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Fubar512

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Everything posted by Fubar512

  1. He clearly stated in the very first post in this thread that it was a "new" cockpit, and that he was creating "new" textures for it. Now, I will chalk that up to being an issue with syntax and the difference in language. Rest assured, that if we find a download with Thirdwire LOD files in it, it will be deleted, and that member's status will be reviewed.
  2. OK, then just to remind everybody that ThirdWire's LOD files and (unedited) textures are protected by International Copyright law, and thus cannot be uploaded here for distribution, as that violates said laws and our own rules. We have a zero-tolerence policy in place regarding that... As long as the textures have been modded from their stock form, they are fair game, but again, no copyrighted model files may be uploaded.
  3. A question, is that based on ThirdWire's WOV A-6A cockpit?
  4. Tweaking the stock LHA textures a bit:
  5. An effect I've been playing with: 3D prop wash, to replace TW's "mist" effect. This has the advantge of blending in with the stock stern wake, giving one the impression of it settling into a tumultous, frothy, wake afew yards aft of the transom. I'll release it if enough people are interested.
  6. Calculating inertia for SF is almost a joke, as the series treats the distribution of masses as if every aircraft either starts with perfect, zero-center mass (all zeros), and ranges on up to ridiculous dumb-bell like high-polar moment of inertia values. The best advice I can give you, is look at what TK does for an airframe of similar configuration, and start editing from there, debugging the model against available data at every step. Oh, and be careful with roll-rate data. Much of what you'll encounter on the 'net is based on initial, as opposed to sustained, roll rates. Trust me on this, no A-4 pilot has ever achieved 720 degrees per second sustained roll-rate Sustained and instaneous G-rates pose another issue.
  7. No intervention on the user's part is required. Just make sure that you're running under DX10. Even though Windows XP fully supports multi-threading, SF2 only enables it under DX10, so one therefore requires either Vista or Windows 7 in order to take advantage of it.
  8. The SA-8 is fired from a vehicle that is technically a "TELAR" (Transporter, Erector, Launcher, Radar). Obviously, it does not require guidance from an external radar in order to work, as it has its own radar unit.
  9. Wrench is correct, though it may help if you think of the 3 axis as "axles" around which the aircraft pivots. "X" would therefore be an axle extending from wingtip to wingtip, and would effect pitch inertia. "Y" effects roll inertia, and "Z" effects yaw inertia.
  10. The Radar version must match the SA-2 Launcher version (SA-2B requires a Fansong B, SA-2C requires a Fansong C, etc.)
  11. We have an Akula, but I guess you want something that was "exported", eh?
  12. Most SAM Launchers need an associated SAM radar. There's also a matter of poper placement, meaning the number of launchers, and their orientation on the map. Then there's the "hand placed SAM radar bug", which means that the radars will acquire, track, and direct missiles at you, but you won't recieve a warning on your RWR. That last issue means that your're better off letting the game engine handle SAM placement, instead of doing it yourself.
  13. Are you serious? Every single SAM launcher (and that includes the units aboard ships) has a launch time set in its data.ini as well as a reload time, if applicable.
  14. He was here for a while. He left in a huff after we outted him
  15. I've only noticed this behavior on AI birds, and only when one uses the "long, slow, cat launch" routine to simulate VTOL ops. The AI birds won't retract their gear until after the delayed cat launch sequence ends (20-50 seconds after leaving the deck).
  16. You know what, on the real Crusader, there's a selector switch that goes with that guage, so one could check the fuel level on a tank by tank basis. You'll never guess what the capacity of the largest single tank on that aircraft is
  17. Sorry to hear that bud. Remember the old adage: "though one door may close, two more will assuredly open". I recommend freshening up your resume, applying for UI to hold you over for awhile, and starting your job search over again.
  18. Even buying a supposedly "name brand" PSU does not guarantee quality. A couple of years ago, a friend had to replace the PSU on his desktop. He asked for recommendations, and I told him which manufacturers to look, and a few other pertinent details. Like most consumers, he memorized the list of manufacturers, but ignored the details He wound up purchasing a "budget" psu, from a recommended manufacturer. It went poof within six months, taking his mobo and video card with it. When I surveyed the aftermath , I noticed that he had ignored my advice (the details ) regarding the number of rails, the amperage across the rails, the combined wattage, etc.
  19. Perhaps this post should have a thread of its own... For all you who are complaining about the issues with SF2NA, you have absolutely NO IDEA of what we "old hands" went through when the series was first released. And to those of you whom were here from the begining please bear with me, as my memory may not be all that I believe it to be. When SF:P1 was released in November of 2002 (and I'm not talking about the Walmart release, but the "official" one, published by Strategy One), it was so buggy, that it would crash right out of the box, and this was on a machine that was state of the art at the time. The first patch came out (January of 2003), and now one could fly long enough to enjoy the models....but, what's this...no SAMS? That's right, SAMs were there, but weren't showing up. Also, RWR and radar displays were corrupted on all machines running Radeon video cards. Second Patch, fix SAMs, still no RWR on Radeon machines. But now, we could arm ships with SAMs, but only one gun mount and one SAM launcher was allowed per ship. Third Patch, fixed Radeon issue, broke SAMs on ships.....but great dogfight AI. Fourth patch, fixed ship SAMs, added multiple gun mounts on ships, broke dogfight AI. Fifth Patch...are you starting to get the picture, now?
  20. HINT: As evidenced by the disappearance of the Krell, the monsters from the ID often make a very compelling argument.....
  21. Does it state anywhere that the model been updated to SF2:NA (or even March 2012) standards? Answer that question, and you shall begin your journey onto the path of enlightenment ( as opposed to the path of entitlement ).
  22. Thirdwire exporter plugin. The Thirdwire LOD format is unique.
  23. Coordinates from the Cl of the model, with the animated component in its parked position.
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