Lexx_Luthor
JAGDSTAFFEL 11-
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Everything posted by Lexx_Luthor
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Update -- actually, I can use KMD to set waypoints anywhere, including takeoff, but it requires a steady hand. I initialize the aircraft at map left (X < 2400km) and drag it East. The icon vanishes off the left edge, but the mouse cursor is still there so I look at the KMD mouse cursor coordinates. If I get the cursor within a few km of the airfiled location specified in the DATA file, it all works. If I lose an aircraft waypoint, I manually set it to zero and it becomes visible again at the left edge. Eventually I hope ot have a campaign system for this map, so its not dependent on a mission editor. I don't know if TK's campaign generator would work here. I'd have to have a "frontline" almost surrounding the USSR in a circle. Is that possible?
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Well, there's some issues. (1) I only have blank terrain now...ie...solid colours, colour coded for terrain type, and their transitions. Blank tiles are required for proper zoomed out view of texture file in the TE, like the view shown above. (2) KMD works like a champ, except there's a "bug" that drags unit icons off the map when the position X value exceeds about 2400km. The X position is corrrect, just the icon is missing and can't be worked with. I've been setting takeoff waypoints manually in the mission file by matching takeoff waypoints with airfields (which are also affected). But its not really a "bug" since I guess Kreelin nor anybody else expected this size map to be shoehorned into the SF series. (3) Somewhere along the process, I lost some terrain elevation detail. The hills and mountains are not as "strong" as normal. However, a more recent paste of some Alaskan terrain into this map preserved great elevation detail. This is seen in the F-100 screenshot below, having just taken off from a base I setup in Alaska. I have to figure out where I lost this. F-100s over Alaska. This elevation detail is good. Yak-25 over Lake Baikal. I had to manually texture the land bridge to the island (a ten second process). This has less strong elevation as that more recent Alaska area addition. The nice thing -- to reduce the map size on disk, I use a 1km height resolution which allows me to run a whopping 250km horizon distance, with an ATI-9200. The Yaks are at about 8km, yet no Combat Flight Sim Earth Pancake is visible.
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I'm slowly developing the concept, and it works like a charm -- but -- it takes new methods and compromises, and some new challenging problems to be solved. 6000 "SF" kilometers. Should be near maybe 7-8000 km, so its not as off scale as stock SF maps. Terrain file sizes are... HFD -- 68.6MB TFD -- 25.7MB Height map... Working texture map...
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30 Mt Bomb
Lexx_Luthor replied to mammut's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Downloaded it! Thanks. What bomb is this? -
kct, I notice a form of lighting chop to the terrain. That's the nuc SkyGlow under default conservative FlightEngine settings. SkyGlow is made mainly for night operations and is best seen from hundreds of kilometers distance, and even I find it a bit irritating close up during day. Come to think, sky glow should only really be modelled for night. If you fly most in day, you could eliminate the SkyGlow (the core HDS+B pulse will remain). Do this by several methods. Best method may be set SkyGlow particle sizes to zero, or set particle life time to zero (not as good method though). Maybe set Eject Time to zero?? This is what I made SkyGlow for...here is a 30MT blast far beyond the horizon (near 2000km away in enlarged map), with nothing but the sky glowing. All other visual blast effects are not rendered at this distance, assuming the blast happnes far beyond the horizon.
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CALLING LEXX LUTHER
Lexx_Luthor replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
mmm, I might have seen one too around here, a MAX shot, but I'm not sure. Would need larger maps. -
CALLING LEXX LUTHER
Lexx_Luthor replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sorry Veltro, I'm not doing a B-36. Long ago, there was a CombatAce thread asking for aircraft model WIPS. I thought it was a WISH thread. I WISHED for B-36 in a WIP thread. I since learned the hard way to read thread titles before poasting in them. But if anyone out there is wipping a B-36, I'd wish to wrestle down the FM. -
Next TK flight sim?
Lexx_Luthor replied to Luiz Carlos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
TK --- And we're not doing strategic-level Cold War game anytime soon either, the focus of the series will remain tactical. That was for me. But that's "ok" ... we are calling a bottom in strategic-level Cold War gaming, so we remain long term Bullish! -
WW2 Nightfighter Campaign
Lexx_Luthor replied to Tecumseh's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Don't forget the Wild Boar visual intercepts using Bf-109s and Me-262. But, they often were led by searchlights to their targetsl, and often bailed out at the end of mission. Nicky:: There was one in development, Target For Tonight, RAF bombers and Mossies vs Luftwaffe night fighters, radar, aurora borealis, everything, but it was cancelled a few years back. Old Target For Tonight (T4T) interview now LOST -- website gone ~> http://www.womengamers.com/interviews/t4t.php Night operations would involve different gaming challenges than the industry standard dogfight simulation. The Silent Hunter series of sims modelling strategic intercept with long range underwater unguided missiles seems popular with many combat flight sim players, so its not the "type" of gamer, since both sims are enjoyed by the same players, but it is a vastly different type of game. Night air warfare operations with features more deep than "flight model" such as ECM for example, would offer a game with more thinking and planning features like I assume Silent Hunter offers (I never played it). -
Texture type is what tile the airfield uses. Confustingly, in the TextureList, the texture type list near the top numbers texture types starting with 1, all other references to these start with zero...ie... n-1. EXAPPLE: say Jungle tile type is map listed at 3, this is called 2 in other references to Jungle. I think, all you need do is load your existing HFD file, new TextureList file, and new CityList file, then hit level airfields, and then SAVE ALL. You will be prompted for file replacement. Replace the existing HFD, the TE replaces TFD file as well ... has the new terrain tile for the new airfield. Also confusting is ... CityList airfield locations are in kilometers, while Target airfield locations are in meters. I always use exponential notation in Target so they look like kilometers ...like 540E+3 instead of 540000. If CityList has airfield terrain reference number not corresponding with any numbers in TextureList (remember n-1), TE will crash.
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Sounds interesting, then the radar missile plume goes dark, leaving the target's heat for the IR missile which may be close enough to the target now. But if I recall, the PVO's theory was the same as ADC's ... you fire the infrared missile first, so it does not just follow another missile's exhaust just in front. These things were launched within a second or two of each other, very close, so infrared must be in front...or so my understanding goes....or went until now. This assumes the target is within range of both types of missiles, and tail chase for IR missiles that could not handle head on (R-8MT for example).
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Top end question Basher, but not possible now. I always expressed hope that TK would add dual missile salvo for AI as well as Player, one infrared missile followed by a radar controlled missile of some type. Specter:: Same reasons why ADC (Ussian Air Defense Command) and IAPVO (Russian manned strategic Air Defense) did it.
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Guesss.......
Lexx_Luthor replied to NGHENGO's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
At 6000km map size, it would take about two hours to fly across the map, ignoring climb out and descent. -
SR-71
Lexx_Luthor replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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. -
Guesss.......
Lexx_Luthor replied to NGHENGO's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
*bump* for the Mach 3 Modders Club.
