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Everything posted by Icarus999
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The NEW Sabres
Icarus999 replied to ColStafford's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
One rivet... two rivet... three rivet... Doh! -
Wingman/flight question
Icarus999 replied to hrc's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
SweetFX
Icarus999 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yep me too...and then I get this picture in picture effect with the menus. Other than that it works -
SweetFX
Icarus999 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The old dx9 enbseries gave a noticeable boost in frame rates, are you getting an fps increase with this mod? -
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/
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Patch Level Rant
Icarus999 replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
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
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Anyone Know What Causes This?
Icarus999 replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
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.
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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.
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Sonic boom effect?
Icarus999 replied to BradenFTW's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Strike Fighters 2 Screenshots
Icarus999 replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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.
