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gerwin

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gerwin last won the day on July 29 2018

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About gerwin

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    On my homepage you can find a summary of all the Strike Fighters files that I uploaded:

    http://members.quicknet.nl/lm.broers/

    (guess you have to copy/paste this address to the browser address bar, just clicking it does not work)

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    http://members.quicknet.nl/lm.broers/

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  1. Looking forward to fly around in these beautiful mountains! I found that with the FE/SF/SF2 tile-based system it is hard to make nice mountains, lacking control of the shadow directions. (don't want shadows pointing up, or shadows of nearby tiles pointing in opposite directions) In this video it looks very natural.
  2. There is a similar setting there that gives you unlimited gun ammo. Also I remember this entry in the control ini file: [ControlSet001] //scroll at the end of the list// REARM_WEAPONS=ALT+W
  3. Here are some drop-in naval guns for the OBJECTS\GUNS\ folder, to try. Should cover most of SF2NA. 3IN_MK22, 5IN_MK12, 5IN_MK18, 5IN_MK19, 6IN_MK16, 76MM_AK726, 76MM_MK75, 100MM_AK100, 130MM_AK130 For the guns with an original caliber of around 3" or 76mm I lowered one value: MuzzleVel=950 SF2NA_Tweaked-Naval-Guns.zip
  4. Old topic, but I want to add some new observations: I am changing all naval guns to these parameters. Caliber=10.000000 MuzzleVel=1000 Accuracy=50.000000 It may not be perfect or realistic, but at least with these values the ship vs ship engagements are interesting again: At close range the guns overshoot quite regularly, and at longer range the rounds fall short regularly. But in either situation there are regular hits as well. Ships seem unable to sink another ship, but they can take out sensors and weapons. One other important thing: For collision meshes to work the Max/MinExtentPosition of the "Hull" and "Superstructure" must envelop these actual parts. Parts of the ship that fall outside the the Max/MinExtentPosition cannot ever get hit. LodViewer allows one to check this nicely, but only when the Data.ini system-names for these parts match the node names of the 3D model.
  5. Looks very nice! IMHO the dark overspray along the panel lines should be toned down, or left out entirely.
  6. Obviously: Distributing SF2 content in flightgear (or any other) format is illegal. Distributing tools with the ability to convert or adjust such content is legal.*** So editors, converters, patches, scripts and hacks can be distributed, but a 3D model, binary (exe/dll) or terrain from Third Wire cannot be distributed. Same as always for digital products in general. Same as what TK wrote in 27-1-2014: "the only thing we ask is that you don't re-distribute any of our original files." *** though certain vendors try to force license agreements that say otherwise
  7. Originally the inner flaps could only rotate into the wing, and through the wing in a bad way. The screenshots shows the fixed flaps.
  8. View File DLC 28: AVIA S-99/S-199 Flaps Fix Strike Fighters 2 - DLC 28: AVIA S-99/S-199 Flaps Fix Fix for the bugged flaps of the aircraft Avia S-99 and S-199. Fixes the meshes and adjust the data.ini for both planes. This is a patch for the file DLCData028.DLC of 121.878.708 bytes Found in your SF2\DLC folder. For safety backup your original DLCData028.DLC file. The distance LODs will not be fixed, so it is advisable to change the distance in S-99.ini and S-199.ini like below: [LOD001] Filename=S-99.lod //Distance=120 Distance=300 Gerwin 4-7-2019 http://members.quicknet.nl/lm.broers/ Submitter gerwin Submitted 07/04/2019 Category Other  
  9. DLC 28: AVIA S-99/S-199 Flaps Fix

    Version 1.0.0

    35 downloads

    Strike Fighters 2 - DLC 28: AVIA S-99/S-199 Flaps Fix Fix for the bugged flaps of the aircraft Avia S-99 and S-199. Fixes the meshes and adjust the data.ini for both planes. This is a patch for the file DLCData028.DLC of 121.878.708 bytes Found in your SF2\DLC folder. For safety backup your original DLCData028.DLC file. The distance LODs will not be fixed, so it is advisable to change the distance in S-99.ini and S-199.ini like below: [LOD001] Filename=S-99.lod //Distance=120 Distance=300 Gerwin 4-7-2019 http://members.quicknet.nl/lm.broers/
  10. I still prefer SF2 over any other similar game/sim because of the modding features. So practical to add, expand and fix objects and terrains, it is like a build you own flightsim toolkit with great stock items. Just wish some rudementary helicopter support was added before development stopped. This complete edition price is pretty good value IMHO. But the other individual prices should come down as well, these were actually raised about year ago. What surprises me a little is that, on his forum **, TK advised against merging SF2NA with the other games, and now he does just that. (** forum now gone.)
  11. Nice find! It is a small world, since "ArmA 2" mod "Cold War Rearmed 2" recently added a Spahpanzer Luchs, and now I know where they got it from. https://bb-mapping-designs.de/community/include.php?path=forumsthread&threadid=208&entries=30
  12. Jane's FA Questions

    He is a member on Vogons: https://www.vogons.org/viewtopic.php?t=49315&p=753845
  13. PS. Did someone ever find a 3DS max (2009 or earlier) filter that can reduce the polygon count of complex shapes automatically, without screwing things up too much? So far I did not.
  14. I figure that two or maybe three distance LODs are the most important: - The one right after the main lod, so the game can stop sweating on the small details as quickly as possible. But what Guuruu says about damage overlays is also a factor. - What is usually the hardest part for the game to render are Airfields and Carriers with parked aircraft. So the parked LODs that are typically in view during takeoff and landing decide on the lowest FPS situation. But a busy carrier is rather unfixable in this regard, besides just keeping them a bit plain (less parking spots, avoid deck crew) or buying a overkill graphics card. - The smallest one. An aircraft is often just a few pixels large in the view of the player. So if the model for this range is like 200/100kB or smaller it significantly lowers the total rendering load in most situations. What I usually do is set temporary LOD distances in the ini file to check for proper LOD synching. Like 60m, 80m, 100m and 120m. And then see if all LODs appear when zooming in and out. This also shows whether or not there are nodes that make LOD transitions unnecesseraly crude on the eye, so one can consider adjusting these. ( Note that I never made aircraft, just ground objects.)
  15. Some thoughts about FFF

    Here is Finkbeiner junior. https://en.wikipedia.org/wiki/Felix_Finkbeiner His wiki page is 'suspect' if you know what to look for. Privileged kid.
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