Jump to content

PadFoot

JUNIOR MEMBER
  • Content count

    77
  • Joined

  • Last visited

Community Reputation

0 Neutral

About PadFoot

  1. Folks, I've just played Wings of Prey for 15 minutes and I've found that flying at 250 knots is like flying 550 knots in SFP1/WoV/WoE and WoI. Why I have that feeling and which is the real world sensation of speed?
  2. New Rise of Flight Release

    I fall in love with Rise of Flight at first sight, check out this one -> The trees and forests do look almost real no matter flying high above them or on the deck close to them! Wow! Russian technologies is amazing! I'm definitely buying it though it still costs me 29.99 quids I think it worths the money. You know what I think: when it comes down to WWI or WWII aircrafts, the game engine takes up less effort in terms of computing lots of avionics and AI things like those in modern era simulators. So I don't care whthere they are historically accurate or a campaign, I just like and luve the eye-candies. And the plane looks so vibrant, the lighting is nicely done. By the way, I've found another WWII simulator, Wings Of Prey possibly a successor to IL-2. It looks pretty as much as ROF. Oh I'm going to spend a lots of money this money, 2 flight simulations and
  3. The good thing is i dont need to wait in between view aircrafts in the same group
  4. Hey ShrikeHawk I finally managed to have the time to go back and work on the Wo* installs. Put in your clouds and they worked excellently well! Just curious, what is/are the parameter(s) in environmentsystem.ini which generates clouds at different altitudes? This feature is so fantastic! Thanks! PF
  5. Following the discovery of the beautiful clouds in FE, I find the the Israel's terrain in WOI absolutely gorgeous. Can't tell whether it is the texture because I was at 8,200 feet. But it looks so much different from SFP1's Desert terrain, despite both are desert terrains. Also towns look beautiful from above, a bit feel like satellite imagery. If I just move it across to my SFP1 install, do I need extra work done to make it work in SFP1 engine? I have already patched WOI and SFP1 to the final patch level. Thanks for whoever created these games.
  6. You're right!! I've just tried that, it fluctuated between 32~38 but never enter the range of 40~50. When it get passed cities where there are lots of buildings, frames rate dropped. As a conclusion, the most killing factor is the Mirror & Shadow. I turned off Shadow first, that gave me 10+ more frames thus entreing the 40~48 range. Next I switched off Mirror, wow! It went back to 50~60 and next I changed Horizon Distance to Far instead of Very Far, that gave me at least 18 frames so I ended up in the 70~80 range. Unlimited is not needed especially for ground objects. I mean how much eye-candy ground objects in TW games give us? They are very primitive houses. Unless you want to check out the screw on the SCUD launcher, you really don't need unlimited ground object details. Anyway, this D3D9.dll now revives the Series 1 installs, and I'm very happy with it.
  7. It does make perfect sense to me. Actually your explanation is proven by the temperature drop of the 4 cores of the Q6600. I'm running a utility called CPUID Hardware Monitor side-by-side the simulator and I can see the numbers drops compared to the one without using D3D9.dll. This is impressive!!!
  8. Oh well...is that so? You're probably right. What I'm saying is that the frame rates stick to 55 or 58 without this enhancement. However, with this enhancement activated, I get 111 like the above and sometimes I get something crazy like 250, seems that they are not capped. It's truly amazing. What exactly does this D3D9.dll does?
  9. I am running Series 1 Strike Fighters Project 1 and trying to create some customized missions. The editor I am using is Le Missionneur 2006. I went to set up the clouds altitude and have found that the altitude is always the same at around 10,000 feet no matter what I put into the "Clouds Starting Altitude" box. Could someone shed some light on this problem I am having? Thanks!
  10. Excuse me SUICIDAL! A mistake on my part. What happened was that I red about the Seawolf a week ago, and didn't realize it belongs to the SAM category. Worst enough, I was confused by EF2000 - EuroFighter 2000 and its armament, the SeaEagle that was. SeaEagle, as we all understand is a subsonic Anti-Ship missile which is air-launched from the EuroFighter and operates under skimming mode and homes in to the target by active-radar tracking. But your data has created the Seawolf as a Anti-Air as well as Anti-Ship weapon, unless I have made a mistake. It does attack a Cargo ship as well as an enemy aircraft, I have already tested that out over and over again. It won't hit the ship correctly though. It just fires again and again and the missile dips into the sea!? I changed the loft angle and it still won't do. After many tests, it is the guidance parameter. Yours original work is "Semi-Active Radar". I changed that to "Heat-Seeking" and it does both the aircraft and the ship. But this modification is only for testing how your script works. I will not use that in real mission drafting.
  11. I set up a mission, HMS vs Patrol Boat within 2 nm. But the HMS won't fire the anti-ship missile but only engaged with guns. Any idea?
  12. I want to design a scenario, where a submarine is being contained by a small battle group. In the air, player flies to rescue the sub. What do I need for all these?
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..