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Everything posted by Fubar512
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Those terrains that have aircraft show up on them, have been properly configured, and by that, I mean that they have the correct statement in the terrain.ini file (which is NavalMap=TRUE ), and proper, 256-color, water maps with carrier areas denoted on them.
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How to make a Target to show up under strike?
Fubar512 replied to Rends's topic in Mods & Skinning Discussion
The way the series works, SAM sites and AAA are considered primary (and secondary) targets in SEAD missions, not strike missions. -
1 1 ms 1 ms 1 ms 192.168.1.1 = This is your default gateway, and from the address, I can tell that you're going through a router 2 10 ms 10 ms 10 ms 217.0.116.101 = This is your public IP as provided by your ISP, and this where the data stream is being dropped 3 11 ms 12 ms 12 ms 217.0.71.2 = This is your ISP's address
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Placing Small Fires (please help me remember!)
Fubar512 replied to swambast's topic in Mods & Skinning Discussion
It would be an emitter, like a smoke stack emitter, and you'll probably require a dedicated effect. -
Placing Small Fires (please help me remember!)
Fubar512 replied to swambast's topic in Mods & Skinning Discussion
Create an invisible terrain object (such as a smokestack), and then use an effect for the fire. -
I have just been subjected to a verbal tirade from Wrench, for forgetting to provide a link to the air show's webpage. So, here it is: http://www.scifiairshow.com/
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And the first entry is: A Klingon D-7 class battlecruiser (representing Star Trek TOS), with working Disruptor cannon and photon torpedoes, by Brain 32!
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We here at Combat Ace are thrilled to announce a new contest. Please follow the link for details: http://combatace.com/topic/81393-the-sci-fi-airshow-2014/?do=findComment&comment=651894
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We here at Combatace, are seriously considering sending two lucky contestants to this year's Sci Fi airshow, to be held at Ojai International Space Port. In order to be eligible for consideration, contestants must produce a fully SF2-compliant model from their favorite science fiction series or motion picture. Entries must be ready for judging no later than April 1st, 2014. The decision of the judges will be final.
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Name one usable mod that this character has ever produced for the series. Also, remember that when TK and company (you know, the guys who developed this series) adds any new features, quite often, something else gets broken in the process. I'm sure those of you who can think for themselves will make the connection.
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how i can edit aircraft data?
Fubar512 replied to alighieromoretti's topic in Mods & Skinning Discussion
There are drag coefficients and tables for every surface on the aircraft (that determine increases in drag by alpha-state and lift), as well as engine thrust tables that determine the percentage of sea-level thrust available at a given altitude. All of these that must be properly configured. If one does not have even a basic understanding of what they are doing, they can easily to screw up an otherwise fairly accurate flight model. -
Questions about water editing (color and wave effect)
Fubar512 replied to Rends's topic in Mods & Skinning Discussion
The crude water shader used on the older tod-based terrains does not really move in a vertical fashion. It simply transitions over and upon itself, giving the impression of movement. The only sure-fire wave to create smaller waves is to edit the shader so as to increase the number of bump maps that are laid down per tile. If I'm not mistaken, someone (possibly Stary) reported that the series no longer reads edited shaders. I created this video to show off a few tweaks and models that we were working on at the time (this was over 6 months before the release of SF2:NA). If you run the video at its highest resolution, you'll see the wave effact that used to be possible by editing the shader so it lays down more bump maps per tile. -
Things are looking up! Will keep you in my thoughts and prayers.
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Cool images of frozen lighthouses on the Great Lakes: http://www.dailymail.co.uk/news/article-2534548/Michigan-lighthouse-transformed-giant-icicle-freezing-storm.html
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The windchill factor was -21 C this morning. Next Monday's high is forecast to be 20 C
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I'm at work right now, so I am unable to download this add on, and check it. To generate carrier missions, it should ideally have a naval (water) bitmap, in 8-bit color, with the carrier stations for both sides identified on the map. Basing land-based aircraft off the map is the only way to get them to work on such a terrain, and as far as I can recall, one must have the "off map" bases identified and "placed" somewhere (and they should all be "large" airfields).
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The Su-33 has not been released yet. But, there is some good news; Marcelo recently asked me to send him the "completed" model, so its release may be imminent.
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Amazon has been collecting sales tax for both California and NJ for at least a year.
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For the map location meaning the exact area on that specific terrain. You can find that information in the nations.ini file. For example. in SF2E, the GermanyCE terrain contains the following locations: 1. West Germany 2: East Germany 3. Poland 4: Czechoslovakia 5. Austria 6..East Berlin 7. Netherlands 8 France 9 Belgium 10.Denmark 11 Luxembourg 12.West Berlin So you essentially told the system that you placed that target in West Germany, which may be at odds with the coordinates you specified.
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Well, I'm a party to the freeware agreement, so by all means, knock yourself out.
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Surfaced subs that are capable of launching ASMs would be an ideal scenario, which is way I'd like to see an Echo II with its 8 missiles in-game. Regarding submerged models, I had Kesselbrut build Killerbee and myself a very basic periscope model to simulate a submerged November class submarine quite some time ago (in 2005, to be exact). You can still find it here, though it needs a lot of updating: http://combatace.com/topic/14819-november-class-ssn-submerged/
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A more workable solution, one that takes advantage of features that are built-in to the series, is to model a submarine class that needed to surface to deploy its anti-ship missiles, and served throughout most of the era modeled in SF2NA, such as the Soviet Echo II boats, Perhaps we can convince White Boy Samurai to try his hand at this http://aw1tim.wordpress.com/2010/05/15/cold-war-threats-the-echo-class/
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WhiteKnight,. I did that many years ago, and even simulated a submerged Soviet boat with a SAM box mounted on its periscope (they reportedly experimented with SA-7s protected by water-proof enclosures). While the submerged boats appeared on the RWR (and on radar scopes, as I gave it a .5 meter RCS), AI aircraft in the series back then would often ignore it, as opposed to bombing it. Things may be different now.
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A Happy New Year to all of you here at Combat Ace.
