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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. Wrench:: I saw that too. Long ago, Boopidoo didn't know why maps were rejecting the Su-15, so based on my suggestion, Boopidoo changed Su-15 from Large to Medium airfields. Then column5 whined about A-Team's B-36 having Medium airfields. PISSED ME OFF Wrench (dave, fubar, Fc, etc...) ya'll better watch column5's behavior, and deploy The Paddle (I'm from Mississippie )
  2. Xray, you may find some success in the Flightengine.ini file. You can experiment with variables under each detail option block. Here is the default... [HighDetailOption] HorizonDistance=60000.0 DetailMeshSize=5 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=512 [unlimitedDetailOption] HorizonDistance=75000.0 DetailMeshSize=6 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1
  3. bleh, need audio. Back in Mississippie, I saw a bumpper ssticker saying Jet Noise Sound Of Freedom. I loved that. And its truly the greatest sound made. As long as it don't rattle the windows, jets put me to sleep. Trains too. Great stuff.
  4. Maybe they will upload it here.
  5. * thumps * If anybody tries this, I'd love to see some screenshots to see if it works in the wild.
  6. malibu, you may like this, scroll down a bit ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964
  7. What warthog describes sounds like airfield sinking into terrain.
  8. I resize all my skins to 256 if they have multiple skin files, especially since most is never seen from the cockpit. From combat distances, 256 skin looks the same as 4096 skin. Anyways the sim's depth does not match "high detail" so I pursue the "cover the basics" theme which works well.
  9. Gepard, I can't make tiles, and I was eventually going to use the work of others ( edit...with permissions!!!) for the Six Million Meter Map, unless somebody wants to try it. If you like to try new type of tiling project, never done before in any of The Sims....? Go for it. I guess populating that map might have to wait for the eventual Debate on what is required for planetary scale maps, and what should be bailed on.
  10. I am sold!

    Shoulder length. In the first season of Lois and Lex, Lois had shoulder length hair, ideal for Lex.
  11. I am sold!

    Lex is Goldman Sachs. Lex is the strong dollar policy. The banking system is sound, and TEH SUBPRIME contained! And Lex is the best man for Lois.
  12. Smooth Boopidoo made original Su-15TM cockpit. Helicoptors work well with the stargetic method.
  13. Correct. TK is among the first, if not the first, to attempt this, but the clouds remain the industry standard "combat flight sim" small puff 2D textures. All the Sims are like this today. The original Su-27 Flaker sim of 1995 had simple 3D polygon clouds which were great for its time. Someday the developers may return to that method, with the far higher polygons possible today.
  14. The Sims won't advance in air warfare environment modeling until developers create multi-polygon 3D cloud LOD models and skin them. 3D cloud "terrain" really needs developers so the AI is programmed to not see through them and to avoid them if the clouds are large enough, depending on the aircraft passing through, or attempt to fly over them.
  15. Interesting. I dunno, but maybe something video related -- ie..external view. Just swinging blindly here...Poast the contents of a Textureset file in one of your -2000 skin folders.
  16. This B-52 skin has to be a combat flight sim *first* ... and I missed it until the other day. Super skin by pappychksix based on JSF Aggie skins...Its "silver" metal on top, and anti-flash white, (my fave colour ), on bottom. 28th Bomb Wing classical skin ~> http://forum.combatace.com/index.php?autoc...p;showfile=2388 I've been struggling with getting the right look for 1950s stratosphere flying, and for B-52 I needed a usable skin. This is it. I've tweaked the skin a bit, partially to fit well with variables in my Enviro file that I have dedicated to very high altitude air environment. I made nacelle tops "silver" since it looks cooler, and I've seen pics of this I think. Still experimenting with with decals...
  17. Yep, Scorpion would be a good one for this. This is why I love your F-94 generic skin.
  18. I "forgot" to mention... The top advantage of using extreme metal Texturset numbers is that even very small direct sunlight reflections are visible from very long distances, up to the limit the aircraft LOD becomes "less than a pixel" and so invisible at a given player zoom/field of view. This is a visual effect sorely needed in The Sims.
  19. Finally, the white underside of the B-36J. I've tweaked upwards the brightness of the white undersides while leaving the metal upper surfaces and sides darker. One may just see the boundary between metal and white on the fuselage. Metal on top, white on bottom. Interestingly, the white underside is no different than the metal upperside -- just a brighter white or brighter shade of grey. When flying upside down, the white looks silvery shiny in the sunlight. But you never see that provided the aircraft flies, banks, and turns normally. For heavy strategic bombers, this works well as they generally don't fly upside down.
  20. i68409844 (type in random numbers) -- Bare metal, not chrome. Think "P-51Dora." Bare metal can act somewhat like a mirror or unworn coin -- shiny and easy to see from one angle, dark and hard to see from another, depending on relative angle to the sun (or desk lamp if you flip a coin around). kct -- I have not updated my B-52 yet. I will. I noticed my decals are off.
  21. However, the extreme Textureset numbers I use washes out darker colour skin decorations...for example, the red trim on the B-36B appears faded...washed out. Same with any darker colour. Here is my current Textureset for all my metal aircraft. This is designed around the unique Environment lighting I use. Textureset::... : Specular=1 Glossiness=0.1 Reflection=1 So I experiment with using decals to decorate skins. Below are large decals on all the surfaces needed, and are deep colour, not washed out. The problem here is the decals cover skin details. So this is just an experiment. Another possible benefit is not needing different skins for different decorative paint jobs. What is all the red paint for anyway? How much poundage was that to carry into the stratosphere? In my thinking for a fictional strategic campaign, long term, the red would be left on the ground to enable any extra altitude possible. Any weight savings helps every aspect of altitude performance except possibly dive. I don't need a stratospheric dive bomber, but it does sound fun. Another problem are all those gun turrets which never worked (except tail cannon). I am going to guess that SAC will leave the turrets and gunners on the ground with the red paint to gain any altitude performance against PVO interceptors -- only tail cannon will be carried.
  22. I've been tweaking the B-36 skin, to give it a solid US Mint uncirculated, but not proof, appearance.
  23. Emp_Palpatine:: U-2, SR-71, MiG-25, B-70, F-12, F-108, MiG-31, etc... will do just fine. But its not for everyone.
  24. Aswim thats great to hear thanks! With the TK's HighAlt feature, we no longer have to use deep blue for all altitudes. However, we seem to have lost part of the Suncolor/Radiance feature...the color added to the sky facing the setting/rising sun. Previously, this only worked with CLEAR weather, so I assumed the Suncolor was not compatible with what TK had in mind for lighting beneath an overcast. Now it doesn't work at all. I am going to assume the Suncolor feature is incompatible with the new HighAlt feature. TK would know. I need to see screenshots. I need to update the cirrus clouds, to include my original one-ship one-cirrus method -- it gives a cirrus predictably where you want. For the new "advanced" methods, I'm not happy with the semi-random variable the game uses.
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