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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. Right. I can zip up and emil my Su-11 T-49 folder, to where I have no clue. Or, I can just poast the text changes here or in a PM. That's all there is, and its not much. Like I said, the biggest hassle was getting the file names to match the file name declarations in the ini files. I always forget something in this area when I nameup a new plane.
  2. 76, I rounded up a short 49 conversion from 9 and 11. Do you want the text here, or a complete zipped aircraft folder? I call it Su-11 T-49. I guess since we are just changing and swapping ini files, its okay to do this without asking Pasko? Yes? No?
  3. Wow, yes frameless canopy is needed. Need early F-84s. Please don't forget SWOTPVO and WW3:1947.
  4. That's odd. I'm running SF, no WoI, and maybe something changed. Zero flare size worked in old experiments here, *if* I recall....I've forgotten so much Enviro stuff since then, you are on your own with the stock SF sun.
  5. Effect problem

    mm, you may have conflict with ini files trying to identically name effects? ?? Maybe czech the FM file for correct emitter naming. Stuff like that. I never tried this one, but built my own dirty smoke emitters from scratch.
  6. Stick:: You are ready to bang heads with Enviro file. If you must trade in the Enviro market, NO MARGIN. Enviro always wins.
  7. This is a seperate aircraft, in a different folder than F-14A? If so... Aircraft not appearing reminds me of something I often trip over because its easy to miss something in the names that are everywhere. Make sure all the data files are renamed with D. In all the ini files, make sure there are no F-14A, but F-14D instead.
  8. You want to delete ALL the old cirrus beta stuff. All of it. Now this is interesting... If you have more than one ini file that contain the same EFFECT name, the game will read and use the first ini file it sees with the named effect and ignore the second file. That's why delete the old stuff. If you wish, copy it somewhere else outside the Effects folder before deleting, or make a subfolder in Effects folder, say Old Cirrus or something.
  9. Oh also, Silverbolt poasted a screenshot of multiple tanker type ships close together. If those are cirrus ships, that many cirrus layers on top of each other could cause a very hard sun bloom AND cause a cirrus upon cirrus bloom effect. The grafix layers combine together in brightness. Don't layer too many cirrus on top of each other unless the colors are reduced in intensity. Its kinda neat though to have several layers at different altitudes.
  10. Stick:: Hi! The standard SF sun is the large spikey sun like on the cereal boxes, correct? If its really that large, it could make a large "bloom" effect. Maybe try reducing the SF sun size in Enviro. Also, the stock SF blue sky is very bright compared to what I do, and this may enhance the sun bloom effect. Not sure. I saw your PM. You said colour 0.4,0.4,0.4,0.0 which tells me you might be using the original beta cirrus test from several years ago. RGB=0.4 is the original colour I used back then. Is that correct? In the new cirrus mod, the default ParticleColor is ParticleColor=0.60,0.55,0.50,0. I don't know why R,G, and B of 0.8 would cause a crash. Try the newer mod if you are using the older version. If you are using the new version, I'll try the 0.8 thing.
  11. Looks good! Terrain method uses a cirrus target in a target area. Mission method uses a moving cirrus "ship" setup with 2 waypoints -- start and end waypoints.
  12. Really nice stuff. I guess it would have been called the MiG-23. Dunno.
  13. Ye-152 Someone?!

    These do make a fascinating series. When I was a squish, I saw in a hobby shop a 1:144 scale model of Ye-152A which NATO thought would be a production fighter (it wasn't) and considered it the MiG-23 which didn't stick but the NATO codename Flipper did. I remember being in awe at the sleekness of the "MiG-23" Flipper on the model box. Confustingly, the Ye-8 that 76 is working on was also called MiG-23 by NATO. Maybe the best intro to this series is a French website here (in French language)...this is the link to the first page (Ye-150) but the other links have -151, 152A, 152M, etc...etc... Ye-150 ~> http://prototypes.free.fr/ye8/ye8-5.htm Translate the complete webpages with BabelFish translator here ~> http://babelfish.yahoo.com/?fr=avbbf-us EDIT:: Once you see the first page translated by BabelFish, you don't need to "translate" again. Just click the other links and BabelFish knows to translate them. It works amazingly well.
  14. File Name: Siberian Sky -- moving warm front for strategic air warfare File Submitter: Lexx_Luthor File Submitted: 15 May 2008 File Category: Environmental Mods This is purely experimental, rather deep, and is a first attempt at roughly modelling a moving warm front. This project is off the deep end and assumes success in setting up the cirrus mod here ~> http://forum.combatace.com/index.php?autoc...p;showfile=6567 The different types of clouds almost cover a standard size 1000km map. I try to have the clouds evolve to the storm area in the following manner... Cirrus in clear skies. Cirrocumulus in clear skies. Cirrostratus filling out the sky. High altostratus covering the sky. Low altostratus covering the sky. Low large puffy dark clouds in the storm area (I call it "stratus" but its not really stratus). Rapid clearing behind the front (assume fast cold front). For "stratus" and altostratus, I use the Smoke3 and Smoke4 tga files which are NOT in the ThirdWire sims. They can be found in older Bunyap Weapons packs. I hopefully will be discussing ideas about this at the ThirdWire thread here, probably starting page 7... ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...e1544904e1856b4 Click here to download this file
  15. Ye-152 Someone?!

    This would be incredible stuff. I'll vote A and M are the most important, and both are among the most exotic designs, especially A with its amazingly wide hips carrying the two rear jets which were reliable, and double the climbrate of flyweight -21F, and flying long before even the basic 150 as the R-15 engine took a long time to be delivered. If you are attracted to this series, peek into Soviet Heavy Interceptors (available at Amazon)... If you go this route, you might make -152M R-4 missile pylons underwing, or offer an option of either (historical) wingtip or (fantasy) underwing pylons. They *never* got the R-4 to launch reliably from the wingtip and researching this they found the only solution was a return to standard underwing pylons, but the entire series was eventually cancelled. I'm thinking that any limited production version would use underwing pylons. The giant sharp finned missiles on the wingtips do look way too cool though.
  16. Ohboy. I didn't make the 3D rocket exhaust with such slow helicoptor-esque launch speeds in mind. Basher, you might want to edit the EmissionRates. At such low speeds, you don't need so many particles. Save framerates too. Also, fewer particles may offer less chance of that linear streak pattern appearing in the smoke.
  17. 76, I tried the 49 LOD. Yup it works better for Su-9 than 11. I set it up as a pilot station, but was very dark. Maybe as a weapon it would be brighter. I'll have to check 2 of the K-5 pylons and see how they look with R-8s. I'm not optimistic. This is a fascinating bird, something rather minor giving a real boost but Su got a bad name before Su-11 ramped up to full production, notably at the hands of Yak.
  18. Ye-152 Someone?!

    76, go with Julhelm! Julhelm is right here These aircraft seem to be very simple in design and would make good starter designs. Maybe even more simple would be the prototype Yak-19 fighter of 1947 (afterburning Jumo 004). I can help with the FM. I think Su-11 too small. Below is my old Su-11 lashup with Tornado tanks. Here ya go (kinda) ... I use a mutant molding of 101tfs' recent J-8 model, *lots* of additional LOD added, howerver the wing seems too large for the -152 series but it beats my Su-11 derivative.
  19. Well, tga related there is one last thing... try 1.2 for NearClipDistance under [NearSceneClip]. The default is 1.2. I running 0.06 but who knows. [NearSceneClip] FarClipDistance=250.0 NearClipDistance=0.2 Change the 0.2 to 1.2 and see if it helps. If I go below 0.2 tree tga's start flickering (but no shifting), but I live with it because I need NCD<0.1 for my own reasons. Lower than 0.06 and cirrus sized larger than 400km starts flickering a little bit...the larger the size, the larger NCD must be.
  20. You can get total blackness with 0,0,0 sky colour. However, are you using a LCD monitor or something like that?
  21. Thanks! Unlike the ground combat sims, the air combat sims have never tried to model the immersive-for-customers combat environment, even at the rough level here. Below is what the storm looks like overall. I took the free camera up to 1000km and looked down. The circle is the terrain, small in size because its 250km radius (250km horizon distance). This is about 1000km across. Storms on this scale are not square shaped, but often spirals. This is a first approximation and you don't notice the overall square shape when at flying altitudes. Cyclone shapes are maybe for the future.
  22. Version

    489 downloads

    This is purely experimental, rather deep, and is a first attempt at roughly modelling a moving warm front. This project is off the deep end and assumes success in setting up the cirrus mod here ~> http://forum.combatace.com/index.php?autoc...p;showfile=6567 The different types of clouds almost cover a standard size 1000km map. I try to have the clouds evolve to the storm area in the following manner... Cirrus in clear skies. Cirrocumulus in clear skies. Cirrostratus filling out the sky. High altostratus covering the sky. Low altostratus covering the sky. Low large puffy dark clouds in the storm area (I call it "stratus" but its not really stratus). Rapid clearing behind the front (assume fast cold front). For "stratus" and altostratus, I use the Smoke3 and Smoke4 tga files which are NOT in the ThirdWire sims. They can be found in older Bunyap Weapons packs. I hopefully will be discussing ideas about this at the ThirdWire thread here, probably starting page 7... ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...e1544904e1856b4
  23. Right, TK does not use Dots for very long distance viewing. Zooming in field of view does allow longer range viewing of LODs without long range dots. Maybe someday The Sims developers will make dynamic dots that model sunlight reflection off flat surfaces at very long distances. I attempted to try this hex thing with PF nose, fiddled with some numbers that seem to correspond to the bmp thing, but it didn't take. I don't know what I'm doing with this.
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