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Fubar512

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Everything posted by Fubar512

  1. 1) Actually, it's quite the opposite: It's the same at every sun angle, so one can safely say that it works in every one....even if the shadow lines may be going the wrong way 2) The last time Marcelo and I corresponeded was seven to eight months ago, regarding the release of the Kiev.
  2. MarcFighter's Su-33. It's been work in progress for almost 4 years. An application of the "poor man's bumpmap" livens it right up. He should finish the 3D model and release it.
  3. Video of my progress (so far), an A-6E TRAM at 50 meters altitude: water.wmv
  4. Playing with the water shader entries for distance and tiling of the normal bitmap....
  5. Are you using the proper Cat Extractor, the one that's available at Thirdwire's site?
  6. I hear ya. I will stay in and around town, since going a scant few miles to the east places me squarely in the teeth of the annual Benny invasion, and even the local State parks get overun.
  7. Are the aircraft and squadrons (which determine textures) listed in your campaign data?
  8. What brand is the PC? Does it have a 3rd Party motherboard (for example, some HPs use MSI boards)?
  9. Only Kreelin's Helo FMs are flyable in hard mode.....that is, if youre seeking realism. Anything else is arcade grade.
  10. Playing around with the default ship-set: Sumner Fram 2 with new bow wake effects and a couple of texture tweaks.
  11. Ammo is measured in round count in the data.ini, not weight.
  12. Dsawan, are you unemployed, and if so, what field were you in?
  13. It's ammo count, not weight. And every source I've checked shows both the Kurnass and Kurnass 2000 as being equipped with a 20mm Vulcan, carrying 640 rounds. I'd contact the publisher (Thirdwire) on their site, and make them aware of it.
  14. You're from Poland, a seafaring nation. Therefore, there's little excuse for you not knowing that sober sailors squids aren't worth a damn....we need to get a few drinks in them...that'll improve their aim
  15. VisualRange and maxvisible distance play a role here. Both are "virtual", in the sense that they will not effect the range at which a given 3d model is physically seen by the player, hence they don't effect frame rates. But they determine the range that the AI detects and takes action against, a given target.
  16. The Pave Penny wasn't added to the A-10A fleet until 1978, hence the "A-10A_78" designation in SF2E. For WoE, you would need to create a 3D model of one to in order add it (visually), as SF2-series models are not backwards compatible to WoE.
  17. Stary, OT, but you were right about the load that lowering the bullet mach imposes on the system. I lost over 30 FPS going from the default to Mach 0.2! Of course, having 18 30mm gatling guns shooting at you at once doesn't help, either Ballistics.wmv
  18. LOL, that's happened more than once in real life: "The F-11 Tiger is noted for being the first jet aircraft to shoot itself down. On 21 September 1956, during a test firing of its 20 mm (.79 in) cannons, pilot Tom Attridge fired two bursts mid-way through a shallow dive. As the velocity and trajectory of the cannon rounds decayed, they ultimately crossed paths with the Tiger as it continued its descent, disabling it and forcing Attridge to crash land the aircraft; he survived." Source: http://en.wikipedia.org/wiki/Grumman_F-11_Tiger
  19. A long time ago, I realized that errors in ballistic calculations cannot be completely solely attributable to where (on the model) those calculations are made from. How does that explain gross errors in ranging? And what about errors on weapons that were located adjacent to the model's centerpoint? Some obsevations that may help. 1) Ranging has to do with the lifetime of the round. Right, Stary? 2) This series uses accurate (real world) ballistics tables....in a virtual world that's 66% scale! Of course you're going to have accuracy issues at range. 3) Gunfire is determined from the pivot points of the nodes (yaw & pitch) that one assigns to it...not from where the effect lies. 4) I suspect that the game engine aims visually groundobject to groundobject....that's why there's no over the horizon gunfire. 5)ASMs seem to work fine, as I proved many years ago, having set up ships that killed other ship targets that were well over the horizon. In that case, guidance type was the key, weapons that employed anti-radiation guidance were the only ones that worked for me (note that the target must be equipped with an active emitter).
  20. It also requires a soundlist.ini entry.
  21. Which terrain? SF2 now uses 3 water shader files under DX10...so the water material entries are somewhat different.
  22. A short video I made in order to show off the Ulyanovsk's AAA batteries, which consist of 8 twin AK630 30mm gattling guns (4 Kashtans per side), and two single turrets sporting single AK630s on sposons just forward of the fantail. BTW, the Kashtans also mount 4 SA-19 missiles each. In real life, the Ulyanovsk was planned to carry 24 navalized SA-11 "Buk" missiles, in VLS tubes. The gun axis are still a WIP, hence you'll notice an occasional mismatch between barrel positions and gun fire effects. Ulyanovsk.wmv
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