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Fubar512

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Everything posted by Fubar512

  1. Agreed....the last thing you want is the government forcing its interpertation of common sense upon people.
  2. A uniMOG? Is it it's own best friend?
  3. Automatic_G_loading
  4. Sunrise over the Red River. Stary's environment system mod + my DX10 water shader tweak:
  5. Those are mostly band-aid solutions. The real fix is a proper, SF2 flight model for aircraft so-effected. One (band-aid) fix that stays somewhat within the realm of acceptable realism for newer, fly-by-wire aircraft, is one that I've used to fix an F-16 model for Crusader: I once created a virtual high lift device that was deployed whenever Gforces exceed 9.2, and it worked by creating just enough down force to prevent over G'ing the airframe, and just enough to allow the model to sustain that 9.2 G max-G level at a reasonable indicated airspeed and AoA.
  6. We've been asking TK for this for at least the last five to six years. As Gepard stated above, it is currently not implemented, nor cannot be, by anyone other than the developer.
  7. Happy B'day, Ant!
  8. Fubar512

    Drdoyo

    Guys, I have some bad news. "Drdoyo" (Joe Royal), passed away on January 27, 2009, just 5 days after he last logged on to our site. http://www.legacy.com/obituaries/fortwayne/obituary.aspx?n=Joseph-Royal&pid=124443190
  9. If the model file (.LOD) itself is in unicode, it'll never work in SF1.
  10. Just experienced something interesting..... I setup a dogfight between an F-4D and a MiG-21MF, both of which sported a tweaked FM (tweaked for accuracy, that is). During the fight, I managed to damage the Fishbed, by peppering its right wing with shrapnel from a sidewinder's warhead. A few minutes later, I closed to gun range. Before I could place the pipper on the target's wing root, the MiG pitched up hard in an attempt to spoil my aim. It pitched up too hard, that is, as the damaged wing panel broke off, sending the Fishbed into a death spiral
  11. Authentic F-4 audio and visual effects...
  12. Try pulling the Xmac table values back a meter or so. It sounds as if they're way too far forward; Xmac should start 1/3 of the chord back from the leading edge at the Ymac intersection for a given panel, and progress aft to approximately the the half chord-point at Vmax.
  13. I've had Sa-5s shoot at me from 30+ NM, and SA-10s engage me at almost 80 NM. Sounds like a configuration (data.ini) issue with either the launcher or the missile.
  14. That's why I laugh at meatheads who look up to Jobs as if he were the second coming.
  15. Visibly? No, as 1 pixel is the limit to which anything will render down to. So let's say that about 12 KM for a single SAM launcher is the maximum Third Wire-world visual range for an object of that approximate size, even when zoomed in. Though you can cheat and make it virtually "detectable" beyond that range.
  16. Found this piece on Steve Jobs quite fascinating: http://www.newyorker.com/reporting/2011/11/14/111114fa_fact_gladwell?currentPage=all
  17. Excellent mod
  18. Cool video. I own a Budgerigar, who in his younger days, used to climb up a venetian blind sash cord, gripping it with his beak and claws. When he reached the top, he'd loosen the grip that he had on the cord with his beak, and slide down as if he were a commando repelling down the side of a building. Currently, his bag of tricks include the use of weapons....when his cage mate beats him to a treat, he'll grab hold of a toy suspended from the cage-top, and swing it like a wrecking-ball or battering ram at her
  19. Unofficial rule of thumb: Aircraft are ideally stressed to 1.5X max sustained G-load for safety reasons. Randy Cunningham reportedly once exceeded 11 Gs (instantaneous G, of course) during a dogfight, and his Phantom came away from the experience with little more than a broken flap hinge. I believe it was Ken (531-Ghost), who told me of seeing any number of Phantoms that had been over-G'd, during his time. They all made it home. So, in short, you can probably set the Max G-load of your models to 150% of their rated sustained Max G, without worrying that you're "arcading" your install.
  20. I recall a story in Road & Track magazine, circa 1976, were the author was reminiscing about a (former) fellow autoworker at a Ford plant, ordering and assembling a one off F-100 under the noses of the plant supervision, during the late 1960s. He ordered a basic-bare bones truck, and that's how it started when the chassis first hit the assembly line. By the time it reached the end, however, it sported air conditioning, power steering, disc brakes, a deluxe interior, and the Pièce de résistance, a 335 HP 390 cube V8 and HD C6 tranny from a Fairlane GT (both of which were otherwise unavailable on the F-100 pickup, at that time). According to the story, it made it off the assembly line unnoticed, and all the way to the dealer's lot, where the sales manager noted a few "minor" discrepancies between the truck that had been ordered, and the one that had been delivered to his dealership...oooops!
  21. The Desert Terrain is the default (and only) terrainset that ships with both SF1 and SF2.
  22. Anyone else here a fan of this series? I've really gotten into it, myself. The formula is quite simple, every week they purchase a different special interest vehicle as cheaply as possible, then they perform whatever work is necessary in order to resell (or "flip") the vehicle at a profit. On a recent episode, they "flipped" a 1970 Dodge Charger. Having owned a 1969 Charger R/T 440, myself I found that episode compelling. The episode is broken into four parts on youtube, this is part one: http://www.youtube.com/watch?v=5tbxjCrIvV8
  23. As Stary said, it's mostly your systems's inability to run DX10 that's limiting you. SF2 is optimized for DX10, which means (ideally) Windows 7, and a DX10-capable video card (which your card supports, BTW). Running SF2 with the latest patches outside of a DX10 environment will deny you two things: 1) Multithreading optimizations 2) DX10 shaders (which result in superior graphics, and place less of a load on system resources)
  24. I've been working on a water shader for the series, that improves on the effect at low level, by laying down bump maps every 20 meters or so: The only issue, is that at this level of detail, any mismatch between adjacent bump maps is immediately noticeable.
  25. That's not a ricochet. Those are the sparks from the "ground bullet hit effect". Notice that they don't match the tracers.
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