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Fubar512

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Everything posted by Fubar512

  1. Surface to surface missile launchers on ships are working just fine, as long as there are no entries under "weapons systems" to confuse them. You must have their "TargetType" declaration set to "GROUND". Right Dave?
  2. Something out of a 1950's Harryhausen film....something that will be quite enraged by this intrusion, and will no doubt journey to Los Angeles, where it will first encounter a cop armed with a .38, and...
  3. Video....model still needs to be finished:
  4. In theory, yes. In practice, I can't say. Remember that the STARM and the SM-1 SAM share essentially the same airframe. In fact, the AIM-97 "Seekbat" was also a member of that family, too.
  5. As I mentioned in an earlier post, that is Julhelm's model, and it is the first in a series of highly detailed ship models that he intends to release for the series.
  6. Another view of the Kresta II model
  7. You really don't want to go there.....I spoke to Wrench regarding porting over the Korea terrain that he slaved and obsessed over for months.., and he told me that the March 2012 patch really hosed it. So, back to square one. At least the FMs haven't been hosed.
  8. All materials called out by an effect require a shader association, as everything is now shader driven. Just keep it simple, download and install one of Stary's recent effects packs.
  9. Fubar512

    Holy Frak!

    Today is Dave's Birthday! And not just any birthday, mind you.......he is now officially over the hill!!!!!!!!!! Happy Birthday, Dave
  10. It most likely wont work very well with the older (non-LOD) terrain sets. The NA water shader is based on a fixed sea-level, and therefore sees shore-transition tiles as being at (or below) sea-level, so it covers them
  11. Kresta II class cruiser, currently a WIP....and the first in a new series of ships by Julhelm.
  12. Yes, they will engage one another with any weapons at their disposal. They will even engage well over the horizon, using cruise missiles or heavy-caliber guns.
  13. Fooling around with terrain textures
  14. LOL, Stary.... By the looks of them, one would expect either King Kong, or Dinosaurs, to be the sole inhabitants of those islands.
  15. I did not encounter that issue, at all. I simply followed ThirdWire's convention, as I stated before. I created a copy of the main LOD for each third-party vessel, and renamed it "vesselname_COL.LOD" and it worked fine for all of them.
  16. Just tested it on the Udaloy, works fine for me.....or perhaps it was pulled down by a Russian Water-Tentacle!
  17. On third-party ship models, you can create a collison LOD by copying that model's first or main LOD, and then renaming it (utilizing the Third Wire naming convention, just to be safe). For example, using the Ulyanovsk as a testbed, I came up with Ulyanovsk_COL.LOD. Ordnance no longer simplypasses right through it, without exploding.
  18. That most likely tells the model to fold its wings, and/ore open its canopy, when parked on a carrier deck.
  19. Yes, manually edit the AGM-84's data.ini, and add the following lines: SeaSkimming=TRUE TerminalPopUp=TRUE And that should do it.
  20. AFAIK, the A-6E did not have a TEWS RWR until 1988 at the earliest.
  21. That's because you most likly may not have added it as a Component entry, under the aircraft data section section, like so.... [AircraftData] Component[010]=Hide1 Then, just under the stabs, and above the "crew" entries [Hide1] ParentComponentName=nose ModelNodeName=Fuel_Probe DestroyedNodeName= ShowFromCockpit=FALSE HasAeroCoefficients=FALSE This will hide the FUGLY, low-poly third wire refueling probe node. Of course, you'll have to wait for TK to release the cat extractor for SF2NA in order to accomplish this on the E-model.
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