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Everything posted by DaniloE31
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DLC aircrafts available
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I like the trend TW has taken with the new DLC... I will for sure support this with my money -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just because I love the "six"... 84th FIS doing the right job by firing the last Falcon at one Tu-16 -
Master Joda-MigBuster got it obviously right hier. A 5nm boresight lock range is deadly spot on. If you want to lock up to a target further away, you have to switch to a "full system lock on", i.e. cycling with the cursor in your radar screen through the detected targets, and then manually lock on = "illuminate" him with CW (countinuous wave). BTW... you surely know this link: http://combatace.com/topic/11165-radar-operation-guidelines/
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SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Arctic Camo F-16 in the nocturnal northern sky... -
F-104J
DaniloE31 replied to Spillone104's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thank you for this Mod Spillone! -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Missile incoming! (or whatever Red Guys say...) (Same fight, few seconds later) Bad odds... Just a Dragon... -
Effects in SF2.
DaniloE31 replied to toro's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Effects in SF2.
DaniloE31 replied to toro's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I don't know if there is another way to get this to work, but that's how it works on MY install, SF2V/SF2E Feb/2010, merged: Add following lines to the original, pristine PARTICLESYSTEM.INI: /////////////////////// Ejection Mod ////////////////////////////// [EmitterType303] Name=EjectionFire EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=0.0 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.000000 LifeTime=0.1 LifeTimeDeviation=0.000000 MaxVisibleDistance=6000.000000 EmissionRate=0.001 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=100.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.5 ParticleLifeTimeDeviation=0.000 ParticleWeight=-50.00000 ParticleInheritence=0.00000 ParticleDragFactor=0.00000 ParticleRandomness=0.0 ParticleWindFactor=0.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.9000,0.9000,0.90000,0.050000 ParticleColor[02].Time=0.1 ParticleColor[02].Value=0.70000,0.7000,0.70000,0.300000 ParticleColor[03].Time=0.2 ParticleColor[03].Value=0.50000,0.50000,0.5000,0.250000 ParticleColor[04].Time=0.3 ParticleColor[04].Value=0.40000,0.4000,0.4000,0.10000 ParticleColor[05].Time=0.4 ParticleColor[05].Value=0.30000,0.3000,0.30000,0.010000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.4 ParticleSizeEnd=0.05 BaseSizeDeviation=0.0 TextureMaterial=FireMaterial2 [EmitterType304] Name=EjectionSeat EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=0.0 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.000000 LifeTime=1.0 LifeTimeDeviation=0.000000 MaxVisibleDistance=6000.000000 EmissionRate=5 HasLightSource=FALSE ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.5 ParticleLifeTimeDeviation=0.000 ParticleWeight=-51.00000 ParticleRandomness=0.0 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=1.0,1.0,1.0,1.0 ParticleColorEnd=0.90000,0.90000,0.900,1.00000 ParticleSizeTableType=CONSTANT ParticleSize=1.0000 TextureMaterial=SeatMaterial [EmitterType305] Name=EjectionChute EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=0.0 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.000000 LifeTime=1.0 LifeTimeDeviation=0.000000 MaxVisibleDistance=12000.000000 EmissionRate=5 HasLightSource=FALSE ParticleUpdateType=RANDOM_MOVING ParticleRenderType=VERTICAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=300 ParticleLifeTimeDeviation=0.000 ParticleWeight=20.00000 ParticleRandomness=0.0 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.0,1.0,1.0,0.0000 ParticleColor[02].Time=0.008 ParticleColor[02].Value=1.0,1.0,1.0,1.0000 ParticleColor[03].Time=0.3 ParticleColor[03].Value=1.0,1.0,1.0,1.0000 ParticleColor[04].Time=0.4 ParticleColor[04].Value=1.0,1.0,1.0,1.0000 ParticleColor[05].Time=12 ParticleColor[05].Value=1.0,1.0,1.0,1.0000 ParticleSizeTableType=CONSTANT ParticleSize=10 PositionHeightOffset=100 TextureMaterial=ChuteMaterial //////////////////////// Ejection Mod END ////////////////////////////// ... /////////////////// Ejection Mod /////////////////////////// [seatMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE 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 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Ejectionseat.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [ChuteMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE 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 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Ejectionchute.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE /////////////////// Ejection Mod END /////////////////////////// Then find the entry: ... [EffectType039] Name=AircraftFireEffect ... and change it adding the following lines: /// Ejection Seat Effects Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=EjectionFire Element[04].StartTime=0.0 Element[04].StartTimeDeviation=0.00000 Element[04].EjectTime=-1.0 Element[04].EjectTimeDeviation=0.00000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=EjectionSeat Element[05].StartTime=0.0 Element[05].StartTimeDeviation=0.00000 Element[05].EjectTime=-1.0 Element[05].EjectTimeDeviation=0.00000 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName=EjectionChute Element[06].StartTime=0.0 Element[06].StartTimeDeviation=0.00000 Element[06].EjectTime=-1.0 Element[06].EjectTimeDeviation=0.00000 Then place the file into the \Effects folder from your MOD folder. -
Effects in SF2.
DaniloE31 replied to toro's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Are you trying to use the Ejection Mod, am I right? As far as I can say, that procedure works only with SF 1st series. If you want to make it work with SF2, you have to copy and merge (and renumber...) all the entries from that AircraftFireEffect.ini into the original PARTICLESYSTEM.INI from SF2. You get the PARTICLESYSTEM.INI extracting it from the FlightData.cat. Danilo -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Isn't the Vulcan the best A2A weapon ever built? 1. Blazing a Fulcrum-C 2. Saving the a$ of a lazy Tomcat driver 3. AIM-9M... -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Zipper - Fulcrum: 1 - 0 -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
F-4EJ 305th Hikotai pulling its duty I love these modern JASDF liveries (though bump mapping seems not to work on my system...). Now just waiting for Spillone to finish his F-104J Mod... -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Voodoos starting for another intercept. But somehow once again is the navy faster and get the kill... -
Kamchatka Peninsula v 1.0
DaniloE31 replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Great Mod! Absolutely first class! Right now my favourite terrain where to shot dowm MiGs! Surely there is no need to improve anything in this Mod, but if someone like me hate to lose all wingmen on the approach after having saved their a$$es in the battle, they could change this in the KAMCHATKA_TARGETS.INI: ... [TargetArea008] Name=CASCO COVE CGS ///Position=1292750,446412 <--- comment this out Position=1304790,448510 <--- add this new line Radius=5656.854492 ActiveYear=0 Location=4 Alignment=FRIENDLY AirfieldDataFile=german_airbase1.ini NumSquadrons=6 Target[001].Type=Runway1 Target[001].Offset=0.00,0.00 ///Target[001].Heading=220 <--- comment this out Target[001].Heading=90 <--- add this new line ... [TargetArea020] Name=SHELIKHOVO-1 ///Position=334125,199287 <--- comment this out Position=334080,199230 <--- add this new line Radius=8485.281250 ActiveYear=0 Location=6 Alignment=FRIENDLY AirfieldDataFile=soviet_airbase4.ini NumSquadrons=3 Target[001].Type=Runway6 Target[001].Offset=0.00,0.00 ///Target[001].Heading=020 <--- comment this out Target[001].Heading=0 <--- add this new line ... This will shift the position of the Shelikhovo and Casco Cove AB just slightly and bring them in more convenient position. -
SF2 Screenshot Thread
DaniloE31 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
As I've been already shot at (... and shot down... ) with any type of red SAM in this game, is nice to have some kind of help on its own side... MIM-14 Nike Hercules Booster separating from the missile... Though I've never seen these things hit ANYTHING so far... -
Wish List 1-2-3
DaniloE31 replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Without question no.2!!! Therefore my wishlist: 1. Wingmen who do what they're told! 2. Communication and commands to other flights 3. Enemy AI planes with limited fuel quantity! (I mean: now they can flee in 'burner for hours!!! ) (But somehow I'm just thinking right now that Wrench's Grandma was very wise... )