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malibu43

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Everything posted by malibu43

  1. Anyone out there know of or interested in making a hi-poly pilot model with a hi-res skin to be used in the BN seat of A-6s and F-111s? I like having the BNs next to me in the cockpit, but they look a little odd with the rest of the graphics cranked up.
  2. X Wing remod?

    Nice!
  3. And also the weapon station section of the aircraft's data.ini file.
  4. Can you post the loadout.ini text into this thread?
  5. I have a question here. Is it possible to still have the target info displayed in the lower right? The reason for this is that it's the only way on mission types like SEAD to determine which targets are you primary targets... I guess the full target info isn't even needed. Just a way to know when you've targeted a primary target... Edit - NM. I re-read the OP and now see this is a limitation of how this was accomplished
  6. I remember encountering this way back in the day can't remember if there was a solution for this or if I have to live with it. I was flying a CAS mission on the Desert4 terrain last night and the trees were showing through the columns of smoke from the burning tanks when viewed from closer ranges. Is this something can be corrected in the terrain's data.ini file? Or is it just the cost of having lots of eye candy?
  7. Also just reinstalled SF2, for the reasons listed above. The plane set, dynamic campaigns, and ease of entry (and maintaining skills) just blows (IMHO) the other offerings out of the water. I'm sticking with a fully merged, but mostly stock install. I have the latest tilesets for each terrain, Stary's environment mods and effects, AAA and SAMs pack, and a handful of AI made flyable. That provides more than enough content to keep me busy. I also added Mue's "label" mod that transforms aircraft labels into small dots. I changed the color of my dots to black, and dogfights in this sim are better than ever now!!!
  8. First of all Mue, thank you for all your excellent work! It will be great to breathe a little more life into this sim. I just wanted to follow up on the clouds question - is there a shader that can be modified to extend the draw distance (and maybe density/qty) of clouds? This is one of the things I miss the most from the SF1/early SF2 days...
  9. Just went and reinstalled all my SF2 titles. I was never able to get DCS to give me what I wanted. So now it's back to SF2 and BMS. I installed Stary's latest GermanyCE tiles. I have object fade set to false in options.ini and have detail mesh set to 12 if flightengine.ini. 1. Buildings and trees are both visible further than before the edits, but trees are still fading into view? Why is that when I have fade set to false? 2. Building roofs are shimmering both at a distance and relatively close. I remember this issue from years back, but couldn't find any of threads with a relevant fix. Can someone point me I the right direction?
  10. Thanks! Mue has done some amazing things. I found the fix for shimmering buildings, and I while I was at found the AMAZING "turn labels into little dots" mod. That by itself is one of the best things I've seen for this series in years. Challenges spotting enemy aircraft without using obnoxious boxes and arrows is the primary thing that drove me away from the series a few years ago. I can't wait to try the mod out. One thing I'm still not clear on, is why my trees are fading even though I have fade set to false. I saw Mue's modified shaders that would do this, but I don't have them installed. So I'm not sure what's going on there...
  11. Out of curiosity are your screenshots SF1 or SF2? I haven't seen clouds like that since Celinsky's Wide Sky mod. But I didn't think it worked without reverting to SF1 or very early SF2 patches...
  12. The article was written in 2003 but is still accurate and correct for how to bomb in aircraft that are equipped with reflective sights. Not everyone wants to add modern HUDs to aircraft that didn't have them.
  13. Yubba - why do you insist on spamming the forums with this stuff over and over again? The OP's question was answered quite well with the link to the SHQ article...
  14. Just logged in and saw it was gone. I wonder what's up...
  15. For any FSX fliers, someone has finally created a utility that generates fire in FSX that you can actually put out. Fires of different sizes, can use any aircraft, water or retardant, lake scooping supported, highly configurable. I'm going to get this for sure! http://www.sim-outhouse.com/sohforums/showthread.php?96570-F-i-r-e-!!!!
  16. A couple of random thoughts: 1. Retardant drops are done to box the fire in or cut off it's movement; not usually directly on the fire itself. It would be interesting to design the "forest fire" ground objects with hit boxes extending well forward of where the actual fire effect displays, so that "destroying" the fire requires dropping retardant ahead of it. That would be cool and also add some challenge as the player would have to plan their drops in relation to the direction of the fire's movement, rather than just "drop on the fire". 2. You could fit the OV-10A with a custom retarded bomb that has no model and zero damage, but has a "release effect" (can't remember if bombs can have those in SF2) that resemble smoke trailing from the aircraft. Then, the player could select the OV-10 as a wingman, tell him to "attack my target" and watch him mark the drop runs with smoke. You'd also have to see what can be done to force the AI OV-10 to attack from a very low altitude.
  17. I really like where you're going with this! When it's all done I may give it a try to see if my son likes it.
  18. I've always thought this was a cool idea. If I had more time I'd jump in an help. My son (also 4) loves Planes Fire and Rescue as well, and likes to fly the fire tankers I have in FSX. He mostly just likes to watch retardant drops from external view and then "land" the non-amphibious plane in the water. I got a CH HOTAS and rudder pedals for my birthday last week and my wife got a great picture of him sitting on my lap with my trackIR hat on and both hands on the controls. :D FSX lacks the "mission" aspect of it (ie - actually putting out fires/containing fires with retardant and getting some success/failure indication), but it sure does look pretty...
  19. I'm posting this campaign here for folks to test and provide feedback. It's a BETA! You've been warned. This is Do335's KAW campaign with nodes, ground units, supply levels, etc... changed to create a ground war during the campaign. I tried to create a very complex set of nodes with 30+ ground units, but ran into problems with the campaign ending prematurely. As a result, I've had to scale back the ground war to ensure it works the way I want it to. There is just one route that connects the top of NK to Pusan in SK. I have started and played a few missions into a few different campaigns. However, to know if all the levels, nodes, etc... are set correctly, the campaign needs to be played all the way through using several different units that focus on different types of missions (A/A, strike, interdiction, CAS, etc...). This is the point I'm at now, and I'll need some help from other folks to get the testing done. As you play through the campaign, please pay close attention (or even note down) what types of missions you're flying, whether you're successful or not, and what is happening with the ground war. If you mouse over ground units on the campaign map, it will tell you if there is an offensive taking place or not. And, of course, the mission debriefing will let you know if an offensive has been successful or repelled. This information will be very helpful to me when trying to determine how to adjust supply levels to properly pace the ground war. Ideally, the median outcome of the campaign will be the frontline just shifting back and forth between Seoul and Pyongyang throughout the campaign. Ideally, in instances where the player does very well (or is lucky) the US may take over much of the peninsula or even capture the enemy base area and win the campaign early. Ideally, in instances where the player does very poorly (or is very unlucky), NK may take much of the peninsula or capture Pusan and the player will loos the campaign early. Hopefully the latter two outcomes are more rare and most of the time the campaign ends in a draw. To install: 1. Download and install Do335's campaign and install per the directions (including all the items from jeanba's list), EXCEPT for step 4.a. I don't think that is necessary. http://combatace.com/topic/76391-campaign-for-kaw/ 2. Download the attached .zip file 3. Drop "Korean War.ini" and "Korean War_Data.ini" into the Campaigns/Korean War folder. Overwrite when asked. 4. Back up "Korea3_movement.ini" in you Terrains/Korea3 folder, then drop the "Korea3_movement.ini" files from the .rar into Terrains/Korea3. Overwrite when asked. Please leave all feedback in this thread. Thanks! KAW with Ground War Beta 062614.rar
  20. Think I'm gonna buy the F-86 even though I don't have time to use it right now.
  21. I fully support getting the KAW mod to "all in one" status!!! As far as I know, the beta KAW campaign that I posted early in the summer works OK with the latest terrain/aircraft/ships and has a working ground war. That could be used as a starting point. Then just add units for additional aircraft/ships as needed. http://combatace.com/topic/83177-kaw-campaign-with-ground-war-beta/ edit - just saw that the pack is uploaded already. Maybe this campaign can make it into an update.
  22. http://combatace.com/topic/83881-problems-with-all-sf2-games/ Solution is posted at the bottom.
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