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ataribaby

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Everything posted by ataribaby

  1. Small help request for Pfalz D.III

    Thanks to user here i got D.III file and saw what i was afraid of. Its not D.III at all. Its just D.IIIa called D.III! D.III has guns inside engine cowlings. What a fool i am to get banned for this. Anway. Working on Pfalz campaing and sort of Blue Max campaing. Edit: Got rid of guns by some FM dat from combatace. Looks like it was edit of Peter's FM and fixed guns with remove command and texture artwork. Well done!
  2. Small help request for Pfalz D.III

    100% agree. But its his site, his rules. Dont think so i used a lot of their bandwidth in that my two visits during 2 years. And yesterday i spent whole night to fix obvious ini errors for Pfalz D.IIIa.
  3. http://www.benchmarksims.org/forum/showthread.php?11272-Falcon-BMS-4-32-Update-3 Exe: - Fixed old DED/PFL state being transmitted to shared mem if UFCPower not available. - Fixed DLINK remembering last state after DLINK power down/failure. Fixed DED displaying DLINK data if DLINK is powered down/failed. - Fixed deterministic weather changing briefly back to SUNNY during weather changes. - New config variable g_nPickleSpikeTolerance (default 10) added. This sets a tolerance in ms before pickle releases are actually executed. SimPickle is sensitive to external input system "spiking", i.e. micro-releases. If a new pickle press is registered during the tolerance period, the original release is discarded. - CTD Fix in RakNet's ReliabilityLayer::HandleSocketReceiveFromConnectedPlayer(). - Fix for "the battle of sinai" MissileClass::CommandGuide CTD. - Fix for 2nd entry to 3d timing out in pie screen. - Buffer overwrite fixes, Mem leak fixes, NULL pointer checks. - Fixed the range knob position to affect FCR gain and TGP zoom only when actually moved under SOI. This way there will not be "jumps" when switching SOI . - Flight cannot be deleted anymore when players are in (will avoid other invisible player cases). Added proper error message for deleting flights which contain human pilots. - Changed default keyfile for new pilots to BMS.key (was keystrokes.key before). - Added new key callbacks "SimPause" and "SimResume" (in addition to the existing combined "SimTogglePaused"). - Pilot entertainment system: -- added possibility to pause/resume (in addition to start/stop), new callback "WinAmpTogglePause". -- changed DCS SEQ to call TogglePause (pause/resume) instead of TogglePlayback (start/stop). - Fixed reverse FCR gain w/ rage knob direction. Fixed FCR gain w/ rage knob changing if FCR is not SOI. - Fixed horn silencer button animation in 3D pit. - Fixed some analogue controller axes appearing twice in the UI drop-down boxes. - Enhanced AFResetTrim/ResetTrim so that it can "unstuck" runaway trim states as well. - Changed the hotasPinkyHold timer for DX shifting to use real time. - Added config option which allows the MP host to specify the available launch options (RAMP/TAXI/TAKEOFF): set g_nMPStartRestricted (default 0=RAMP/TAXI/TAKEOFF, 1=RAMP/TAXI, 2=RAMP) - Added config options which allow the MP host to restrict Smoke and NVG usage: -- set g_bAllowMP_NVG (default 1/true) -- set g_bAllowMP_Smoke (default 1/true) - Fixed player option "UI Radio Chatter" having no effect unless it is actively changed. - Fixed fuel flow indicator range (it's maxing out at 80.000 pph now). - Invisible Aircraft in MP fix. - Changed command line option "-nomovie", it will disable ALL movie playback now. If you only want to disable the intro movie, use the proper "set g_bPlayIntroMovie 0" config setting instead (it's available in the config editor as well). - Fixed Laser ARM switch, it can now be set independent of Master ARM. - DTE MFD page changes: -- Fixed loading highlighting order to be counter-clockwise (was clockwise before), -- page now shows the actual INI file name(s) as DTC ID for easy reference. - Fixed FCR radar cursors, they can't be slewed anymore while AC is on ground. - Fixed Data Link modes and the assignment ID’s, they are no longer displayed on the FCR if DL power is off. - Fixed antenna elevation, it can only be changed now if FCR is SOI. - Fixed some MFDs in greenmode/non-color mode, which were still using colors. - Fixed exporting displays to shared texture memory area (will work again in the same way that it did for OpenFalcon and BMS 2): Setting g_bExportRTTTextures to 1 will create a shared texture memory area (even w/o external displays enabled), named "FalconTexturesSharedMemoryArea". This does work as well with double RTT resolution! The shared mem area is not updated every frame, but every g_nRTTExportBatchSize frame (defaults to 2). - Changed version string output in both the main UI and the monolog file to be: "Falcon BMS x.y.z (plat) Build n", e.g. "Falcon BMS 4.32.2 (x86) Build 10900". This allows for easier identifying of the actual applied update for the end-users (x=major, y=minor, z=micro/Update), while keeping the actual build version in there for dev reference. - Fixed squadron patches not completely/all showing in UI logbook. - Implemented generic Airbase validity check. "Faulty" Airbases will no longer cause a CTD, but a MonoLog output which includes the name, VU_ID and the X/Y position for tracking. Adjusted all Airbase checks in landme.cpp to use the generic check. - Fix for BuildControllerList() CTD in case an input device is enumerated, but for some reason has no valid name string. - Fixed possible "out of index" CTD when building video driver or resolution list. - Corrected ObjectLOD::ReadFromFile() to ensure the target ObjectLOD stays valid (but empty) if a file error occurs. Formerly, the target ObjectLOD was partly set to undefined values in case of a file error. Data: - Fixed tower calling out RWY 32 at Kimpo as 31. - Applies the fix for the M2000 additional air intakes (see U2) to the 2000-D and 2000-N cockpit 3D wings. - A complete overhaul to TE00 Ramp start training script. - Added proper error message string for deleting flights which contain human pilots. - Added new dedicated SimPause and SimResume callbacks to BMS.key (unmapped), in addition to the existing SimTogglePaused callback. - Fix for the block 32 AFM. - Added config options which allow the MP host to invoke some restrictions: -- set g_bAllowMP_NVG 1 // Allows the MP host to specify whether NVGs can be used (default 1/true) -- set g_bAllowMP_Smoke 1 // Allows the MP host to specify whether Smoke can be used (default 1/true) -- set g_nMPStartRestricted 0 // Allows the MP host to specify which startup options are allowed (default 0=RAMP/TAXI/TAKEOFF, 1=RAMP/TAXI, 2=RAMP) - Fixes a bug with the missing HTS sensor, that prevents from locking any target when the AS-37 (anti-radiation) missile is loaded. Added a line "Has_HTS 1" to mirage2k9.dat and mirage2kd.dat - Fixed radar not being able to acquire EF2000 and JAS39 by changing their radar surface ratio to 91% of F-16 (detection will be around 33Nm now). - Added new options for the shared texture memory area to "Falcon BMS.cfg": -- set g_bExportRTTTextures 0 // This enables the shared texture memory area for HUD/MFDs/HMS/RWR/DED/PFL. This is independent from BMS external window usage! -- set g_nRTTExportBatchSize 2 // This determines how often the shared texture memory area (if it is enabled) will be updated (every Nth frame, default is 2). - Updated rumble.ogg sound: removed crackle when playback starts (Touchdown), start and ending off rumble sample zeroised and loop optimized (thanks to Livrot). - Corrected transparency for pilot pictures, none of them will show up "pink" anymore. - Added squadron patches for: -- 121st VFS Grim Griffins -- 320vFW e-HAF -- 323sq Nemesis -- 324sq Grypes -- 325sq Pelekis -- 326sq Aspis -- ViperDrivers - Corrected squadron patch for: -- 87th Straydogs (got rid of pink border) - Removed faulty squadron patches: -- 321 vTS Centaur -- Ukraine Air Force
  4. Falcon BMS 4.32 Update 3 released

    As you that 13 years (well i joined coding fun during 2003 or so and still not made all featues i planed in my head during 2003, and we have 2012 now!), all of us code and make data stuff in our spare time as hobby. So yes its slow paced. Also i think Falcon we have now is miles away from 1998 released version. But yes, i am biased :)
  5. Falcon BMS 4.32 Update 3 released

    There is some other theaters, some have more or less WIP campaings. Please see "Theater Discussion" forum on our public web.
  6. Falcon BMS 4.32 Update 3 released

    Probably when its done? Its planned for next BMS verson, not for update as last i know. 4.32 updates are mostly bug fixes. Dont expect so many new features. Its more like HotFixes.
  7. Thanks for update. Polishing my F-14 HUD glass... Sure i give em chance... guns only :p
  8. Holly cow! Small suggestion:
  9. Dont think so its a case. TK coded EAW and LB2 or parts of it. He must be genius if he put together first generaton SF game (although based on EAW terrain i belive) I think its become simply too much for one guy to keep all in head about code and data and its relations as game growed up from first generation. I believe its started to be over his head. Simply. I love his games. I waited to every new patch from SF first generation. Was happy for every new release. That times are gone...
  10. Yep you are right. To me he just started to be stubborn to any new idea. Its all that small detials when sum up that makes game special.
  11. THank you very much for this post, Stary. You have balls i dont have to say it openly as first. I had same feel. I stopped pointing to obvious issues or small enhancements that can make big immersion boost (like internal/external sound - its about flag in sound system and define that flag for eaxh sound so you cant hear outside sounds in pit and get different engine grumble inside pit, even Ace combat on PS2 has this!) on TK's forum. Always got same $$$ answer. In my spare time i code BMS Falcon. I know most of issues i reported are small and easy to fix by one afternoon of coding. All that $$$ and "Its game" is BS to me as well. I am generaly finished with series after i bought all to NA and every patch broke more and more. Lets say to TK "Thanks for all fish, we go". Tk's "Its game" getting uterly old. Question is if we still want play "this game". Me not.
  12. Finally bought this sim

    Basical i use just seasonal terrain from Jan Tuma http://combatace.com/files/file/10549-first-eagles-seasonal-tiles-by-jan-tuma/ http://combatace.com/files/file/10563-alternatice-solid-objects-setting-for-fe-tiles-by-jan-tuma/ As FM mods i dont like i fly stock FMs. Try take a look into aircrafts download section here. Some Niueports are nice. As last i use armed balloons mod http://combatace.com/files/file/7544-armed-balloons-v101/ Hope it will help with your first steps with this great sim If you have problem to setup this mods let me know and i will zip for ya in way you just unpack to your FE2 mod folder and good to go.
  13. Hi all, Still enjoying OFF phase 3 + Hat in the ring and wondering if its possible to create mod as i had with old Red Baron 3D Hells Angles - Blue Max mod. Basicaly it replaces one sqaudron ( some Jasta 28 or 24 cant remeber exactly) with fictional jasta from Blue Max film with all its pilots from film and aircraft skins from film. It was excelent and a loved it. Dunno if OFF have possibility to specify starting squadron rooster so characters from film can be listed there or its completly random (sure they was defined as starting rooster only, in course of war they can be killed or transfered in Red Baron 3D campaing engine). I will love to see same mod for OFF too.
  14. Is mod like this possible?

    Got response on SimHQ forum.
  15. http://combatace.com/index.php?autocom=downloads&showfile=9488
  16. Ok thanks for explanation. I will try reinstall onece again before i will give up :)
  17. I am totaly confused. In my Hotfix 4 contains: For_SF2NA\Terrains\DS\Mar2012\ For_SF2NA\Terrains\DS\SF2NA\ Similar structure confusing structure is in main ODS part 1 - 3 files. I tried all combinations and always got jagged coastlines textures. Maybe i am not smart enought for this mod.
  18. Yes i installed Hotfix 4. Twice. There is some inner folders in terrain/ODS folder that i am not sure what o do with. No readme mentioned them.
  19. Hmm just flew ODS and got steady 50FPS there with MIG-21. In default SF2 desert map it crawl to 16 - 20FPS. Scratching my head. Dunno whats i porked in my system.
  20. Ok, F-7A is easily fixable. Just change [Fuselage] section ShowFromCockpit to FALSE and pit is fixed. Also its better to use lod from Mirage Factory MiG-21F Fishbed-B Early from http://www.column5.us/aircraft5.shtml as it match two fuselage guns of F-7A. Mig-21F-13 lod what is currently used have just one gun pod on right side.
  21. hmm i think i lost half of my FPS now in all titles. FPS was 40 -50 before patch and smooth as silk. Now 16 - 24 and stutters. Maybe debug build instead release?
  22. Getting this strange coastlines have merged all games with NA. Followed read.me Dunno what i made wrong http://www.prekladytextu.eu/sf/ODS1.JPG Also F-7A pit contains external model frame http://www.prekladytextu.eu/sf/ODS2.JPG
  23. Hmm reinstalled ODS again and it seems ok now. Ingore that above post :) I am sure i missed something.
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