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Do335

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Everything posted by Do335

  1. Pfunk: WTF. You do realize you just requested mod tech support... from the game dev? This is the stereotypical reason used by the non-modding devs and communities: "why we don't allow modding? because for one we wouldn't be able to provide quality support due to mods." Your question just falls straight into their reasoning. No wonder TK replies "remove modding and there won't be any of these problems". I can't be helped but be pushed to the same thought after reading this! you then capture the excerpt, post it here and piss off the modders. wha..? if this was a question by a newbie nobody then might as well, he probably doesn't know better or maybe just out for a troll. but you have been around SF for how many years now. And you still don't know this. i mean WTF.
  2. decided to do some commentary videos on the game Rule the Waves. i think this game is in good need of some comments to show what's really happening. have been using subtitles before but they were quite limited... so full on talking mode in these:X game is "Rule the Waves" a dreadnought building/fleet management/naval combat historical game, by Naval Warfare Simulations http://www.navalwarfare.org/ starting a late game war with USA in the Caribbean. firstly a battleship engagement... and later will be a video recap of game progression to this point.
  3. Rule the waves hex edit mod! Allows armor >18 inches on capital ships. Allows building CL up to 12000 tons and DD up to 2000 tons. edit: + allows CL max belt armor of 6inch. allows secondary director for all ships after research. ammo count increase/decrease by 1 per click (use up down arrow keys for large amount changes) allows capital ships >52000 tons (with errors past 52900 ofc) http://www.mediafire.com/file/1pvda5lzm3m0qpk/RTW_134_Mod1.rar edit1: Allows taking 40 points of possessions as government collapse total victory, plus all prev edits. Also bit of an experiment but having fun with this atm, sight range mod. Day time non-rain sight range extended by 20000 yds so usually 38k - 45k yards sight range, night time sight range 10k - 15k yards depending on weather. AKA what-if there's something else other than ship-board mk1 eyeballs to spot them targets and dreadnoughts aren't blind as phuck at night. https://www.mediafire.com/?lnc83hnma8och3e
  4. the default install is like this as well. i had the same problem. in the AIRCRAFTOBJECT.INI (extracted from object001.CAT, or if modded, under your Objects\ folder) [views] ... CockpitOffsetDist=0.07 LookAroundHeight=0.08 change these two value to 0 and it should be good.
  5. jutland night battle 10:0 the torpedo game is like soccer. goooal! enough said:X
  6. in my wings over korea mod it is "gyro". the reticle is not as "jumpy" as on the -86 but they are the same function in the end, just no radar ranging on the mig ofc
  7. war with Britain... it is INEVITABLE...
  8. aand starting a new game but with some changes
  9. very interesting! didn't know MaxG works for individual liftsurface as well, will see if it applies to SF2.. coupi: structuralfactor is damage modeling param aka how tough is the [fuselage] against gunfire.
  10. What's happened thus far or.. our huge beef with Great Britain over the years.
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  14. Il2 is very mod unfriendly and that also affects out to installing mods... i think the SAS ppl are doing their best it's just the base game is like that:|
  15. you can give IL2 a try if ya haven't, the visuals and sounds on the whole are definitely better. Rowan's mig alley is a dedicated korean air war sim, it's just rather dated. There's also a korean war mod for MS cfs3. (edit forgot, i didn't try this and discarded directly...) DCS F-86/Mig-15 module there is always war thunder... for meself it's SF, i think the campaign system, AI and support for jet FM is better than IL2. and certainly miles better to mod. but it's after trying all of the above and making a choice thereafter.
  16. nagaative mate when i make my own flight sim, i'll do it:D
  17. should be a basic game engine thing so not to be modded... speaking of IL2 i think the twitchiness is bit too much... modded it before as well, class dump, buttons decompile, 3D meshes and whatnot - the guns on the planes are setup deliberately to be unsymmetrical i.e. a few mm off center and a few mili rads off axis, just so player can get more twitch out of it! IMO these stuff need to be randomized in the code with like a universal randomness factor, and not a preset error permanently set in database. ^unrelated matter... just some mumbo jumbo!...
  18. 哈,ace这里跟ateam仇恨深重水火不容啊,所以。。。 不过那边的注册和使用限制是很变态。
  19. Who's going to be the new President?

    ehh i didn't vote. i JUST don't know. some of my college friends who went to the States are actually happy as the democrat immigration laws are harder for asian immigrants. But... there was one thing that CA talked a lot before: net neutrality. will trump's FCC overturn this one?
  20. Who's going to be the new President?

    it sure is good to see the Amis able to think by themselves. Just saw this joke: "Five guys walk into a bar" The american proudly says: we vote in the morning, and get to know the next president in the afternoon. The chinese mainlander calmly sayz: we already knew our next president five years ago. The North Korean says excitedly: we without voting knew our next helmsman when we were just kids. The russian smiled: meh.. tired of president? Be the premiere. Tired of premiere? back to president. The Cuban is confused: What... the leader can be changed even?
  21. Who's going to be the new President?

    Interesting how Trump defeated mainstream media... all the news were ridiculating him to no end...
  22. Wish you good luck and a speedy recovery mate!
  23. Cocas asked me to fill in mate since you were busy with RL... iirc handed off to you guys re hangar screen. seems it's gone silent since Cocas hasn't been around (far as the CAF thread goes). Can you ping him on FB or somewhere?
  24. Fused all the korean theater mods to a stand alone install and done tons of fixes to make it stable/functional/streamlined for campaign play. After working it on and off over 2 years I'm currently pretty satisfied with the result. TK built this series mainly for 60s-80s air combat, but surprisingly it is awesome for a guns only dogfight arena due to a competent AI and a dynamic campaign engine. So it occurs to me why not share? Seems that the "KAW" development have seen some mess over the years, but that time has passed (even Tk himself is jumping ship looks like! The golden age of flight sims continue to fade...) and a decent all in one pack would be good to bring it to a final fruition... The SF community is rather small and resources are extremely scarce, it took me some time to come to grasp some degree of reality pertaining to this. All the time I'm downloading and using mods, maybe it's time to do something and give back. I'm not one of the "regulars" here so thought better ask if it's ok to upload. I understand Wrench no longer grants permission for the terrain and ofc there's DAT, YAP and Razbam so won't include those. I've assembled a list of credits for everything I've used. Apparently Wrench is practically on everyone of them so first and foremost Wrench, whether you are OK with these except the terrain. It is a long list, will make it more detailed (like eburger's) if it's uploaded. Lemme know if there're typos in names or I've missed someone important. The fixes made are various, including typos in inis, missing decals, optimizing LOD ranges, clearing out redundant files, better loadouts, aim is to prevent CTDs and clear out bugs. FM edits include landing speed adjustments (so AI can land every plane), AI gunnery edits, damage modelling (edits on structural factor, volumnstructurepoint, armor and some hitbox fixes), faster cruising speeds... Minimized effects to make fps bearable on med-hi settings. Some soundlist edits so sounds are properly played. Various edits done on the F-86, uses modified F100 pit (the two are surprisingly similar), set gun convergence, added some gen1 skins. Some edits on the Mig-15 cockpit avionics and visuals. Squadron list updated to include every blufor squadron. Campaign improved, added some air units, fixed typos, some skin folder renamed, increased supply so squadrons can update aircraft, also fully incorporated Paulo's new Mig15 skin pack. Not blessed with programming or 3D modelling skills here but can at least do lotta TLC on almost everything.
  25. b-29 intercept: 1) with the inverse yaw in the FM the AI is having bit hard time aiming. the trick seems to be bring the flight below bombers and then target them. AI's apparently happier shooting up. 2) reduced hitbox sizes on b-29 and reduced structuralfactor. usually structuralfactor is 2.0 but here set it as 0.25... (before was 0.45). will see.. Also wing tanks separated into 2, and rearranged gunner hitboxes per flight manual. 3) gun turret fps hits: AircraftAIDATA.ini set GunnerFireChance=40. Default is 80 so halved, but can be whatever low setting deemed fit. Video test: 1st test is attacking from above. i shot myself but no.2 can be seen firing and missing, and overshooting just before i opened fire 2nd test is attacking from below. no.2 firing and hitting very nicely. 3rd test is just me shooting 37mm only to test toughness. lastly ss of debrief screen rounds per kill. B-29_DATA.rar
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