-
Content count
622 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by stingray77
-
NVIDIA driver 419.17 as of Feb 22 does not work on SF2
stingray77 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
as per the thread's title... or am I missing something? before that one everything was a-okay... -
Top Gun Campaigns
stingray77 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Thanks, Blade! There's still a little gap between the intake and the antenna (see below), but this looks WAY better than before... The different perspective compared to other F-4s (i.e. the F-4B_67) is strange, though......... -
Top Gun Campaigns
stingray77 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Thanks, gerwin, I recall that "glitch", too... What's interesting, though, is the Storm's different perspective showing more of the wing and Sidewinders if you compare to below same 8-o'clock-view out of a F-4B_67 (SF2V)... I was therefore thinking of some difference in the pilot's position, which does not seem to be the case... !?!? -
Top Gun Campaigns
stingray77 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Any solution to this: from the cockpit of the F-4N_Storm I see part of the ECM antennae on top of both intakes (plus a lot more of wings and Sidewinders). I already checked and compared the pilot seat position and find all entries identical to the (i.e.) F-4B_67 entry in SF2V... ??? -
Top Gun Campaigns
stingray77 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Okay, after checking out and saving what was already there (in my current SF2NA July 2012 - less the DLC A-4 and F-4N), I installed Top Gun and TG 1.1... Looks like everting/the campaign works well on 2012, too! Some very quick testing showed the only missing is engine sounds of the F-4N STORM... Maybe someone of you can direct me how to add that quickly, before I have figured it out myself... ...edit: okay - pretty straight forward; just copied the relevant sound-entries from another F-4_DATA.INI into the F-4N_Storm_DATA.INI... Now I only feel the sound in the Storm is not as loud as in the other aircraft… Any hint, where that can be tweaked? And can you maybe also give me a hint how I can get the cool TG Navy-A-4 camo to the A-4s in the "Dogfight"-Scenario? Currently they do carry the "stock" red stars... Doh - please ignore - simply choosing the Super Echo as Agressor does the trick........ -
Top Gun Campaigns
stingray77 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
After adding SWUS to my SF2NA a while ago, I enjoyed playing my SF2V and NA (July 2012) until today... Admittedly I did not check back here all too often... Now I see an update for SWUS and the Top Gun-missions pack rolled out - and am thrilled. Downlowded both right away... In the Top Gun readme I see it requires the game running on July 2013! Hum, what is to be expected if I mod my July 2012-game(s) with this??? Anyhow THANKS for working on this and rolling it (and SWUS) out after so long!!! -
NVIDIA driver 419.17 as of Feb 22 does not work on SF2
stingray77 replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Trying out the latest drivers lately and avoiding all of them (all had the same issue) - I now wanted to check out toning down the EFFECTS: I AM on HIGH (not UNLIMETED)! So there seems to be more than only the EFFECTS-settings!? -
Hi! When starting a new campaign in the SF2V Vietnam Expansion Pack (not the latest version, I must admit), there is a bit of info missing, I would like to add... I selected VF-161 aboard USS Midway in a Linebacker II-campaign in 1972. Now when the screen appears "setting the scene" in the beginning (y'know: the typewriter-intro), it reads I am with VF-161 aboard "CV-41" but instead of naming "USS Midway" right afterwards, I am getting just these two ",," - so there seems text missing in some .ini!? Where can I look for and add that??? Thanks for your guidance. Oliver
-
Creating new pilot (different look of helmet)
stingray77 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In order to create a "new pilot" I took a copy of an existing pilot from the objects/pilots-folder and renamed the folder and the files in it (bmp, ini and the two LOD-files) - ending with a "3" instead of the "2" before. Next I changed the bitmap-picture - say to a different helmet color. Lastly I changed the pilot's name in the aircraft's DATA.ini giving the new folder's name. Thought that would be it, but it is not... I am getting a black pilot... Do I need to change the contents of the two LOD-files somehow as well? -
Creating new pilot (different look of helmet)
stingray77 replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks everybody for your input. Got it working with your xvi32, ravenclaw... Klasse Sache! :) It was exploring new territories for me... -
Number of "Game Loops" slowing the fps in SF2V
stingray77 replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I see... So by limiting the number of pre-rendered frames in the nvidia-panel the CPU is "freed" as much as possible (already) but its effect is not shown by Game Loops as low as possible. Good to know... And the drop of fps (especially in the area above NV cities - quite understandable seeing the amount of action there) is to be lived with... -
Number of "Game Loops" slowing the fps in SF2V
stingray77 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In the nvidia control panel I set the "max number of pre-rendered single frames" (at least that's the translation from German :D) to 1 in order to "lock" the number of "Game Loops" at 1. But I still find Game Loops exceeding 1 (and slowing the fps) when flying over N Vietnam cities... When the Loops reach some 5 there is quite some stuttering in the game... What am I missining that locking in the nvidia panel does not have that much effect? If not totally wrong I experienced this worked in the past... I am running on Win7 and a GTX660 - I saved my a.m. setting both for the game itself and the Thrustmaster GUI which I start the game with... -
Number of "Game Loops" slowing the fps in SF2V
stingray77 replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You are saying that the drop in fps is not related to the increase of Game Loops? -
some good news for nvidia users
stingray77 replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I may have some other flickering problem - as that one still exists on the latest set of Drivers (390.65 released Jan 8, 2018) Speaking about SF2V with the Expansion Pack running on Win 7 64bit and a GTX660 -
shimmering TODs and target objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks for your answer and providing your details... First I just tried changing ZBufferDepth= from 24 to 32 and checked out results, which were none visible... Next I looked into your [ForegroundSceneClip] FarClipDistance=240000.0//14000.0 ........ mine is 240000.0 NearClipDistance=0.72//0.45 .....................and 0.45 What exactly does a change in these values trigger? Maybe that will help me evaluating what changes might be needed..... For now I will just change 0.45 to 0.72 (without knowing what I'm doing ), go for a hop and check it out... Nope - same situation.......- 16 replies
-
- zbuffer
- target object
-
(and 3 more)
Tagged with:
-
shimmering TODs and target objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay, in mue's FX.-files I changed the values to 5.0e-7 as per jeanba's hint and dropped the files into my terrain-folders in SF2V with the Expansion Pack... I still see shimmering on bridges and some antenna-structures (inside cockpits and outside) - so I guess I will also need to look into the NearClipDistance in the FLIGHTENGINE.INI. The standard/current value is something like 0.45 - any idea to what value I should start changing as a start. I have no clue and this is absolute new terrain to me, so any advice is MUCH appreciated! Thanks, guys!- 16 replies
-
- zbuffer
- target object
-
(and 3 more)
Tagged with:
-
shimmering TODs and target objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Starting head-on into this: what's the todo? Just add mue's .ini's into all terrains I am using? Or is that only good against shimmering target objects and more/other shimmering needs attention by more "individual" adjustments as per mue's explanations? Thanks- 16 replies
-
- zbuffer
- target object
-
(and 3 more)
Tagged with:
-
Extending the drawing distance for fading objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Whoa, that's GREAT! I wasn't aware of those, or - more probable - too shy to apply as they mean a lot more tweaking to the machine that I felt comfortable with (until now)... But as I started with the drawing distance already, I will also dive into that as well... Thanks so much for redirecting me there!!! -
Extending the drawing distance for fading objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Answer to my own question: yes, better fps! I found a nice balance with DetailMeshSizes of 10 at Medium and Unlimited... And nvidia seems to loose the pre-render-setting from time to time, which can be "reset" and stored.... Something different (which comes apparent again, now): anybody found a solution to the shimmering/flickering - especially on the steel structures on bridges in SF2V (eburger's pack that is)? -
Extending the drawing distance for fading objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay, looking COOL so far - great not to see objects appearing out of nothing anymore... And especially cool to see aircraft carriers from way distant before landing on them... Using the SF2V-Flightengine.ini seems to work fine in SF2NA - and for now I set DetailMeshSize to 12 on Medium and 18 on Unlimited... I am just seeing GameLoops of more than 1 on SF2V again, indicating somewhat of a slowdown. I don't recall where to fix that to 1. Wasn't it in the nvidia control panel? it is set to 1 for my merged SF2... So, what else shall I look at? Would reducing the DetailMeshSize have much of an Impact? -
Extending the drawing distance for fading objects
stingray77 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay, I am about to dive into this... Just to recap: 1) drop mue's two FX-files into every terrain in my Terrains-Folders 2) make sure to increase the DetailMeshSize in the Flightengine.ini to a higher value (in all DetailOptions in the Flightengine.ini or just the Detail I am using? high or unlimited in my case) 3) set ObjectsFade=FALSE in the Options.ini I understand I may have to reset the values for fadeStartDistance and fadeLength in mue's FX-files if I'm getting CTD, correct? And can I use my SF2V Flightengine.ini for my SF2NA as well (just copying it over there)? Looks like I never extracted that one for SF2NA... More questions may come up during my trials... Sorry... -
Ships' names on map illegible
stingray77 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
After switching monitors to my 46" Bravia TV (see other thread if you wish) and re-adjusting to new resolution, I cannot read ships' names on the map anymore. Wingman's and other aircraft's labels can be read without issue but the ships' labels (and most probably land-targets, too - haven't checked that out, though) are far to small/blurred to be read... No change of their size by zooming in or out, btw. Can their size be re-adjusted anywhere in the game, too? -
Ships' names on map illegible
stingray77 replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay, I found the already extracted HUDDATA.INIs in my SF2NA's and SF2V's Flight folders - and both had TextSize 12 entered. I played a bit with those values and found 18 to be the best matching size... Still strange that only the ships' names (and not the aircraft's) were so tiny at the 12-setting - anyhow, appears to be solved now. THANKS again! -
Ships' names on map illegible
stingray77 replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Cool - many thanks... Haven't extracted CAT-files for decades, but should recall how to do while at it... Or maybe I will already find it extracted in my SF2V Expansion Pack...!? Will see. Thanks again! -
Sony Bravia 46" TV as monitor?
stingray77 posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Germany is switching systems of TV reception, so we are about to replace our old TV. Now I was thinking to replace my 17" monitor with this TV-screen - a Sony Bravia KDL-46T3500 with 1920x1080 resolution. We already have a Computer hooked to the TV (more or less for surfing and watching photos only), so there's no problem to use the TV as my new sim-monitor from a technical viewpoint. My question is, how would the game cope with the large screen? My rig is a fairly capable one (GeForce 660 GTX), but would the big screen be too much - either for the graphics or the game itself??? Anybody able to add his experience? Many thanks Oliver