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Icarus999

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Everything posted by Icarus999

  1. Sweet!!! I'd like to see this pattern painted in an USAF air superiority blue tactical scheme. Given the altitude this aircraft would operate, it would be a nice addition.
  2. If TK would just revisit the Iceland terrain in an expansion , give us coast lines, forests, cities and more/ denser target areas.... and a few other things I would be happy. I feel bad sometimes for being such a critic, because TK has done a lot of good things with SF2.
  3. One rivet... two rivet... three rivet... Doh!
  4. Probably attacking radars, Sams and AAA that are locking them up. Look on the bright side... at least they are engaging something... there was a time when they maybe dropped a bomb( or maybe not) and then made a beeline for home. Totally worthless and really freaking boring to watch. Besides you have to hit the target yourself to get credit for the mission success with the latest patches.
  5. Post random things thread

  6. Yep me too...and then I get this picture in picture effect with the menus. Other than that it works
  7. The old dx9 enbseries gave a noticeable boost in frame rates, are you getting an fps increase with this mod?
  8. Looks like your environment system ini is an older mod that is not compatible with the newer patches- Your clouds are thin and sparse... and they are clipping. There has always been an issue with clipping as you transcend the overcast layer, I think that may be part of the problem.. Being as you are new to modding the game I would suggest you try Stary's latest cloud mod.... it is set up to work with the new environment system limitations. Just drop it in and overwrite the files that are not working correctly. http://combatace.com/files/file/12836-sarcasm-slightly-artistic-representation-of-clouds-and-sky-mod-v-13/
  9. That was the Boeing super Phantom proposal It also had an optional modular conformal fuel tank / equipment / weapon pod between the sparrow wells and used the PW 1120 engines.
  10. Never had any noticeable problems? The ones that Z09SS mentioned in the first post are bad enough, I could list several paragraphs more just off the top of my head.
  11. How does one edit/ create custom TOD files for specific tiles? Often I find that the placement of houses and trees is pretty random and does not match the given tile layout. maybe I missed it but Im not finding any tutorials or advice in the KB. - Thank you
  12. Awesome, Thanks bro!!! Didn't the WW2 SF modders figure out a way to simulate torpedoes? I could have sworn I saw that a couple of years ago. It is my understanding that only the missiles that use the new cruise missile weapon type can be intercepted correct? What it we based it on a very small Precision guided rocket instead Like the APKWS2 http://combatace.com/files/file/6916-apkws2-and-launcher/ or the fictional UUM-7 http://combatace.com/files/file/6631-uum-7-missile-pod-macross/ [WeaponData001] TypeName=APKWS2 FullName=Advanced Precision Kill Weapons System 2 ModelName=APKWS Mass=10.660000 Diameter=0.070000 Length=1.440000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=FALSE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=1 Explosives=8.900000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=5 Accuracy=90 MaxTurnRate=20.000000 MaxLaunchG=2.500000 LockonChance=95 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=40.000000 SeekerGimbleLimit=40.000000 SeekerTrackRate=9.000000 SeekerRange=5500.000000 MinLaunchRange=500.000000 MaxLaunchRange=5500.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000034 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=1.700000 BoosterAccel=122.449997 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.730000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.730000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.500000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000
  13. HOLY SH&^T!

    My god .
  14. Thanks, that cleared it up. Such a great and simple to use tool.
  15. There is no tail stinger entry, based on my experience with other choppers,you will need to make a very long one to get it to balance
  16. Hey Gerwin pardon my terrain building noobness ... I read through this thread and played with the tool to gain an understanding of it. Sorry if I'm asking a stupid question here, but can this tool allow Me to import a modified (repainted) and renamed tile, insert it in a chosen location (in place of the original)and then create a new TFD file? My repainted tile looks great in the location I want to place It, but I do not want it to pop up in other locations throughout the map because it would look odd. My solution is to rename it and place it by hand in the spots that i want it.
  17. No one is buying the mission editor? I think the problem there is that it has a history of problems and bugs. There are a few threads on this forum that one can look at to see what I mean. I bought it ages ago but since one had to hassle with it to get it working with modded or older terrains and it would only work with the (then) latest patches (which sucked)... I just used le missioneur instead. When SF2NA came out the editor was totally hosed on that game and when the latest patches introduced a stutter that made the game unplayable I made the choice to go back to the April patch.... it does not work right with the editor.
  18. Yes there are a few aircraft that have the effect built into the model however I do not think there is a stand alone effect for other existing models available
  19. Experiments... gotta scale em down a little bit. then I need to figure out if there is a way to remove stock/ modded buildings from city tiles.
  20. Not sure what is causing this, but I have a hunch this may have to do with the fact that this model was created in an older version of max, and I remember reading that there was a workaround to fix the old max file coordinates. I am using max 2009 to export to .LOD. If you look at the in game screen shot ( yes the building is sitting on the water LOL) you will see that the building is turned on it's side. I am a complete noob with 3ds max and your advice is much valued here. Thank you much in advance.
  21. Thanks for the reply. I will try your suggestion and let you know how it goes. Got called in to work today so I'm unable to work with max until my next day off.
  22. Yes, with both the Phoenix and Sparrow. It can be done.
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