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ataribaby

JAGDSTAFFEL 11
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Everything posted by ataribaby

  1. Love that plane. Excelent work. Thanks a lot. Small question. There should be no RWR and I can still hear audio RWR cues from tracking and launch. Its supposed to be like that or its bug?
  2. Excelent plane. Small quirk I saw is range to waypoint last digit roll is bit strange. Looks like it missing one decimal and it rolling singles.
  3. All that needs to be fixed is broken random weather generation problem in campaign. It cant break any mods. Must be very easy code change. Well TK even not spent minute to answer that request on his forum. I bought all of his sims and packs but I am done now.
  4. You need edit campaing_data.ini for this. Just change upgrade type in desired squadron to USAF F4
  5. Very interesting. So damage is persistent and saved to campaing save game. Clever. I didnt know. Thanks for heads up on this.
  6. I think targets damage is not persistent between missions. Its more like random mission generator with moving front based on your success in missions. So only moved front can take over enemy base to stop generating flights from it. Also i think aircraft numbers are tracked for each unit so when ACs get shot down its possible squadron runs out of ACs / pilots. In Wings Over Vietnam front is static and dosent advance as in RL.
  7. Yeah, interesting plane. Thats why it got my attention. Here is my 1/72 buils. Saddly i botched that black rims. Was lazy to mask by tape and i made it freehand with brush. Very bad idea. As i totaly moved my models hobby into WW1 1/32 planes i want to make it in that scale. http://www.modelforum.cz/viewtopic.php?p=1215648#p1215648
  8. Its experimental fighter DFW T28 Floh. I think main advantage was small size and thus high speed. At least that was planned. http://en.wikipedia.org/wiki/DFW_Floh I know cos i finished 1/72 kit of this some time ago.
  9. Falcon BMS 4.32 Update 4 released http://www.benchmarksims.org/forum/showthread.php?13224-Falcon-BMS-4-32-Update-4 Exe: - PS sound range limit now defaults to the sound table value. This fixes external PS volume issues. - IVC Client and Server version adjusted to 1.0.2 - The HOJ indication on the HUD/HMS is no longer available, as it is not a real F16 feature. - Small fixes for Maverick SMS page OSB 1 & 2 not working when no missiles left. - Fix for the bad alpha rendering in IR camera. - Prevent loading of PPTs/TGTs and lines when DTC load is called after changing logbook pilot, otherwise a CTD is caused if there are PPTs set in the .ini (similar to the load at sim startup). - Make Overfly mark not to automatically mark the point on entry if the current master mode is Dogfight or MRM. TMS up is needed now. - Allow loading of previously saved TGT STPTs, PPTs and Lines for campaigns as well when calling for a DTC load. Loading for campaigns is done from callsign.ini. - Prevent ACs from being initialized into stall condition. - Ensured that ECM flights will always load ECM pods. - Fix for blocked IVC radio channel when player is busy talking as they either have the jet shot out from under them or eject. - Team color/flag/name/motto/colonel/commander/wingman/replacements/playerrating/lastmissionplayer are all updated correctly when connecting to an online game. - Fix for AI not able to takeoff from airstrips (ATC was missing). - Fixed external fuel tank handling for A/C without a center HP (e.g. Su-7 BMK). - Corrected string formatting in force level history. - Fix for ABs with damaged runways not getting repaired. - Fixed overspeed damage on enter mission due to invalid waypoint timings - limited to 95% of curMaxStoreSpeed. - Rewrote the TRP FUEL warning check routine, that should fix the "TRP Fuel warning coming up too early" issue. - Added channel validity check on the IFF page: -- M1 range 00 to 73, 1st digit 0-7, 2nd digit 0-3 (octal, but last digit restricted) -- M2/M2 range 0000 to 7777, all digits 0-7 (octal) - Fixed DED ILS CRS display to include leading zeros. - Fixed FCR ACM/CRM mode in MRM always being coupled to the current NAV or AA mode, they can be set independent now. - Fixed the "Enable Training Script" checkbox not resetting correctly when backing out of a TE. Made sure that the "Commit" button is only active if a TE is actually selected. - Changed the Bank Angle Indicator (BAI) on the HUD to use the newer Block version. - Fixed optimum altitude caret (CRUS HOME), it now honors the actual HUD altitude mode (barometric/radar) correctly. - Fixed HUD mode readout in MRM being stuck in NAV if no missiles are loaded. - Fixed FCR BIT causing MFD primary/secondary/tertiary mode (OSBs #12,13,14) mixup. Instead, check whether FCR is configured on some MFD already, and activate that MFD page in that case. Only if FCR is not setup anywhere, change the current TEST page to FCR. - Fixed possible deletion of non-highlighted files in the dogfight UI. - Prevented AWACS from calling out A/C which are still on the ground as "be advised, thread bearing...". Please note that this is not a correctly modeled Doppler radar MTR (yet), hence it's a compromise, as real AWACS *could* call out ground A/C threads which are fast enough (e.g. during takeoff run). If you don't want that new behavior, just add "set g_bAWACSCallsGroundAC 1" in your config (default is 0, i.e. not calling). - Allowed entering/displaying of leading zeros on the DED IFF page. - Fixed E3 LOD script issues which broke some animations in simple models: -- reverted "E3" LOD script (scriptnumber 5) to the original DOF 2 version as it was before U3, applicable for "simple" models, -- added an additional "ComplexE3" LOD script (scriptnumber 19) for DOF 14 use, applicable for "complex" models. -- Note: as LODEditor does not support the new scriptnumber yet, this has to be set otherwise, e.g. with a hex editor... - Provided onscreen feedback for joystick recentering in 3D. - Provided status results in onscreen feedback for TrackIR reloading/recentering in 3D. - Fixed g_nDeagTimer (lead time for spawning AI) not working in MP. - Fixed SimPause and SimResume callbacks not being available. - Corrected DED CNI and STPT page STP/IP/TGT mnemonics behavior: the steerpoint rotary mnemonic and number (STPT xx, IP xx, TGT xx) will usually be shown as STPT xx now. IP xx will only be shown if VIP is active, TGT will only be shown if VRP is active. - Fixed missing leading 00 for times after midnight for the DED TOS lines on ICP List/DEST and ICP STPT. - If the obogs breathing sound is active, it will now be muted once you transmit on the radios. - NWS is not available anymore if LG has been lowered using ALT GEAR. - Fixed ICP CRUS page DES TOS editing, it does properly handle the current day now: -- all entered times (hh:mm:ss) will be based on the current day. -- if a time is entered which is in the past (based on a 24h clock), a time for the *next* day will be assumed. - Fixed IVC, UHF/GUARD not separating properly. - Corrected DED UHF/VHF page behavior: -- PRE will always display the value/frequency of the latest active preset channel upon entering the page. -- PRE will be highlighted if a preset is active (*a* preset, not necessarily *the* preset currently inreview). - Made sure AI radio messages can only be received if the corresponding radio is actually powered on. This fixes e.g. the "radio subtitle cheat" issue. Note: As the AI radio system is still not frequency aware, it is possible (though not likely), that the new functionality suppresses radio messages which is was not supposed to suppress. In that case, the behavior can be reverted by setting "set g_bAllowAICommsDrop_NoRadioPower 0". - Fixed VHF proximity preset filtering. - Fixed HSI bearing to beacon needle pointing to TACAN while out-of-range in Tacan-ILS mode. - Fixed radar lock being maintained after the player has landed. - Fixed UHF preset never kick in when preset is set as default in DTC comm. - The UHF DTC channels 15-19 will now be *copied* to the BUP presets 15-19 upon entering 3D. This is ONLY a temporary stop-gap "hack" to enable some kind of manual control for the BUP radio (i.e. for tower communications) until MAN freq tuning for the BUP radio is available. Yes, we know it's not "as real as it gets", but again, this is a *temporary* convenience hack only. - Added freely adjustable 3D mouse sensitivity. Can be configured with the new config option "g_fMouseSensitivity" (default 1.0). Note: anything *below* 1.0 will simply set the sensitivity to "half". That should not be an issue, as all reports were complaining about "too low" sensitivity, i.e. people will choose settings > 1.0 anyway. Try 1.2 to 1.5 for good results. - Added new callback RecenterJoystick. This will enable the same "center joystick" (pitch/roll/yaw) functionality from the UI to be available in 3D as well. - Go to x1 compression 5sec early when launching to ramp/taxi/runway from above x1 time compression, to make sure all network queues had some time to process/sync before launch. - FalconEditor Objective Editor menus fixed (double actions). Data: - Fixed the RF Campaign "win" conditions to be back to P'Yongyang and Wonsan, (no more Hamhung). Adjusted the ATO, for balance, reducing the number of Blue Force squadrons. Reduced F-5E, removed F-15C's, B1-B's, B-52's, and F-16C Block 50 from initial activation. - Sound table and PS.ini changes to fix the silence in external views, and also allow some effects feedback in cockpit when sound effects slider is anywhere right to the "with earplugs" default setting. Also made ship sailing sound and thunder sound stronger in general. - Changed some PS effects: -- GP500, GP750, GP1000 and GP2000 bombs -- Maverick effect -- Secondary explosion for features and vehicles - Added training water bomb (like ITO red/blue bombs) PS effect. - Added Kolbe's Keyfile Generator and Keystroke Files, Ver 1.5 - Update 1 to the User/Joystick/Generic directory. Check http://www.benchmarksims.org/forum/showthread.php?7441-New-BMS-keystroke-files for updates and support. - Updated THEATER.MEA to match current BMS Korea terrain data. This corrects the minimum flight and attack altitudes for A.I. flights. - Added RedDogs BMS 4.32 Dash 1 manual to the BMS doc folder. - Updated "Keyfile-generator.xls" to reflect 4.32 U4 callback changes. - Fix preventing the FAC role to be displayed in mission list when a/c’s FAC role is 0% in database role score. - Updated the Logbook Pilot Pictures. - Corrected the operability status for the NS/EW highway strips, i.e. ensured that the HQ planning and AI correctly honor the runway damaged/destroyed status. - Fixed AI being unable to takeoff from EW Highway Strips. - Corrected the F16s fuel transfer rates for the centerline tank from 20.0 to 18.0 and for the wingtanks from 33.3 to 30.0 (in 1000s pph). - Increased viewlimit_pitch_down for all F16 3dckpit.dat files from 50 to 70, in order to make TrackIT/MouseLook movements towards the panels not to feel artificially limited. - Fixes TOW missile exploding before hitting the target. - New sun texture, fixes the distorted look when players have blur and bloom off (Note: this might lead to an "elliptic" sun for some players, depending on the sun position at the skydome. However, we figured that this is better than the "sun with corners" that we had before). - Sorted the Wingman Combat Management radio pages to be in the correct order. - Adjusted EWS defaults in DTC, fixing the "Chaff Flare Release All" bug when you enter 3D w/o a valid DTC. - Updated camp files to match changed squadron stored data plus some minor adjustments. - Adjusted squadron stores for F-16C-25, F-16C-30, F-16C-32, F-16C-TB, F-16C-AGRS, F-16C-40, F-16D-40, F-16C-42, F-16C-50, F-16C-52, F-16D-52 to match RL loadout (only usage of ALQ-184, no more ALQ-131). - Added SimDedBrightness callback (unmapped) to BMS.key and keystrokes.key. - Corrected some UI IRC files, they included (invalid) comments which broke the parsing, which lead to some texts not showing up correctly in the UI. - All onscreen overlay fonts use Arial now, to have them consistent across all resolutions, adjusted radio menu popup box sizes in all resolutions accordingly, implemented ALL common screen resolutions, added info for customized resolutions. - Added new misc config option g_bAllowAICommsDrop_NoRadioPower (default 1). See code changenotes for details. - Added new misc config option g_fMouseSensitivity (default 1.0). See code changenotes for details. - Added new callback RecenterJoystick to BMS.key/keystrokes.key (unmapped). This will enable the same "center joystick" (pitch/roll/yaw) functionality from the UI to be available in 3D as well. - Corrected Read/Deag timer comments in the config file, they were reversed. - Added squadron patches for: -- 373 sqn -- 373 dragons -- 373 ghosts - Added faces to the rear of the F16 cockpit seat model to fix the shadow not being generated correctly in the 3D cockpit. - Reverted parent 1415 lod0 to previous version so the mast rotates on DOF 3 again and not 14.
  10. I believe FAC was removed from SF2 engine. Only SF1.
  11. ataribaby

    MiG-21F13

    Very nice. I think TMF made czech build mig model without back glass already.
  12. Got same issue. Hard roll to left. Its unflyable.
  13. Very nice. Just i am not sure if there is rain visible with inclement. Broken and scattered are beautiful!
  14. Well, dunno whats wrong. A lot can be porked. I am BMS Falcon dev and didnt played Falcon AF for ages so i go by memory. Shift + / should toggle NWS, you need it to be green to make nose gear steerable. I think its already on if you start on Runway or Taxi. Then what i remeber keys < and > (greater and less symbols, not cursor keys, again right from right Shift key) should steer. If you have analog pedals you need recheck its asix assigement in Falcon AF controls setup dialog.
  15. You need turn on NWS (Nose Wheel Steering) probably. Its green light on Right Hud Indexer lights. Key should be / + Shift (key just left from righ shift saying ? or / on it on english keyboard) hope it helps.
  16. Hmm i edited Nieuport16.ini with this and cant see any shadow bugs. Shadow lods are mostly bugged so dont use it. [shadow] CastShadow=true ShadowCastDist=10000 MaxVisibleDistance=500
  17. Yes this AI landing bugged me too. Just change to this in WWI_AIRFIELD1.INI: [Runway001] Heading=0 Offset=0,0 Length=480 Width=280 LaunchAll=TRUE TouchDown=0,-150 <------ here is change! Or here is file for FE2, place to your FE2 Mod folder \Terrains\wwiCambrai\ and \Terrains\wwiVerdun\ http://prekladytextu.eu/sf/WWI_AIRFIELD1.ZIP
  18. Here is first version that i put together tonight. First install ATeam D.III and D.IIIa into yout FE2 mod folder ( make folder PfalzD3a_170 in Objects\Aircraft\ too for 170HP version and copy there ateam D.IIIa content) then unzip downloaded zip from link bellow into FE2 mod folder. Then you will see BlueMax campaign and custom 1917 one where you can select jasta 4 and 10 to fly pfalz. http://prekladytextu...alzDIIITest.zip Sure i will make proper credits and ask all authors of work i used if i can use it if possible to contact them.
  19. Edited BlueMax skin i found here that i use for BlueMax campaing:
  20. Yep i got D.III right without guns with removal part trick from one of FM dats here. A already fixed bugs in ini. Fixed fuselage shadow in cokpit and set all skins to FE2 level and made bare bone campaing edts for stock 1917 campaing where you can fly jasta 4 and 10 with Pfalz and Made 1917 version inspired by Bluemax flick with where you can fly along characters from film with bluemax skin i found here. all works perfect. its just first bare version of campaing. I will clean package from a-team lods so ppl need supply their own ateam zips and post link for test. Yeah D.III is underpowered and you need make longer takeoff run and put tailskid into air as soon as possible to gain speed. D.IIIa 170HP and D.IIIa 180 HP is bit better. Btw do someone know if machine guns can be set to be not able to unjam them? D.III had guns insde engine cowling so pilot was unable to unjam and thats why D.IIIa moved guns back on top. Also its possible to define ace for squadron that apear in defined time? will be cool for my BlueMax campaing i working on. In 1917 i have this KnownAce[01].LastName=Heidemann KnownAce[01].FirstName=Otto KnownAce[01].RankID=4 KnownAce[01].NumMissions=60 KnownAce[01].AirKills=18 KnownAce[01].AircraftNumber=-1 KnownAce[02].LastName=von Klugerman KnownAce[02].FirstName=Willi KnownAce[02].RankID=2 KnownAce[02].NumMissions=52 KnownAce[02].AirKills=6 KnownAce[02].AircraftNumber=-1 KnownAce[03].LastName=Fabian KnownAce[03].FirstName=Gorg KnownAce[03].RankID=2 KnownAce[03].NumMissions=26 KnownAce[03].AirKills=2 KnownAce[03].AircraftNumber=-1 If i want extend BlueMax campaing into 1918 with aircraft upgrades i would like to add Bruno Stachel at some exact point. Fabian should be dead at some poin too but dont think its possible to define. Lets allow dynamic campaing engine takes care of their fates. I will define D.IIIa 170HP upgrade somewhere in middle of campaing in 1917 so you will not get stuck with lazy D.III
  21. 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!
  22. 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.
  23. Hi all, Please can someone send me via PM Pfalz D.III (not D.IIIa)? Got banned before i got it. I dowloaded Timor (totaly porked and it even dosent work in my SFP1) and 5 WWI airplaces from Capun site. I got only Pfalz D.IIIa and overlooked there is plain D.III too :( I edited my FE2 campaing in 1917 to have Pfalz for Jasta 4 and 10. For now i set it as Pfalz D.IIIa. It should be D.III. I know i made stupid mistake not to read thier rules. Just dont think i caused that big bandwith usage with one big and 5 small files to be banned. Last time i was there year or so ago, nevermind. If someone will be so kind to help me obtain correct D.III i will be very thankful. I will upload edited campaing setup for FE2 here then.
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