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Stary

+MODDER
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Everything posted by Stary

  1. helping a buddy... and becoming pretty much screwed
  2. it's a bit sparse but has no impact on framerate, I'm mostly flying Nigel's Spits now so it was tuned with the use of 8x303
  3. Happy Birthday Zurawski!

    Happy Birthday Zur!
  4. P-51D "Little Rebel"

    She's a beauty! Thank you!
  5. frankly, try contacting someone with more experience
  6. you must link all the elements of the model in a logic way -so for example outer left wing to mid left wing section, then this section to fuselage, etc... quite tiresome, but without linking you won't do any working ingame.
  7. so, it's not that bad patch it seems
  8. those weird polygons flashing between the flares in modded versions (by me)? that's good news. We will know more after opening the CATs... so hurry up TK with those tools!
  9. ojcar, for me worked simply leaving the mods folder as they were, and as I have separate executables for these, just copy the newly patched exe (in example StrikeFighters2 Exp2.exe) and re-name to the name MOD exe uses (example being StrikeFighters2 Exp2.exe -> WW2.exe in case of my WW2 install). All you might have to do is delete stock planes folder again after doing that (if your MOD install doesn't used them before) edit: regarding trees and buildings -don't know, haven't tested the clouds vs trees yet. I think the distance is now shaders-based (TERSOLIDOBJECT.FX for buildings, TERALPHAOBJECT.FX for trees) and independent of DetailMeshSize= setting in Flightengine.ini But I will be able to tell after TK releases new CAT tools. If so increasing the distance should be possible -if you haven't noticed trees (and only trees) were nicely fading before ONLY during overcast or inclement weather (but not at such close ranges) I was trying to duplicate the effect myself a while back but without luck
  10. bummer... now they fade at very short distance... must be new shaders for tod objects, so will be possible to extend I guess buildings fade too -and I really like this feature
  11. TREES NOW FADE :drinks: :drinks: :drinks: :drinks: :drinks: rest is not important for me hahaha!
  12. and a Happy Birthday to Amokfloo

    Alles Gute Florian! Cheers! (rises alcohol-free beer-wannabe)
  13. Stunning Pol! What I like in these shots (and also in P3 genrally) is that the any given environment images look complete to me be it plane graphics, scenery features, lighting
  14. true on WOP both of you, I still wonder why they didn't 1) removed the mission timer (ugh!) and 2) make more believable campaigns... rest is gourgeous immersion wise
  15. my fellow TODs making (among other terrains related things) competitor turned one more today happy birthday mate, have a great one! cheers!
  16. Mmm... writing from City of Krakow, all I can say is THANK YOU my friend! (IF only I had here system capable of running SF2 or for the matter any Dx10 games... will give it some long long tests after returning to the other place )
  17. you put youself (?) very moody tileset there all I see are HR Israel tiles mixed with Tuma's FE fields ones and Formosa city textures... quite interesting results image-complexity wise
  18. try DCS Warthog with cluster set to 500m and 1024xevery frame TV output seriously, nice system, and a bit too much frames to notice as guys above wrote -try adding lots of high resolution, high definition mods (Mirage Factory planes, some terrian mods) to it -you'd be surprised how fast you'll loose all the extra (extra=above 35-40 or so) frames
  19. true to point. I can't understand the "Il2 was also soo bugged and resources hungry at release so STFU" attitude... back in late 2001 I was having a blast with the demo (remember the Aircobra Ju-88 intercept in rain?) running on 1,4 Ghz, 128 MB ram, and 32 MB GF2MX GPU... all smooth, in 800x600. And no, the demo was much less buggy than current COD. (I blame Luthier)
  20. Happy Birthday

    Happy Birthday Guys!
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