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Icarus999

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Everything posted by Icarus999

  1. Dude at one time I had five separate installs of WOE on my main computer you can install it to a new folder inside your users folder and you will be good to go.
  2. AH-64 Package for SF2 Ver 1.1

    One word- Awesome!
  3. small oil rig

    Nice! I love it . Thank you for your work on this.
  4. No trees and no city or town buildings. As far as I can tell Pureblue's hand crafted terrain object placements are all showing up but the trees and city buildings are AWOL. Ok...so this might very well be due to me stubbornly refusing to patch up to the latest standards ( I'm using Feb 2010 because I love my clouds and a few other things that the new patches ruined for me) As a control I moved Stary's latest GermanyCE into the terrains folder of my Anatolia install and Germany works just fine. Anatolia version one worked fine for me and I loved that terrain ... I cannot seem to figure this one out
  5. I just gave Stary's data a try in Anatolia V2 unfortunately that did not fix the problem... thanks for the suggestion though.
  6. Whoops ... sorry guys Ive been working long hours -Post moved to correct forum.
  7. I bet this gives Gocad wood . Nice addition.
  8. Too Successful?

    Yep, Pathetic... that's the first word that popped into my mind as well.
  9. Buccaneer RAF for SF2

    this is really something special... Thanks!
  10. Texas skies

    hey Shrike hawk, those clouds look familiar.
  11. Yeah i tried to get it working a couple years ago and gave up... it was a real pain in the ass.
  12. Any firearms experts over here?

    It really all comes down to the choice of ammo you use and shot placement. The 357 magnum loaded +P(high pressure) with a 125 grain hollow point has proven to be the best handgun man stopping load statistically. However a very hot loaded .45 +P 185grain HP does amazing work as well. Both cartridges are proven fight stoppers The biggest issue is shot placement ....there is really good ammo available these days so shoot a cartridge you can control and shoot well.... it is much better to hit the target with a hot 9mm load than to shoot off center with a .45 or a magnum cartridge. A .45 double stack magazine creates a very thick pistol grip... how large are your hands ? people with smaller hands must consider this. Personally If I had to choose between those two calibers I would go with a .45 acp Glock and load it hot. However my recommendation to you is neither of those calibers .. I would go with a glock 22 in .40s&w cal and use 135 gr +p and buy an extra barrel in .357 SIG caliber and use 125 gr +P both of those loads are the ballistic equal of the .357 magnum. Also I need to point out a fundamental flaw in your thinking- If a man can still move his trigger finger you have not taken him out of combat. The human body can withstand massive damage yet the attacker will still advance on you and cut you to ribbons with his knife ...or club you to death. he may die later... from blood loss and shock ...but very often men are shot 7 to 10 times before they go down. There are many cases where it took more than 10 hits to stop a man who was on drugs.
  13. here is my working data for the AIR-2A_GENIE [WeaponData001] TypeName=AIR-2A_GENIE FullName=AIR-2A Genie ModelName=AIR-2A_GENIE Mass=373.000000 Diameter=0.440000 Length=2.950000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.370000 AttachmentType=NATO,USAF SpecificStationCode= NationName=USAF StartYear=1957 EndYear=1992 Availability=1 BaseQuantity=100 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=FALSE EffectClassName=AerialNukeEffect ReleaseDelay=0.000000 WarheadType=14 Explosives=6000000.000000 FusingDistance=150.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=13 Accuracy=99 MaxTurnRate=2.000000 MaxLaunchG=4.000000 LockonChance=100 LaunchReliability=100 ArmingTime=1.000000 SeekerFOV=4.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=40.000000 SeekerRange=12000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=5000.000000 MaxLaunchRange=11000.000000 Duration=11.000000 CounterCountermeasure=100.000000 NoiseRejection=100.000000 CapabilityFlags=0x10000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.200000 BoosterDuration=3.000000 BoosterAccel=30.000000 BoosterEffectName=R3 BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.500000,0.000000 SustainerDuration=9.000000 SustainerAccel=1.000000 SustainerEffectName=RocketInFlightEffect SustainerSoundName= SustainerPosition=0.000000,-1.400000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.200000 ReleaseAnimationDelay=0.100000 EODisplayFlags=0 CEP=0.000000 [AerialNukeEffect] GroundHitEffectName=AerialNukeEffect GroundHitSoundName=Nuclear.wav WaterHitEffectName=AerialNukeEffect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=AerialNukeEffect ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=AerialNukeEffect ArmorHitSoundName=Nuclear.wav AirBurstEffectName=AerialNukeEffect AirBurstSoundName=Nuclear.wav CraterModelName= CraterType=5 Here is the AerialNukeEffect Data: [EffectType001] Name=AerialNukeEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=NukeFlashEmitter Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.0 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=NukeFlashEmitter2 Element[02].StartTime=0.0 Element[02].StartTimeDeviation=0.0 Element[02].EjectTime=-1.0 Element[03].ElementType=SCATTER_EMITTERS Element[03].ElementName=NukeScatteredUpperSmoke Element[03].StartTime=0.6 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[03].ScatterCount=24 //36 at 450 Element[03].ScatterVolume=250.000000,250.000000,0.000000 //450-450-0 Element[03].ScatterVelocity=359.000000,359.000000,359.000000 Element[03].ScatterVelocityBias=200.000000,200.000000,0.0000000 Element[04].ElementType=SCATTER_EMITTERS Element[04].ElementName=NukeScatteredGlowingSmoke Element[04].StartTime=0.6 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[04].ScatterCount=12 Element[04].ScatterVolume=150.000000,150.000000,0.000000 //250-250-0 Element[04].ScatterVelocity=359.000000,359.000000,359.000000 Element[04].ScatterVelocityBias=100.000000,100.000000,0.0000000 Element[05].ElementType=SCATTER_EMITTERS Element[05].ElementName=NukeScatteredSmoke Element[05].StartTime=0.8 //0.6 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[05].ScatterCount=24 Element[05].ScatterVolume=400.000000,400.000000,0.000000 //500-500-0 Element[05].ScatterVelocity=0.000000,0.000000,0.000000 Element[05].ScatterVelocityBias=100.000000,100.000000,0.0000000 Element[06].ElementType=SCATTER_EMITTERS Element[06].ElementName=NukeScatteredGlowingSmoke2 Element[06].StartTime=0.8 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[06].ScatterCount=12 Element[06].ScatterVolume=250.000000,250.000000,0.000000 Element[06].ScatterVelocity=359.000000,359.000000,359.000000 Element[06].ScatterVelocityBias=0.000000,0.000000,0.0000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=NukeBlastEmitter Element[07].StartTime=0.0 Element[07].StartTimeDeviation=0.0 Element[07].EjectTime=-1.0 Element[08].ElementType=PLACE_EMITTER Element[08].ElementName=NukeBlast2Emitter Element[08].StartTime=0.6 Element[08].StartTimeDeviation=0.0 Element[08].EjectTime=-1.0 [EmitterType001] Name=NukeFlashEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 HasLightSource=TRUE LightColor=0.750,0.70875,0.6675 LightRange=2500.0 LightSrcOffset=0.0,0.0,25.0 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=2 //0.100000 ParticleColorTableType=LINEAR ParticleColorStart=1.00000,1.00000,1.00000,0.200000 ParticleColorEnd=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=5000.00000 ParticleSizeEnd=50.00000 BaseSizeDeviation=0.0 TextureMaterial=NukeFlashMaterial [EmitterType002] Name=NukeFlashEmitter2 EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 HasLightSource=TRUE LightColor=0.9,0.9,1.0 LightRange=25000.0 //2.5 kilo LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.00000 ParticleColorTableType=LINEAR ParticleColorStart=1.00000,1.00000,1.00000,0.0100000 ParticleColorEnd=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.00000 ParticleSizeEnd=10000.00000 BaseSizeDeviation=0.0 TextureMaterial=NukeFlashMaterial [EmitterType003] Name=NukeScatteredUpperSmoke EmissionType=POINT_EMITTER EmissionRate=0.3 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.00000 LifeTime=1.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=55 //12.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-30 //0.0000 ParticleRandomness=0.0000 //0.0 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=1 //0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.200000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=300.00000 ParticleSizeEnd=200.0000 BaseSizeDeviation=0.25 TextureMaterial=NukeSmokeMaterial [EmitterType004] Name=NukeScatteredGlowingSmoke EmissionType=POINT_EMITTER EmissionRate=0.2 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.00000 LifeTime=1.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 HasLightSource=TRUE LightColor=0.9,0.9,1.0 LightRange=25000.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=60 //13.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-30 //-15.0000 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=1 //0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.300000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=200.00000 ParticleSizeEnd=300.0000 BaseSizeDeviation=0.25 TextureMaterial=NukeGlowingSmokeMaterial [EmitterType005] Name=NukeScatteredSmoke EmissionType=POINT_EMITTER EmissionRate=0.05 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.00000 LifeTime=1.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=55 //14.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-30.0000 //0 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=1 //0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.700000,0.500000,0.100000 ParticleColorEnd=0.900000,0.90000,0.900000,0.0100000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=200.00000 ParticleSize[02].Time=5.00000 ParticleSize[02].Value=600.0000 ParticleSize[03].Time=10.0000 ParticleSize[03].Value=200.000000 BaseSizeDeviation=0.0 //ParticleSizeTableType=LINEAR //ParticleSizeStart=300.00000 //ParticleSizeEnd=600.0000 //BaseSizeDeviation=0.25 TextureMaterial=NukeWhiteSmokeMaterial [EmitterType006] Name=NukeScatteredGlowingSmoke2 EmissionType=POINT_EMITTER EmissionRate=0.2 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.00000 LifeTime=1.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 HasLightSource=TRUE LightColor=0.9,0.9,1.0 LightRange=25000.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=58.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-35 //15.0000 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=1 //0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.300000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=200.00000 ParticleSizeEnd=300.0000 BaseSizeDeviation=0.25 TextureMaterial=NukeGlowingSmokeMaterial [EmitterType007] Name=NukeBlastEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.00000 ParticleColorTableType=LINEAR ParticleColorStart=0.80000,0.80000,0.90000,0.700000 ParticleColorEnd=0.9000000,0.90000,1.00000,0.01000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.000000 ParticleSizeEnd=20000.000000 BaseSizeDeviation=0.3 PositionHeightOffset=5000.0 TextureMaterial=NukeShockMaterial [EmitterType008] Name=NukeBlast2Emitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=80000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=5 //10.00000 ParticleColorTableType=LINEAR ParticleColorStart=1.0000,1.0000,1.0000,1.00000 ParticleColorEnd=1.000000,1.00000,1.00000,0.05000000 ParticleSizeTableType=LINEAR ParticleSizeStart=50.000000 ParticleSizeEnd=2000 //1000.000000 BaseSizeDeviation=0.3 PositionHeightOffset=0.0 TextureMaterial=NukeShock2Material /// EE4 version materials, updated with shaders [NukeFlashMaterial] EffectShaderName=effectFire.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE IgnoreRenderOrder=TRUE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=2 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=EE4_Nukeflash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeWhiteSmokeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=EE4_NUKESMOKE2.TGA //EE4_Nukesmokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeGlowingSmokeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA //BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=EE4_Nukeglowingsmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeSmokeMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=EE4_NUKESMOKE2.TGA //EE4_Nukesmokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeShockMaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE ASBWHientColor=1.000000,1.000000,1.000000,0.000000 DiffuseColor=1.000000,1.000000,1.000000,0.000000 ZBufferOffset=2.000000 PriorityLevel=2 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=EE4_Nshock.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeShock2Material] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE ASBWHientColor=1.000000,1.000000,1.000000,0.000000 DiffuseColor=1.000000,1.000000,1.000000,0.000000 ZBufferOffset=2.000000 PriorityLevel=2 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=EE4_Nshock3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  14. Nothing wrong with any of those maps Bro... although the California map (one of my favorites) could really use some trees/landmark objects upgraded cities. I fly them all, but I'm thinking of a map that would cover the entire eastern seaboard / or the west coast from southern Canada to northern Mexico. Yes the scenario's i have in mind are full on invasion. I am willing to take a crack at building some landmark objects in 3dsmax... let me see what i can do.
  15. Ive got it working in SF2 now I will my post my data for ya.
  16. img00169

    From the album Thirwire screen shots

  17. Thirwire screen shots

  18. img00168

    From the album Thirwire screen shots

  19. Thirwire screen shots

  20. img00167

    From the album Thirwire screen shots

  21. Thirwire screen shots

  22. A large, accurate highly detailed map of the East coast USA.... The same goes for the West coast.
  23. because most of the recent patches have been Sh*t. They break the features we love and add things we can live without
  24. No disrespect intended , but it seems to me that some folks should just lighten up... I mean it's just a screenshot why bother the admins because its not 100% historically accurate. Just my 2 cents.
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