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KJakker

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Everything posted by KJakker

  1. After I have some time to look through all of my photos and do some edits I will put up a thread in photo forum.
  2. Note that there are also some LOD files in ObjectData009.CAT as well.
  3. All of this talk of collision at sea has reminded me of two other collisions. The October 2, 1942 collision of RMS Queen Mary with HMS Curacoa, my grandfather was aboard Queen Mary at the time, and the July 25th, 1956 collision of MS Stockholm with SS Andrea Doria. I wonder if one of the contributing factors in the USS Fitzgerald-ACX Crystal collision was a misunderstanding of what the radar was showing the watch officers? It has been years since I read anything about the Andrea Doria but I seem to recall reading that the radar display on Andrea Doria's bridge was set to a short range mode but the officer in charge of navigation thought it was in the long range mode and so believed that he had more maneuvering room than actually existed. All it would take is a similar mistake for the watch on the USS Fitzgerald to think they had sufficient sea room and time to pass in front of the ACX Crystal.
  4. http://www.navweaps.com/ For naval weapons.
  5. You should take a look at the "TracerSize=" and "TracerLength=" entries in the gun data INI files.
  6. Have you checked out Mue's other thread, "shimmering TODs and target objects"? That has a fix for some shimmering issues.
  7. 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.
  8. I thought people would find these videos interesting.
  9. I found this video on YouTube and thought I would share. Comment below was posted with the video.
  10. 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.
  11. 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.
  12. 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?
  13. 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
  14. 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?
  15. 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
  16. 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
  17. May the Schwartz be with you.
  18. 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/
  19. 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
  20. I had an off the wall idea a couple of weeks ago. What does everyone think about a Death Star terrain map for SF2? I am thinking a relatively level terrain with various rectangular, circular, and what not geometric patterns for an artificial DEM file plus custom tiles to representing the building like surface structure of the Death Star with a canyon trench running through the middle of it to a target area with the primary target exhaust port below a main port. Create a couple of different turrets for the surface and tower mounted turbo lasers plus some low angle pedestal mounted cannons. I have this image in my mind of F-111's replacing the Y-Wings in the trench run and being able to prove if Wedge was right or not with his "...impossible, even for a computer." remark. Anyone with terrain making experience willing to weigh in on this idea?
  21. 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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