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VF-2 John Banks

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Everything posted by VF-2 John Banks

  1. Hi folks, i know there a "fix" to raise the horizontal view angle for all planes but i forgot how and where. By default the pilot view in the F-15 is too low, i.e. you are looking directly at the upper edge of the front panel, instead to the center of the HUD. Having installed 1.1 it seems that the old trick (which i applied but can't find it anymore) doesn't work. All tips are appreciated. cheers
  2. Changing the cockpit view angle

    Thanks! Using the snapview commands in new and a featue of 1.1 i guess. The trick i mean simply used a line in the cockpit.lua file IIRC. But if your trick works, then that would be just great! And reading the values there makes sense, cause in all plans, you are sitting too low by default. In real life, the pilots eyes have to be level with the center of the HUD, otherwise the HUD becomes unreadable, as they weren't built with a high degrees of view angle, like TFT monitors. Btw, the view angle is the FOV, i.e. like 60 degrees field of vision? Thereuse to be a FOV setting in the ingame options, which dissapeared. I will give it a try. Thanks alot.
  3. Dog

    Posting images of new custom mods and teasing people with them all the time and OTOH not releasing them is pretty lame. I hate this: "Look what i got!" behaviour and bitching around. Boot him! ;) Btw, does someone have an idea why the menu on the left side at Checksix doesn't load? It used to load some months ago but had to reinstall WIindows. Now, all i am getting is a white empty menu window. Don't know what that could be cause all other sides work just fine.
  4. I hope so. If you are right, then i could simply copy the whole object folder over the fresh and patched install.
  5. The problem is that the aircraft data.inis will be changed in the patch. When you copy ll the old aircraft stuff over, you will have the roll inertia bug again i think. That would be a boomerang ;). I also thing that some terrain related stuff will be changes, in order to get rid of those blue triangles and general grafic glitches. I could copy the old inis of all the buildings over the clean ones. That wouldn't be a problem i guess. You can also copy the aircraft files over with the exception of the plane.ini and data.ini. I will then add the nose gear animation part by hand ( i haven't found the difference to te default nose gear entry, so i copied the whole entry over the default one), add the presaved entries for the skins into the plane.ini and change the LOD distances.
  6. Well, you are right ;). The other games aren't mod friendly. I don't mind either. I haven't changed that much. I can copy all the new planes just over together with the particlesystem.ini and the viewlist.ini. Then i change all the LOD distances for the planes and buildings and add the nose gear animations. That's it ;). Will take me 30 minutes.
  7. Why not? All other sims had patches which never required a fresh install. Can't be that hard to do then.
  8. Yes, that's the one ;).
  9. Tiwaz, do you have a website with all you skins available for download? I just saw a great F-4 Phantom skin of yours at SimHQ. It's a camo one with dark green spots. The picture shows the plane over the Euro terrain from the rear left. The F-4 looked like a C or D version.
  10. Looks cool heh :). Such options are available for some other views as well. Just take a look and change them at will.
  11. I have found another great setting which improves the external view (IMO). Change the line TrackObjectRoll=FALSE to TRUE. When you go to the external view and your plane upside down or at a high bank angle, the camera moves with the plane and it looks like as if you are looking at the plane from another plane flying side by side. Looks awesome, esp. in low level.
  12. Capun. Which entry is responsible for the flyby view? I'd like to make it last a little bit longer as well. Thanks!
  13. Fantastic! F-4C skins are very rare. Btw, where did you got that nice Sidewinder skin from?
  14. To get the external stores visible at all distances, you have to increase the LOD distances of the weapons and fuel tanks. Extract all ini files form the Object.Cat. Open the ini files and increase the LOD distances. I use 99999999 for the first LOD entry and the same number for all others as well. The point behind that is that when you use the distance number of the first LOD for all others, this object will be displayed with the highest detail at all distances. I did the same for all weapons, vehicles, buildings and planes. I think my externals are always visible, even when i zoom in. The only thing you can't change is that airport vacilities and the whole base dissapear at a certain distance, planes do the same. We can't change the max drawing distance yet.
  15. :) I saw that the AB can be slightly too thick within the engine on planes like the F-100 and F-4. I have changed the fist two numbers from 52 and 45 to 51 and 44. I have also set the drag factor from 20.00000 to 0.0000. I always wondered why the AB starts to bend when you move the plane. I never saw that in real life or an a video tape. No matter how fast you move the plane around, the AB always stays straight. When you set the drag factor to 0.0, this effect is almost not noticable anymore. I think this is the only effect the dragfactor has. Haven't noticed any side effects yet.
  16. Nope. All emitters have their own number. As you can see in my post, the afterburner emitters have the number 72 and 73. When you copy these lines into the particlesystem.ini, you have to put them into the correct order i.e. put them in the place where the "old" 72 and 73 emitters are. PS: The enviroment.ini is the wrong place of course ;). All effects are in the particlesystem.ini which is also located in the flight folder. If you haven't extract the file already, you have to do so in order to copy the lines into it. Good luck and enjoy the "new" AB ;). Btw, you can also thumble around with the shape. Just change the particlesize numbers at the end of the two emitter entries.
  17. Ok pal. I finally sorted every weird problem out. The two afterburner emitter were mixed on both sides. Some russian planes used the first one, others the second one. I changed all data.ini so that the russian planes use the first emitter and the US planes the second one. I have used the numbers for the US AB for the russian one just to see how it looks and it is very good actually. When you use the same numbers for both emitters, you don't have to change the data.inis of course but when you have limited both emitters for one side only, you can make changes to one without messing up the other. These are the numbers i use now: [EmitterType072] Name=AfterburnerEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=99999999 EmissionRate=0.002500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.405,0.396,0.342 LightRange=2.0 LightSrcOffset=0.0,0.0,0.0 SubLightSourceX=TRUE SubLightSrcDist=5.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=-0.10000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.450000,0.450000,0.450000,0.400000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.350000,0.350000,0.350000,0.300000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.160000,0.150000,0.100000,0.150000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.520000 ParticleSize[02].Time=0.200000 ParticleSize[02].Value=0.450000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.260000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.200000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.000000 TextureMaterial=AfterburnerMaterial [EmitterType073] Name=AfterburnerEmitter2 EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=99999999 EmissionRate=0.002500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.405,0.396,0.342 LightRange=2.0 LightSrcOffset=0.0,0.0,0.0 SubLightSourceX=TRUE SubLightSrcDist=5.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=-0.10000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.450000,0.450000,0.450000,0.400000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.350000,0.350000,0.350000,0.300000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.160000,0.150000,0.100000,0.150000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.520000 ParticleSize[02].Time=0.200000 ParticleSize[02].Value=0.450000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.260000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.200000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.000000 TextureMaterial=AfterburnerMaterial I have added the SubLightSourceX=TRUE and SubLightSrcDist=5.0 lines to the first emitter as well cause it looks a bit better i think. Planes like the TU-22 wont have this big flame anymore cause the engine sits very far within the plane so the AB is hardly visible. The ABs have a nice shape now. The Phantom looks much better with the new AB shape. Can't believe how much of an immersion killer the default AB shape was ;).
  18. Where and then will the skin be available? Btw, i love your pilot skin. Any chance of making it public?
  19. The lenght of any emitter can be increased/decreased with the Particlelifetime=xx. The Particel Color changes the color of course and the size changes what, right, the size ;). I'll check later today, if i can get the second AB emitter to work with the russian planes only, so i can change the AB on the US planes without screwing up the russian ones.
  20. Good question. I thought that the second emitter is for the russian planes but i was wrong. The russian planes use the first emitter as well. My changed emitter looks good on US planes but can look weird on russian planes where the engine and the AB sit farther in the fuselage and can hardly be seen on planes like the Tu-22. Maybe you can fix that when you change the data.ini of the russian planes. Adding a 2 right behind the afterburner emitter in the engine section might work.
  21. Just edit the Enviromentsystem.ini. Entry 72 and 73 are for the two Afterburner Emitter, where the second one is fo the Soviet planes. Change the Particle Size. This is what i have (changed it yesterday cause i had the same feeling about the size): [EmitterType072] Name=AfterburnerEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=99999999 EmissionRate=0.002500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.405,0.396,0.342 LightRange=2.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=-0.10000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.450000,0.450000,0.450000,0.400000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.350000,0.350000,0.350000,0.300000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.160000,0.150000,0.100000,0.150000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=0.400000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.300000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.180000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.030000 TextureMaterial=AfterburnerMaterial It looks much more realistic now (IMO). I have also changed the light range. The default number is so high, that the AB illuminates the whole landscape as if you are a meteor. I have some footage about USN planes which operate during the night. The ABs of the Tomacats and Hormets aren't even bright enough to illuminate the flight deck right below the plane.
  22. Anyn ews on its release? The plane looks finished so far. Hope it comes with a cockpit. I hate to fly such wonderful planes with mock up pits.
  23. folks. I'd like to know if it is "nomal" that the SU-15 cockpit doesn't show the RWR although i can hear it, when something looked me on. I thought that the Soviets used SAMs only. What does the allied side have that causes this beeb beeb sound in the RWR? I thought it only beebs when a fan song radar tracks you. Btw, many planes in SF are equipped with Radar. Shouldn't an enemy plane also cause the RWR to beep if he tracks you to get a Radar missile into your arse? Planes like the Mig-21, the Su and the Mig-19 had a Radar, so they should also cause a RWR warning sound but they don't. Is that another bug in the game? cheers :?: :?:
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