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PvtDK2

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Everything posted by PvtDK2

  1. I've realized that the limitation is for 5 sec of smoke emission! not ten.... only five sec. After that 5 sec of emition.... the trail start disapearing and "running" after the missile in order to maintain only that 5 sec of emission as max showed in the screen.
  2. Hi Everyone! Im playing Malvinas/Falklands Mod for SF2, its great, like in SF1 was... but i would like to change a little detail. I would like to limit the Harrier formations, that generates on the campaign missions, to 2 planes... i mean... a leader and a wingman, when im playing Argentinian side (Operación Rosario). Is it possible? What entry have i to edit in order to make this change? Possibly "Formation.ini"??? but in that case... what i have to edit? Thank you very much! xD Good Hunting!
  3. I´ll keep and eye on it! sounds good idea! thanks a lot Lexx, but i think there is a max 10 sec limit for the length of smoke trails that are not contrails.
  4. I was just doing that Fubbar!!! hahahahaha thank you! xD
  5. Owwwwwwwwwwwww!... bad news for me... i was wondering how it could look if i launch a missile and the trail has "no limits"... til the missile explodes... bad, bad news... X'( Thanks a lot for the help Fubbar!
  6. Hahahaha... i have little idea about editting... please... me soft with me... xD and also im not english speaking so its hard to understand for me xD I did what he told, and now the smoke of the missile's trail remains longer in time in the sky... but what i want is to make longer the size of the trail... i´ve realized that, from arround a value of 10 in the ParticleLifeTime in the smoke effect, it reaches it maximum lenght from the missile's engine til the end of the smoke trail... i tried with values of 30 and 60 ParticleLifeTime, and then the smoke remains 30 or 60 seg in time when the missile explodes and then stops creating new trail... but the "length" of the trail is the same from 10 and for 30... and for 60... and for also 300 ParticleLifeTime values... Here you can see the max length that the trail has for 10,30,60... 300 ParticleLifeTime values...
  7. This answer is for the time that the smoke remains in air, isnt it, Lexx? Very helpfull too, but i was looking for increase the length of the smoke trail, please. And thanks for that really well explained answer! xD
  8. Hi everyone! I have a problem cause i see the fog too "dense" for a Israel -Arabs war scenario... in fact, on a bright sunny desertic day... i allways have a short visibility range... i have MeshSize= 14, and in graphic options, selected "very far" view distance. When flying, i can see the mounains far away... but they are completely "white" by the fog... its like the fog "starts too close" from the plane, and then it becames dense, and dense... i have this fog values: StartClear=1000 EndClear=0.9 StartOvercast=1000 EndOvercast=0.5 StartInclement=10000 EndInclement=20500 I have no idea about how to handle fog values... x( Please, Can anyone tell me aproppiate fog values for the Israel War desertic scenario???? Thank you very much. Here you can see what im talking about... it looks like summer in London... xD Please help! Good Hunting!
  9. Hummmm... maybe im used to really shining sun cause im andalussian xD.... and maybe the spanish sun is brighter than Israel one... hahahaha... but i still thinking that i should see longuer and brighter on a sunny day in a desertic scenario... xD Anyway... thanks a lot for your answers xD
  10. Hi Everyone! Hi, i need help with this, please have a look. When i select an air missile, or the cannons in "air" mode, there is a box that indicates where the selected radar target is... you can see in this pic (In the pic: a F-16 pointing a SAM Launcher with cannons in "air mode") ... but the problem i have is: when i choose any ground attack weapon, or the cannon in "ground" mode, the box dissapear... my question is: Is it possible to edit something in order to see the box also with ground weapons? I know you can select an indicator for the weapons with TV or IR Guide in the weapons editor, but i want the box not only for missiles... or TV guided bombs... i mean... if you have your radar focused on one ground target... to keep seeing the box if you have selected cannons "ground mode" or non-guided bombs, etc... Thanks very much for your time!!! Good hunting!!! xD
  11. Hi everyone! When i fire an AIM-7 and hit a plane it blows up in a fireball... but when i hit a plane with AIM-9 missiles it never blows up... only fall to the ground. Does anyone knows what i have to do to make the AIM-9 missiles blow up planes in a fireball??? THX Very Much!!!
  12. Thank you very much! Your help is allways apreciated.
  13. I already tried to change the warhead value to the AIM-7 values, but it didnt worked... thats why i asked
  14. There is another way to see ground targets and keeping more "fidelity" to reality... without pausing game. You could edit the "max visibility" on de data.ini files of ground targets and planes to see them far away... of course, if you are at 10.000 metres from an AAA machine gun with camouflage... you cant spect to see it... but if you edit those entries then you will see the objects edited from one pixel size to total renderization. It worked perfectly for me... i can cleary see an AAA al 4.000 metres, that, whith the ground radar should be enought to locate the targets. Also look for guns smoke when they fire. Think that the hard point of simulators is to get closer to reality as possible. Its difficult to see from a plane the ground objects... its difficult to see from a jet another planes that are trying to kill you... that is realism... if not... you`re playing an arcade, and making kill ratios of 15 vehicles and 10 planes destroyed per mission... and thats not real. Im spanish and i dont know if explained well in english, sorry, but hope i helped you. Good Luck! xD
  15. Hi everyone, my PC is not powerfull and i need to remove the smoke effect that appears when you destroy a tank, or AAA, or stuff like this... i would like to keep the smoke when you hit a building, but not for small ground objects, wich emmiter on wich effect should i remove to avoid that specific smokes to appear?, thx!
  16. JAJAJAJAJAJAJJAJAJAJAJAJAJAJAJAJA cool Wrench!!!! xD
  17. Thx a lot lexx i will take an eye on it xD
  18. Really lot of thanks for your explanation Wrench!!! it worked perfectly xD thx thx thx thx thx thx!!!!!!!!
  19. All is set to minimum except "Effects"... and i know if i remove that effect it will be ok...
  20. I´ve fiz the problem, it was a "meshes" stuff in the flightengine.ini that i edited like it was dicted on the "readme" file in the "widesky" mod... i restored it to default value then it works perfectly! and without removing the widesky mod!!! Thx for ur reply anyway xD
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