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Brain32

+MODDER
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Everything posted by Brain32

  1. Brain32

    HR 45

    Yeah actually they(Springfield Armory) are only distributors for US market, that pistol is actually called HS2000 here and I believe it was called like that even in US before Springfield Armory bought the distribution license... Either way, the only ones legally using it here are Military and Police forces...
  2. Hey Dave I have a fix for that, most..actually all 3rd party Afterburners are not made for SF2 ofcourse and therefore do not contain new entires for afterburners that are obviously required for new advanced shaders... Here's how I "fixed" MF's MiG-29 afterburner effects: I still have two problems with advanced shader use..one smaller and one huge...first one is the chaff and flares not appearing, flares produce the light but can not be seen. The second super-huge issue is that HUD's are not showing up, all of it seems to be alpha channel related issues, hope I can find a fix for it, if not I'll have to report that to TK as major issue...
  3. Well earlier cockpits of M and export MF are much closer(actually very similar) to what we have for MiG-21MF, later versions had updated avionics and radar projected onto the hud... There was no CCIP on 23's BTW, try later MiG-27 for that ;)
  4. Well aside from me rushing to install it and carelessly flying over the readme - so far no :)
  5. Cool this will be a nice ML/MLD cockpit :)
  6. Hey that's very cool, yeah it should be called something like that or (DBS_)texturelist.ini anything you have might help me a lot...
  7. Brain32

    HR 45

    Yeah that's why I asked how it used to be...because here I can't legally posess a gun...at all...
  8. OK this is the super-huge FPS tweak: Requirements: 1. DX10 capable card 2. DX10 capable system(Vista,Server2008,Win7) *-tested on Win7 only so far In options.ini set UseAdvanced shaders=1 like this: Ignore other settings as those are my personal and will vary, all of them are set via the in-game graphics options screen anyway.... This little tweak brought my FPS from 23 to 50 on my testing sample and brought overall huge improvement in performance, however as TK noted this is still experimental so some other bugs may emerge. Original thread at TW forum: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6293 End of page 2 and page 3 are of intrest for this particular tweak...
  9. Brain32

    HR 45

    I'm sorry but I don't see the point here I don't know how did the previous law look like but this says that you can have a gun IF: 1. It is registered 2. You are fingerprinted 3. You have DriverLicense 4. You supply your Social Security 5. You pass phisical and mental evaluation 6. Change of ownership must be reported Now like I said I don't know what was the law before this one but this is like super-reasonable. I mean what were the requirements before? Did you have to be insane? Who is not fingerprinted BTW? Don't you guys have to fingerprint your trigger finger when getting your ID?
  10. Brain32

    B-25's Over 500

    Heh it would be uber-cool to see a formation of all surviving B-25's like it was relatively recently with Mustang gathering, but this will be quite a sight too :)
  11. Brain32

    Swine Flu

    Well AFAIK Tamiflu goes like mad so as soon as Roche figures they earned enough zilions of euros, the campaign might calm down a bit... However I will keep up with the news about it, no signs of that s**t here yet but I do like precaution we still don't know what might evolve from this and I prefer to be "the one that laughs last" in cases such as this...
  12. Wrench do you have this texturelist? Attach... I have a working eaw terrain, no weird stuff happening :)
  13. Well I got stuck with exactly the same map/terrain so I can share some thoughts... Yes the coast of my country is made of 1185 islands and as you describe often very steep elevation transition, my plan was to edit the hfd after tiling... Some say before tiling some after tiling, this feature will cut out the coast and clearly define it. It basically removes "sea mountains"... This is exactly why I prefer to do it after tiling as if you do it that way you preserve the original coast shapes but you still nicely avoid "sea mountains" :) Well if it's really F'ed up then there's no cure but manual :( Anyway man I have loads of materials for that terrain, finished city/airfields list, and a buttload of new custom high res(even 1024 available) photorealistic tiles. The reason I gave up on it was me making it too ambitious, I have separate tiles for mainland, mainland forrest,mountains, another mainland for variety, then greece, greece mountains, Italy, Italy forrest/mountains etc... I realized I can never finish that monster alone even without the targets and trees/objects... All in all, if you need anything or want to use something just say ;-)
  14. Yes they are, WEP editor creates that data.ini by itself You just have to make sure there's a main .ini(LOD+SHADOW only) in each pre-SF2 weapons folder, then delete that old .DAT but leave the weapondata.ini intact and open it with the WEP editor(this is where the WEP editor makes data.inis from) then just save and that's it, each weapon will now have it's own data.ini in it's folder...
  15. If you have one of the newer weapon packs(MirageFactory or the large one) you can actually just run the entire thing through the new wep editor and it will work... BUUUUUUUUUUUUUUUUUUT (there's always one of those BUT SOB's spoiling the fun is there? lol) You need to have the basic *.ini (the one that describes LOD's and shadows) in each and every one of the folders, now most of the guys didn't make those ini's for previous packs if the weapon in question did not have multiple lod's. However they are obligatory for the new WEP editor to be able to properly read them and make them new series compatible. I think it might be easier to add those simple ini's where they are missing and then run the whole thing through the new WEP editor than to add all of the stuff one by one as required by the new way of installing weapons...
  16. Hmm that would be cool, especially the vapours resulting the braking!!! Oh and IMO, the external/internal thing is not quite valid as pilot can't check out how cool his plane looks like when flying but we do it regulary, 149 pages in screenshot threads pretty much prove that lol
  17. When you get illuminated by them check your RWR to see where is it coming from. When you determine the direction pull down(not too low so they can't lock you up, but low enough you can quickyl get into that zone) move(burners on) in at 90deg angle in relation to the source of illumination. Now just pop up a bit so they launch, then pull down again so they loose the lock, the will spend their Alamos VERY quickly. Using this tehnique in WoI I regulary managed "mission acomplished" against F-15's in a measly MiG-21bis!!!
  18. Well I usually go to the library with the F-15C but they removed my parking privileges so nothing bigger than Fulcrum fits my new parking place :D
  19. Lindr2 would know such things best...haven't seen him in a while though...
  20. Hihihihi that's about all I'll say about that..............................
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