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Everything posted by Spectre_USA
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J-20A Lurking Dragon
Spectre_USA replied to a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Fine jet, flies well, looks great. I will, however, have to convert it to the Lavi-2, like I made the Lavi for the J-10. I, too, am an old Cold Warrior, I cannot lie... -
SF2 Screenshot Thread
Spectre_USA replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Looks close enough for me! Hee!!! -
Land base? Double boo-yeah! I almost always divert to the nearest base to the front, as I like to take off, and land on most missions, if real life gives me the time. To have the hand-off, approach and landing instructions there is gonna be very nice. I've not tinkered with the 3rd party, out of the sim ones, so look forward to an in-game editor...
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SF2 On Strike
Spectre_USA replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I seem to recall something similar happening some time ago, but don't recall the cause. The only thing that niggles my noggin was carrier based issues. When you look at the briefing map, do you see the waypoints starting and stopping at the extreme bottom left edge? -
f22 umbrella
Spectre_USA replied to BXW's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
There are certain things you really shouldn't do to a Raptor. This would be one of them... :nea: -
@ modders
Spectre_USA replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That looks a little less cartoony than the one released for SF1. Very cool, in fact... -
@ modders
Spectre_USA replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ooo, guessing games. I like those. How's about an A-9? Seeing as we've already covered the A-10 and Su-25. If these two aircraft, er, mated, this would surely be the off-spring... -
B-1B Cockpit
Spectre_USA replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Squiffy, Here's what I have for it; [EffectType001] Name=NukeExplosionEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=GNukeFlashEmitter Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.0 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=GNukeFlashEmitter2 Element[02].StartTime=0.0 Element[02].StartTimeDeviation=0.0 Element[02].EjectTime=-1.0 Element[03].ElementType=SCATTER_EMITTERS Element[03].ElementName=GNukeScatteredUpperSmoke Element[03].StartTime=0.6 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[03].ScatterCount=48 //all scatters 48 Element[03].ScatterVolume=450.000000,450.000000,0.000000 //700-700-0 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=GNukeScatteredGlowingSmoke Element[04].StartTime=0.6 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[04].ScatterCount=24 Element[04].ScatterVolume=250.000000,250.000000,0.000000 //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=GNukeScatteredSmoke 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=64 Element[05].ScatterVolume=500.000000,500.000000,150.000000 //500-500-0 ok Element[05].ScatterVelocity=0.000000,0.000000,0.000000 Element[05].ScatterVelocityBias=100.000000,100.000000,100.0000000 Element[06].ElementType=SCATTER_EMITTERS Element[06].ElementName=GNukeScatteredGlowingSmoke2 Element[06].StartTime=0.8 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[06].ScatterCount=24 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=GNukeBlastEmitter Element[07].StartTime=0.0 Element[07].StartTimeDeviation=0.0 Element[07].EjectTime=-1.0 Element[08].ElementType=PLACE_EMITTER Element[08].ElementName=GNukeBlast2Emitter Element[08].StartTime=0.3 Element[08].StartTimeDeviation=0.0 Element[08].EjectTime=-1.0 ///ground nuke tests: Element[09].ElementType=SCATTER_EMITTERS Element[09].ElementName=GNukeScatteredGroundSmoke1 Element[09].StartTime=0.3 //0.6 Element[09].StartTimeDeviation=0.000000 Element[09].EjectTime=-1.000000 Element[09].EjectTimeDeviation=0.000000 Element[09].ScatterCount=24 Element[09].ScatterVolume=350.000000,350.000000,0.000000 Element[09].ScatterVelocity=0.000000,0.000000,0.000000 Element[09].ScatterVelocityBias=100.000000,100.000000,0.0000000 Element[10].ElementType=HOLD_EMITTER Element[10].ElementName=NukeLegSmokeEmitter Element[10].StartTime=0.3 Element[10].StartTimeDeviation=0.000000 Element[10].EjectTime=35 Element[10].EjectTimeDeviation=0.000000 Element[11].ElementType=SCATTER_EMITTERS Element[11].ElementName=GNukeGroundGlowingSmoke Element[11].StartTime=21.0 Element[11].StartTimeDeviation=0.000000 Element[11].EjectTime=-1.000000 Element[11].EjectTimeDeviation=0.000000 Element[11].ScatterCount=24 Element[11].ScatterVolume=250.000000,250.000000,0.000000 Element[11].ScatterVelocity=359.000000,359.000000,359.000000 Element[11].ScatterVelocityBias=0.000000,0.000000,0.0000000 Element[12].ElementType=SCATTER_EMITTERS Element[12].ElementName=GNukeGroundGlowingSmoke2 Element[12].StartTime=21.5 Element[12].StartTimeDeviation=0.000000 Element[12].EjectTime=-1.000000 Element[12].EjectTimeDeviation=0.000000 Element[12].ScatterCount=24 Element[12].ScatterVolume=350.000000,350.000000,0.000000 Element[12].ScatterVelocity=359.000000,359.000000,359.000000 Element[12].ScatterVelocityBias=0.000000,0.000000,0.0000000 Element[13].ElementType=SCATTER_EMITTERS Element[13].ElementName=GNukeGroundGlowingSmoke3 Element[13].StartTime=25.0 Element[13].StartTimeDeviation=0.000000 Element[13].EjectTime=-1.000000 Element[13].EjectTimeDeviation=0.000000 Element[13].ScatterCount=36 Element[13].ScatterVolume=300.000000,300.000000,0.000000 //250-250-0 Element[13].ScatterVelocity=359.000000,359.000000,359.000000 Element[13].ScatterVelocityBias=0.000000,0.000000,0.0000000 Element[14].ElementType=PLACE_EMITTER Element[14].ElementName=GNukeGroundBlastEmitter Element[14].StartTime=0.3 Element[14].StartTimeDeviation=0.0 Element[14].EjectTime=-1.0 Element[15].ElementType=PLACE_EMITTER Element[15].ElementName=GNukeGroundBlast2Emitter Element[15].StartTime=0.5 Element[15].StartTimeDeviation=0.0 Element[15].EjectTime=-1.0 Element[16].ElementType=PLACE_EMITTER Element[16].ElementName=GNukeGroundBlast3Emitter Element[16].StartTime=0.5 Element[16].StartTimeDeviation=0.0 Element[16].EjectTime=-1.0 [EmitterType001] Name=GNukeFlashEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 HasLightSource=TRUE LightColor=0.8,0.8,0.99 LightRange=15000.0 LightSrcOffset=0.0,0.0,250.0 Weight=-50.00000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=6 //2 ok aerial 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=GNukeFlashEmitter2 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=GNukeScatteredUpperSmoke EmissionType=POINT_EMITTER EmissionRate=0.1 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=AniMATED_SPRITE ParticleNumAnimationFrame=18 //16 ParticleAnimationScale=0.25 ParticleRandomOrientation=TRUE ParticleLifeTime=55 //12.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-60 //0.0000 ParticleRandomness=1 //0.0 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=1.900000,1.00000,1.00000,0.100000 ParticleColorEnd=0.6500000,0.60000,0.600000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=300.00000 ParticleSizeEnd=400 //200.0000 BaseSizeDeviation=0.25 TextureMaterial=Nuke_L_SmokeMaterial //NukeSmokeMaterial [EmitterType004] Name=GNukeScatteredGlowingSmoke 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=0.0,0.0,300.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=60 //13.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-60 //-15.0000 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.500000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=200.00000 ParticleSizeEnd=500 //300.0000 BaseSizeDeviation=0.25 TextureMaterial=NukeGlowingSmokeMaterial [EmitterType005] Name=GNukeScatteredSmoke EmissionType=POINT_EMITTER EmissionRate=0.025 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=AniMATED_SPRITE ParticleNumAnimationFrame=18 ParticleAnimationScale=0.25 ParticleRandomOrientation=TRUE ParticleLifeTime=65 //14.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-60.0000 //0 ParticleRandomness=3 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.800000,0.700000,0.100000 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=Nuke_L_SmokeMaterial //NukeWhiteSmokeMaterial [EmitterType006] Name=GNukeScatteredGlowingSmoke2 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=15000.0 LightSrcOffset=0.0,0.0,100.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=58.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-65 //15.0000 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=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=600 //300.0000 BaseSizeDeviation=0.25 TextureMaterial=NukeGlowingSmokeMaterial [EmitterType007] Name=GNukeBlastEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=5 //1.00000 ParticleColorTableType=LINEAR ParticleColorStart=0.90000,0.90000,0.90000,0.700000 ParticleColorEnd=0.9000000,0.80000,0.7500000,0.0000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.000000 ParticleSizeEnd=10000.000000 BaseSizeDeviation=0.3 PositionHeightOffset=7000.0 TextureMaterial=NukeShockMaterial [EmitterType008] Name=GNukeBlast2Emitter 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=50.0 TextureMaterial=NukeShock2Material // nuke ground suckcion test [EmitterType009] Name=GNukeScatteredGroundSmoke1 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 //1.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=AniMATED_SPRITE ParticleNumAnimationFrame=18 ParticleAnimationScale=0.25 ParticleRandomOrientation=TRUE ParticleLifeTime=75 //14.00000 ParticleLifeTimeDeviation=0.10000 ParticleWeight=0.250000 //0 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,0.900000,0.100000 ParticleColorEnd=0.800000,0.750000,0.7200000,0.00100000 ParticleSizeTableType=LINEAR ParticleSizeStart=200.00000 ParticleSizeEnd=500.0000 BaseSizeDeviation=0.1 TextureMaterial=Nuke_L_SmokeMaterial [EmitterType010] Name=NukeLegSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=28000.000000 EmissionRate=0.2500000 //0.5 EmissionVolume=0.000000,0.00000,5.00000 RadialVelocityTableType=CONSTANT RadialVelocity=10.0 RadialVelocityDeviation=0.20000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=AniMATED_SPRITE ParticleNumAnimationFrame=18 ParticleAnimationScale=0.25 ParticleRandomOrientation=TRUE //FALsE ParticleLifeTime=50.0000 ParticleLifeTimeDeviation=0.100000 ParticleWeight=-62.00000 ParticleRandomness=1 ParticleInheritence=0.00 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=1.0,1.0,1.0,0.500000 ParticleColorEnd=0.800000,0.760000,0.700000,0.0100000 //ParticleSizeTableType=TABLE //ParticleSize[01].Time=0.000000 //ParticleSize[01].Value=100.00000 //ParticleSize[02].Time=0.500000 //ParticleSize[02].Value=50.0000 //ParticleSize[03].Time=1.0000 //ParticleSize[03].Value=150.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=250.00000 //150 ParticleSizeEnd=100.0000 //75 BaseSizeDeviation=0.5 TextureMaterial=Nuke_L_SmokeMaterial //NukeWhiteSmokeMaterial //Nuke_L_SmokeMaterial [EmitterType011] Name=GNukeGroundGlowingSmoke EmissionType=POINT_EMITTER EmissionRate=0.2 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.100000 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=15000.0 LightSrcOffset=0.0,0.0,200.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=58.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=3 //15.0000 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.300000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=100.00000 ParticleSizeEnd=400 //300.0000 BaseSizeDeviation=0.25 TextureMaterial=NukeGlowingSmokeMaterial [EmitterType012] Name=GNukeGroundGlowingSmoke2 EmissionType=POINT_EMITTER EmissionRate=0.2 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.100000 DragFactor=0.00000 Inheritence=0.00000 LifeTime=2.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 HasLightSource=TRUE LightColor=0.9,0.9,1.0 LightRange=5000.0 LightSrcOffset=0.0,0.0,100.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=AniMATED_SPRITE ParticleNumAnimationFrame=18 ParticleAnimationScale=0.25 ParticleRandomOrientation=TRUE ParticleLifeTime=58.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-12 //4.0000 ParticleRandomness=0.10000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.100000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=100.00000 ParticleSizeEnd=500 //300.0000 BaseSizeDeviation=0.25 TextureMaterial=Nuke_L_SmokeMaterial [EmitterType013] Name=GNukeGroundGlowingSmoke3 EmissionType=POINT_EMITTER EmissionRate=0.2 UpdateType=SIMPLE_POINT Weight=0.00000 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.00000 LifeTime=2.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=40000.000000 HasLightSource=FALSE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=AniMATED_SPRITE ParticleNumAnimationFrame=18 ParticleAnimationScale=0.25 ParticleRandomOrientation=FALsE ParticleLifeTime=35.00000 ParticleLifeTimeDeviation=0.30000 ParticleWeight=-30.0 ParticleRandomness=0.0000 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0 ParticleColorTableType=LINEAR ParticleColorStart=0.900000,0.900000,1.00000,0.0500000 ParticleColorEnd=0.800000,0.80000,1.00000,0.0100000 ParticleSizeTableType=LINEAR ParticleSizeStart=100.00000 //100 at 250 range ParticleSizeEnd=400 //300.0000 BaseSizeDeviation=0.25 PositionHeightOffset=1100.0 TextureMaterial=Nuke_L_SmokeMaterial [EmitterType014] Name=GNukeGroundBlastEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.00000 ParticleColorTableType=LINEAR ParticleColorStart=0.90000,0.90000,0.90000,0.700000 ParticleColorEnd=0.9000000,0.80000,0.7500000,0.0000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.000000 ParticleSizeEnd=5000.000000 BaseSizeDeviation=0.1 PositionHeightOffset=30.0 TextureMaterial=NukeShockMaterial [EmitterType015] Name=GNukeGroundBlast2Emitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=80000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE //HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.00000 ParticleColorTableType=LINEAR ParticleColorStart=1,1,1,1 ParticleColorEnd=1,1,1,0.0000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.000000 ParticleSizeEnd=15000.000000 BaseSizeDeviation=0.1 PositionHeightOffset=5000.0 TextureMaterial=NukeShock2Material [EmitterType016] Name=GNukeGroundBlast3Emitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=120000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.00000 ParticleColorTableType=LINEAR ParticleColorStart=1,1,1,1 ParticleColorEnd=1,1,1,0.0000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.000000 ParticleSizeEnd=500.000000 BaseSizeDeviation=0.1 PositionHeightOffset=1000.0 TextureMaterial=NukeShock2Material //============================================================================= // EE3 version materials, SF2 series shaders update [Nuke_L_SmokeMaterial] 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=EE3_NL_smoke3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeFlashMaterial] EffectShaderName=twColor1.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=EE3_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=EE3_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=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=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA //BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=EE3_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=EE3_Nukesmokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeShockMaterial] EffectShaderName=twColor1.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=EE3_Nshock.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeShock2Material] EffectShaderName=twColor1.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=EE3_Nshock3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE But, to be perfectly honest, I have no clue where I got it from in my highly modified SF2:E install... -
SF2 Screenshot Thread
Spectre_USA replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
F_T_A, wonderful job on those shots. Lovin' the grey scale, just enough white blance to keep it in the time period. As much as I'd love to, I'd never fly one in a TW series campaign. Death would be all but assured... -
ZA-9 Kestrel Beta 1.0
Spectre_USA replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Kestrel seems to work fine for me in my SF1 series folder. It shows up as the ZA-9 Kestrel on the single mission menu... -
B-1B Cockpit
Spectre_USA replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Boo-yeah! That is making some serious progress, and is looking very good. Helluva lot of work there, which will be GREATLY appreciated upon release, whenever it is ready... -
Yeah, I would like that idea, as it is more real. Or, when you call for help, Red Crown gives you coordinates to go for, as the Calvary is in that direction. That, and request for a divert base, but that is getting way too pipe-dream like. Being beamed in is better than what we had before, so every little bit of help, well, helps!
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I think wingmen AI has been dumbed down significantly. The enemy AI has definitely improved, but wingman, no matter their supposed skill level, are just horrible anymore. I am toward the end of a long, grueling NF4+ campaign in the Tomcat, and have 3 wingmen left, after mostly flying solo. If I bring a few friends, they are bound to die. I had the #2 guy in my last mission do a cartwheel into the ground after having him attempt to attack the last Su-17 on a sweep mission, who was hardly maneuvering, comparatively speaking. There are a lot of missions anymore where a couple of helpful hands would be nice...
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Muwuhaha! Belay my last, as I have finally seen it work, after trying since the SFP1 beta! Fired up my latest campaign mission, 10 or 12 into NF4+ in the Tomcat off of the Nimitz. For the first time, was tasked to the east, instead of south. Fighter Sweep over Peenemunde, 2 shipper. En route it looked like a milk run. An AN-12 transiting the area, and a couple of flights of MiG-23's approaching the target area, one heading south, the other not looking particularly offensive. I figured I'd give my wingie a rip at the transport to pad his ace count. Reeled him back in as I was lining up the Floggers. He used way too many missiles on that trash hauler, but we were looking good. After dispatching the Soviet Swing-wingers, was heading over to waypoint 5 for the cruise home. Rode out the newly more evil flak, and started getting bandit calls. Took a look at the map, and it is an 8-shipper of Fishbeds scrambling! Cut my wingie loose on one, and started to dance with a few. I had wanted to get a few on the taxiway with guns, but kept getting harassed until I got a run on the last one. Missed by THAT much! Things started getting really chippy, and I was down to just one Phoenix. I had bagged 2 of the -21's and my late wingman, he died pretty quickly, got 2. So there were 5 still left. It looks like they got my number, and the missles were flying in. In AB, in the weeds, out of altitude, dodging and jinking, then this thread came to me. Ba-waaa! Tab-7-1, and for the first time ever, I saw and heard the words, almost faded out below; And vector she did! Teleported, more like; A veritable clump of excellent Eagles appeared between me and my pursuers; It was an 8-shipper, with all the trimmings! A couple of more flights of MiG's had come up to watch my demise, and were suddenly on the defensive. Heck, I even flung that last AGM-54, and tagged a Fishbed, they were so flustered. After that ambush, and the saving of my bacon by the Camp New Amsterdam based Calvary, I didn't figure there was any way I could get this shot, for the elevator ride back home. But, thanks to this EXTREMELY long awaited addition, I was able to.