values that set or control gunsight/HUD brightness in any of the cockpit or flight-related.ini, that I am aware of.
  22. Well, perhaps we can try going over this issue aircraft by aircraft. I've just downloaded and installed the B-52G from our site (CombatAce, of course!), and had it work properly, right off the bat. The cockpit is crude (it was wpnssgt's first attempt at modeling, AFAIK), but everything still worked as it should.
  23. It sounds like a switchology/button assignment problem to me. Try assigning different buttons in options, and see what happens.
  24. Well, I've been "punished" for being helpful They've pressed me into service as a moderator. :)
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