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Gunrunner

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Everything posted by Gunrunner

  1. This is a known bug with recent nVidia drivers when playing on Unlimited graphics, what you must do is at the starting screen go into Options > Graphics, for Graphics Detail Level you must either chose High, or Customize and make sure Effects Detail is NOT set to Unlimited (everything else can be, just not Effects Detail, the highest you can go without triggering the bug is High).
  2. If I were TK, I'd open-source the engine under a strict-ish licence, keeping myself as the manager/maintainer and concentrate on selling games based upon it, content for them and let the community do the heavy lifting that I no longer have the financial means to do. Anyway... I did my part not by contributing to what I consider a ill-managed fundraising campaign, but by buying one more SF2 complete package.
  3. Damn, he really isn't any good at this business and financing thing isn't he ?
  4. The funny thing, because it's setup as a donation with no guarantee or strings attached and the timeframe is entirely unreasonable for the amount and the size of the active community at the present time, many people who would or could contribute, or contribute more are just staying away from it because they are NOT willing to give money to TK to finance further mobile games. TK screwed himself with this one and will once more get bitter with us and use this whole fiasco as a further excuse not to care about us. @russouk2004 The problem with that attitude is that you're far from the only one in that situation, I certainly am too, and it's this lack of goodwill and trust that TK created over the years that is also harming his current "effort"; We'd rather wait and see, at the risk of dooming the project, than blindly trust TK... A few years ago he might have made it though.
  5. Yeah, I might misinterprete the conditions of the site, as might have TK when setting it up, I wasn't suggesting he is out to scam the community, just that the site doesn't seem to work the way we've grown accustomed to with other crowd-funding sites. To me (from clicking on "Keep it all" on the campaign page) plus (from the How it works page) plus the fact it's a tool for fundraisers, not crowdfunding plus (from the Terms of Service) It all suggests my interpretation is correct.
  6. Let's see, the way the fundraising is setup TK expects to raise at least $25k in 2 weeks, and keep the money if that goal is not reached, without having to provide anything in return... Even if I still had the funds set aside for when TK finally stopped being an ass, under these conditions... nope.
  7. Let's see, considering the history of similar initiatives, the absence of an actual list of fixes and features planned and a keep-it-all financing model... We'll see in, somewhat appropriately, two weeks.
  8. Nowhere to be found, at least they don't extract, which might mean 5 things, from most to least probable : - They were omitted from the DLCData028.cat intentionnally with the calls for them as a placeholder. <<== (Innocent looking arrow pointing at the most probable reason, considering other decals are in the same situation.) - The were omitted from the DLCData028.cat by error. - They are aliased to another decal set. (Nope, they don't show up.) - There was an error in the name of the decal called. (But there is no eligible decal in the DLCData028.cat or anything close to what they should be in any other CAT.) - For some reason they don't extract AND don't show up on CAT extractors AND don't show up in-game. (Yeah, riiiiiight.)
  9. It's a known problem with some old models that were either not meant for the "new" dynamic shadow model, or had bugged meshes that were never fixed by the author. The easiest fix is to disable the shadows on that particular plane, it's not ideal but usually the only clean solution. You can do that by locating the Objects/Aircraft/[PlaneName]/[PlaneName].ini file for the plane with a problem and change : ... [Shadow] CastShadow=TRUE ... to ... [Shadow] CastShadow=FALSE ...
  10. Actually they engage, they are marked as being engaged in level bombing, but since getting out of that state (and following the next waypoint, or trying another pass) requires dropping their bombs and they can't/won't, they remain in the level bombing mode, flying level, straight in the same direction. The dive bombing profile is different because there's a distance to target/altitude set of conditions for getting out of it and doing another pass, so even if there is no weapon release, they disengage and try another pass, "endlessly". At least the part I identified, you can see it by using the debug HUD info, it tells you which AI profile the plane you're observing is performing, the strike crafts going straight endlessly are stuck in level bombing.
  11. That's the same bug, but using two different bombing profiles*, the one Menrva describes is when guided bombs are mounted on AI flights trying to perform dive bombing attacks, the one described by Major Bloodnok is when they try to perform level bombing attacks with the same loadout. * Don't ask me how the engine decides which to perform with FIGHTER or ATTACK planes, the same mission, with the same planes and loadout doesn't always lead to the same bombing profil being used by the AI, there's probably a RNG and a chance for each in some file for each plane type and mission type, but I haven't bothered searching for it. Only BOMBER are predictable as in my experience they only use level bombing.
  12. Excellent job... any chance of a template being released? /me dones his rivet-counter hat Nooooowwww, on a less positive note... - The flare boxes are untextured. - The ground crews need a good talking to because the state of the B versions is simply disgraceful (you forgot to remove or tone down a weathering/dirt layer when exporting the B skins, except the Tiger Meet one). - The front "exhausts" behind the air intakes do not all have shadows "baked" and some use the top colour rather than the bottom, making them "asymetric". You must be sick of staring at all the skins you have to manage and small mistakes like these are easy to let slip (hence the template question, so you can concentrate on releases and OCD twits like myself can "fix" things themselves without pestering you).
  13. I'm using a mix of Paint.NET (for 95% of the work, and it's free) and Photoshop CC (the monthly version) for the rest (mostly TGA work - Paint.NET sucks at it - and converting modern PSD templates to be read by Paint.NET - there's a PSD plugin but it doesn't play well with files from beyond version 7.x). Be aware that the modern Photoshop interface and keyboard layout is radically different from what you're used to, it might be a pain to adapt at first.
  14. Yes, it's normal, you don't return exactly at the same heading and it depends on your airspeed. The NORMAL behaviour is closer to the real thing. Oh, by the way, it's spelt "rudder".
  15. Ships on terrain

    I thought of it but then they wouldn't be in this long close single-file formation, the second picture could under some circumstances have been that, but the first couldn't. @don246 Glad to have been of help.
  16. Ships on terrain

    Considering the formation in the first picture, I'm willing to bet that in the DATA.INI of that particular ship, the GroundObjectRole is set to TRANSPORT rather than CARGO_SHIP.
  17. Most of us just figured it out independently, which is why there are so very few modders competent in the most complicated tasks (it requires time to learn and be any good, even with guidance from old hands) and being a choosy beggar is very poorly received (we've had drama and modders quitting over this bullshit).
  18. Oh wait, the included Foch file is "wrong", it has the U deck code instead of F, mine was fine then... damn...
  19. For SF2, we still have the early one from TMF hidden away within another download from 2008 (not sure it's still around) and I think there was another one in development at some point, alas I haven't seen anything recently.
  20. Yeah, their carriers are usually great, now if only we had a Charles de Gaulle and a Kuznetsov.
  21. I had a quick look, same story, they're not exactly identical but are variants of the same files. There seems to be a minor difference when it comes to the glass material, the CA version has a GF picture that is missing from the YAP variant (it's mapped, it's just missing the texture file). The INIs have a high commonality but are not exactly identical, but I haven't delved into the details, there doesn't seem to be major functionnalities differences though, just alternative implementations, seat positions etc.
  22. Actually it seems the 3D model is a variant of Bobrock's model (https://combatace.com/files/file/13412-sf2-korean-war-era-f9f-2-panther-pak-by-bobrock/, this one). The YAP variant has the pilot seat integrated into the model but no 3D damage model, the CA one lacks the seat but has a 3D damage model, there's also a name difference on the texture file the wings, but that's all, the mapping is the same, the skins are built from the same template. The INIs on the other hand are unique to each version. If it's the Panther that interests you, the one on CA is the best option IMHO.
  23. @Menrva, Yes, there are hardcoded behaviours, including the aliasing for NationID 002/003/004, some aliases for default decals (which is why some DECALS.INI call for insignia that don't exist but nevertheless appear, mostly for wing specific insignias or left/right variants) etc... I never bothered to establish a full list of those yet but there should be no hardcoded behaviours for NationIDs beyond 212, at least I never encountered it. I'm not aware of a limitation to the NationID, but if there is a limit it's at either 255 or more likely 256 (since the sequence starts at 1). - Are you sure the NationID you chose are in sequence without gap ? If your NationID stops at 212 and you register locally as 221, the sequence will be broken and 221 ignored, it should be 213. To avoid this you could pad your global NATIONS.ini as such : [Nation212] Name=Oman_OLD65 [Nation213] [Nation214] [Nation215] As long a the [Nationxxx] entries exists, even with nothing else in it, the sequence will be considered as ongoing, the check being done only on the NationID. It's what I do to avoid having to remember what's the next number in sequence, I just know I have space between x and y and can assign whatever ID I want in my terrains. - Are you sure you have the right DecalLevel in your DECALS.INI and have not left it at something other than 0 through copy-paste ? - Does it work when you explicitly call the ID, there might be another problem at play. I'm betting it's the sequence thing; The engine reads all relevant files that might have a Nation definition, and among them after putting all entries to a common format (with terrain-specific entries overrinding terrain-specific entries from the CAT file overriding global entries overriding global entries from the CAT file), searches for existing definitions in sequence (starting with 1) and stops once there is no definition found EVEN if there are entries beyond (I never tested it for Nations, but that's how it works for all other INI files), so if it finds a 212, but no 213, it won't bother searching for 214 even if it's there. I'll check my own install to verify if I've had to use some trickery beyond the padding, but I don't recall anything else right now.
  24. F-15X and my doubts

    OK IIRC, since we started to talk of the F-15X, the proposed payloads started at 24 (in mid 2018) with : - 8 missiles on the CFT rails, mounted on dual launchers - 8 missiles on the inboard wing pylons on quad launchers - 8 missiles on the outer wing pylons on quad launchers But apparently Boeing then moved to 22 (in late 2018) - 8 missiles on the CFT rails, mounted on dual launchers - 8 missiles on the inboard wing pylons on quad launchers - 4 missiles on the center wing pylons on dual launchers (spot the wording... center ? wing pylon...) - 2 missiles on newly qualified outer wing pylons on single launchers (limited to AIM-9) But the latest (early 2019) we're back to "only" 20 missiles, the idea to open the outboard pylons being dropped - 8 missiles on the CFT rails, mounted on dual launchers - 8 missiles on the inboard wing pylons on quad launchers - 4 missiles on the outer wing pylons on dual launchers Mostly, it feels like Boeing is making it up as they go along to test waters, I wouldn't be surprised if the final product is down to 16, dropping the dual CFT launchers.
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