Lexx_Luthor
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Everything posted by Lexx_Luthor
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The old tga vs bmp thing? Question: After turning it on, as the radar sweeps, does the screen get progressively more green and more saturated? If so, we had an issue in old SF-1 PATCH where TK went all radar.bmp on us, and all the old mod airplanes radar.tga's sweeped solid green and would not erase previous sweeps. Every mod airplane radar.tga had to be converted to bmp.
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Looks good so far. Keep us updated or Temporally Enlightened.
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mmmmm Looking real quick, just woke up. Try... [DEMImport] : : Resolution=2 : : Not sure exactly what that is. I use 2. I gotta rush off, I'll look again tonight. Later Sid, are your airfields centered in the airfield tiles? Check this by running the game *without* transition tiles -- just the basic full up square tiles -- and look at where the airfield is in the tile.
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Sid, poast your TE config file preceding the [...Material] sections. And, poast the first [paragraph] of your terrain DATA file. Don't poast the whole things.
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I've seen terrain overlaying airfield LODS, and it may be the airfields are not placed right. Wrench, maybe this is related, but, have you ever seen the CityList and Targets airfield coordinates not matching? I mean, they can differ by 1km to get the airfield to be centered in the airfield tile, at least with even numbered kilometer size tiles. I've only ever used 2km and 4km tiles. I was just experimenting with 5km tile sizes, and for the first time, the coordinates match perfectly, without one or the other needing offset. I wonder if 3km would be the same (3km is a nice compromise between 2 and 4 kms).
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I think F-102 made a brief but rather embarrassing to watch appearance in Fail Safe, but if I recall my movies correctly (never finished that one) that scene is just too embarrassing to talk about. On the other hand, my fave was watching Captain (black and white jeapisode) Tony Nelson climb into a T-38, fly around in F-104, and taxi back in F-106, or some permutation of that order. I wish we had magic like that over The SF. Another one probably little known: In the final lepisode of season 4 LEXX, President Priest and (First Companion I suppose) Bunny takeoff in Tornado, fly around in (Euro type) Tornado, and F-4, and I think F-18 too, and then follow Prince's instructions to eject from F-4.
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Very interesting read, very interesting thread from the start. Thanks for poasting this. !!
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Some of the cargoes are very immersive to play, especially using Open Cockpit method and so you are surrounded by the great supermodels' 3D canopy framework. Its not just a model, its a supermodel
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Ahh....it was EmptyInertia= Increase it significantly, by an order of magnitude if needed (add a trailing zero before the decimal). At the time, I figured, there was some confusion on how to calculate this.
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Its fixable. I just forgot how. I'll keep looking fouga.
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Play with PitchDamper. I found a fix for the cargo shakes some time back. I forgot it. But, what I did was in the FM data file, a single variable. Maybe -- try increasing PitchDamper near the top under [FlightControl]. Experiment around. Or maybe that's AI only, but whatever it was, I increased it and the shakes went away. Try it and poast back. Its a problem I'll eventually have to solve as my SF game gets going. MEEE TOOO !!! (well, SF 2006, close enough)
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I was too ready to tell myself it was one of those New-SF kinda things and obediently accepted it. Then that bubble floated.
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Wrench is right. Its probably too many decals. You can take out some decals if you know how. Its in the Decals file in the skin folder. ---- FC, well guess what? Recall I found the XB-70 partly transparent in The SF-1. Well, a thought bubble about The Wrench and his poastings popped into my head, and it was the decals. Do'h
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Good thinking FC. For the B-70 "A" version, I think I'll stay with F-111 pit, if only because it more closely matches what we saw from the XB-70. Now, on the other hand, for the "B" version, or some later version, you made me think a bit more clear here. B-1 pit would be better. I'm thinking, if you transition from B-70A to B-70B, or whatever newer version, you get a new cockpit with many new visual distinctions -- something that screams loudly "playing B or C..." in addition to FM or avionics differences. Thanks man!
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FC, you may like this with Open Cockpit for B-70, and if not, I made a neat little .ini discovery although it may not be new (...Wrench??). I finally decided to tackle the meshes in NormanKnight's F-111 cockpit, something I have avoided for 4 years. Almost all of the meshes are independent, so it took some time, 48 minutes to be exact. I timed it for the challenge, and that's before I debugged it all, which included figuring out any parent/child mesh relationships. There are some. They need knowing. I know them. I can poast the Moves if anybody is interested. I dropped the entire cockpit out of view, and Moved *everything* else back up, needle by needle, knob by knob. I made 165 mesh Moves in F-111 COCKPIT.ini, but I pared some back -- things I don't need. I'm leaving those in though in case others may want those things, like mirrors, hud, canopyglass, for examples. I also did some repainting with B-70 cockpit photos in mind, but I can't share that w/o permission. I did some lite grey~ing around, and copied over the pilot's main display in place of the co-pilot's 3D radar boot. For B-70, I doubt I'll need the gunsight control panel right in front, but I'll figure out something to do with it. ======================================================================================= OPEN COCKPIT with FC's B-70 model. F-111 cockpit chopped to fit inside the model is the best I can think of for B-70. I faked a moving map in place of the radar, because with multi-crew aircraft, I prefer the game's radar pop-up display, and so allowing more cockpits without radar screens available for radar equipped multi-crew aircraft in general. ...FC, nice clam ejection capsules... Most of the cockpit sits far below, out of normal sight. I'd like to get the side panels back, but they are fixed to the canopy frame. --- In a desperate Move of my own to keep things from getting too messy in .ini, I tried this to save "space..." : : [Move164] Type=AIRSPEED_INDICATOR NodeName=needle_climb MovementType=POSITION_Z Set[01].Position=9 [Move165] Type=AIRSPEED_INDICATOR NodeName=radar_screen MovementType=POSITION_Z Set[01].Position=9 : : That's it! If you need only re-position and no animation, just the first SET line is needed. The game sees this as enough information for fixed position. ----- ---- --- -- - In addition to CombatAce F-111 section, Mike Werner hosts F-111 cockpit for SF ~> http://www.schmidtwerner.de/products/f-111_pit.html
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Okay, for longer length, you have to change the weapon data. Then you don't have the same missile anymore. (1) BoosterDuration= or (2) BoosterAccel= Increasing one or two of these can make the missile go farther before rocket burnout. So the smoke trail is longer. You also can have smoke made by the rocket coasting...the In Flight Effect. I like NO trails for after rocket burnout, but others do. Unfortunately, sustainer visual effects do not work, at least not in SF-1.
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What you mean..."longer" Longer in length? Longer in time? -- time we can do You can increase ParticleLifetime. But, if you do, you may want to change *some* of ParticleSize and ParticleColor TIME values to match....the TIME values are decimal fractions of ParticleLifetime...ie...ParticleColor[04].Time=0.8 means that color happens at 0.8 of 30 seconds -- that's 24 seconds -- in this case. If you make PL 60 seconds, maybe make PC[04].T about 0.4 .... this would make the same colour appear at the same time after the rocket launch -- 24 seconds. Experiment to Taste. The last final TIME should still be =1.0 ... that is the end of particle lifetime ... in the original case; 30 seconds.
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Wow. Veltro your models have the nicest 3D canopy structure. All your work is great when flying with open cockpit method.
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Yea its a tossup there. Since the game models engine management so thinly if at all, I'll vote for Tapes. On rare occasions one may lose an engine in the game, but you always see the panel style in front of you. Is it possible to "borrow" a not game-critical guage for another engine?
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I dunno FC. You need the tape guages in the J-75 birds, and unlike TK's pit, Pasko's has moving map, although that would be in the 108 back seat, if that was to have one. Since we don't do back seats in the game nor a popup game screen map, use it up front. I think F-106 is the way to go.
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It could use some positioning but it works. For multi seat bombers and stuff, I use the game radar box, so I don't need a dedicated scope in the cockpit. Doing this widens the range of cockpits available for many aircraft.
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Kesselbrut's dedicated cockpit for A-5 by Julhelm is deeply interesting, but I don't see it talked about much. I was looking around for the most "lookalike" cockpit for TSR.2 by Bongodriver-TSR.2 Team, and I think this is it (for me). I did a little blue~esque grey painting on the A-5 panels -- and inside TSR.2 canopy -- and some strange combinations of Moves for the moving map. I use the A-5's cockpit panels "open cockpit" inside the TSR.2 3D model. I am thinking the TSR.2 had or was to have a moving map display, and Kesselbrut provided one -- sorta -- in the A-5 cockpit. That moving map sits on a clipboard that sits on the pilot's leg. Thankfully, Kess made these distinct meshes. I positioned them, and rotated two, to get the moving map nearly flat against the instrument panel. I think, for cockpit.ini editing, rotating parent and child meshes can open different possibilities of positioning meshes. Without rotating both the Clipboard along with the Map, I could not do this. Method below. The moving map is on the lower left, although that is on the opposite side to what I think was planned for TSR.2. Dunno. First I Drop the entire cockpit (mesh is Hull) 99 meters down out of view, and then raise back, 99 meters up, piece by piece, what is needed for use inside TSR.2 canopy. First the mesh Legs is raised by 98 meters only, then rotated (this exhausts all possible Moves for this mesh or any mesh). Then the Clipboard is pushed forward 0.28 meters, and then rotated. That push however is defined by "Z" direction but philosophically its the "Y" direction. For some reason, multiple child mesh moves mix up coordinates somehow. Anyways it seems to work. Next the Map is raised another 0.98 meters and rotate that. In the end, the Map is seen flat against the panel, isolated from Clipboard and Legs, which are not visible. : : : : [Move1] Type=AIRSPEED_INDICATOR NodeName=Hull MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=CenterPanel MovementType=POSITION_Z Set[01].Position=99 Set[01].Value=0.0 Set[02].Position=99 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=SidePanels MovementType=POSITION_Z Set[01].Position=99 Set[01].Value=0.0 Set[02].Position=99 Set[02].Value=1.0 [Move4] Type=AIRSPEED_INDICATOR NodeName=Legs MovementType=POSITION_Z Set[01].Position=98 Set[01].Value=0.0 Set[02].Position=98 Set[02].Value=1.0 [Move5] Type=AIRSPEED_INDICATOR NodeName=Legs MovementType=ROTATION_Y Set[01].Position=-30 Set[01].Value=0.0 Set[02].Position=-30 Set[02].Value=1.0 [Move6] Type=AIRSPEED_INDICATOR NodeName=Clipboard MovementType=POSITION_Z Set[01].Position=0.28 Set[01].Value=0.0 Set[02].Position=0.28 Set[02].Value=1.0 [Move7] Type=AIRSPEED_INDICATOR NodeName=Clipboard MovementType=ROTATION_Z Set[01].Position=-20 Set[01].Value=0.0 Set[02].Position=-20 Set[02].Value=1.0 [Move8] Type=AIRSPEED_INDICATOR NodeName=Map MovementType=POSITION_Z Set[01].Position=0.94 Set[01].Value=0.0 Set[02].Position=0.94 Set[02].Value=1.0 [Move9] Type=AIRSPEED_INDICATOR NodeName=Map MovementType=ROTATION_X Set[01].Position=80 Set[01].Value=0.0 Set[02].Position=80 Set[02].Value=1.0 : : : [Move10+ ... Move around other stuff] : If anybody is interested I can poast the rest. The A-5 cockpit is intriguing and I may be wrong but it may be under utilized. Anyone use it for other planes?
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On the other hand, since OP spelled Bucc... correctly, that shoots my theory down. Oh well. I'm having an Owellian moment (oh well moment)
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Bucc...etc... is one of those words that, at least for me, one must stop and do mental buffering to remember who to how to spell it, or (ugh) look it up first; haha "search" for correct spelling. Kinda like Know...etc...Base... I can't spell it unless I STOP and BUFFER about the K-word. If they (powers that be) called it Brain Base, maybe that would attract attention. No, that's impossible. But at least everybody could spell it.
