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Lexx_Luthor

JAGDSTAFFEL 11
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Everything posted by Lexx_Luthor

  1. btw, the SAC A3D was for decal experiments, and a fictional requirement for a *quick* fast Skywarrior conversion for high altitude Air Force use, unlike the much more redesigned B-66. I've found that the Textureset I use washes out skin details or skin paintings, so I always use decals, hence the experiment with vertical tail checker decal.
  2. Don't fear trying darker grays. The darker the gray, the more intense the "shine" or specular reflections. Here's what I do, for metal... Specular=1 Glossiness=0.1 Reflection=1 Note how dark some parts are, even on upper or sun facing areas, as they reflect light away from the viewer. Somebody else sees these dark parts as bright, for them.
  3. I don't bust out laffing often at the keyboard but this did it....
  4. Custom load outs available to KMD (and LMD I think) have always been available. There, I use [TestFlight] for MiG Ye-152M (frankenmodded Insky J-8) wingtip missiles which give a superb Buck Rogers sci-fi look. But, they couldn't hold the giant missile stable for pre-launch tracking, so they were going back to under wing pylons where I use [AirtoAir] loadout, but the program was cancelled in the face of MiG-25P. and no its not a "mig 21"
  5. Crazy. I mean, so many positive waves, maybe I can't lose. You're on.
  6. LEXX:: Afer I poasted that last nite, Francis Ford Coppola's ODYSSEY came to mind. All the tough men laughed at the "old man" until he shot the arrow through the course, then the "old man" and his son slayed them all in the locked room. So the Contrarian viewpoint comes to mind. The world could very well end 22 May, after all I could buy StrikeFighters 2 in the next few days which could be the apocalyptic event of this century.
  7. Who knows, maybe its some kind of hit piece to make "savers" look dumb in an age of debt. hehe-- There must be a better way to "short" the world. If he used leverage (borrowed) on top of that savings, he better be right, and on time.
  8. I don't know what happened, what I did wrong before, and I used to Whine about this. I've been experimenting again with SF 2008, thinking I'm going to make "fake" RH missiles with impossible launch parameters so the AI BVR engagement mode can apply to IRM only or gun only attacks in a sort of hacked manner, getting inside visual range when (or before) the "fake" missile is expended. I had gathered from my first looks at SF 2008 that the new BVR engagement only worked when the plane was armed with RHM. I gathered wrong. Tonight I'm finding the 2008's AI BVR engagement does work for IRM and guns only. I don't know why my first look at SF 2008 gave me a different impression. One of the major pains for me about upgrading beyond SF-2006 was a nothing burger...I think. Still a few experiments to go. I did this with F-4J vs Tu-22 (visible range 20km) head on, varying the loadout to include or disclude AIM-7, radar search range set to 100km and the aircraft starting head on 200km apart. With Sparrows, the Phantom engages within 100km in RHM-Attack mode. With only Sidewinders, it engages in LEAD-PURSUIT at the same very long range. With the gunpod only; same thing -- a gun engagement starting at near 100km distance. Dumping the pod but keeping the snakes; same thing. This is what I needed to know. This is needed for, say, a gun only F3D engaging a MiG-15 from BVR when visual range is reduced to a few hundred meters or so -- at night. MiG-15s should fly slow when attempting to visually *see* B-29s at night...assuming hypothetical searchlights pump the B-29 visual range so the MiGs can see it, and so F3Ds that can see in the dark like bats for long ranges have the advantage since the MiGs are slowed down by their mission requirement. That's one small example some of you may have read about. I assume this change that came in SF1 2008 carried over to SF2, and perhaps got even better in some way. So there, ya'll may have finally convinced me to go dash2.
  9. The chute is another download add on, but he probably has a fast connection so he's good.
  10. aH, old pics from when I first got into the SF...my first map, can easily be made larger to get Aussie and more. Old Enviro colours before I learned...way too bright or cartoonish now and I never got around to putting in shiny water. -- Yes, this goes back a while. After Pasko releaced F-106 I used it alot to test my maps. I saved this screen shot for hysterical preservation purposes: Su-15 and F-106 in a combat flight TheSim. Wow!
  11. If they ever got Battle of Britain campaign to work, with no ground combats, then I suggest a LeMay~esque SAC vs PVO campaign over Siberia (nice terrain), using the old planes, lots of silver and anti~flash white. For a more "mainstream" campaign, you all should start thinking about southwest Pacific centered on the Celebes, in the late 1950s to early 1960s. The Reds play the same role as Japan in 1941-42. The idea is that Soviets provide ships and air power, the Chinese manpower, and US/UK try to stop them. Of course there is a big role for US and UK carriers and Veltro's Red Bears and Bisons and TK's Badgers and stuph, and maybe Yak-25s or -28s for long range (kinda) escort. A Pacific tactical campaign like this will demonstrate the lack of range capability of single seat Soviet jet fighters w/o refueling, opposite of WW2 where the Zero was as successful as it was because of its superior range over anything else. There are hundreds of steep mountainous islands in this part of the Pacific that show up very well in TK's terrain engine, and I would guess one can populate a HUGE map without too much stress as its mostly jungle or sea. Its very fictional, but the goal here is to find the very *best* immersive terrain possible. SF1 does Southwest Pacific terrain extremely well.
  12. Dunno. I'm using the old extractor from c6. Looks interesting. hehe man that's hard on the eyes. My Win-7 is setup with dark blue-green background for everything, and I use explorer with folder View--List so I get several hundred of folders in one screen (unless I need to see the data, rarely), so less scrolling around to find something.
  13. Well if you are drinking maybe she should hold the debt card for a while, you know, just for a short patch of time. mac, who said that about B-17 in your SiG?
  14. UK:: According to the article, this is a new legal argument, now going down to guards, who would be younger and more numerous than the old cronies. Here is the intriguing take out...
  15. Wrench:: I've always suggested -- well one time anyways -- that the best thing is to make folders somewhere else and copy the CATs to them, and extract ALL files there. Then, when you need a file, its already extracted, and you can find the file you want fast by using Windows' ability to take you to the first file of any character on the keyboard. Further, you can make subfolders and copy certain blocks of extracted folders there. Poasting here because I'm thinking of going SF2 (for the Nth time) but first doing some research in SF1 2008 to see if certain things work. Wish me luck!!
  16. Siddogg has some nice colours in his shots the past few pages. Bright white Phantom and deep blue sky. Sid, if you see this, pic a B-52 with silver and anti~flash white, way up high in the blue of course.
  17. Thanks fw that is great meat to read. I guess there just isn't much variety of sounds to hear in cockpits, so gaming souls search for anything to listen to. I solve that problem in one swift stroke. See below. I think a big problem is the Sims of Old, the Sims of Reknown, offered cheese sound effects that have become industry standard for The Devs and players alike. Its a shame The Devs went down that path and took the players with them, when other things could have been modeled, like AI not seeing in the dark. In 20 years, The Devs never did figure that one out, and probably never will, and so with a few exceptions, neither will the players. I don't even have sound on my computer. My way of setting up game sound is best: When I play, I JAM stereo real loud during the Dogfight. It kinda calms me down. I also add thrust reversers to all my SAC bombers. My bombers are faster forward or backward than any fighter in Russia. I figure its important to fly out of trouble faster than flying into it. When I fly penetration escort, all the PVO planes have bigger missiles, so I carry a Nike Hercules LOD underwing. It scares the hell out of the AI. If a B-70 flew in the forest and dropped a bomb, could you hear the bomb releace from a mile forward in the nose? Probably no better than being able to drop a bomb from a "real" B-70.
  18. And you taught me a thing ... ShowFromCockpit=OFF .... FALSE not "off" I don't know why I did that. Yea Kesselbrut's pit is the early pit, the panel is so nice, but I have not found a way to add RWR. --- In my game, US and UK will work together to make a PANIC rush anti-SAM missile about 1958 not long after S-25 (cut down installations) and the more mobile S-75 enter service. They will decide on a missile body, and Sparrow was around at the time, barely, or snatch some other body from somewhere (probably NAVY as usual) and UK will use Canberra with the newer canopy. I'll call this E.9 since by this time the PR.9 won't be made since it won't stand a chance deep inside USSR. US will use B-57 for this anti~SAM role. There had already been development since the early 50s of jet powered winged missiles for use against surveillance or GCI radars so its not exactly fantasy. But these are panic jobs, to be replace later ... in UK case by the Vixen E.3, which I just made up, and later by the Bucc E.something, and then later by TSR.2 E.something or "Mirage IV" E.whoknows since UK had thought of going down that path instead of TSR and I *have* to use Veltro's Mirage IV in high altitude silver or anti~flash white, or both, since its just a classic, or just use it to stand in for some sort of Fairey Delta derivative. It is a fairey tale game.
  19. I can submit to this. I've always done it. Wourds...I never thought of this. My fave submission is to Russia. Back when Oleg releaced screenshots of the upcoming P-51 cockpit over The-FB at teh UBI, the cockpit panel said CANOPY RELEACE. There was so much whining and pulling of teeth on the threads it was so funny to read, I had to start spelling releace as "releace" after that. Its sorta like a spelling mod. Lend Leace too.
  20. Kesselbrut made it. Enough of this. From now on, for every 3D model I use, I'll have to add the author name to the specific model's basic INI file, and for every cockpit I use, the COCKPIT file will have added the author name at the file top. Then I can quickly and consistently find this information, every time, in one swift stroke.
  21. Dang it! Coop, what cockpit are you using? I'm using the "real thing:" the real B.2 cockpit by...**I DON'T REMEMBER** and I don't recall where I got it. I can't find the original download with author readme. I hate when I lose original stuff. Anybody remember this? However, no matter what cockpit you are using, the above Position is correct. If you are using F-86 cockpit, the F-86 canopy framing should be OKAY for B.8.
  22. Wait, the B.8 cockpit is really for B.2 right? If so, then it does not have the correct canopy framing for B.8. I never think of this since I play all the Canberras from inside the 3D model using the spot on correct cockpit/pilot position. For B.8, you may have to make some FlightEngine changes that unfortunately create grafix issues for "normal" players. I am not normal. If you click the link below, you will see I am quite weird. weirdo link ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4410
  23. Fantastic cockpit, very immersive. Now... Here's what I use in COCKPIT.ini file... Position=-0.25,3.46,0.90 Offset=0,00.05,0.05 ViewAngles=0,0,0 MaxYaw=170 MinYaw=-170 MaxPitch=90 MinPitchFront=-100 MinPitchRear=-100 This is the absolutely correct cockpit position, so you may have to set fuselage or nose to ShowFromCockpit=OFF in the DATA.ini file so you don't see the Canberra model's canopy from the inside. Copy~Paste that and see what happens. Save what you got somewhere else though. The min pitch front and rear let you look straight down and even beyond that if ever needed. Its for visual level bombing, although you don't need to look that far down on the bomb run.
  24. Impressive. Thanks. Best click on the video so you goto youtube and that shows the full screen button.
  25. wow!! Neat little plane there. Thanks Yack.
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