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Fubar512

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Everything posted by Fubar512

  1. Did you run the SF2NA executable? That's what creates the folder.
  2. Carriers are ground objects, airfields are not, and as such, do not presently have the necessary .dll coding to accept arresting gear entries.
  3. You mean, something like this? RR_Spey_FX.wmv
  4. Congrat's to Sheila, Dave.
  5. People have had limbs lopped off for less serious infractions.....
  6. Here's a Third-Party model of a Juliett class at Subsim.com. Perhaps some interested party can contact the model's developer in regards to porting it over to LOD. More images of this model: http://www.subsim.com/radioroom/showpost.php?p=1669245&postcount=139
  7. Any way you install it, it will still merge, though you will have executables for each separate title, by default.
  8. Actually, if someone wants to make up a useful model, make one of a Juliett-class sub. It is period-correct (1970s-mid 1980s), It had to surface in order to deploy its 4 SS-N-12 ASMs, etc. http://en.wikipedia.org/wiki/Juliett_class_submarine
  9. Dude, that's already been available for like 5-6 years now
  10. Stary's trying out for his IFR. His "I Follow Roads" rating
  11. Dave and I have the Iowas firing their 16 inchers and launching Tomahawks well over the horizon (well over 20 NM distance by radar). In fact, so far, that the 16" rounds are landing about 1,000 meters short...
  12. Yes, as they both require coding by the developer, though one may be able to simulate the "meatball" to some degree, through clever .ini file and 3D modding. The "events" necessary, are coded into the .dll files, and again, only the developer can add them The series does support Force Feedback to some degree, butsomeone else will need to chime in, as I do not personally ,make use of it.
  13. That will not work, as the game engine will only read from the catalog (CAT) files in that directory. All mods go into what we refer to as the "mod" folders, they reside either under My Documents/Thirdwire, or under UserName/Saved Games/Thirdwire. Read through the knowledgebase before you begin modding...it'll save you a ton of grief.
  14. Oh Really? And you know this because.....? I love how all these self-proclaimed experts who never even seen an ocean, like to make statements like this.....Not so much you, Blackbird, I'm referring to some bozo at SimHQ proclaimed that since the St Lawrence river's water was "Grey" than so must everything else. This is a video of tuna fishing the Azores, right smack in the middle of the North Atlantic....does the water in the vdeo look over-saturated to you? If so, then take it up with God http://www.youtube.com/watch?v=EcKvR2VV6MY&feature=related Estuarine and near coastal water may be Grey-green, dark-green, or blue-green, but deep, offshore water is blue, and Gulf Stream water is imperial-blue.
  15. It's part of Razbam's A-6 package, available at his site. http://razbamsims.com/store/product_info.php?products_id=51
  16. Jug, your video card only supports DX9.0C. SF2NA requires one that supports DX10.
  17. It's something that I stumbled upon, quite by accident, while experimenting with collison LODs.
  18. Capsizing (note "refraction" effect of hull underwater)
  19. Enhancing ThirdWire's wake effects...
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