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Fubar512

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Everything posted by Fubar512

  1. Update: Change the launch time values on all the cats to 25.0 seconds, and it works without tweaking the default FM. [Cat1] SystemType=CATAPULT CatapultID=1 StartPosition=-17.58, 3.26,13.54 EndPosition= -22.58, 41.77,60.54 LaunchTime=25.0 [Cat2] SystemType=CATAPULT CatapultID=2 StartPosition=-15.58,-20.45,13.54 EndPosition= -19.95, 21.10,60.54 LaunchTime=25.0 [Cat3] SystemType=CATAPULT CatapultID=3 StartPosition=-13.65,-43.73,13.54 EndPosition= -17.17, -2.65,60.54 LaunchTime=25.0 [Cat4] SystemType=CATAPULT CatapultID=4 StartPosition=-11.58,-67.26,13.54 EndPosition= -15.22,-26.16,60.54 LaunchTime=25.0
  2. The Kiev's cat settings are simple. Just set the end stroke for all the cats to "60.00" in "Z" axis. I have to transfer engine thrust values and tables to the TW Forger, and tweak them, so that it works without crashing right after launch.
  3. LOL...it's only good for the AI, though....you'd probably crash if you were to try it
  4. And MLRacing had absolutely nothing to do with this!!!!! It's a simple tweak to two data.ini files Forger_VTOL.wmv
  5. 3600 lbs is the maximum that the gauge reads, and the aircraft holds more than that between all its fuel cells. Therefore, it will not register any decrease until the total internal fuel amount falls below that value.
  6. I saw them at NAS Lakehurst during the Memorial day weekend of '82, when they were still flying A-4s.
  7. Yes, the F8 consumes fuel, and the last time I looked, it's fuel level gauge was working fine. Run it in afterburner and see how long it takes you to run it dry The MiG-17 can be made player flyable (as can any AI aircraft). Read the directions in the knowledge base to find out how. I also suggest that you install Stary's MiG-17 pit. BTW, the '17's FM is tailored for the AI, so it's somewhat unrealistic.
  8. That was true as long as six or seven years ago, when Sparkomatic released the first beta of the Udaloy II, and we set up the data.ini for it....right, Typhoid? Of course, back then, you were limited to one SAM mount, but the same priciple applied, the guns and missiles on that mount shared the same yaw & pitch axis.
  9. Oooops! My Bad Sorry about that mate, here's the effects: SpeyFX.zip
  10. Here you go: FG1_Effects.zip FG1_Sounds.zip FG1_Data_Files.zip The sounds are from a Youtube clip of an RR Spey on a test stand.
  11. The same as the Kresta, the Moskva, the Kirov, The Slava, the Kashin, the Ulyanovsk, etc. There are hi-poly models for all those ship classes either planned, or on the way.
  12. Or, perhaps the May/June/July/August/September/October/2012-2020 AdInfinitum patch(es)
  13. Remember that we pulled that model for a reason. It's not simply a data.ini issue, there are a few issues with the model and its textures that we need to fix before we release it again.
  14. LOL....you guys.....need a crash course in celestial navigation. Last week, Wrench and I were dicussing how TK at least made an attempt to accurately model the sky. To prove this, we set the latitude to -40 south, and checked out the night sky, with the date set for late May, centered on the area of the Southern Cross (Crux Australis). The lines were drawn in for clarity (of course ): Here's a section from a celestial map of the same area of the sky:
  15. In that case, the "CatLauchTime" setting in the carrier's data.ini is set too low. It should be adjusted so that you're traveling about 170 knots at the end of the cat shot.
  16. The developer, TK, calls this a "sim-lite" so, in keeping with his philosphy, most of the Flight Models that come with the game are simplefied to some degree. There are a few third-party models that are fairly realistic to a point, and that is, up until they depart. The game engine used to allow one to accurately model post-stall behavior, but some time ago, the developer chose to make global changes that effects all models, and it's now much harder to "individualize" how a given model departs (they all spin now, whereas some types should roll out, plow to the outside of a turn, etc.).
  17. Sorry, but writing a realistic flight model can take weeks, if not months, and explaining how to do so is well beyond what I would consider providing reasonable assistance. It would take an entire thread just on that one subject. Chances are that the model that you're attempting to use isn't even properly formatted for SF2, let alone the 3/2012 patch.
  18. Sorry, but the fact that you're seeing shader-driven water proves that you're running in DX10. Next time, use a better model and you'll notice the difference.
  19. Because it's not been upgraded to March 2012 standards.
  20. Most likely because you may not be placing those files where they belong. Take some time and read through the SF2 knowledge base, so that you gain an understanding of its folder and file structure. There's also no need to extract everything, as there are probably over 10 GB worth of files compressed into those catalog files!
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