Jump to content

SupGen

+MODDER
  • Content count

    844
  • Joined

  • Last visited

Everything posted by SupGen

  1. Can anyone tell me if this is modelled in-game? I could swear it is, and that I've seen references to it in these very pages; now however, when I want to find a reference I can't. I just spent an hour going thru weapon data inis for missiles I thought must have it; no dice. If it is modelled I would appreciate a quick run-down; what do the ini entries look like, how it works, etc. Thanks in advance.
  2. You might find some of this thread interesting: http://combatace.com/topic/78025-terrain-avoidance/ .
  3. Jug Has Passed Away

    RIP
  4. Stratos, look for Caesars posts in the pinned DACT thread. He's got dogfighting the Tomcat down to a science.
  5. I think you were supposed to chuck those.
  6. Anthropoid, read the three articles called "Moving Mud" in this section: http://www.simhq.com/_air/acc_library.html#briefing . The second one is especially useful.
  7. Make sure you don't have the Razbam FLIGHTENGINE.ini in your Flight folder; it's old and screws everything up.
  8. ken, check out this thread, especially the links in the second post: http://combatace.com/topic/82375-any-good-bombing-instructions/ . Good luck!
  9. 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.
  10. Excellent, thanks again Wrench! Now, if only we also had Zuikaku and Shokaku... and maybe Hiryu, Soryu, Kaga,....Oh well, someday.
  11. deanklef, you might find some of the earlier posts in the WWll threads interesting, back around page 8 forward, or so. This one might help after you've got your weapons sorted: http://combatace.com/topic/77300-carrier-vs-carrier-not-happening/ . There are some other good "how-to and wuffo?" threads back around that time, too. Good luck.
  12. The existing Pit1.lod is hiding in the Terrains folders in the Cat files, where the main game installation is. Like anything else, what you put in the Mod folders will override it. You're welcome, and good luck!
  13. China's New CIWS

    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.
  14. Affirmative. I didn't see anything in 2ndGen.
  15. Unfortunately, if you download the Zuiho Wrench mentioned, you'll find that 7Zip can't open it; it says "Unsupported compression for..." everything in the folder. The only thing I got was the datd .ini. The CVE-118 Sicily, which is a repaint of it, opens fine. So at the moment we don't even have a Zuiho. Maybe someone who has it can re-upload it. Hope so.
  16. Leo, check this out: http://combatace.com/topic/84119-veltro2k/?do=findComment&comment=676753 . You can download a new Pit1 lod that solves the shadow issue. Very nice!
  17. Sworn in

    Bravo!!!
  18. 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!
  19. 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.
  20. 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!
×

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..