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KJakker

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Everything posted by KJakker

  1. Haegar, the "EffectClassName=VeryLargeBombEffects" in the MK84_data.INI is not pointing to the Effects folder. It is referencing the MISSILEOBJECT.INI file. That is the file that controls which effect from the Effects folder is used by a given effect class. I recommend that you download Mues Toolbox and use the "CATExtractor" the extract the "MISSILEOBJECT.INI" file from the "ObjectData001.cat" file and place it into your Objects folder. Then open it and take a look at how the effect classes are set up.
  2. The aircraft has to be set up in to data file to use gun groups. The example below is from the F-8E. You can see how its upper pair of 20mm cannons are in GunGroup=1 while the lower pair are in GunGroup=2. As such you can use the keys I mentioned above to cycle between the upper pair, lower pair, or all four. The AI however does not use gun groups so it is for players only. // Internal Guns --------------------------------------------------------- [internalGun1] SystemType=FIXED_GUN GunTypeName=20MM_Mk12 GunGroup=1 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.58,5.35,-0.25 LightPosition=-0.68,5.35,-0.25 AimAngles=0.0,0.0,0.0 MaxAmmo=144 MinExtentPosition=-0.65,2.77,-0.33 MaxExtentPosition=-0.45,5.33,-0.17 [internalGun2] SystemType=FIXED_GUN GunTypeName=20MM_Mk12 GunGroup=1 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.58,5.35,-0.25 LightPosition=0.58,5.35,-0.25 AimAngles=0.0,0.0,0.0 MaxAmmo=144 MinExtentPosition= 0.45,2.77,-0.33 MaxExtentPosition= 0.65,5.33,-0.17 [internalGun3] SystemType=FIXED_GUN GunTypeName=20MM_Mk12 GunGroup=2 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.55,5.44,-0.50 LightPosition=-0.65,5.44,-0.50 AimAngles=0.0,0.0,0.0 MaxAmmo=144 MinExtentPosition=-0.62,2.87,-0.58 MaxExtentPosition=-0.42,5.43,-0.42 [internalGun4] SystemType=FIXED_GUN GunTypeName=20MM_Mk12 GunGroup=2 InputName=FIRE_PRIMARY_GUN MuzzlePosition= 0.55,5.44,-0.50 LightPosition= 0.65,5.44,-0.50 AimAngles=0.0,0.0,0.0 MaxAmmo=144 MinExtentPosition= 0.42,2.87,-0.58 MaxExtentPosition= 0.62,5.43,-0.42
  3. Did you try the gun group keys? NEXT_GUNGROUP=SEMICOLON PREV_GUNGROUP=SHIFT+SEMICOLON
  4. Okay, try adjusting the following settings in your FLIGHTENGINE.INI down until you get a frame rate you are happy with. [backgroundSceneClip] FarClipDistance=69000.0 <--------- NearClipDistance=3000.0 [ForegroundSceneClip] FarClipDistance=14000.0 NearClipDistance=0.45 [insideSceneClip] FarClipDistance=250.0 NearClipDistance=0.01 [LowDetailOption] HorizonDistance=30000.0 <--------- DetailMeshSize=9 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=42000.0 <--------- DetailMeshSize=9 DetailLevel=1 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=50000.0 <--------- DetailMeshSize=14 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=512 [unlimitedDetailOption] HorizonDistance=62000.0 <--------- DetailMeshSize=18 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1
  5. Okay, now that we know it works, swap the ENVIRONMENTSYSTEM and FLIGHTENGINE ini file for these two and see if your frame rate goes up and the issue stays fixed. Flight.7z
  6. Try this, backup your Flight folder, then place the one in the attachment into your install, put the files in the included Terrain folder into each of the terrains in your install, set ObjectsFade=FALSE in your Options.ini, and then run a mission and tell me if it fixes the issue. Test Folders.7z This is what I have with those settings.
  7. Nick, do you have Mue's Distance Fix set up correctly? See the post linked below for some setup details as certain settings in two different files need to be be set in a specific way to avoid interference with each other. http://combatace.com/topic/88418-detail-mesh-help/?do=findComment&comment=713412 Spudknocker, if you don't have Mue's Distance Fix then follow the link as well. Download the attached file and use the version included for SARCASM 2.0 then let me know if it fixes your issue.
  8. This sounds like it could be a couple of different issues I have run across. Would you please snap a screenshot of the issue? Depending upon what is going on their are different fixes.
  9. Is this the kind of shimmering issue you are having? These images are from First Eagles 2 not Strike Fighters 2 but they are the best examples I have of before and after Mue's shimmering fix is in place. Before shimmering fix. After shimmering fix.
  10. Have you looked in the AIRCRAFTAIDATA.INI? The various entries in it can be placed into an individual aircraft's data file and adjusted to fit your needs. I believe there are a number of different enteries related to AI fire time and cannon burst length. AIRCRAFTAIDATA.7z
  11. Here is a little update to the cockpit adjustment for the F-106. It restores the compass and canopy shielding while still removing the canopy frame. F-106A_Six Shooter_COCKPIT.7z
  12. Extract the HUDDATA.ini file from the FlightData.cat. Place it in your Flight folder, and then edit out Display004 which is the radar. Or just drop the attachment into your Flight folder. HUDDATA.7z
  13. I compiled just about every sound that I had into one Sound folder and one Soundlist.INI file some time back. Attached is my present sound folder and Soundlist.ini file, you might find some stuff you like in it. I think it is only missing some sounds from my WWII install but I have this in my SF2:NA install which is the one I use for most of my testing. Sound Files.7z
  14. Does anyone know what would be causing screenshots not to save properly? This started happening to me recently and it is interfering in gathering testing data on some projects I am working on.
  15. WBS, the screenshots are saving to the correct place on the hard-drive, just not saving any data. As for the drive it is the newest drive on my computer and has more than 450 Gigs of free space free. I might try scandisk if nothing else works. Bruce, did it start up within the last couple of months?
  16. streakeagle, do you have the replacment pit that fixes the shadow issue? If not try dropping everything in the attachment into your SEA terrain folder. PIT1.7z
  17. Good job! Do I spy an Elco PT boat these pictures?
  18. I thought this info would fit with this thread. Below is a list of each individual capability flag. You can get any capability flag available by adding capability flags together with the Windows calculator in programmer mode with Hex selected. Now there are two group of number to be added. The first is the third digit to the right of the "0x" which I have highlighted in red, "CapabilityFlags=0x10000000". This digit relates to the Sea-skimming, Terminal Pop-up, and Lofted flags. The second group is composed of the three digits that are farthest to the right as you see here highlighted in blue, "CapabilityFlags=0x10000000", these are for all other capability flags. For example if you want to add the IFF Interrogator, Seeker Slave, and All Aspect flags to a missile you would add 020+180+400=5A0 that means "CapabilityFlags=0x100005A0". Another example is this flag "CapabilityFlags=0x107006FF" which is all capability flags checked on and "All Aspect" selected. Also below the Capability Flags section I have included a list of all EO Display Flags for both bombs and missiles. //--------------------(Capability Flags)--------------------\\ None CapabilityFlags=0x10000000 Terminal Guidance CapabilityFlags=0x10000001 Target Memory CapabilityFlags=0x10000004 Mid-course Correction CapabilityFlags=0x10000002 Home on Jam CapabilityFlags=0x10000008 Optical Backup CapabilityFlags=0x10000010 IFF Inerrogator CapabilityFlags=0x10000020 Seeker Uncage CapabilityFlags=0x10000140 Seeker Slave CapabilityFlags=0x10000180 Sea-skimming CapabilityFlags=0x10100000 Terminal Pop-up CapabilityFlags=0x10200000 Lofted CapabilityFlags=0x10400000 Rear 60 Aspect CapabilityFlags=0x10000100 Rear 180 Aspect CapabilityFlags=0x10000200 All Aspect CapabilityFlags=0x10000400 >--------------------(Bomb EO Display Flags)--------------------< None + None EODisplayFlags=0 Crosshair + None EODisplayFlags=1 Four Corners + None EODisplayFlags=2 Double Lines + None EODisplayFlags=4 /-----/ None + Ponting Cross EODisplayFlags=256 Crosshair + Ponting Cross EODisplayFlags=257 Four Corners + Ponting Cross EODisplayFlags=258 Double Lines + Ponting Cross EODisplayFlags=260 /-----/ None + Nose Index Marker EODisplayFlags=512 Crosshair + Nose Index Marker EODisplayFlags=513 Four Corners + Nose Index Marker EODisplayFlags=514 Double Lines + Nose Index Marker EODisplayFlags=516 <-----(Bomb EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=131072 Crosshair + None + Bypass TV Filter EODisplayFlags=131073 Four Corners + None + Bypass TV Filter EODisplayFlags=131074 Double Lines + None + Bypass TV Filter EODisplayFlags=131076 /-----/ None + Ponting Cross + Bypass TV Filter EODisplayFlags=131328 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=131329 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=131330 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=131332 /-----/ None + Nose Index Marker + Bypass TV Filter EODisplayFlags=131584 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=131585 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=131586 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=131588 >--------------------(Missile EO Display Flags)--------------------> None + None EODisplayFlags=65536 None + Ponting Cross EODisplayFlags=65792 None + Nose Index Marker EODisplayFlags=66048 /-----/ Crosshair + None EODisplayFlags=65537 Crosshair + Ponting Cross EODisplayFlags=65793 Crosshair + Nose Index Marker EODisplayFlags=66049 /-----/ Four Corners + None EODisplayFlags=65538 Four Corners + Ponting Cross EODisplayFlags=65794 Four Corners + Nose Index Marker EODisplayFlags=66050 /-----/ Double Lines + None EODisplayFlags=65540 Double Lines + Ponting Cross EODisplayFlags=65796 Double Lines + Nose Index Marker EODisplayFlags=66052 >-----(Missile EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=196608 None + Ponting Cross + Bypass TV Filter EODisplayFlags=196864 None + Nose Index Marker + Bypass TV Filter EODisplayFlags=197120 /-----/ Crosshair + None + Bypass TV Filter EODisplayFlags=196609 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=196865 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=197121 /-----/ Four Corners + None + Bypass TV Filter EODisplayFlags=196610 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=196866 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=197122 /-----/ Double Lines + None + Bypass TV Filter EODisplayFlags=196612 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=196868 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=197124
  19. I was playing around with the B-52's fuel capacity and found this data for fuel weight. I don't know how accurate it is so you might want to cross check it. Jet A is the same as JP-8 and weights 6.76 LBS/gallon Jet B is the same as JP-4 6.36 LBS/gallon JP-5 was for carrier based jet fuels (low flash for safety) and is 6.8 LBS/gallon. Using the pounds per gallon of JP-4 listed above I get the weight below. If you need avgas for WWII prop planes that is a different LBS/gallon ratio than any jet fuel. 464 x 6.36 = 2951.04 lbs The number of pounds above converted to kilograms gives me this. 1338.5692275648 kg If the numbers you entered for each fuel tank are gallons then converted to Pound and Kilograms I get the numbers below. Total Fuel Amount in Pounds = 7644.3384 Total Fuel Amount in Kilograms = 3467.413572
  20. Lucky for you I just compiled one. >--------------------(Bomb EO Display Flags)--------------------< None + None EODisplayFlags=0 Crosshair + None EODisplayFlags=1 Four Corners + None EODisplayFlags=2 Double Lines + None EODisplayFlags=4 /-----/ None + Ponting Cross EODisplayFlags=256 Crosshair + Ponting Cross EODisplayFlags=257 Four Corners + Ponting Cross EODisplayFlags=258 Double Lines + Ponting Cross EODisplayFlags=260 /-----/ None + Nose Index Marker EODisplayFlags=512 Crosshair + Nose Index Marker EODisplayFlags=513 Four Corners + Nose Index Marker EODisplayFlags=514 Double Lines + Nose Index Marker EODisplayFlags=516 <-----(Bomb EO Display Flags + Bypass TV Filter)-----< None + None + Bypass TV Filter EODisplayFlags=131072 Crosshair + None + Bypass TV Filter EODisplayFlags=131073 Four Corners + None + Bypass TV Filter EODisplayFlags=131074 Double Lines + None + Bypass TV Filter EODisplayFlags=131076 /-----/ None + Ponting Cross + Bypass TV Filter EODisplayFlags=131328 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=131329 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=131330 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=131332 /-----/ None + Nose Index Marker + Bypass TV Filter EODisplayFlags=131584 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=131585 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=131586 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=131588 >--------------------(Missile EO Display Flags)--------------------> None + None EODisplayFlags=65536 None + Ponting Cross EODisplayFlags=65792 None + Nose Index Marker EODisplayFlags=66048 /-----/ Crosshair + None EODisplayFlags=65537 Crosshair + Ponting Cross EODisplayFlags=65793 Crosshair + Nose Index Marker EODisplayFlags=66049 /-----/ Four Corners + None EODisplayFlags=65538 Four Corners + Ponting Cross EODisplayFlags=65794 Four Corners + Nose Index Marker EODisplayFlags=66050 /-----/ Double Lines + None EODisplayFlags=65540 Double Lines + Ponting Cross EODisplayFlags=65796 Double Lines + Nose Index Marker EODisplayFlags=66052 >-----(Missile EO Display Flags + Bypass TV Filter)-----< None + None + Bypass TV Filter EODisplayFlags=196608 None + Ponting Cross + Bypass TV Filter EODisplayFlags=196864 None + Nose Index Marker + Bypass TV Filter EODisplayFlags=197120 /-----/ Crosshair + None + Bypass TV Filter EODisplayFlags=196609 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=196865 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=197121 /-----/ Four Corners + None + Bypass TV Filter EODisplayFlags=196610 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=196866 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=197122 /-----/ Double Lines + None + Bypass TV Filter EODisplayFlags=196612 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=196868 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=197124
  21. Came across this article. Given the concerns over Windows 10 in the flight sim community I thought people would be interested. Source link: http://www.computerworld.com/article/3046032/windows-pcs/microsoft-backtracks-on-windows-7-support-deadline.html
  22. I would like to ask some people to please check my math for me with regard to SF2 missile acceleration. First, I recommend opening the links below as tabs in a separate browser window, plus your Windows calculator in scientific mode with the unit conversion panel open. Calculating rocket acceleration<-----Formula Source. Convert Meters Per Second Squared to Standard Gravity Convert Standard Gravity to Meters Per Second Squared Convert Pounds-force to Newtons Velocity, Acceleration and Time Calculator Uniform motion (travel distance) Calculator WesternElectricNikeHerculesBrown.pdf<-----The bulk of the missile data was drawn from this document. Missile Data <-----This was used to fill in some blanks. Now, here is the issue. I am calculating the booster and sustainer acceleration g-force for two missiles. ||-----Formulas-----|| Weight (in kg) = Mass (in kg) x 9.81 Resultant Force (newtons, N) = Thrust (in N) – Weight (in kg) Acceleration (m/s2) = Resultant Force (newtons, N) ÷ Mass (kilograms, kg) //-----MIM-3 Data-----\\ The MIM-3 missile has a combined missile-booster weight of 2499.3 lbs (1133.663410341 kg). The missile’s weight is 1193.3 lbs (541.271775121 kg). The booster’s weight is 1306 lbs (592.39163522 kg). The booster produces 59,000 lbs of thrust (262445.0753 N) for 3.5 seconds. The sustainer produces 2600 lbs of thrust (11565.3762 N) for 20.8 seconds. //-----MIM-3 Calculations-----\\ Missile With Booster 11121.23805544521 kg = 1133.663410341 kg x 9.81 251323.83724455479 N = 262445.0753 N– 11121.23805544521 kg 221.69176049261208816117588018214 m/s2 = 251323.83724455479 N ÷ 1133.663410341 kg 22.606268 g = 221.69176049261208816117588018214 m/s2 Missile With Sustainer 5309.87611393701 kg = 541.271775121 kg x 9.81 6255.50008606299 N = 11565.3762 N – 5309.87611393701 kg 11.557040979394478940811698611408 m/s2 = 6255.50008606299 N ÷ 541.271775121 kg 1.178490g = 11.557040979394478940811698611408 m/s2 For Data File... BoosterDuration=3.500000 BoosterAccel=22.606268 SustainerDuration=20.800000 SustainerAccel=1.178490 \\-----MIM-14 Data-----// The second missile has a combined missile-booster weight of 10,550 lbs (4785.3995035 kg). The missile’s weight is 5,250 lbs (2381.3599425 kg). The booster’s weight is 5,300 lbs (2404.039561 kg). The booster produces 173,600 lbs of thrust (772211.272409 N) for 3.4 seconds. The sustainer produces 13,750 lbs of thrust (61163.04721 N) for 29 seconds. \\-----MIM-14 Calculations-----// Missile With Booster 46944.769129335 kg = 4785.3995035 kg x 9.81 725266.503279665 N = 772211.272409 N – 46944.769129335 kg 151.55819336488235166633669125594 m/s2 = 725266.503279665 N ÷ 4785.3995035 kg 15.454635g = 151.55819336488235166633669125594 m/s2 Missile With Sustainer 23361.141035925 kg = 2381.3599425 kg x 9.81 37801.906174075 N = 61163.04721 N – 23361.141035925 kg 15.874083333403933748247300082398 m/s2 = 37801.906174075 N ÷ 2381.3599425 kg 1.618706g = 15.874083333403933748247300082398 m/s2 For Data File... BoosterDuration=3.400000 BoosterAccel=15.454635 SustainerDuration=29.000000 SustainerAccel=1.618706
  23. I would assume that she started out at McDonnell Douglas?
  24. Wrench, if I recall correctly that R-4 will fit nicely into the Burma-Southeast Asia Terrain you are working on.
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