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Everything posted by KJakker
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SpaceX CRS-11: Falcon 9 launch & landing, 3 June 2017
KJakker posted a topic in Military and General Aviation
I thought people would find these videos interesting. -
Fix for Long Tracer Tails...?
KJakker replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You should take a look at the "TracerSize=" and "TracerLength=" entries in the gun data INI files. -
Extending the drawing distance for fading objects
KJakker replied to mue's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Have you checked out Mue's other thread, "shimmering TODs and target objects"? That has a fix for some shimmering issues. -
White square box in the water
KJakker replied to wiki's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
First, take a look at your MissileObject.ini and see what Water Hit Effect Name your bombs are set to use then find those effects in your Effects folder. Once that is done look at the Materials listed in effect ini files to see what texture names are listed for those effects. After you do that make sure that you have all of the right .TGA files in your effect folder. Then test the bombs in water again and see if the effects are working properly. -
I found this video on YouTube and thought I would share. Comment below was posted with the video.
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Effects StartTime EjectTime - stopped working BUG
KJakker replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay, after rereading this all again I understand what was confusing me. I thought you were talking about an entry in the weapons data files when you appear to instead be referring to the effect files in the Effects folder that are used by weapons. For example below, in red, from the start of the FlakEffect.ini file. [EffectType001] Name=FlakEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=FlakExplosion Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.0 Element[01].EjectTimeDeviation=0.0 I will have to take a closer look at this. -
Slowly loading
KJakker replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Are you using Mue's distance fix, the extend the horizon and object draw distance? When in use loading slows down at 30% for awhile but you get a more realistic sense of distance in game. -
Effects StartTime EjectTime - stopped working BUG
KJakker replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I just tested my modified for F-22/F-35 use AIM-120C and it waited until the the bay door was opened before ejecting and then waited until it was clear of the aircraft before the engine ignited. Is that what you are talking about or am I misunderstanding the issue? -
Delete nodes (Cockpit frames )
KJakker replied to jeanba's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The airspeed indicator trick is how I got the canopy parts out of the way to give the F-106 a Project Six Shooter canopy. The thread I posted on it and the cockpit mod are both linked below for you to take a look at. Link to thread: F-106 Cockpit Frame Removed! Via Cockpit.INI edit work around. Link to Mod: F-106_Project_Six_Shooter_Canopy 1.0 -
Effects StartTime EjectTime - stopped working BUG
KJakker replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Would you please tell me what weapon you are testing or show the data file for it so I can get a better handle on the issue? -
Question about the Wings over Korea mod
KJakker replied to PhantomPhan's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I have not played these but you might give them a try. Given the age of the file you may need to fiddle around with them to get them working and maybe edit in some of the newer mods that were not around six years ago. SF2: Modern Warfare Korea V1.03 Part1 SF2: Modern Warfare Korea V1.03 Part2 Strike Fighters 2 Modern Warfare Korea v1.05 Update -
I found some free for download Star Trek plus a handful of Star Wars and other sci-fi models in MAX format. The creator David Metlesits has said that anyone can download and play around with them as long as he is properly credited. Metlesits Fleetyards Gallary Now I don't have MAX but there is one model in particular I really would like to be able to look at. Would someone be willing to convert the Vesta Class starship into a more common format for me? Vesta class starship
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May the Schwartz be with you.
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Children of a Dead Earth (Hard Sci-Fi Space Combat Sim)
KJakker posted a topic in Sci-Fi Simulations
Anyone here at CombatAce who is a fan of hard science fiction and space combat might be interested in a sim called "Children of a Dead Earth" by QSwitched Productions a one man developer. The game has been out since September 26th, 2016 and has been receiving regular monthly to bimonthly updates and is is now at Patch 1.1.1. These updates including bug fixes, added features in response to community input, and mod support. I have included the patch notes as of 4/27/2017 in a spoiler box at the bottom. Weapons include conventional guns, rail guns, coil guns, lasers, and missiles, plus both conventional and nuclear warheads. I think the trailers tell it better than I can in words and note that those trailers are based upon the beta and things have evolved significantly since then. Link to the Homepage: http://childrenofadeadearth.com/ Link to the Developers Blog: https://childrenofadeadearth.wordpress.com/ Link to the Official Forum: http://childrenofadeadearth.boards.net/ Link to the Steam Store: http://store.steampowered.com/app/476530/Children_of_a_Dead_Earth/- 1 reply
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Death Star Terrain Idea. A What If.
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
I imported the Death Star Trench Run mission from X-Wing into AlliED to get an idea of size. The trench run way points for Red 1 is 44.43 km long. I also plugged the radius of both Death Star's into an online calculator and got the following numbers for Surface Area and Circumference. Death Star Diameter: 120 km Surface Area: 45238.9 km2 Circumference: 376.991 km Death Star II Diameter: 160 km Surface Area: 80424.8 km2 Circumference: 502.655 km -
I thought people here would be interested in an article that I stumbled across recently. It is titled Choreographing the Dance of the Vampires: Red Storm Rising’s Game Plots by Matthew Kirschenbaum and was originally published February 24, 2012. It is about how the Harpoon war game was used by Tom Clancy and Larry Bond to help plot out the events of the Red Storm Rising chapter “The Dance of the Vampires.” Link: http://mediacommons.futureofthebook.org/tne/pieces/choreographing-dance-vampires
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Ships' names on map illegible
KJakker replied to stingray77's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Extract the HUDData.INI file from the Flight.CAT. Place it in the Flight folder in the appropriate SF2 install's Mods folder. Then open the HUDData.INI and look for the following entry. [smallLabelFont] TextFontName=Arial TextSize=12 This controls the font type and text size of the labels. -
WW2 AAA?
KJakker replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Here is the 40mm Bofors I set up for the USN for you to look over. 40MM_L56.7z I also have some German Navy Gun data files that I was working on at one time, if you want I can dig them up and see if they have any Luftwaffe and Heer counterparts. -
Battle of the Bulge Terrain [maybe]
KJakker replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Clerf, Belgium Esch-sur-Sure, Belgium Heiderscheidgrund Bridge Belgium Ouren, Belgium Clervaux, Luxembourg Wiltz, Luxembourg -
Battle of the Bulge Terrain [maybe]
KJakker replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Here are photos of Noville, Belgium... Manhay, Belgium... Stolzembourg, Luxembourg... Edit: St. Vith, Belgium... Edit2: Losheimergraben, Belgium. Edit3: Bastogne, Belgium. I should have more for you tomorrow. -
WW2 AAA?
KJakker replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Remember that the 40mm Bofors in WWII should all be contact fused. The smallest shell that could take a VT fuse at the time was 3-inch (76mm). That is how I have the naval Bofors set up on all of the WWII ships I have worked on. -
Battle of the Bulge Terrain [maybe]
KJakker replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
If you need help doing online searches for photos I would be happy to help. -
Let me guess,
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Air & Ground expansion A6 problem
KJakker replied to BrockyD's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
These files are the A-6A, A-6B, and EA-6A from my install. SF2VAGXP A-6.7z Backup the A-6's from your SF2:V Air & Ground War Expansion by cutting and pasting them to a safe place on your hard drive and then replace them by copying and pasting the attached files and see if they work. I just tested them in my SF2:V A&G Expansion and they were working fine for me.