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SupGen

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Posts posted by SupGen


  1.   In the Cockpit.INI. :

    [CockpitSeat001]
    ModelName=HornetA_Pit
    Position=0.0,4.15,1.05
    Offset=0.0,-0.2,0.0
    ViewAngles=0.0,0.0,0.0
    MaxYaw=180
    MinYaw=-180
    MaxPitch=110
    MinPitchFront=-90
    MinPitchRear=-90
    LightRange=1.5
    LightInnerConeAngle=50
    LightOuterConeAngle=60
    LightAngles=0.0,-30.0,0.0
    DiffuseLightFactor=0.5
    NightLightOn=0.25
    NightLightColor=0.6,0.3,0.4
    Gunsight=GunsightFront

     

    MinYaw and MaxYaw.


  2.   10,000 rounds per minute is one thing; tracking and hitting a hyper-sonic target is another kettle of fish. The Chinese have been popping things out of the oven pretty regularly to counter Western forces, lately. Eurofighter? We've got one of those. (J-10, I think.) F-22? We got that, too. (J-11 ?) Short-field, C-17 knock-off? Check this out, and on, and on. I'm not saying we should discount their claims completely, but take them with a large grain of salt. They're buying Su-35s so they can reverse-engineer the latest Russian engines, for chrissakes. I can't wait to see the RCS of that new J-11, for instance ( preferably lit-up by a US F-15 or F-22). There's more to stealth than making a plane that looks like ours. Just my $.02.

    • Like 1

  3.   bafmeister, the absolute best AIM-4s are in Ravenclaws WeaponsPack2, available here: http://combatace.com/files/file/13929-weapons-pack-2/ . There are also AIM-26As in there for more aerial nukes. As far as aerial nuke effects and nuke effects in general, try the ones I posted in this thread: http://combatace.com/topic/83173-nuke-effects/ . They are Lexx Luthors old nuke effects for SF1 updated to SF2 standard and they rock. They are a little complicated (I don't know if Veltro2K ever got them working) but they are worth it. I explained in that thread how to install them as best I could; if you have any problems post here and I'll try to help. Good luck!


  4.   Ok, Dillon, here's the deal. Now that we figured out why those effects weren't working, I went back and looked at the page you d'loaded those Hornets from and, sure enough, they are intended for SF1, not SF2. My advice is to delete them and everything associated with them and download hot, fresh, and tasty NEW ones from here: http://combatace.com/files/category/667-f-18/ . You need the top two files. These come with an ultra-complete weapons pack and are the latest issue. The only problem is the project team experienced some "burnout" towards the end and some things were not completed. When you see the amount of work that went into them you can understand the burnout issue. I would give them a shot.


  5.   Dillon, from the looks of things, the Super Hornets you have are using old-style SF1 Effects. Go to your Effects folder in the StrikeFighters2 NorthAtlantic folder and open the F-18_Effects.ini. Right under [F18FuseVaporSmokeMaterial] add EffectShaderName=effectLightLevel.fx  Under [F18AfterburnerMaterial] add EffectShaderName=effectFire.fx It should look like this:

     

    [F18FuseVaporSmokeMaterial]
    EffectShaderName=effectLightLevel.fx
    DepthBufferCheck=TRUE
    DepthBufferWrite=FALSE
    IgnoreRenderOrder=FALSE
    AlphaTestEnabled=FALSE
    LightEnabled=FALSE
    UseLightLevel=TRUE
    SpecularEnabled=FALSE
    EmissiveEnabled=FALSE
    AmbientColor=1.000000,1.000000,1.000000,1.000000
    DiffuseColor=1.000000,1.000000,1.000000,1.000000
    ZBufferOffset=0.000000
    PriorityLevel=3
    BlendOp=BLEND_SRC_ALPHA
    NumTextureStages=1
    TextureStage[01].TextureName=F18-fusevapor.tga
    TextureStage[01].MipMap=FALSE
    TextureStage[01].FilterEnabled=TRUE
    TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
    TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

     

    [F18AfterburnerMaterial]
    EffectShaderName=effectFire.fx
    DepthBufferCheck=TRUE
    DepthBufferWrite=FALSE
    IgnoreRenderOrder=FALSE
    AlphaTestEnabled=FALSE
    LightEnabled=FALSE
    UseLightLevel=FALSE
    SpecularEnabled=FALSE
    EmissiveEnabled=FALSE
    AmbientColor=1.000000,1.000000,1.000000,1.000000
    DiffuseColor=1.000000,1.000000,1.000000,1.000000
    ZBufferOffset=2.000000
    PriorityLevel=3
    BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC
    NumTextureStages=1
    TextureStage[01].TextureName=F18_BURNER.tga
    TextureStage[01].MipMap=FALSE
    TextureStage[01].FilterEnabled=TRUE
    TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
    TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

     

     This will bring them to SF2 standard. Good luck!


  6.   Alright, I'm gonna assume all you Zipper drivers somehow missed this; so, here it is again: http://combatace.com/topic/62762-sf2-series-dact-reports-and-related-a2a-discussions-game-only/page-42?do=findComment&comment=676849 . Considering the different versions of the F-104 out there, it's probably better if you just go into the Data.ini and under Control Surfaces change the Setting[1].DeployValue= from 231.5 to 282.9 on all four flap entries. Again, this is not a cheat, the real world aircraft had this capability. Knock 'em dead.

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