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Fubar512

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Everything posted by Fubar512

  1. Yes, I've redone the FM to SF2 standards, and have upgraded the cockpit and avionics files to match.
  2. It's been that way for almost 9 years. In fact, the ability to mount multiple guns on a single ship is a fairly "recent" development (IIRC it was introduced with the '06 patch for the first gen). We've been after TK to allow multiple missile launchers for years, and he hasn't shown any inclination to do so. One can only hope that will change with the introduction of the Tomcat title. For now, I'd rather have VLS SAMs sharing one viable launcher axis, nesting perfectly under the VLS cells, than having either non-working ones (because they have no yaw axis), or having to resort to "invisible" ones.
  3. Looks pretty, but they still need a rotatable yaw mode to work effectively, WBS, and that in of itself limits one to a single set of axis.
  4. The Udaloys presently have "fake", or invisible missiles. If you make them visible, they hover 20 or so meters above the model's centerpoint, irregardless of the stated positioning in the data.ini. As of the present, only one set of launcher axis is assignable per model. It took me all of a few hours to find a solutiuon that allow VLS missile systems to work, as they should. Trust me on this, real solutions are in the works Test mule image:
  5. Because the average person is unaware of the operation of a vessel, doesn't posses the experience or knowledge to tell when something's amiss (I'm sure the list was no more than a few degrees, barely enough to notice), and because the average person can't be bothered to read safety placards, even when they're posted in plain sight. These were simply people looking to enjoy a nice day out on the water, who assumed that the owners and crew of the vessel could be trusted to maintain and operate said vessel in a safe manner.
  6. BURP!!!
  7. Critiquing the game on this site accomplishes absolutely nothing, as TK doesn't reply to topics or posts here. If you're looking to get something fixed, post your gripes on Third Wire's site. If enough of TK's customer's did that, he'd more than likely take action to remedy the situation.
  8. LOL....at least when I asked for directions from NYC to Sydney, Australia, they suggested that I use a kayak at various points of the trip.
  9. Any "ini" file, when suitably edited, becomes a "mod", so yes, feel free to upload it. I would also include the edited soundlist.ini, as well as a text file (with the necessary data) for those who wish to pick and choose.
  10. Su-33 Sea Flanker of the 278th Severomorsk KIAP
  11. Dude, that's awesome! Not sure about the gun animations on ground objects, but a quick perusal of the groundobject.dll should provide an answer.
  12. Congrats!
  13. Your house was haunted? J/K
  14. The ships aren't floating above the water due to any changes made by Third Wire. The answer is, however, quite disturbing..... You see, it's the eels. They are converting all ships into hovercraft, for their own diabolical purposes
  15. Yes, that is exactly right, the light nodes must be there to begin with. Also, the first series does not have the necessary avionics coding to take advantage of such things as specific threat warning lights (Sam Launch, Airborne Intercept Radar, AAA Radar, etc), whereas the SF2 series does.
  16. No, that was the whole point of the video. The increase in apparent texture density brought about by using more normal maps per tile, gives one a truer sense of speed.
  17. It's the water texture material entry in the terrainXXX_data.ini that's causing that. Make sure that it looks exactly like so: [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=0.00000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP
  18. Only if there's animations associated with them. More than likely, they're just named nodes for the purpose of texture-mapping.
  19. Happy Birthday US of A!!!! Has it been 235 years, already? Seems like the 200th was just yesterday...
  20. A suggestion: Create one clyindrical node below deck level (so it's not visible externally), dead center of the FWD VLS cell, and name it "VLS_Launch_tube". Fire a PM at me and I'll explain why
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