Lexx_Luthor
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Everything posted by Lexx_Luthor
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Easy way to make the MiGs flyable?
Lexx_Luthor replied to arthur666's topic in Mods/Skinning Discussion
The best USAF, NAVY, and Marine pilots like to fly MiGs. ANG F-86 vs NAVY MiG-19 flyoff, interesting interview ... ~> http://sabre-pilots.org/classics/v23les.htm -
That could be it. In the cockpit ini file, experiment with Position= x,y,z ... the z value is up and down, positive up. Try up to get the cockpit above the wing if this is the problem. y is positive forward, negative back x is side to side, forgot which is pos and neg. I actually never bothered to notice what handed coordinate system this setting uses. If right handed (traditional) then pos x would move the cockpit to the right, unless I forgot my maths. The Offset = x,y,z is similar but controls the position of the pilot's seat or pilot viewpoint within the cockpit -- ie... move the player's viewpoint around inside the cockpit.
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Some deep blue SF sky potential can be seen here ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...sc&start=16 ...and here (scroll down though) ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2780 You can get almost any atmospheric colour effects you wish in the ENVIRONMENTSYSTEM.ini file in the Flight Folder's FlightData cat file. Study it. Learn it. I'm working on my Masters Degree in Environment System Modding. --------------------------------------------------------------------------------------------------- This is NOT a final or even beta "mod" but my current state of Enviro experiments... For starters, extract your file and delete all the text, and totally replace with the text below... (*) You may need to extract the FLASH.tga file from the FlightData cat file, and copy it into the Effects folder. Or, it may work directly from the FlightData cat file. I have a FLASH.tga in my Effects folder and have not tested if it really needs to be there. I am using FLASH.tga in molding a larger sunglare. Otherwise, the stock Enviro does not use this tga file. (**) NOTE: to shorten my Enviro by half and make my Enviro easier to work with, I deleted all text declaring the 26 "camera" lensflares except lensflare027, as I never use "photo camera" lensflares. I then re-named lensflare 027 to 001 and use it for sunglare (it was the stock SP4 spikey sun effect and NOT really a camera lensflare). You can replace all the lensflares at any time from your own stock Enviro file from the cat file and still use them if desired. I'm can't remember if any changes here require changes in other files, but I don't think so. Test it and poast a screenshot. The cirrus clouds (and contrails) are a different subject, but the sunglare effect is buried here in the Enviro file. ------------------------------------------------------------------------------------- [EnvironmentSystem] UpdateRate=60.0 InclinationAngle=0.0 Latitude=0.0 [Gravity] Acceleration=9.81 ForceVector=0.0,0.0,-1.0 [Weather] OvercastLight=0.9 InclementLight=0.6 InclementEffect=RainEffect OvercastHorizonColor=0.82,0.82,0.813:40 PM 7/24/2005 InclementHorizonColor=0.4,0.4,0.4 [Fog] StartClear=4000 EndClear=0.8 StartOvercast=-2000 EndOvercast=38000 OvercastColor=0.82,0.82,0.81 StartInclement=-2000 EndInclement=18000 InclementColor=0.4,0.4,0.4 StartCloud=-500 EndCloud=500 ;HazeFogColor=0.82,0.88,0.84 ;HazeFogColor=0.75,0.83,0.82 HazeFogColor=0.64,0.75,0.83 CloudColor=0.8,0.8,0.8 StartMorning= MorningStartTime= MorningEndTime= ;SunBrightness: used as transition level from normal sun to twilight sun, and as alpha level when drawing ; the sun, sunflare, and lens flare textures. This is also used to determine ; "blindness" when looking into the sun. ;SunLightLevel: amount of SunColor used for light sourcing, also used to determine general light level ; used for non-light sourced material. ;SunRadiance: amount of SunColor mixed into HorizonColor and SkyColor when facing toward the sun [Day] SunHeight=0.70 SunBrightness=1.00 SunLightLevel=0.80 SunRadiance=0.00 TwilightLensFlare=0.0 SunColor=0.00,0.00,0.00 AmbientColor=1.00,1.00,1.00 SkyColor=0.00,0.30,0.60 HorizonColor=0.80,0.80,0.80 FogColor=0.80,0.80,0.80 SunSpecularColor=1.00,1.00,1.00 [Day1] SunHeight=0.30 SunBrightness=1.00 SunLightLevel=0.80 SunRadiance=0.50 TwilightLensFlare=0.0 SunColor=1.00,1.00,0.50 AmbientColor=1.00,1.00,1.00 SkyColor=0.00,0.30,0.60 HorizonColor=0.80,0.80,0.80 FogColor=0.80,0.80,0.80 SunSpecularColor=1.00,0.90,0.40 [Twilight1] SunHeight=-0.10 SunBrightness=1.00 SunLightLevel=0.70 SunRadiance=0.50 TwilightLensFlare=0.0 SunColor=1.00,1.00,0.50 AmbientColor=0.80,0.80,0.80 SkyColor=0.00,0.30,0.60 HorizonColor=0.80,0.80,0.80 FogColor=0.80,0.80,0.80 SunSpecularColor=1.00,0.90,0.40 [Twilight2] SunHeight=-0.20 SunBrightness=0.00 SunLightLevel=0.20 SunRadiance=0.30 TwilightLensFlare=0.0 SunColor=0.50,1.00,1.00 AmbientColor=0.30,0.30,0.30 SkyColor=0.00,0.15,0.30 HorizonColor=0.25,0.23,0.30 FogColor=0.25,0.23,0.30 SunSpecularColor=0.40,0.60,0.60 [Night] SunHeight=-0.30 SunBrightness=0.00 SunLightLevel=0.00 SunRadiance=0.00 TwilightLensFlare=0.0 SunColor=0.00,0.00,0.00 AmbientColor=0.05,0.05,0.05 SkyColor=0.00,0.00,0.00 HorizonColor=0.02,0.06,0.06 FogColor=0.02,0.06,0.06 SunSpecularColor=0.00,0.00,0.00 //method to get clouds in "clear" sky...delete the "x" for it to work [xCloudsClear] MaxClouds=10 MaxCloudParticles=200 3DCloudMaterial=CloudMaterial 3DCloudHorizontalSize=10000000.0 3DCloudVerticalSize=0.0 3DCloudSizeDeviation=0.5 3DCloudParticleDensity=0.5 ParticleSize=5000.0 ParticleSizeDeviation=0.5 MinBaseAltitude=1000.0 MaxBaseAltitude=1000.0 UseBottomRow=TRUE [sky] SkyDistance=70000 SkyPanelCount=9 SkyPanelHeight=10000.0 HorizonVertexHeight=0.025 SkyMaterial=SkyMaterial HorizonCloud=HorizonCloud HorizonCloudTexture=HorizonCloud%d%d.tga [sun] SunAngle=1.0 DaySunMaterial=FlashMaterial DaySunSize=120.0 //DaySunMaterial=DaySunMaterial //SunFlareMaterial=SunFlareMaterial SunFlareMaterial=DaySunMaterial SunFlareSize=20.0 TwilightSunAnimation=8 TwilightSunMaterial=TwilightSunMaterial TwilightSunFormat=sun-sunset%d.tga TwilightSunSize=8.0 TwilightSunFlareMaterial=TwilightSunFlareMaterial TwilightSunFlareSize=0.0 OvercastAmbientModifier=1.0 OvercastDirectModifier=0.4 [LensFlare001] PositionFactor=0.0 Color=1.0,1.0,0.9,0.80 Size=1500.0 //Fade=REVERSE Material=SunFlareMaterial //Material=LensFlareMaterial5 IsForeground=FALSE [Moon] MoonMaterial=MoonMaterial MoonSize=8.0 MoonMaxLightLevel=0.24 MoonLightColor=0.800,0.800,0.900 OvercastAmbientModifier=0.25 OvercastDirectModifier=0.5 MoonTextureFormat=Moon%03d.tga NumMoonPhase=29 NewMoonDate=09/22/1968 [stars] StarMaterial=StarMaterial UpdateRate=60.0 SizeFactor=2.0 SizeDeviation=0.0 MinSize=0.0 MinHeight=0.20 TextureCoordinate=2.0 StarDataFile=Stars.dat OClassColor=0.73,0.73,0.75,1.0 BClassColor=0.75,0.75,0.70,1.0 AClassColor=0.78,0.78,0.60,1.0 FClassColor=0.80,0.80,0.55,1.0 GClassColor=0.83,0.83,0.45,1.0 KClassColor=0.85,0.75,0.40,1.0 MClassColor=0.91,0.72,0.37,1.0 [baseWindSection] BaseWindSpeed=5 BaseWindDirection=180 //WindChange[01].ChangeTime=0.5 //WindChange[01].ChangeChance=60 //WindChange[01].SpeedAmount=0.2 //WindChange[01].SpeedRate=0.1 //WindChange[01].DirectionAmount=5.0 //WindChange[01].DirectionRate=20.0 //WindChange[02].ChangeTime=2.2 //WindChange[02].ChangeChance=40 //WindChange[02].SpeedAmount=0.5 //WindChange[02].SpeedRate=1.0 //WindChange[02].DirectionAmount=10.0 //WindChange[02].DirectionRate=12.0 //WindChange[03].ChangeTime=8.3 //WindChange[03].ChangeChance=20 //WindChange[03].SpeedAmount=2.0 //WindChange[03].SpeedRate=0.4 //WindChange[03].DirectionAmount=20.0 //WindChange[03].DirectionRate=10.0 //WindChange[04].ChangeTime=13.1 //WindChange[04].ChangeChance=40 //WindChange[04].SpeedAmount=0.5 //WindChange[04].SpeedRate=0.6 //WindChange[04].DirectionAmount=60.0 //WindChange[04].DirectionRate=10.0 [Reflection] NumReflectionLevel=5 NumSunLightLevel=5 NumWeatherLevel=3 TextureNameFormat=Reflection%01d%01d%02d.tga [CloudsScattered] MaxClouds=50 MaxCloudParticles=50 3DCloudMaterial=CloudMaterial 3DCloudHorizontalSize=10000.0 3DCloudVerticalSize=0.0 3DCloudSizeDeviation=0.8 3DCloudParticleDensity=10.0 ParticleSize=1000.0 ParticleSizeDeviation=0.4 MinBaseAltitude=1000.0 MaxBaseAltitude=1000.0 UseBottomRow=TRUE [CloudsBroken] MaxClouds=64 MaxCloudParticles=64 3DCloudMaterial=CloudMaterial 3DCloudHorizontalSize=2500.0 3DCloudVerticalSize=1500.0 3DCloudSizeDeviation=0.3 3DCloudParticleDensity=0.6 ParticleSize=500.0 ParticleSizeDeviation=0.3 MinBaseAltitude=1400.0 MaxBaseAltitude=1900.0 UseBottomRow=TRUE [CloudsInclement] MaxClouds=50 MaxCloudParticles=50 3DCloudMaterial=CloudMaterial 3DCloudHorizontalSize=2000.0 3DCloudVerticalSize=1500.0 3DCloudSizeDeviation=0.3 3DCloudParticleDensity=0.4 ParticleSize=400.0 ParticleSizeDeviation=0.8 MinBaseAltitude=1300.0 MaxBaseAltitude=3000.0 UseBottomRow=FALSE [CloudLayer] TopTexture=CloudLayerTop%d.bmp BottomTexture=CloudLayerBottom%d.bmp Material=CloudLayerMaterial TileCount=21 NearTileCount=5 TileSize=4000.0 [skyMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [HorizonCloud] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [DaySunMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=0 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=sun.tga TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [TwilightSunMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=0 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [TwilightSunFlareMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=0 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=twilightsunflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [MoonMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=0 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [CloudLayerMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=DIFFUSE [CloudMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=cloud1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [sunFlareMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=0 BlendOp=BLEND_SRC_ALPHA //BlendOp=BLEND_SRC_ALPHA_ADD_DST NumTextureStages=1 TextureStage[01].TextureName=sunflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Flash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [starMaterial] DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 //BlendOp=BLEND_SRC_ALPHA_ADD_DST BlendOp=ADD NumTextureStages=1 TextureStage[01].TextureName=star.tga TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP
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You can ramp up the view (zoom and pan) control settings to make almost a new sim. Below is my cockpit view control mods, replace the default with the whole text below in the VIEWLIST.ini file that is extracted from the Flight folder's FlightData cat file. You have the original safely stored inside the encrypted cat file if you need it back. [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=90.0 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=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.10 PanScale=0.01 MinSpeed=000.0 MaxSpeed=000.0 Acceleration=000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=30.0 MaxFOV=90.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE If I recall, the ZoomScale and PanScale numbers here are what really helps ramp up the Zoom and Pan view controls. I map my Zoom to up/down joystick hat buttons, leaving view panning to the mouse.
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You can make the messages actually quite useful and immersive without cluttering the cockpit. Here is my MESSAGESYSTEM file, extracted from Flight folder's Flightdata cat file... Extract your file, and delete all the text within, and replace with this text, then experiment to taste....you still have the original safe in the encrypted Flightdata cat file. TextFontName=Arial TextSize=8 [MessageSystem] MaxMessages=4 MessageTime=2.0 MessageFadeTime=0.5 [MessageWindow] BackgroundImage=TextBackground.tga TopLeftPosition=0.14,0.91 BottomRightPosition=0.90,0.99 VerticalBorder=0.0015 HorizontalBorder=0.008 To totally eliminate it all, you can try zero for text size, max messages or message time of Zero, or possibly set the message window to negative numbers (outside the monitor screen). Or, there may be a simple switch in the game to turn it off. Not sure, as I find it useful provided the text size is ramped down a bit, and the message speeds are ramped up.
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All three models are identical at the combat speeds and combat distances in game or real life. Bravo to all F-15 modders everywhere in every jet sim....even the "mfd" sims. And Special thanks to all the modders of all the F-106s and Su-15s in every jet sim. This is such a neat creation TK started here, I still can't get over it.
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1000 "SF" kilometers. Thanks streakeagle. I am interested in TK's whopping FIVE mountain tiles in your screenshot... Tan Light Brown Medium Brown Dark Brown almost Red ...and White I am sure I could use those WoE terrain tiles. The few screenshots I've seen so far look good. Tiny 1500km Baikal map. Way too small for a Houndog missile. Terrain Editor, 90E, 65N -- the farthest south you can import 90N DEMs with 1500km map size.
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That's odd. Would that be smaller than the standard size SF maps? I don't have WoE yet, as I must have ground mapping radar, although I might get it for the British Hunter and I may have use for what seems like fantastic WoE terrain tiles, and to support TK. I can't make decent terrain tiles.
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Yea I figured something like that. Operational ballistic missiles would have to be in the far future.
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USSR and Russia weapons and planes
Lexx_Luthor replied to StormKnight's topic in Mods/Skinning Discussion
Also... Yak-28P, and bomber version. Boopidoo's Su-15 cockpit works great for Yak-28P. Yak-25 interceptor, RV high altitude recon, and prototype Yak-25 bomber. Yak-25's here, on the 3rd page ~> http://www.column5.us/aircraft.shtml Yak-28P here, dig deep to find it ~> http://www.majorleesaerodrome.net/ I think the Yak-28 bomber was on the CombatAce. Not sure. -
Same thing with cockpit lights which are all NightLightOn=0.25 by default and apparently a 3rd Party standard. I suggest raising it to about 0.75 since the pit gets way too dark before the default 0.25 lights kick on. Also, changing the environment light level (sun, moon) higher than this number effects the lights coming on too -- ie... the current environment light level must drop below the LightOn= number for the lights to turn on, either cockpit or airfield lights, say, as the sun goes down and the sky transitions to twilight. So, if you brighten up the sim in Enviro, you need to raise all the LightOn= numbers.
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The vacume of space is modelled in the SF series, and TK could add a new re-entry "ion trail" type of emitter, as warheads peneatrated the atmosphere. For "AI only" ICBMs, you could be flying F-106 against Bears or something, and see fireball entering from space and big flash on the horizon, to add to the much larger battle far beyond your own cockpit. Another possibility is "AI" SRBMs, actively launched and striking tactical targets on a normal SF map. What would be fun is finding the launchers at night visually from missile exhaust at launch and destroying the launchers with bombs or something. I think something like this happened in the first US/Iraq War.
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Just a tip, if you are like me and find the default SF control settings hopelessly sluggish or conservative, and the sim colours darkly Goth, you can ramp all that up to make a lightning fast responsive and stunningly brilliant simulation.
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Wellcome! No WoE Demo, I think, but you can try the earlier SF or WoV, as its the same game engine. The SF series grafix are more simple and far higher performance, but you can mod them, or download infinite grafix mods here at the CombatAce. I am as "hardcore" as you can find, coming from FB/PF and the Su-27 Flaker series, but I enjoy this far more because of the totally unique middle Cold War aviation this sim focuses on.
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* edit * sorry ... I read the thread title as "WHAT" do you fly most, and this is an Online "WHERE" thread. I am Sloppy and Sorry!!! For me, its all molding the sim, with the intention of somehow molding a strategic SAC vs PVO simulation -- of sorts -- out of this tactical sim, with alot of bizzaro modifications to make it work for strategic nucular combat, toe to toe with the SacRats or the Russkies. Not really interested in anything else, so I don't actually *play* SF or WoV, or any flight sim for that matter, as there is never enough time. There are some great early cold war 3rd Party SAC/PVO aircraft now, with more coming Overall, in testing, I mostly fly Su-11 with Boopidoo's Su-15 cockpit, as I don't need much flying range and its got the performance range to test terrains, environment mods, and stuff. The drop tanks are often useful, and very needed!! Su-9s protecting Moscow ~> http://i35.photobucket.com/albums/d178/Lex...or/6b01b8f6.jpg B-58's in the real response to Soviet invasion of Western Europe (using A-7 pit inside the incredibly amazing B-58 external model...) ~~> http://i35.photobucket.com/albums/d178/Lex...or/db278455.jpg
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Hello. I poasted some ideas at the ThirdWire thread...I'm not a ground-up aircraft modder though. ~~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2636
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Something interesting came up...I saw a thread at the simhq about non-working "tarpit" airfields recently, and it reminded me of this but I forgot to poast something... If the *first* city in CityList has an airfield, the airfield won't work, and planes are glued to the ground and don't want to take off. If you are just learning and creating your first airfields in a CityList file, and if you did like me and just made airfields with no real cities, then of course the first city in the list has an airfield -- and it won't work. This is at least if multiple airfields are used on the map. To fix this, the first airfield can be positioned off the map using negative (x,y) coordinates and so is never used in your terrain testing. Note in the stock maps, the first cities don't have airfields, and all cities with airfields are listed below those with no airfields. Thus all the stock airfields work. When you finally put real cities on the map, put the ones with airfields in the lower section of the list. I *think* this is what's going on here, or a partial view of what is happening.
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Congratulations on getting your PFU nose surgery working. What worked for you? You will have to study the MiG-17PFU data files and take the idea over to the MiG-19 files, oh, and make a new MiG-19PM aircraft folder to begin with and mod up the avionics file with PFU radar stuff (or maybe Su-9 radar stuff) and change a few numbers maybe. You will also need a cockpit with air-air radar to move over to the new PM folder. I was thinking of doing this, but never got around to it. Perhaps it was a good wait, since things may have changed weapon-wise with the new Service Patch 4. Don't forget, PM (and Su-9) uses RS2U not the RS1U missiles. Also, the radar nose sizes may be about the same, but a little bit off could look bad, but maybe not. I thought it was worth a try but just never got around to doing this. Doing this project would be a great way to learn the SF aircraft file system. I'd love to see what you come up with and use it myself.
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USAFMTL thanks for saving our Bacon
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
Yea, I have seen that too, I think. But then, I have read that at very high altitudes, B-36 was more manueverable than F-86, because of the very large wingspan. Either way, the Ancients look great in this sim. -
I used your instructions on the new ground object Format, otherwise I was a bit lost with the New Patch. Thanks to you and the beta testers for saving the Community Bacon from ourselves and taking the load off TK. Thought you may like these...the high altitude cirrus clouds work well with TK's New Clouds... What's with that AI pilot? Fighter pilots transferring to SAC and trying their old stunts in a B-47?
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Okeedokay Thanks for this mod. Looks really good.
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Under Dogfight Regular, Veteran, and Ace, you have several single slash marks... 360 / 180 Should that be double marks // for comments? or...did TK allow division in the ini files??
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USAMTL:: It fizzled? We await Escalation to 7.5MT.
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Escalation!
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Hey Wrench. Its all there --- it seems I am not however. I just was too lazy to give my -17 any kind of loadout setting in the mission editor.
