Lexx_Luthor
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Everything posted by Lexx_Luthor
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Yes
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streak:: Thanks for poasting this. I had no idea. There must be a way. Oleg Maddox has hinted at allowing 3rd Party aircraft and other item modders sending their mods to the Moscow Bureau for "official approval" by his team. TK could provides basic out-of-box aircraft, say the original series, and the basic desert terrain and campaign, and focus on developing the basic game engine. Lowengrin single handed saved Forgotten Battles for the offline players with his own dynamic campaign engine. That's impossible in the ThirdWire series. TK's greatest blunder has been never making a map wide combat recorder that outputs all combat events to a simple text file.txt. This has kept the sim closed to 3rd Party dynamic campaign engines, where FB/PF was open to this by virtue of the map wide eventlog text file. I mostly fall under: "loyal fans" that can not or will not upgrade to any of the SF2 sims due to simply being satisfied with the original series. But not entirely. I would love to go SF2 but need features of the old game that have been either deleted for reasons that hurt me, or replaced by "new" features that I cannot tolerate at all until I can find a fix. I take these changes as a business descision by TK.
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I still have SF Patch 2008 laying around. As for the variables, they were my last settings before retreating to SF 2006. Experiment to Taste. [HighAlt] HighAltColorStart=0 HighAltColorEnd=30E+3 HighAltSkyColor=0,0,0.0 HighAltHorizonColor=0.00,0.00,1.00 HighAltFogColor=0.4,0.5,0.6 SunLightModifiler=1 AmbientModifiler=1 SpecularModifiler=1 But, set the last three Modifilers to 1 if you don't want planes and terrain turning FLAT BLACK in the bright SF sun as you gain very high altitudes. Don't know why TK tossed these in, as things don't work like that up there. Interval is 0 <= Modifiler <= 1 I think TK fixed the (Modifier) spelling. Not sure since I went back to SF 2006 and never saw what came out after initial Patch 2008.
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Experiment to Taste. Try End clear 1.0 as a test of limit. Not exactly sure what these two variables do, especially StartClear. Setting EndClear to 1.0 seems to take the beginning of hazy fog to the defined horizon distance -- no distant haze seen. If this is causing the white distant mountains. Not really sure now, as its not so much softly fogged out just not textured. Poast your HorizonDistance in the Flightengine file, and the difficulty setting you are using. ie...what HorizonDistance are you using.
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Then the stock is diluted, worthless. No more games.
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Bee wax candle might be okay. That's all I use. If you can't burn a bees wax candle in your own pad, what's the whole point?
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Look up some sites that discuss effects of nuclear weapons. Sources I used are listed here ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3970 Atomicforum seems to be gone. Atomic Veterans is gone too apparently. Or they changed iNames. I need to edit that poast but it seems TK disabled editing. The glasstone blog takes some time to load, as each page is very very long but rich in contrarian detail.
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tr:: Vast thin 3D cloud layers with holes in them may be possible. I've always hoped to see 3D towering cumulus clouds, either single or in clumps, and they now can make good use of the new bump mapping. These would interact well in the SF Sun....and have flat bottoms in shadow of the SF sun. The old Su-27 FLAKER 1.0 sim of 1995 had simple polygon clouds that were more realistic than the puffy non-existent textures (pure texture, nothing else) found in all TheSims since then. Flak puff tiny "cumulus" cloud non-textures were a huge step backwards in sim development since the 1990s.
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Flav, the not very distant mountains in that Mandrake shot, goto Environmentsystem.ini and play with... [Fog] StartClear= EndClear= I use 0 and about 0.9 to or something -- experiment with limits you know 0, 0.99, 1.0, etc... Also goto Flightengine.ini and play with HorizonDistance= (in meters). Granted Vietnam could get humid and hazy in the distance I suppose.
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FC :: this^ Experiment to Taste until Happy.
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Weird SFP2 OPENCOCKPIT=TRUE bug...
Lexx_Luthor replied to Wilches's topic in Mods & Skinning Discussion
It could be caused by the [NearSceneClip]'s NearClipDistance in Flightengine.ini. [NearSceneClip] FarClipDistance= NearClipDistance= I had terrain tga flickering when I set NCD to very small values (0.05) to see inside the external models when I dreamed up the stargetic cockpit thing. -
If I recall, the most unique role of F-14 used by Iran, Shah or Ayatollah, was MiG-25 killer. To do F-14 justice, TK would have to releace a Thudwire MiG-25.
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I have not been to a movie in years. Maybe this one would be worth breaking my prinicples for. I do miss the theater popcorn. Can't beat it.
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3 yrs this was it ~> http://combatace.com/topic/20073-robin-olds/page__hl__robin+olds
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Sold to me! Fairey Delta III or something similar is another, far more fantasy possibility. FD3 profile ~> http://rp-one.net/f_155_t/fd_iii.html Very nice Just found this, F155T competition ~> http://rp-one.net/f_155_t/f155t.html
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Veltro your Vautour (and Mirage IV) are the Shnizzle thank you so much. Vautour and Mirage IV make me want to include France on the Ring Of Fire map (strategic strike bases totally surrounding USSR). Even if I don't include France, I've read RAF (or politicians I don't know) gave some thought to adopting Mirage IV, given TSR.2 cancellation. Just a possible campaign variable to spice things up.
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Stig, I know if you run your MiG-25 to the "world boundary" which is defined, in kilometers, in Flightengine.ini, the plane stops there, and you fall out of cockpit. Its how far from the map edge you can fly. TK does not want you to see the map edge. How far did you travel in doing that zoom climb to 105k feet? On the other hand, you may have stumbled on another similar cause. If 105,000 feet is the defined world ceiling (again, Flightengine.ini), than maybe that causes the same effect. I never could have noticed it since a few days after getting the first game in the series, I set that ceiling to 1000km since I wanted no artificial restrictions (this allows external camera into "space" to test view cirrus layers, the warm front mod, and persistent 300km chemcontrails. I never expected the out of cockpit experience to be caused by hitting the artificial altitude boundary, if that is the case here. Or you ran the MiG to the world boundary. uh~oh ... that's it Same blue sky at every altitude. That is before Patch 2008. TK offered darkening skies with altitude in Patch 2008. You need to use the SibSky enviro changes with new 2008 Enviro. Extract the default. Also, I recall Patch 2008 causing the SF sun, moon, and the related Siberian Sky sun glares to be half the apparent size. Double them all. Its alot of work but I made all these mods for the hardcore only, and to demonstrate what should be possible in air combat TheSims in the 21st century.
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Nesher good one! Thanks. Good thread al... I have a habit of leaving computer case side panel on the floor, leaning against wall. When the (steel) panel edge slips between the toes, it hurts extra bad.
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A more advanced method is clean up the effects, make them more framerate friendly. Extract the ParticleSystem.ini in the FlightData cat file in Flight folder. Track down the effects used, then the emitter used by that effect. Increase the emission rate ... yea emission rate is really a time period. Increasing this means lower rate of particle emission. :yes: If you pork the Particle file, delete it and the game goes back to using the original encrypted version in the cat file.
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lol A Chevy moving forward I just don't see it.
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Wow. Yea get well soon. We'll ask TK to hold up addon releace until you get out (I know I'll get a CA football style pile-on for this...). SEE this man had a backup lung. backup Backup BACKUP Remember, hopital food is designed to keep you in hopital. :yes: Have family or friends to bring a big Polish deli sandwich.
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Crocs are first class swimmers. Swimming in a current is neither surfing nor "catching a wave". Article was a bit hype.
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Its in each airplane's Cockpit.ini file. You have to extract the file, then edit it to change the Max and Min yaw look angles. Below is 150 degrees left and right (or right and left I forgot which is negative. abstract example: : : [CockpitSeat001] ModelName=... Offset=... Position=... ViewAngles=... MaxYaw=150 MinYaw=-150 : :
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Its been told that my old nuc visual effects work in SF2 which I have not got yet. The effects include aerial nucs. They need to be redone, which I'll do eventually. When I made those, I was running ATI 9200 (ATI what? ) until last year, and now see why I had to go overboard in simplifying the effects.
