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Posts posted by baffmeister
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56 minutes ago, Wrench said:i'm sure MS will find a way to screw us up (sticking with 7 a long as possible)
7 was a good one. Windows 10 has been a mixed bag for me. I've been quite successful getting some old games to run but Microsoft has been very annoying trying to flog their products and the Dell G5 rig I bought is a bit of a shit box. Check some YouTube reviews! Fortunately, after removing some bloatware the performance has improved considerably.
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Here's a link to an F-16 mod that "somewhat" models the automatic G-Limiter on the F-16. It just dumps lift at a bit over 9G's so you can piss away all your speed if you're on the limiter for too long.
https://combatace.com/forums/topic/94348-sf2-f-16a/?tab=comments#comment-763194
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18 hours ago, daddyairplanes said:you know youre supposed to do feet knees head on the ground not in the bird?
...........toes......knees......nose......in my day.
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....................and check Gepards tutorial in the Knowledge Base.
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2 hours ago, Wrench said:Baff: you had an integrated sound card? (ie: built into the motherboard?)
My new computer has an integrated sound card, as did the previous. The first computer I ran SF on I bought the cheap sound card that fixed the SF com stutter.
It is a very annoying problem but, like I said, no obvious fix that I'm aware of. It might be game related or maybe just an odd bottleneck on some computers.
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I have had this problem off and on over the years so you're not the only one. Unfortunately, I don't know the cause but have fixed it in the past using different approaches. A dedicated but cheap sound card worked once for me. Another time I think a ram increase helped if I remember correctly. With my latest computer, only one year old, the curse returned. [ When Red Crown talks, the whole world stops. What a Princess!] This time around I had to install SF2 on the SSD instead of the standard drive. I should have got a much larger SSD but it's only big enough for the OS and a few smaller games.
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I have the same issue with those cranes as well. They appear in the "TARGET" editor but not in game and I don't have a clue why.
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The timed fuse flak is more or less useless in it's stock form. If you placed 1000 flak guns around Berlin or where ever it might be useful but that's not really practical so about the only option is to use an unrealistic warhead weight, as demonstrated. That's the approach used in the SF-2V expansion.
At one time there was a way to increase the flak effectiveness my networking the guns and it did work for me in SF-1 but doesn't seem to help much, if at all, in SF-2.
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Here's an updated landing gear section for the TU-160. I got the main gear oleo's working in the proper direction and also got the main wheels rotating as well as some other edit's. Don't forget, this plane was posted as a beta/wip so you will probably find all kinds of issues and the FM is VERY undeveloped.
// Landing Gears ---------------------------------------------------------
[NoseGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=10.0
AnimationID=1
DragArea=2.5
HideGearNode=TRUE
ModelNodeName=gear_frnt
ShockNodeName=Front_Shock
ShockTravelAxis=Z-AXIS
ShockStroke=0.6
SpringFactor=4.5
DampingFactor=4.0
WheelNodeName=tire_front
RotationAxis=X-Axis
ReverseWheelRotation=FALSE
RollingRadius=0.425
CastoringWheel=TRUE
CastoringNodeName=Castor_Front
Steerable=TRUE
MaxSteeringSpeed=41.15
Locking=FALSE
MaxSteeringAngle=50.0
InputName=YAW_CONTROL
ControlRate=1.0
HasBrakes=FALSE
RollingCoefficient=0.01
MaxDeploySpeed=129.48[LeftMainGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=13.0
DragArea=5.0
AnimationID=1
HideGearNode=TRUE
ModelNodeName=Gear_left
ShockNodeName=shock_l
ShockTravelAxis=Y-AXIS
ShockStroke=0.8
SpringFactor=7.5
DampingFactor=6.0
WheelNodeName001=Wheel_L1
WheelNodeName002=Wheel_L2
WheelNodeName003=Wheel_L3
WheelNodeName004=Wheel_L4
RotationAxis=X-Axis
RollingRadius=0.608
CastoringWheel=FALSE
HasBrakes=TRUE
BrakingCoefficient=0.75
RollingCoefficient=0.01
MaxDeploySpeed=129.48[RightMainGear]
SystemType=LANDING_GEAR
Retractable=TRUE
DeployTime=13.0
DragArea=5.0
AnimationID=1
HideGearNode=FALSE
ModelNodeName=Gear_Right
ShockNodeName=Shock_r
ShockTravelAxis=Y-AXIS
ShockStroke=0.8
SpringFactor=7.5
DampingFactor=6.0
WheelNodeName001=Wheel_R1
WheelNodeName002=Wheel_R2
WheelNodeName003=Wheel_R3
WheelNodeName004=Wheel_R4
RotationAxis=X-Axis
RollingRadius=0.608
CastoringWheel=FALSE
HasBrakes=TRUE
BrakingCoefficient=0.75
RollingCoefficient=0.01
MaxDeploySpeed=129.48- 1
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I think I understand. Crawford, you noticed the issue when checking over the TU-160 in Mue's Lod viewer, correct? All 3 gear shocks are set on Animation ID-7 but as you noticed, the nose shock travel is incorrect. The TU-160 in game doesn't have that problem because the animation ID-7 is not being used. The shocks are set independently using the node name and travel axis approach.
After some testing "in game" I noticed issues with the main gear shock travel axis so will try and fix that by adjusting the ShockTravelAxis=XXX. Will pass along the changes.
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Posted on the Tu-160 download thread as well. Getting proper up/down motion on my version, beta 0.91
[NoseGear]
ShockNodeName=Front_Shock
ShockTravelAxis=Z-AXIS- 2
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That's odd. It works fine on my old beta test version. Do you have these nose gear entries with this version?
[NoseGear]
ShockNodeName=Front_Shock
ShockTravelAxis=Z-AXIS -
There is a "game issue" regarding the take off behavior. I've concluded there is an invisible vertical waypoint that the AI aircraft target after take off. This causes the steep low speed AI climb outs you see after take off. Also, there are things going on with the aircraft weight when under AI / autopilot control. If IIRC, the weight of the external loadout is ignored.
Having said that, there could be an FM issue as well. What airplane are you having issues with?
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On 6/13/2020 at 11:36 AM, whiteknight06604 said:thank you all for the responses. I'm just so out of touch with computers that i was a bit overwhelmed . You have all given me some baselines to work from.
Same here. I bought a new Dell late last year without having a clue and it's working OK but I find that with Mues extended fade mod, some environmental enhancements, high res skins /cockpits, and lots of terrain tods I still get occasional frame rate chop. I went a bit cheap on the ram at 16GB.
Also, even with my previous computer, the new graphics cards/drivers don't seem to handle old games very well.
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Glad to hear from you UllyB! Best wishes for a speedy and complete recovery!
I'm still available for FM work should anyone wish to pick up on UllyB's project. Just keep me away from the weapon stuff, please!
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Great photo! The runway layout is what I remember from some earlier basic research.
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Sorry, wrong thread for an attempt at humor.
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I think you missed the . [joke]
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Veltro's looks good but after a brief fling with some modern jets I think I'm really more interested in working on planes that fit in with the original Strike Fighters date range. The era of dumb bombs and smart pilots, not the other way around!
Ouch..................feel the burn!
PS: I don't much like the Tu-160 FM I made anyway, it needs a lot of work.
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My memory is not the greatest but I think Biggin Hill got a couple of short paved runways in early 1940, prior to the fall of France. The airfields are looking very good!
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I did start working on an FM for that project but got totally, and I mean TOTALLY bogged down with weapon related stuff. I may take a look at the FM again but the project definitely needs a weapons expert to get the assorted stand off weapons working properly.
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6 minutes ago, JSF_Aggie said:Thanks Baff. I wonder if that screws with the AI at all.
I don't think it affects the AI but might be something to keep an eye on.
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Stock Farmer family FM recommendations?
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted
I have a bit more information somewhere, I think based on U.S. tests, but might take awhile to find it. From memory, I think the type had lots of trans sonic issues but as Gepard mentioned, could be very good in the subsonic area with probably 7+ sustained G capability at combat weights. Pakistan seemed very pleased with their Chinese versions.
This is one of the ThirdWire FM's I would like to take a closer look at but don't have enough info to do anything with it at this point.