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atoll1

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Everything posted by atoll1

  1. Has anybody had success with firing the FN MAG 7.62mm gun that is found in the latest weapon pack? I've tried it on different aircraft/choppers and it doesn't fire. The model shows up fine in the weapon selection menu, and also shows up fine in game, but it doesn't fire. I've even checked that my fire button works on other weapons. Any advice is appreciated. Thanks in advance!
  2. I've found that with a lantirn or similar type pod attached, you get to see the target that you're designating, just like with electro-optical ordnance...a nice touch.
  3. Dear fellow simmers, In SFP1 patched to 8/30/06 SP4, KMD v1.04 launches and runs fine, but with KMD v1.05, I get a Microsoft visual C++ runtime library error “abnormal program termination”. Yet, when KMD v105 is launched outside of the SFP1 folder, it launches just fine, except of course, KMD launched outside SFP1 doesn’t see the aircraft and ground objects =(. Any idea how to fix KMD v105 not launching within SFP1? Thanks in advance for any help.
  4. Allied Force Contest

    Neato! Just registered at http://www.multiviperforums.com. Wonder how the new TrackIRs perform...?! Could also use a flight stick...any else have a flight stick that goes loose and loopy after a while? The software control panel that comes with my logitech doesn't seem to have a way to adequately realign my stick.
  5. The advantage of keeping them in the cat file is that if you mess up the mods, you can always delete the messed up file and you're back in shape to start again. The other advantage is that it keeps the important files intact and compact.
  6. Plus you need to have some kind of targetting munition on your pylons e.g., pavetack, that will allow the LGBs to have an illuminated target to hone in on.
  7. The changes you mention would be really neat. I can't seem to find the uploads in the terrain section here...wondered if you've had the chance to upload them yet?
  8. Other than the settings in both grpahics and sound, (esp. the new water detail setting), I wonder if any of the new dll's do indeed require more system resources... worse come to worse, it's time to reduce all those cool looking graphics settings the thrills, joys, and sacrifices one makes
  9. There's a workaround!? Wow that's great! Emm...when you get a chance, do you think you can share what this workaround is? I suspect it'll be useful to many on this board. Thank you...!
  10. Does anyone know which line(s) in the environmentsys.ini file control how far clouds are rendered from your plane to the horizon? (When flying at 22,000 ft or more, the clouds look somewhat wimpy when spread just a little around you.)
  11. Played around with the numbers based off discussion here and it's working toward where I like it - thanks!
  12. Yep, did that search and was able to figure out plane replacements too, and actually, that's how I learned about DCE to begin with. Thanks
  13. ok, fellow simmers - thanks for your discussion thread, but I feel silly not being quite able to follow the discussion (e.g., not sure what sky panel height is/does?). Is fluffy clouds the same as 3D clouds? I tried changing skydistance at 36000, and even 136000, both did not slow down my computer, but at the same time, I saw no difference in the clouds around my plane. I was hoping that there would be more 3D clouds spreading from my plane to the horizon. Any help/advice is certainly appreciated.
  14. Thanks - so, do people have favorite editors for campaigns that can be used with SP4?
  15. I'm not sure, but I wonder if the dynamic campaign editor is helpful/useful for something like this. Unfortunately, I've only found the v1.05 which when launched in SP4, gives the error that it cannot find the groundobject.ini list. Does anyone know if a version of the DCE >1.05 that is compatible with SP4 exists? Or even a similar editor? On second thought, perhaps I should post this to the mission forum
  16. I wonder if it'll really slow the computer down to increase it, plus I wonder if there's a way to stretch it further out to the horizon. Thank you - I'll try that line. And yes, the default for that line is SkyDistance=70000.
  17. I generally avoid posts that simply say "me too," but this is one that I just have to post to say a great big ol THANKS!
  18. First, thank you – it’s an excellent model for an alpha/beta stage! I do have a question: if I leave the afterburner on for too long, the plane catches on fire and explodes. Any idea what causes this? PS: Now all we need is an Su-37 or better to match! =)
  19. Literally swap the cockpit folder and cockpit ini, then make sure to change the aircraft's ini to reflect the new cockpit folder name (or just change the cockpit name to reflect what's already in the aircraft ini) copy and paste the loadout to other aircraft lodaouts. Make sure that the weapons section of the data.ini is set to allow those weapon loadouts.
  20. That makes 2 of us - if I knew how, I'd be getting it up and posted too =) Thanks,
  21. I believe it is a known issue that the CCIP extends below the HUD, and not something that can be fixed with just manipulating the ini files. Make sure that the sound file you are trying to use is in the Sounds folder, then copy and paste the name of the sound to the engine sound line in the aircraft's data ini. The other thing you can try is to copy in and use the cockpit from another F-16.
  22. You built an Su-37 - is it working and posted for download yet? Thanks all for that tip about the engine temperatures. Yep, I realise that it's still in alpha/beta - and what a great alpha/beta state it is! Thanks again!
  23. The high res skins minimize the "fuzziness" you talk about, but these high res skins may really cause low fps. Actually, for the low res skins, the closer you are to it, the more fuzzy they appear.
  24. For the F-16N/F-14 AGRS (Aggressor) is there a way to give (e.g., IR/SAHM) weapons when flown by AI as enemy? (I’m not talking about the player flying the AGRS plane because one can set another plane, then in the loadout, switch to the AGRS and choose some ordnance). I can’t seem to set them in the Nation file either as the Weapon editor doesn’t have the option for AGRS and fails to compile a weapon.dat file that includes AGRS as a Nation. Is there any other way to give the AGRS planes some missiles (other than setting them to Soviet/WarPac instead of AGRS) so they would be more of a challenge in ‘red flag’ missions? Thanks in advance for any thoughts/suggestions!
  25. Ahh...that explains it. Thanks - I'll try that.
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