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KJakker

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Everything posted by KJakker

  1. Given the topic I thought you might like this info on USN Pre-1955 carrier catapults. I dug it up while researching the Essex Class catapult fit for WhiteBoySamurai. ---------------Catapult Info--------------- F MK II (10,000 lb to 35 mph) flywheel type aboard CV-2 & CV-3 from 1920's. H MK II (7000 lbs to 70 mph in 55-ft); pre-war Yorktown class & Wasp fit (including hangar catapult). H-2-1 (11,000 lbs to 70 mph in 73-ft); CVE/CVL fit, and late 1943 fit for CV-3 & CV-6. H-4 (3,500-16,000 lbs to 90 mph in 95-ft); Essex class early fit. H-4A (16,000 lbs to 85 mph in 72.5-ft); Essex Class hangar fit, removed from May 1943 on. H-4B (18,000 lbs to 90 mph in 96-ft); Essex class later fit. H-4C (16,000 lbs to 85 mph in 72.5-ft); CVE/CVL fit late war. H-4-1 (28,000 lbs to 90 mph in 150-ft); Midway class early fit. H-5 (16,000 lbs to 90 mph in 96.7-ft); seaplane catapult, all converted to H-4. H-6 (60,000 lb to 120 mph); seaplane catapult. H-8 (15,000 lb to 120 mph or 62,500 lbs to 70 mph in 190-ft); replaced H-4B & H-4-1 in post-war Essex & Midway class modernization's. H-9 (45,000 lb to 120 mph or 100,000 lbs to 90 mph in 210-ft); for CVA-58 United States, cancelled.
  2. Here you go, Hotchkiss.wav file and the entries to be placed in your SOUNDLIST.INI file. Hotchkiss Sound.7z
  3. FalconC45, I put together Mue's Distance Fix for you in pre-configured folders, one for use with a stock EnvironmentSystem.INI and the other for use with Stary's SARCASM 2.0. Inside the folder for each option is a folder titled "To Mods Folder". Just drop everything inside it into the mods folder you want to use it with. Once you have those files in place you need to open your Options.ini and set "ObjectsFade=FALSE". It is a requirement for Mue's adjustments to work. Mue's Distance Fix.7z Once you have tried out the settings I configured the files to use go ahead and make your own adjustments to optimize the horizon distance for your system. Links and info to help you provided below. Link to Stary's "SARCASM 2.0 Beta" topic thread. Link to the post with the latest version of "SARCASM 2.0 Beta". Post date 8/19/2015. Link to Mue's "Extending the drawing distance for fading objects" topic thread. Link to Mue's "shimmering TODs and target objects" topic thread. KJakker
  4. That was it. I was turning on autopilot to hold the aircraft steady when I went to object camera view to observe to bay doors and bomb release pattern.
  5. I have been playing around with B-52's with Big Belly mod bomb loads. The problem I have is that the bombbay doors are closing before the full load of 84 Mk82 or 42 M-117 bombs are released. This occurs both with the doors set for manual or automatic. The ripple quantity in the cockpit INI file and the release count under the LevelBombAI entry in the data INI has been set to account for the size of the bomb load. I have fiddled around with the "BombBayOpenTime=" and "BombBayCloseTime=" settings to no effect, within seconds of coming open the doors start to close. I seem to remember that there is some kind of setting in the aircraft data file that can force the doors to stay open until manually commanded to close but I can't remember what it is. I would appreciate some help on this issue.
  6. Just found this over at the TW Forum as well. TK - Damage modelling/hierachy
  7. Just a little question, are you using one of the Strike Fighters 2 EXE files or are you using the SF2:NorthAtlantic EXE file? As I understand it SF2:NA has some kind of sound issue buried in it execution file.
  8. FYI, the armor material options listed in the DLL files are ALUMINUM, STEEL, TITANIUM, GLASS, FIBERGLASS, WOOD, and NONE.
  9. The skins listed below for the B-52G_89 and B-52H_88 from Del's B-52G/H pack only have 376 x 819 and 1024 x 1024 resolution skin files. These three units all appear to use the same cameo pattern skin. From looking at the files it seems that they are down scaled versions of a higher resolution file. Does anyone have the 751 x 1638 and 2048 x 2048 resolution versions of these skins? Attached below are images of the skin files for reference. Fuselage (376 x 819) Nose_Tail (1024 x 1024) Wing_L (1024 x 1024) Wing_R (1024 x 1024)
  10. Yes, this is true. In fact because of it Wrench humorously created a "Beer Bomb" for Strike Fighters 2.
  11. I thought I should let you know that the following skins are low resolution while all of the other skins in the pack appear to be high resolution. B-52G_89 379th Bomb Wing 416th Bomb Wing B-52H_88 23rd Bomb Squadron
  12. Tappedops, that F-5 campaign mod I did was not something I had laying about. I built it for you because you asked for help with an F-5 campaign for SF2:V and I had the time this past week to work on it.
  13. Okay, that card is some three years older than the surplus GTX 275 I have available. Does your motherboard have an open PCI Express port?
  14. gitrdun, the reason I am asking you about your video card is because I put in a GTX 760 a year or two ago because I needed something with more power in order to run Star Citizen. However, I still have my old Nvidia EVGA GeForce GTX 275. I know that is old by computer standards (2009) but it is DirectX 10 capable which should resolve the graphics issues you have. I never had any problems with running Strike Fighters 2 with the graphics set to Unlimited with it. If it is more capable that what you have now, if you are interested, and are in the USA then I would be willing to discuss payment and shipping for GTX 275.
  15. gitrdun, Which Nvidia Geforce video card do you have exactly?
  16. Here is the thread discussing the issue. http://combatace.com/topic/87313-graphics-problem/ Basically your drivers are the newer ones that cause problems with SF2. Below is the link to the fix that Fubar512 found. http://combatace.com/files/file/15930-nvidia-35330-windows-vista78-64-bit-video-drivers/
  17. I don't know about the ejection. As for the graphics what graphics card and driver are you running? There have been issues with recent Nvidia drivers.
  18. Wow, I had forgotten I even made that post.
  19. Okay, I know what it is now. Thought I knew all of the US jet bomber prototype designations but this one I did not know about.
  20. Tappedops, you should read this thread... A Soviet test pilot F-5E evaluation.
  21. trotski00, I have a similar story, about two years ago I miss timed some downloads. After being granted that five download limit I waited two months before going back onto the site and then miss counted the download limit. I would think that if the DAT site had a responsible webmaster it would be configured to automatically block accidental simultaneous downloads and limit the number of downloads per day for each user account. That would fix the most common reason for banning and if it had been instituted from the start would probably have headed off much of the ill will DAT has accumulated in the community. As it is such a change if it were to be instituted now would be far too late for it to have any effect on the loss of respect from the community.
  22. Would it be easier to import models from Gmax? http://www.turbosquid.com/gmax
  23. The only way to export the model into a game usable LOD is via a plug-in for 3DS Max. However there is a way you can build the model with ether Blender or GMax and export it into a format that 3DS Max can read. Then you can ask the CA members who have 3DS Max if one of them could generate the LOD file for you. There is a thread from a few years back about it, I will see if I can find it for you. Edit: Wrench beat me to the punch.
  24. Yahoo!!! No more hacked F-111 pit for the Soviet two seater strike bombers.
  25. Veltro2k, this reminds me, I did an overhaul of the data file for your B-47B_v2k that among other things fixed the bomb release sequence so that bombs were no longer falling through one another. I have been meaning to send the modified files to you and Wrench to have a look at but it keeps slipping my mind. Let me know if you want them.
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