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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. The 6000 "SF" kilometer map size caused the SF Tile Layers Union to walk out on strike. Hopefully, the union will accept an offer of 4000 meter tile size.
  2. *bump* for the Mach 3 Modders Club.
  3. *bump* for the Mach 3 Modders Club.
  4. Yep, its also very educational. I never paid attention to early jet age ADI's until the work of this sim's 3rd Party modders encouraged me to start looking around. The stock game jets all have the new versions, but they are more modern aircraft of course. I like the differences in ADI's, as it makes things more interesting.
  5. Ya, that does look good. You'd never know it came from A-4. ordway, if the early MiG ADI seems confusing, do you recall the ADI used in early Ussian birds like F-84 and stuff? Early F-100s had the old style, but later got the modern style we are used to seeing.
  6. That sounds like a plan. Why don't you want a target for a guided ASM?
  7. Yes. Since I remapped all my keys, you have to find the stock key yourself, cos I don't know it. Its either in the manual, or you can find it by looking through the CUSTOM control setup menu, already setup, or if not, you have to set it up yourself before it can be use. Others may have better ideas for this.
  8. Wrench that does remind me of something. B-29 crewman talked about the visuals of their combat nucs, all two of them. There's lots of aircrew accounts on the visuals written by the Pacific nuc testers and if you can find them, the Arctic nuc testers. More scary are the accounts of the US and Red Army test subjects, Pacific islanders, and Soviet villagers. United States Atomic Veterans ~> http://www.aracnet.com/~pdxavets/news.htm
  9. Basher:: Wrench:: Cos they never got to use em. Turns out, they are not allowed to drop their drop tanks either, until their first combat, and then like a flight simmer, they stop what they are doing, and turn all attention and focus on watching em fall off. An F-16 pilot wrote about that happening in his first SAM encounter.
  10. Correct, but here its applied to the free flying camera so its not "zoom" but speed of camera movement in 3D space.
  11. Those are global game variables that control the distance where effects grafix are cut off grafically only ... but are still calculated by the AMD/Intel cpu in case you fly closer again. You will see MaxVisibleDistance variables defined in the effects files themselves, but they cut off the very existence of effects if you fly beyond that distance, forever forgotten by the game, even if you fly close again. The high number here in meters, or 5000km, is to prevent flickering of the vast distant sky glow that I was seeing (see the Thudwire thread page 2). Zoom control is found in Viewlist.ini. Here are two or three important view controls I use...they are setup for very fast speed and response -- I always throught the stock game controls are far too sluggish. The first is free camera view (remember you can control the max altitude of game world with MaxHeight in Flightengine. [ViewClass001] ViewClassName=FreeViewClass ViewType=FREE_VIEW ViewGroupID=0 DefaultView= AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=90 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE StepZoom=FALSE ZoomScale=0.001 PanScale=0.01 MinFOV=90 MaxFOV=90 OffsetDistance=0.0 The ZoomScale=0.001 is interesting. I use it this low to slowly zoom around inside aircraft external models (Generic cockpit thread, ThudWire). By simply adding or deleting a leading 1, this is easily changed to 10.001 which allows you to sweep the free camera across the entire map in a few seconds. --- Here is my cockpit view controls... [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=90 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE //RememberFOV=FALSE //LimitPitch=FALSE //LimitYaw=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.10 PanScale=0.01 MinSpeed=0 MaxSpeed=0 Acceleration=0 AngleRates=480,360,360 FOVRate=60 MinAngles=-135,-20,0 MaxAngles=135,110,0 MinFOV=30 MaxFOV=90 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE --- And finally, my external view controls which I think you are talking about here... [ViewClass004] ViewClassName=ExternalViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=90 ObjectDistance=20 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.50 PanScale=0.01 MinFOV=90 MaxFOV=90 MinSpeed=100 MaxSpeed=100000 Acceleration=500000 AngleRates=720,600,600 FOVRate=60 MinAngles=0,-100,0 MaxAngles=0,100,0 MinObjectDistance=5 MaxObjectDistance=10000 OffsetDistance=0.0 ResetTime=250 A very interesting thing: If I recall, now use SmoothPositionTransition=FALSE here which allows instant jump between viewed objects, instead of the irritating and frustrating slow translation of external view from one object to the next, supposedly "flying" the view across the map between objects.
  12. BASHER .... Yes! I made these effects for long distance viewing, and they make best screenshots from very very far. As wild the effects may seem, they are waaay overly simple "lite" to save game performance, since I made these for use by mass strikes, and the later effects last very long, so lots of blast effects might overlap in time. You will probably never see the blast from any bomb YOU drop, since you are running away, and you would know to never look back. But on strike ingress, egress, or flying escort or defensive intercept, especially at high altitude, you will see lots of blasts from other aircraft very far away, since the effects can be visible from several hundred to several thousand kilometers, depending on what effect and yield.
  13. Basher it sounds interesting, but its not working for me -- video would be the best way for this. THANKS. Wrench, did you see it? This is what I get from the link...
  14. Yep, the clouds (really, wind) can be set to have brief random changes in direction. I don't use it, since I reserve wind for high altitude where wind is more stable...I think. I learned from TK himself that you can control the wind settings in each mission file, and this overrides what we see in the Enviro. Sand blowing is a new one. I never tried wind speeds that high. Most interesting.
  15. Re-pasting to read without scrolling. For some reason, the forum won't display this properly. Basher:: ------- Amazing, truly amazing! clapping.gif I have never seen a flight simulation that renders ground and air weather in such details. See I was designing a mission to get a feel of the Mission Editor and how things played out in a mission design. Out of witty curiorsity I set the wind speed to 250 which is in fact close to a tropical typhoon which I heard frequently happens in Asia Pacific countries. Wind direction set to 0 degree. When I ran the mission, I saw clouds moving side ways even my ship was flying forward. When I fast forward the time to 8X, the effect was more obvious and sometimes puffy clouds moved to the left and the next moment they moved to the right! clapping.gif . What's more is after landing on the runway on autopilot, sand was seen as tiny waves swept tot he direction of the wind!! Which part of the simulation is responsible for this? Particle system? TK, it's really incredible you know! -------
  16. Unless its changed, there is a small bump that will trip the KMD Newbie. When you finish working one aircraft or flight, before clicking on another flight, click APPLY. If you don't, the KMD does not remember the work you did on the previous aircraft. At the end, before closing and starting the game, click SAVE ALL or use the File-Save thing. This thing really works. Its like a "lite" Terrain Editor and can take a while to get the hang of using it. But once you do, one Becomes a classical Kafka~esque KMD Artist.
  17. Baloney. We blame everybody else but ourselves. Military and Space strategery games are very popular, take much thinking, but most of those players have no interest in combat flight sims. I wonder why?
  18. Only WoV has the NAVY cockpits F-8, A-6, and A-7, and with some work and study of the Brain Base, these cockpits can be used for any other aircraft and in any other of the Tksims. We don't know if there will be another Tksim where these cockpits will be available.
  19. Jedi:: Nobody can spell it. Crusader is the only one here who tried, but even he/she failed miserably. I see its called "KB" now in general poasting conversation. I've always called it the Brain Base, otherwise I always have to stop and slowly think through the "K" word to spell it out. Brain Base. Its a bit spanky, less intimidating, and implies a touch of light hearted fun in a tricky subject.
  20. Esc Button issue

    Here's a little tip. I set ESCAPE to quit game to desktop. Now when I'm playing, there are other keys near the ESCAPE key and I'll hit the wrong key. So say you are drinking plastic bottle of Pepsi or Coke and save the screw cap. It fits and stays on top of the ESCAPE key and you can hit it all day long and nothing happens until you take off the new ESCAPE key cap.
  21. *bumpsies* Man that is interesting stuff over there. Its not obviously sun light. I had a problem with bizzarro skin texture settings that froze the sim when a highly molded sun came into view. Fixed that in a pinch when I finally found the cause.
  22. Ah, that is interesting. Like inside a hanger? Thanks!!
  23. Yeah Wrench, that 45.0 in Cargo's example makes me think LightRange is an angle for LIGHTS. But for bright effects that I use, it controls illumination power over distance. I have yet to mess with directional lighting.
  24. NightLightOn is based on SunLightLevel found in Enviro, is a real number in the interval [ 0 , 1 ], and controls airfield lights in addition to cockpit lighting. Actually, setting it higher than 1 can produce interesting results if I recall. LightSrcOffset=2.6046,49.0560,3.50 LightSrcRange=150 LightRange=45.0 Light source offset is the position of illuminating source relative to effect position Light range controls how far the illumination extends into space to shine on objects and terrain. Experiment to taste. Light source range...mmm ... I don't know that one. mmm MMMMMM
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