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atoll1

ROOKIE
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Everything posted by atoll1

  1. 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.
  2. 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?
  3. 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
  4. 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...!
  5. Played around with the numbers based off discussion here and it's working toward where I like it - thanks!
  6. 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
  7. 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.
  8. Thanks - so, do people have favorite editors for campaigns that can be used with SP4?
  9. 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? Thanks for any suggestions!
  10. 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
  11. 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.
  12. 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.)
  13. 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!
  14. 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.
  15. That makes 2 of us - if I knew how, I'd be getting it up and posted too =) Thanks,
  16. 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.
  17. 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!
  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. 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.
  20. Ahh...that explains it. Thanks - I'll try that.
  21. Ahh...very interesting - I did not try that. So what you're saying is to load in some LGBs and a targeting pod and compare with plain LGBs (no targeting pod) and I'll see more targets to select with the pod. Thanks, I'll have to go try that.
  22. Yep, I added the AGRS (with the propoer nation #) to the Nations file. I didn't add the USNA one, though (I'll check again) I'm pretty sure I checked the plane weapon attachments and they only had AGRS listed. Meanwhile, my work-around has been to reassign the nation affiliation of the (formerly AGRS) aircraft to "Soviet". Hmmm...
  23. Right, I too have tried their mega pack and found a lot of modifications. Basically, for sound, I went through some of the planes and looked for the engine sound and compared it to what I have in the sounds folder, and then typed a name of a sound I wanted into the field for engine sound in the aircraft data file. Cheers.
  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. Does anybody know if the various targeting pods (e.g., pave tack, LANTIRN type pods) available in the latest/more recent weapons updates do anything for the game itself? Carrying these pods in the game seems to take up pylon space, adding to realism certainly, but can they actually be used in the game itself? Thanks for any thoughts/suggestions.
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