Lexx_Luthor
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Everything posted by Lexx_Luthor
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So what do you fly?
Lexx_Luthor replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I fly what nobody flies, and I fly what I'm not supposed to fly. -
Charlie's Aces MiG-17
Lexx_Luthor replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's nothin. Czech out the The De Havilland Hornet, speed and range. I did not know about this. Ceiling doesn't seem very high though. This is forcing me against my will to add RAF to the Siberian Sky legend. ~> http://www.vectorsite.net/avmoss_3.html -
Charlie's Aces MiG-17
Lexx_Luthor replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yep, its real. Czech out the performance figures. For Ussian aircraft, this is a good one ~> http://home.att.net/~jbaugher1/oldseriesfighters.html For Russian aircraft (and many others), try this ~> http://www.vectorsite.net/masterav.html -
Modding and Realism
Lexx_Luthor replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Timmy:: According to Vectorsite, "much was done" by the Swedes to improve the Falcons. I need to find more about this. I like the Draken so much, I've decided to add Sweden to the Siberian Sky mythology. That means I'll need a J-32 after all. -
Modding and Realism
Lexx_Luthor replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wellcome back Stig. I use the ThudWire F-104 instrument panel inside Russo/capun B-47 external model. I like to think of this as poor precision, but high accuracy in terms of the cockpit/aircraft visual relationship. Since I've developed this "stargetic" cockpit method, I find a more 3D depth being inside these external models than even the best complete cockpits, of any sim, can provide. Compared to this, I find "normal" cockpit usage to give a detached feeling from the external model, detached from the aircraft, as if the cockpit and aircraft were two completely divorced and isolated objects. Of course in all The Sims, the aircraft and cockpit are artificially separated at birth, and I've spotted it. We all know the cockpit should be literally part of the aircraft, inside the aircraft. That's the feeling I get using the stargetic method seen here. The panels can seem isolated and detached from the external model's crew compartment, but that probably is because the external models were never designed with this method in mind, and so lack extra detailing in the crew compartment. But overall sitting inside the aircraft's external model crew compartment, is worth the trade. One thing that hurts the aircraft/cockpit interface in this sim is you either (1) have to turn OFF the fuselage or nose grafix to properly position a "normal" cockpit, or (2) place the cockpit in a totally wrong position, usually forward, so the player won't see the external model canopy. Often, the fuselage is needed (F-82 twin boom is one fuselage), or turning the nose OFF also turns off the prop disc. Its significant that TK designed his sim around 1960s western aircraft generally sharing a common trait: poor to no visibility of the external aircraft from the cockpit, and the prevalence of cockpits having massive rear walls suffocating the player. Its possible that TK's WW1 sim uses a form of this stargetic method, but I'm not sure. It would make sense, since so much of WW1 aircraft are visible outside the cockpit. Stiglr (from locked thread):: We should think of accuracy vs precision, and what they are defined in relation to. Given the following lack of features in this sim -- features the developer has no interest in ever addressing -- the stargetic cockpit method, or cockpit swapping in general, may offer sufficient "accuracy" for the moment. No air-air refueling for AI or player No AI afterburning dash waypoints No ripple fire of AAMs for AI interceptors No AI programming modelling radar search No AI avoidance of SAM or intercept threats AI programmed for 24hr max AoA turn fighting No ground radar (or ground observers) modelling of AI ground control intercept etc... These are almost entirely "offline" or AI programming issues, which would of course not be relevant to a pure online sim. -
mmmm.... If that's your map, it may be possible to autotile Caspian. Find its altitude in TE with the import settings used, and identically define min and max tile altitudes at this value. A 1m spread may be needed. With one exclusion zone defined in the initial tile definition, you can place all Caspian tiles in, say, the north. Another exclusion zone defined for the basic bmp (basic = non transition) section, and exclude the western tiling. Both exclusions together should restrict Caspian altitude tiles to the north east corner. Then fill in manually any Caspian altitude tiles that appear beyond the Caspian border.
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Its not at sea level and TE uses blue only for 0 altitude. You will have to manually fill it in and detail the coastline shape. If I recall, in TE you can "see" the sea by watching the elevation numbers as you move the mouse around that area and the elevation is constant -- its not zero altitude or TE would use blue. For the same reason, I had to manually draw the Aral Sea in blue in the data bmp, the round blue ball at lower left...Same with Lake Baikal (just visible tiled blue here if you put nose to monitor) but the lake's much higher and thus more "rare" elevation allowed me to autotexture this lake, using doubled up exclusion regions to avoid Baikal~esque tiles appearing elsewhere in the map.
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Crazy Maneuvers
Lexx_Luthor replied to Rambler 1-1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The dead do not poo, and the zed do not zee. -
WideSky V1.0
Lexx_Luthor replied to cellinsky's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
That's the overcast. Something similar happened to me, but maybe not exactly. What happened to me was the overcast "tile" sizes were too large for some FlightEngine setting, and this messed up the overcast grafix. Experiment with the clip distances, which I think is what helped me....not sure now. IF I RECALL ( ): The band, or strip under the sun, is part of the horizon band which uses horizon color, and if I recall the sunward band is the gap between the sky dome and the edge of the Earth horizon pancake. The band is caused by suncolor adding to horizon color. The suncolor is not the color of the sun, but the color the game adds to the sunward sky when the sun is low. This is also added to horizon colour, hence it looks different from when you look away from the sun. Note the band is zero height when you are at sea level, but grows with your altitude above sea level. -
Crazy Maneuvers
Lexx_Luthor replied to Rambler 1-1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I think Timmy meant, the Movie is a way to learn how to make fun of yourself and the things you like, such as, flying Tomcats in The Sims. Think how Trekkies or Tomcatties get completely bent when you make fun of their show or plane, while SF and LEXX fans always poke fun at their own sim or show (they have no alternative). Everything I know about Canada, and Canadians I learned by watching LEXX on TV. -
Crazy Maneuvers
Lexx_Luthor replied to Rambler 1-1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
With one wing lost, the B-47 has TEH ROx0r dead cat bounce, gaining and giving up, and gaining again, about 4km altitude for maybe 5 or 10 minutes. Worse with LeMay's high altitude jests, PVO SAMs keep firing at the left overs, its still a live target, but the gyrations are so wild, the missiles miss (very early non-manueverable S-25). Be careful of the volatilty here. Don't try to time the top or bottom of this. Use NO MARGIN. -
Performance - ingame frame rates
Lexx_Luthor replied to Liberty24's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ATI-9200 here. Eventually I'll upgrade. -
mig-21 um and new enviro mods
Lexx_Luthor replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Right, just make sure the UM skin being used does not have Reflection=0. One or two have this. -
mig-21 um and new enviro mods
Lexx_Luthor replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What skins? Some of the UM skins have Reflection=0 in the Texturelist file. This setting caused F-84F to lock up my video card under the specific lighting conditions of high sun and high moon. If so, change to a nonzero number between 0 and 1 and see what happens. I suggest setting the metal silver skins to Reflection=1 ... it looks pretty at least under the Siberian sun. -
Screenshot of the month idea.
Lexx_Luthor replied to Soulfreak's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Rambler:: And the serial moderators have to do more than see it, but judge it as well against all others. Think of the laws of probability as one increases the number of items that all have to be compared to every other item. You could poast a note, not to be judged. Better, use the standard never ending "screenshot" thread that every The Sims forum has, except SF CombatAce. We need one of those forever screenshot threads, just to get the pics out there. -
Screenshot of the month idea.
Lexx_Luthor replied to Soulfreak's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
To stimulate discussion, the standard "screenshot" thread, running for years and several hundred pages, is always popular on The Sims boards. Keep the rule about not quoting pics though. For a monthly competition, one screenshot per month will not prevent anybody from poasting their *best* pic. I suggest a one week window to poast pics, the last 7 days of the month say. ie...the serial moderators don't start the competition until the last week, and so only have to work overtime for a week. I say no edits at all. Nothing. All game text can be turned off, but that's not too important and could slide. -
F-82 Twin Mustang Skin & Ini Update Pak
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Just found this (peeking back a few weeks). Thanks! Whilch...add SeatID=1 and 2 as below. Also, these are correct pilot positions but they interfere with external model, which forces you to turn OFF the external fuselage boom, but then you lose the prop disc in front of you. So I fly inside the external model with frameless P-51 cockpit panel. Link discussing this below... Scroll down a bit to F-82 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...=a&start=40 [Pilot] SystemType=PILOT_COCKPIT SeatID=1 Position=-2.26, -0.36, 0.60 PilotModelName=WW2Pilot.LOD MinExtentPosition=-2.51, 0.42,-0.12 MaxExtentPosition=-2.01, 0.01, 0.82 etc... : : [Pilot2] SystemType=PILOT_COCKPIT SeatID=2 Position= 2.26, -0.36, 0.60 PilotModelName=WW2Pilot.LOD MinExtentPosition= 2.01, 0.42,-0.12 MaxExtentPosition= 2.51, 0.01, 0.82 etc... : : -
R-13R
Lexx_Luthor replied to 101tfs's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Just found this. Thanks. -
Siberian Sky -- Contrails for strategic air warfare
Lexx_Luthor posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Siberian Sky -- Contrails for strategic air warfare File Submitter: Lexx_Luthor File Submitted: 29 July 2008 File Category: Environmental Mods Purely experimental effects for radical hardcore fans of generals Curtiss LeMay and Yevgeniy Savitskiy ONLY. This is an exhaust effect mod that can change the large scale visual environment across a map, so I hope its okay to put this in the Environment mod section. Included are experimental contrails that attempt to model both quickly evaporating and persistent spreading ice crystals clouds that shine brightly near the sun, and range in lifetime from 5 seconds to 1240 seconds, which is about 20 minutes. The contrail tga uses the same game grafix calls as my Cirrus clouds, which makes sense since contrails can become cirrus clouds over time. Best used with the blue sky and sunglare ideas in the Siberian Sun mold. Instructions and advice on game limits of the longer contrails are found in the Instructions file. Pics and words soon available at this ThudWire forum thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964 ====================================================== UPDATE EDIT: Somewhat reduced max visible distances. Contrails 320 and 640 had 1000x too great a max visible distance for testing vs cirrus. Now reduced. Will update later if improved methods are found. Click here to download this file -
Siberian Sky -- Contrails for strategic air warfare
Lexx_Luthor replied to Lexx_Luthor's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thanks fellas/fellattes. Screenshots, screenshots please, and give the contrail type. I can't tell you what it means for a molder to see screenshots proving something works for others. If you use stock bright ThudWire Blue skies, maybe ramp up the contrail brightness. LeMay....Sweet? These are Contrail-20 if I recall...may need more brightness/thickness closer to front end. Zoomed in view from ground, about 30 degree FOV... External free camera view from below B-47... -
From the album Siberian Sky
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From the album Siberian Sky
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From the album Siberian Sky
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From the album Siberian Sky
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STORM:: Any screenshots out there about this? I've been wanting to try BoB2 but have never got round to it, lack of time mainly. Sounds very deep.