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Fubar512

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Everything posted by Fubar512

  1. Version Beta 1.0

    680 downloads

    Carrier Deck Illumination Beta 1.0 Effects and .ini work: MiGbuster and Fubar512 Placement: MiGbuster Technical Consultant: SidDogg This mod DOES NOT contain the carrier models. It requires that you have Sf2V and/or SF2NA, and preferably both, installed on your system. The SCB-125 and CVA-63 models are native to SF2V. They are also included in SF2NA, which adds the CVN-68. We have included files for all three types. To install: Simply drag the contents of the zip file, which are the two folders, "effects and groundobject", into the mod (saved games) folder of the desired title. For example, using SF2NA, the default path would be "YOUR NAME/Saved Games/Thirdwire/StrikeFighters2NorthAtlantic" Note that this is a Beta, a work in progress, and as such, it is not perfect. Deck illumination is on all the time. The Optical Landing System is not-functional. These are currently due to the limitations of the series.
  2. Todd, Here's a video of what the effect looks like from different angles:
  3. Fubar512

    HeatBlurRings

    From the album: Fubar512

  4. Yes, but as I said, even after adding the necessary shader statements, SF2 seems to limit particle volume and duration. I'll try messing with it again, and if it works, I'll upload it.
  5. Fubar512

    Lone Survivor

    Saw it last night. Definitely kept me on the edge of my seat throughout most of it.
  6. The heat shimmer was created by expanding on an idea that Skatezilla came up with quite a few years ago, and that was of simulating heat bur with "3D bubbles". While I didn't think that would work, it gave me food for thought...how about rendering animated translucent "smoke rings" of different sizes? Well, it sort of worked from the rear and the side, but when viewed from ahead of the aircraft's centerline, it looked rather tacky. I know I have some images of that effect from various angles, somewhere on my backup drive. As soon as I find them, I'll post them for you.
  7. An old screenshot, not even sure if it was in SF2V or WoV!:
  8. This is from WOV, from effects work that I was doing back in 2007-2008:
  9. Two more, from the Summer of 2008: "Illuminated" tracer rounds: 3D bow wave (four years before the release of SF2NA)
  10. Thirdwire seems to now set hard limits on particle size, number, and lifetime. Back when they did not, a limit was set on how far the effect was visible; a "smokey" fire would simply vanish at 10-12 kilometers distance, and when one turned around to fly back to that area, they would find that the effect had stopped. That was most likely their way of maintaining an acceptable frame-rate during game play.
  11. While going through my backup drive, I found some old videos (circa 2009) of visual and sound effects that I was working on back then...check'em out: Heat-shimmer AB_Heat.wmv Contrails, and (cheesy) simulated engine flame-out and re-light Sabre-MiG_FX.wmv This last one was shot in the old 1:33 aspect, and converted to a 720P wmv, so it will appear distorted. WoI.wmv
  12. So, would it be called a Seagle, or a Seagull (by Tomcat crews)?
  13. Fubar512

    YO!

    Falcon, I am glad that everything worked out OK. Keep the faith
  14. 0.9 would be greater than the RL value for a normal F-16. 1.0 would be an F-15A, 0.77 for an Su-27, etc.
  15. It is simple, use the existing (and SF-series) native Warsaw pact deployment scheme, and you won't have an issue. In GermanyCE, for example, I use the following (where XXX represents the TargetArea numbers in sequential order: [TargetAreaXXX] Name=Hawk Site 1 Position=377931.000000,755974.000000 Radius=1500.000 ActiveDate=01/01/1959 Location=1 Alignment=FRIENDLY Target[001].Type=SAMRadar Target[001].Offset=-1000,-1000 Target[001].Heading=180 Target[001].ActiveYear=1960 Target[002].Type=SAMLauncher Target[002].Offset=-1100,-1175 Target[002].Heading=210 Target[002].ActiveYear=1960 Target[003].Type=SAMLauncher Target[003].Offset=-1100,-825 Target[003].Heading=315 Target[003].ActiveYear=1960 Target[004].Type=SAMLauncher Target[004].Offset=-900,-825 Target[004].Heading=30 Target[004].ActiveYear=1960 Target[005].Type=SAMLauncher Target[005].Offset=-800,-1000 Target[005].Heading=90 Target[005].ActiveYear=1960 Target[006].Type=SAMLauncher Target[006].Offset=-1200,-1000 Target[006].Heading=270 Target[006].ActiveYear=1960 Target[007].Type=SAMLauncher Target[007].Offset=-900,-1175 Target[007].Heading=150 Target[007].ActiveYear=1960 Target[008].Type=EWR ;EW_Radar Target[008].Offset=-1030,-1030 Target[008].Heading=0 Target[008].ActiveYear=1960 Target[009].Type=AAA Target[009].Offset=-3811.77,-8644.86 Target[009].Heading=135 Target[010].Type=AAA Target[010].Offset=4964.15,2753.31 Target[010].Heading=45 Target[011].Type=AAA Target[011].Offset=6101.65,936.03 Target[011].Heading=45 Target[012].Type=AAA Target[013].Type=AAA Target[013].Offset=5518.31,2496.47 Target[013].Heading=45 Target[014].Type=AAA Target[014].Offset=-7236.68,780.47 Target[014].Heading=357 Target[015].Type=AAA Target[015].Offset=-2236.46,4780.77 Target[015].Heading=357 Target[016].Type=AAA Target[016].Offset=-1003.55,5377.80 Target[016].Heading=0 Target[017].Type=AAA Target[017].Offset=555.84,4757.36 Target[017].Heading=0 Target[018].Type=AAA Target[018].Offset=-9020.22,168.15 Target[018].Heading=0 Target[019].Type=AAA Target[019].Offset=-9779.46,-166.05 Target[019].Heading=0 Target[020].Type=AAA Target[020].Offset=-5054.24,-4597.81 Target[020].Heading=0 Target[021].Type=AAA Target[021].Offset=-6367.74,-3873.45 Target[021].Heading=90 Target[022].Type=AAA Target[022].Offset=-7694.62,-3283.05 Target[022].Heading=90 [TargetAreaXXX] Name=Hawk Site 2 Position=381989.000000,740468.000000 Radius=1500.000 ActiveDate=01/01/1959 Location=1 Alignment=FRIENDLY Target[001].Type=SAMRadar Target[001].Offset=-1000,-1000 Target[001].Heading=180 Target[001].ActiveYear=1960 Target[002].Type=SAMLauncher Target[002].Offset=-1100,-1175 Target[002].Heading=210 Target[002].ActiveYear=1960 Target[003].Type=SAMLauncher Target[003].Offset=-1100,-825 Target[003].Heading=315 Target[003].ActiveYear=1960 Target[004].Type=SAMLauncher Target[004].Offset=-900,-825 Target[004].Heading=30 Target[004].ActiveYear=1960 Target[005].Type=SAMLauncher Target[005].Offset=-800,-1000 Target[005].Heading=90 Target[005].ActiveYear=1960 Target[006].Type=SAMLauncher Target[006].Offset=-1200,-1000 Target[006].Heading=270 Target[006].ActiveYear=1960 Target[007].Type=SAMLauncher Target[007].Offset=-900,-1175 Target[007].Heading=150 Target[007].ActiveYear=1960 Target[008].Type=EWR ;EW_Radar Target[008].Offset=-1030,-1030 Target[008].Heading=0 Target[008].ActiveYear=1960 Target[009].Type=AAA Target[009].Offset=-3811.77,-8644.86 Target[009].Heading=135 Target[010].Type=AAA Target[010].Offset=4964.15,2753.31 Target[010].Heading=45 Target[011].Type=AAA Target[011].Offset=6101.65,936.03 Target[011].Heading=45 Target[012].Type=AAA Target[013].Type=AAA Target[013].Offset=5518.31,2496.47 Target[013].Heading=45 Target[014].Type=AAA Target[014].Offset=-7236.68,780.47 Target[014].Heading=357 Target[015].Type=AAA Target[015].Offset=-2236.46,4780.77 Target[015].Heading=357 Target[016].Type=AAA Target[016].Offset=-1003.55,5377.80 Target[016].Heading=0 Target[017].Type=AAA Target[017].Offset=555.84,4757.36 Target[017].Heading=0 Target[018].Type=AAA Target[018].Offset=-9020.22,168.15 Target[018].Heading=0 Target[019].Type=AAA Target[019].Offset=-9779.46,-166.05 Target[019].Heading=0 Target[020].Type=AAA Target[020].Offset=-5054.24,-4597.81 Target[020].Heading=0 Target[021].Type=AAA Target[021].Offset=-6367.74,-3873.45 Target[021].Heading=90 Target[022].Type=AAA Target[022].Offset=-7694.62,-3283.05 Target[022].Heading=90
  16. Hiding components does not work on ground objects. The only way to remove the stationary models on that ship, is to ask the developer to do it for you.
  17. But hacking the game and distributing the hack without the permission of the title's legal owner violates the EULA, and opens one up to the possibility of a lawsuit. And, if any of you don't believe that a "small" game developer won't go to the trouble, let me assure you that it has happened. Once upon a time, a former member of this site started uploading mods that used textures from another title, and was contacted by an attorney that represented said title, and was given two choices: cease and desist, or face prosecution. Dave knows who I am referring to.
  18. Works for me, but as it must be hand-placed, it will not show on the player's RWR display, although the AI seems to have no issues in that area.
  19. What aircraft, and what under what flight model difficulty level (easy, normal, hard)?
  20. Often, one never knows what hidden talents they may have, until they apply themselves. I'd say it's time for you to apply yourself.
  21. All the series is concerned about with weapons is (as you've mentioned earlier) subsonic and supersonic coefficients, and maximum coefficient of lift.. I can tell you from my research that at least 75% of the CD is determined by the frontal shape and presented aspect of the object, irregardless of length to width ratio or the shape of its terminal end. Note the difference between a full and half-sphere in the diagram below: And every shape creates some amount of lift, whether it's positive or negative (down force). This is expressed in-game by the weapon's CLmax value, and this is where the object's planform (length and width) come into play.
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