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PureBlue

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Everything posted by PureBlue

  1. So none can confirm this shadow problem? It also happens to aircraft shadows, so I think it's an important issue.
  2. Yes it does Now how about 2010-C ? I'm going to put that in the bug thread at TW if anybody else can confirm? And on a positive note: 1- The smoke from chimneys is fixed. 2- And somekind of gfx engine modification to stop ground objects from sinking ontop of one other, as the camera moves away (or zoomout from cockpit) (For example the pits would sink under the tarmac after about a few miles of distance.) Something else Horizon distances decreased in flightengine.ini (C has lower distances than B) [LowDetailOption] HorizonDistance=30000.0 from 45000.0 [MedDetailOption] HorizonDistance=42000.0 from 50000.0 [HighDetailOption] HorizonDistance=50000.0 from 60000.0 [unlimitedDetailOption] HorizonDistance=62000.0 from 75000.0
  3. No man, the screen is from the same spot on Dec-2010B, shadows alright.. I've never had this shadow problem in my Anatolia terrain. (All patches, full merged, unlimited) But noticed it on some of your newer releases. (Eg. Libya) Been wanting to investigate, suspecting it's from the terrain_data.ini or flightengine settings. But this problem IMHO is something new in Dec-2010C. Plus, High Shadow settings even won't cure it here, does it for you? Both screens from DEC-2010B:
  4. I don't seem to have shadows displaying on the terrain tiles. All shadows only display on each other and cut off if it crosses terrain. This includes aircraft shadows. It's all good on runways, taxiways, and other objects but not on the terrain itself. Can anybody confirm?! (Same in stock terrains, All Unlimited settings)
  5. To be able to create/place specific Radar items in a terrain. (SAM, ships and other vehicle that have radar) To have them act properly, radiate energy, be picked up by RWR and AI flights; that possibly react to these.
  6. Thank you for this nice surprise
  7. Nice work Gepard! Whats the size of the map?
  8. I wish he had beta testers, but still I'm fine with his support and patches. (Many games went by the wayside, producers refusing to even patch rudimentary things... eg. silent hunter.)
  9. On a training mission. Approaching the Dardanelles.
  10. Unfortunately can't find any other photos of that scheme. (Still looking) The plane in the photo is actually the ex-Luftwaffe 35+21.
  11. Harika olmus dostum! (Wonderfull work mate!)
  12. Here's something I've bumped across: The MissionEditor won't let me place any objects on the outer %10 of the length/width of the map. You can get the crosshairs to point inside this imaginery border, when you zoom in. But if you place something, it will move to the edge of this %10. I have an airfield which is out there on the eastern edge and It doesn't show up on the pulldown menu for friendly airfields. (Position=117900.000000,698000.000000) in a 1304x1304km map. I played with the border setting under [worldsettings], flightengine.ini. but that's not it..
  13. Thread is missing? Looked through your posts for the last year but I still can't find it.
  14. I'm trying to build a harbour target area, which I have docked ships for. I want an older destroyer to show up until 1992, and then have another Frigate replace it after that date. Searched the forums (both CA and TW) about the topic and there are references to these: Target[xxx].ActiveYear=1992 Target[xxx].InactiveYear=xxx Target[xxx].ActiveDate=01/01/1992 Target[xxx].InactiveDate=xxx So I have my targets setup as: Target[007].Type=Meko200_HydraClass_D Target[007].Offset=400,28 Target[007].Heading=90 Target[007].ActiveYear=1992 Target[008].Type=SumnerFRAM2 Target[008].Offset=400,28 Target[008].Heading=90 Target[008].ActiveYear=1960 Target[008].InactiveYear=1992 Couldn't get it to work(testing SF2E and EXP2). In the above setup, I always get the SumnerFram. But interestingly if I delete and keep only one ship defined, if it has an ActiveYear, it will not show up at all, by itself. Something is going on here, anybody else experimented with these?
  15. Thank you for sharing the templates
  16. One annoying issue for me is, tods(except trees) & groundobjects that are around 8-10km away start shimmering. This much worse in OpenCockpit=TRUE aircraft (looking out from the cockpit) So it could be related to clip distance. The other thing is, as the camera gets further away from an airfield/and its ramps, the objects on top of it start sinking. Depending on how tall the groundobject is, it dissappears completely at certain distance. So you'll be flying a strike mission, looking down on your target from 10k feet, and none of the parked aircraft or ramp area shows up.. This helps somehow but, doesnt really cure the whole thing right? At least it doesnt for me..
  17. I use all his aircraft releases in SF2. Havent tried the A-1 in Exp2, the prop issue might need a new export from Razbam's side. The rest of the aircraft can be converted with some work.
  18. You might have hit "The Wall". (The edge of the map)
  19. Red activity on the NF4 battlefield.
  20. 2nd gen engine is great. Every option set to unlimited, 4 airports in a 10mile radius, all very populated, a harbour with ships, Stary's hirez GermanyCE tiles, lots and lots of groundobjects... Gfx settings 16xAA & AF, rez 1680x1050. FPS is never below a playable 35-40, and pegged at 59 most of the time. Now with Exp2 and quad core support, I even bumped the DetailMeshSize to 8. Once I tried Win7 and SF2, I never went back.
  21. I think it's because the ME assigns flights with a variable "time on target". The option to set start time (from mission start), is not available. so it somehow determines how the battle is setup, sometimes the other flights will have negative start times, and they will be in the air already, when you're just taxiing.. of course you can always save the mission and edit the file with notepad, and set the start times as you like. But I wish this option was readily available in ME.
  22. 1 full merged install, many mod folders, much flexible this way.
  23. I'd say the long overdue Anatolian terrain will be out in around 2 months. With a 70s Turkish/Greek campaign following closely the release.
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