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Do335

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Everything posted by Do335

  1. Collisions (Again)

    Hi Nicolas, I use Structuralfactor 4 for korea mod plus some armor. it seems there abouts! ofc these things can't be extremely precise... think i tested 5 and tuned it down later. but i dunno what FE's general pilot hitbox size is, in Sf2 it is 0.5 wide, 1.0 long and 1.2 tall. and a question.... also thinking of deleting some collision points as AI bashing into each other gets very annoying. wondering what points did u delete... on all the wing sections, or only outer wing sections, or outer + mid?
  2. bwahahahaha!!!!!!! to illustrate the point of not to go directly to WP5..... blue side: only 3 flights including me, 1 of them ground attack. The other sweep flight is doomed to bits.... saying sayonara to all of that by way of climbing to 40000ft
  3. Nicholas: i think the individual effects files are ignored by game engine if you have particlesystem.ini in the mods folder... so it's either use individual effects, or use one single ps.ini, them 2 ways mutually exclusive. ^does not help with win10 prob however. i'm just avoiding it at all cost:|
  4. can't they have a new coat of paint or something? like for different more tropical trees? you can see their texture names in lodviewer, seems crown of the tree are just rectangle simple texmap... it could be enough to work with. Anyway, just making some ideas! edit: oh in case... how to see non-aircraft LODs in lodviewer is simple: change say F-4B001.LOD to say Tree003.LOD in F-4B.ini. Open F-4B.ini with lodviewer and voila u see a tree:D same way to view stock 3w cockpit LODs and stuff... edittttt: tried it. worked. it doesn't look very good think i still like 'em tod trees... and framerates...
  5. Ok i see. It seems most songs are just "monetized by claimant" or something but not straight up blocked. i guess some songs are different from others eheh. Anyway thnx!
  6. good find wrench! i think stratos has all the trees needed from IcelandNA!
  7. Negative. I only deal with database. And finally remembered to do this test, so posting for document. Theory: "Normal" FM do not depart/spin, whatever you do, but this changes after damage is taken even on normal FM -> once you overshoot AlphaDepart, the plane does enter flat spin. Tis a campaign test flight and got shot by a 50cal AAA. Remembered this on the way back and so tried it. Spin is easily recoverable by player but AI can't do it. (last part of vid was checking if damage reduces AlphaStall which it does, probably also AlphaDepart.) https://vimeo.com/164273840
  8. Thnx Shrikehawk! hey right a question if i may... I reckon you're from the States? can you still view the youtube link or does it say "blocked" (as i get a notice it's blocked in United states)? I often like music videos and it seems a bit troublesome to use youtube these days:|
  9. oh yes I had searched "the sim that focuses on real life switchology", starting @ 18min https://www.youtube.com/watch?v=DTnrwoa4zeI&feature=youtu.be&t=18m so it works like that. But with the 3d model of the pit set as we have, if the ADI line moves vertically especially downwards it looks weird like objects in space. so opted for a vertically fixed ADI line while the ADI ball rotates western style. I *think* when Stary made the pit, the intention was a completely western style ADI so, the current setup is a compromise... But I don't mind whichever way, as long as when you overshoot a F9F panther in a descending spiral, you know which way is up, so he won't have enough time to reverse and bring those lethal radar-ranging quad 20mm to bear PS for me the Su-27 etc style HUD is just counter-intuitive, reason is simply explained. With the western style HUD attitude indication, you only have to use one reference plane, which is the ground, either viewing outside or at instruments. With russian style HUD, when you look outside, your reference plane is the ground; but when you look at instruments, your reference plane is the HUD itself. -> 2 different reference planes. It doesn't help that HUD is focused at infinity so it wants you to reference the ground. One can get used to it certainly, but there is always an extra thought process required in that loop.
  10. Wrench.. hope all will be OK with the Mrs! May strength and health be with you both.
  11. More edits to the pit... Used up every needle except the volts gauge. Liking the result! Won't bother UL the bits again, gonna put in the final mod. 1. G meter 2. Pressure Altitude 3. Airspeed gauge 4. Altimeter 5. Radar altimeter 6. ADI 7. Low altitude light 8. Slip indicator 9. Clock 10. External fuel tank lights 11. Low fuel warning light 12. VVI 13. Engine fire light 14. Fuel gauge 15. Engine overheat light 16. Bearing marker 17. Compass 18. Fuel flow gauge 19. Oil pressure gauge 20. Engine pressure ratio gauge 21. Engine RPM gauge 22. Exhaust gas temp gauge 23. Mach indicator 24. Cockpit pressure differential gauge 25. Gun indicator lights
  12. A small Mig-15 cockpit avionics revision by Coupi and me (original is ofc Stary). Warning: Backup original files! *ADI is changed to soviet style "viewed from ground", similar to modern Russian jet HUD's attitude indicator (demo image by coupi). ADI pitch degrees is measured. *Gunsight along with cockpit viewpoint is moved to the right so the ADI is not obstructed. *Gunsight reticle pitched down 0.3x degrees to converge with rounds ballistics at ~250meters. *Gun indicator lights on the left hand canopy side are illuminated when the cannons have rounds; extinguished when the guns are dry. *The 2 red lights on the lower console is used as external fuel tank indicators. The lights are illuminated when external fuel tanks are dry or jettisoned. *Fuel gauge measured, max volume indicated 1050 liters. *Low fuel light illuminates when fuel quantity is below 300 liters. Low altitude light fixed. Bearing marker fixed. *EGT gauge measured and functional. Oil pressure small gauge measured and functional. *After repeated no joy in finding a suitable mach number indicator... a pseudo mach indicator is setup using the fuel pressure gauge. sigh... but fuel pressure is non-existent in SF anyway. *Cleaning of redundant entries. and update *VVI reconfigured with 0 ~ +-70m/s and measured. *Accelerometer measured. To use the oil press and EGT gauge, add the following to the Mig-15/15Bis_data.ini's [engine] section GasTempMaxRPM=690.0 GasTempIdleRPM=450.0 GasTempChangeRate=5.0 OverheatTemp=790.0 DamageTempDelta=300.0 OilPressMaxRPM=35.0 OilPressIdleRPM=10.0 OilPressChangeRate=0.3 LowOilPress=2.0 LowOilTempDelta=400.0
  13. hah! the other modes are simply not as good as RWS/boresight or have bugs. condensed experience is different from newbie ignorance an interesting subject of Falcon4 keystroke assignment. I've always found it funny that to press something, you need an "octopus hand". i always feel lol while doing it. fat fingering is still possible, but rare. you reassign the usual suspects to something easier anyway. and if we're talking SP there's no biggie in discarding --> as we know discarding is different from aborting. works fine on my win7 puter but,, this one is inevitable. years later it's like running dos games on windows boxes. i guess it's a dice roll. e.g. i can still run mig alley, JF18, CFS3... but MS's extremely fun game Crimson Sky is no go as all the texts are fubar. i remember in Openfalcon days I bought an Gtx260. the FSAA just didn't work with OF and had to sell it for a loss!:X Then got a second hand 8800U. it was a bloody defect. went to return it and the seller refuses, had to go through the hoops and lastly the creditor stepped in and forced the refund. Finally got a second hand 8800GT that worked well. Then got into BMS beta that finally supported later gfx cards and bought another gtx260! but... the 8800gt and gtx260 offered the same fps!!! ^tis not to illustrate a point just a flash back to the adventurous timez!
  14. umm... might be best to stay off mods if freshly starting, mods add to confusion to no end. i think it's universally agreed sound way to go. but... stay away from skunkworks mod!! it immensely phucks up the database. It's like someone taking a personal adventure with F4Browse.... Probably first mod are redbird33's skins as migbuster mentioned in other thread. There was a slight off on the fuselage texmap however and i got the correction (mod of the mod) on HD backup. But there is some tinkering required with photoshop after that........... umm see how complicated it becomes!
  15. Well.. it took me 3 days to get the hang of AF and a week to complete the first campaign. (not... complete but a draw since i bombed all the bridges......) I dunno if there's anything easier than that which still have a DC except SF:| CAP2 might be onto something. i'm also waiting to see how it turns out. In the meantime SF2 korea modding keeps me busy.
  16. Langley AFB Airshow

    looks like a big show! thnx for the pics!
  17. *heh* if looking for another "strike fighters" just with a name "falcon" on it... there isn't one ofc. I suggest make up ur mind on what wanting to do and couldn't resist: on a case by case basis the AF pay mods are very good. Quality is top notch and integration with base game is smooth. To say bluntly, if ya wanna ask ppl for money for a 3rd party mod, you better bring the A-game. Which there they did. There wasn't any criticism on the flame-war fested forums, only recommends. I think most of the pay mods for SF2 otoh are... polite word questionable; honest word a little crap. Some ppl are somehow ideologically against pay mods, which i don't get. I like good pay mods, and hate bad ones. I just wanna make the games better.
  18. For BVR, RWS all day long. For WVR, Boresight all day long. Don't need nothing else. For HOBS missile, uncage it and the seeker will slave to LOS. That's it. bah... don't go clicking stuff around the pit. If feeling curious and want to mess around, discard your campaign mission and fire up tactical engagement. aahh!!!!!! BUT the 2D pit boasts the much missed, very nice navigation tool the KNEE MAP and Flight data card. And for ppl without TrackIR, 2D pit saves TONs of framerates while still looking nice. If one can afford 5000 buck flight gears, 20,000 buck hardware pit, have 2 hours free time before actual flying and don't need to wake up early the next day, ofc, one would find those redundant, and prefer to jot down the infos on paper for every flight. ---> OK so you're l33t and hardcore but pffft how many flight does one campaign take to finish? 100 or thereabouts? And you're not bored? So.. just go fly MP in TEs... single campaign players still find the knee map module useful.
  19. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=5772&p=35409&hilit=BINGO#p35409 http://bbs.thirdwire.com/phpBB/viewtopic.php?f=29&t=8311&p=51570&hilit=BINGO#p51570 which one is more precise can be easily tested
  20. Single stick will do fine. used to run it with a saitek evo. Even without a throttle detent on it, F4AF has an automatic "blurred" afterburner detent in-game to make it easier. I was amazed how noob friendly (ala ergonomic) it is. learning-curve: AF is the easiest. but there still is one. probably best to start with instant action. once you get the hang of it and can shoot down those bombers with ease, go campaign go. --> it is not necessary to ramp start and not necessary to know what all the buttons means. They are nice to know but not really needed. The essentials are weapons and navigation which are covered with instant action already. And most of it in AF is "lock-up and shoot". The campaign UI is not "loaded with info" and mostly self explanatory but that's further down road i guess. PS the graphics was already crap when it was initially released:D:D
  21. i'm outta likes so, good job, very brave!
  22. if you fly the 2 early campaigns, the oppos are Yaks and IL10s only, so shouldn't be too hard even for mustangs:D
  23. hey thnx yes! i figured ADI is more important than half of VVI... [GunSightMove] Type=AIRSPEED_INDICATOR NodeName=gunsightbox MovementType=POSITION_X Set[01].Position=0.033 Set[01].Value=-100 Set[02].Position=0.033 Set[02].Value=-99 [remove0] Type=INACTIVE NodeName=Line07
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