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Icarus999

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Everything posted by Icarus999

  1. Outstanding gunny!! I finally upgraded and installed SF2E and have been slowly transferring my favorite mods to the new install. Thank you for all the work you put into this.
  2. Welcome back. Rambler posted an sf2 tomcat update pack a while back, it should get you fixed up.
  3. le missioneur kicks butt, there is nothing wrong with that program unless you are using it with strike fighters 2. Perhaps you have used it to place an air defense network that is not properly defined in the terrain files. Or maybe there is a problem with the weapon data for one of the objects you have inserted.
  4. A-4Mike...

    The A-4M is much needed, in the meantime I re decaled this great mod and use it as my A-4M place holder. http://forum.combatace.com/index.php?app=downloads&showfile=7406
  5. OPG: Beta Review of Bad Company 2

    “Forget about prone, there will be no prone,” that is a classic example of the dip S**t mentality that so many devs have adopted recently. Will this be another great title ruined in order to coddle the no tactic, teenage run and gun crowd and "keep the game moving"?
  6. What is the UK becoming?

    Understand that the act of self defense means taking bold decisive action... as an individual. That mentality is not compatible with the direction in which they wish to take your society. Citizens with a spine who come to the conclusion that "enough is enough" can be troublesome for corrupt officials
  7. Screw call of duty!!! Call of duty modern warfare 2 was a huge disappointment to me. It was a tactical joke of a game, set up for kids who run and gun with brainless abandon. Those tools claim to have spent a fortune on research debriefing actual specwar operators then they turn out that P.O.S that lacks the control interface to allow the player to use actual tactics- forcing you to do stupid things like step out around corners is one great example. The screen full of strawberry jam that blocks your vision for 8 seconds if you so much as twist an ankle is one of my personal favorites. The Game had so much to offer but they totally screwed the pooch and turned out a fragfest geared for dumb ass kids. lets hope the developers of bad company 2 notice how pathetically unrealistic COD6 was and build a control structure that allows the player to fight to win. If our military fought the way that Cod6 forces the player to, no one would ever come home from War. . infinity ward can kiss my ass.
  8. did you guys scroll down and watch the vehicle physics test video? My lord... this engine is awesome!
  9. looks like a shortened version of the one they experimented with on the super phantom test aircraft in 1984. The sparrows were mounted to the conformal tank sides much like the way the F-15 carries its sparrows. The conformal tank made the test aircrafts belly look some what similar to the F-3 demon. It was said to actually improve the f-4's aerodynamics while adding 1100 gallons of fuel.
  10. It's a T-2 Buckeye, cool addition to the sim... never seen one in a thirdwire sim before. Great job pappy. I remember the diamond jubilee F-4S in a similar paint scheme, beautiful jet.
  11. Pretty sure someone posted about it being a WIP many months ago.
  12. Now that's just Awesome!
  13. Huh ?!

    Sounds to me like you are playing an 06 patch level install.
  14. Call me a phantom purist if you will but at some point it becomes a new design and not a Phantom 2. Russ has a work in progress of a phantom 3 which is a redesigned single seat air superiority fighter. he has not shown an update of it in some time. To me the phantom is a big brute force interceptor and rather than trying to make turn like an F-16 I would build on its strong points and rectify its weaknesses. I have highly modified the F-4S, added P&W 1120 engines, modern hud, modern radar/avionics, weapons laser designator, decoys ect. It is my favorite aircraft to fly in the third wire sky's Bar None. The only enemy aircraft that really scare me when I fly this beast are large flights of SU-27's or getting jumped by modernized Mig-17's while I'm fighting other opponents. This thing can supercruise , accelerates like a rocket, has a great climb rate, has an improved turn radius, lower fuel consumption and improved BVR/ AHM capabilities. It does everything that the Boeing Super phantom project promised. Even with all these improvements this plane Fights in the vertical, you just cant bring your nose on target like you can in an eagle. That said I get way more satisfaction out of fighting in my super phantom than I do in the Eagle or the Viper or Hornet. What I would like to see is an updated modern cockpit for the super phantom much like an F-18 cockpit and a one piece windscreen and a way to add said windscreen to the F-4 models
  15. Great work, and thanks for taking the time to add static aircraft.
  16. Anyone use an HD TV as a monitor?

    I use a 37 inch 1080P Westinghouse LVM-37W3SE HD monitor it was designed to eliminate the font issues that plague HD TV's. It is an absolutely kick a** solution for all of my studio/ work and gaming needs.
  17. I get the same problem, even with stock settings when I increase the "Detailmeshsize". This was recomended to render terrain objects so that they are viable at distance. I started a thread on the subject and got no response... such a bummer as the "detailmeshsize" increase makes a huge improvement in terrain immersion quality.
  18. Hello Guys, I have a terrain Clipping issue that arises when I increase the "detailmeshsize" settings in the flight engine ini. I have run tests in modded and stock versions of WOE 08 patch and went as far as buying SF2E to see if something new in that version of the game allows for the "detailmeshsize=16" settings that Fubar is using to render all terrain objects within the players view. The problem seems to be tied to the flightengine ini "[farsceneclip] and [normalsceneclip] settings. there are 2 issues: first is a light blue clipping that hugs and outlines the terrain tiles. It seems to be tied to the [normalsceneclip] settings. With the stock settings I get the clipping.. I noticed my Lexxluther modded install with these settings did not have the blue clipping. [NormalSceneClip] FarClipDistance=5000E+3 <------- lexx settings //25000.0 <--------stock settings //5000E+3 NearClipDistance=249.9 here is a screen shot using stock [NormalSceneClip] settings
  19. And here is what happens to my clouds when I use the "Detailmeshsize" modification ... notice how they follow the shape of the terrain tiles. This happens with the stock clouds as well. link I am running this on a very powerful gaming rig, everything else looks beautiful. Are you guys using modified farclip/normalclip settings in your flight engine ini's? Any advice would be most welcome. Thanks for your time.
  20. wow... thanks for working on this model. I have been wishing we had this for a long time. If you care to here my opinion, I would vote for a modern new jersey class ship, 80's through desert storm. Again great choice for an add on.
  21. Thanks for responding Fubar. The wierd thing is that I had already applied the Fix you linked to above and it was still inplace at the time of the clipping problem. Back when i originally saw the fix posted and applied it the edits did not solve the issues of trees being visable through cloud layers on this WOE install. I will run another test on a different install, to see if some modification I have made to the install might be causing the problem.
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