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Stary

+MODDER
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Everything posted by Stary

  1. Soo, it's Mirages week? Big TY to FC and EricJ: And from mission editor: Frankly, I haven't been flying past early 80s modern stuff for too long :yes: The Range helps with delivery training
  2. Thanks for info, I think we have zip South America maps available for now, so that's good news we hares teh sam etypign dilemma, no worries
  3. I was thinking the same Phillip, but there seems to be no such system class in the core files
  4. they are -or were last time I flew in campaign mode (SF2I)
  5. Ekvin..? Is it me or someone is slowly working on SF2 Operation Tainted Cigar..?
  6. yeah I know about the AD trick, but it's only for campaigns, mixed groups would be best. @Crazyhorse: thank you, very interesting, I would never think it's considered doctrine and trained in simulated environment
  7. it's my high resolution Isreal terrain update, available here: http://combatace.com/files/file/10916-enhanced-sf2-israel-terrain-by-ca-stary/ here are optional lower resolution tileset for slower systems: http://combatace.com/files/file/11179-512x512-tweaked-tiles-for-ca-starys-enhanced-sf2israel-terrain/
  8. There was one in the works by Brain32, but IIRC he suspended working on it due to enormous complexity. Also some other band started their own, I think Brain would know better
  9. IF we could have two separate Weapon detectionsystems, ore AIR and one ground..? IDK if it's possible
  10. Yeah, seems the threat priority have AIR objects. And that's a thing we can't adjust, I think it's hard-coded. Best would be mixed types of units per ground unit, but I think several patches ago AAA or mobile SAM units have been added even to randomly generated missions..?
  11. Same case with one gunship shooting down plane (Mi-24 vs Phantom IIRC), as I wrote I'm not thinking about full realism mod here, rather an addition to give ground vs air a little more action. And as this was in fact quick one using already existing systems of the test tank (T-72A) and new independent system in data file for hmgs is needed, best independent from main gun -there are models of secondary ap guns modelled on most of tanks already I know, it was just a test, that's why I went down. JDAM accidental drop caused by suprise
  12. Wodin, with the settings I posted, there should be slight but noticeable movement
  13. no, animations of pilot figure has nothing to do with player's "in cockpit" viewpoint position and transformations -plane's 3D pilot's head animations (their limits, frequencies, possibility of looking up or down, and durations) have their own separate sub-section idependent from player's view settings. At one point I had setting that caused whole cockpit move several meters to the left or right during banking (sort of like during hitting the famous "Here be dragons" map border thing) and returning to normal postion after leveling with horizont. You could look to the left for example during turning raight and see cockpit mesh floating in air few meters away. @Wodin: have you put the modified aircraftobject.ini in your modspatch\Objects? it must be in there not in the main (core files) install folder!
  14. believe me it does, but tweaking to good amount is PIA
  15. Shirley! So, everything will be back to normal... we have just to wait
  16. I'm trying to figure this myself...
  17. Several days now... All I got on Fab 21 via Facebook: "Our main website should be up, only the forum is currently down to install better anti-SPAM measures to combat the recent increase in SPAM activity there..." doesn't look like such procedure should take week long. I hope they're ok!
  18. Depends on weaponpack one uses, mine has missilefireeffect like most of stock missiles. But if your version uses reduced one, then it's ok
  19. Mike uses the same booster effects as every other Sidewinders except 9X so should work ok... anyway -try the new version I uploaded two posts above
  20. Bumbleebee's Evil Twin! Run! Ok, last shots of A-10A, I promise notice new "missileisflighteffect" of the Maverick I'm tweaking, stock one is way to small and "flat" I'm thinking about deleting the flare as it's soo 1990s
  21. here's updated 23mm effects that are now the same as 30mm, and new, IMO better missile in flight booster effect: extract to EFFECTS folder
  22. I'll check edit: works for me: isn't it boosterless one like 9X? 9X has "BoosterEffectName=ReducedMissileFireEffect" effect without engine booster fire
  23. Several terrain available, be it stock or 3rd party, use tile-specific heightmap displacement files, distinguished by being black and white 32x32 or 64x64 bitmaps with _HM suffix. Mostly noticeable are several maps by Gepard and Israel update by me. Currently with "standard" terrain data entries using heightmaps with high amount of displacement causes ugly strip of emptiness around the border of high detail terrain mesh, and the farther one not displacing it's mesh. Most noticeable example is modded Israel terrain. To fix this, change this entry in terrain's _data.ini: [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 for example set this value to [HeightOffset] LowDetailMesh=-100 WaterMesh=0.8 this setting "moves" the far terrain mesh down by specified value, thus eliminating the gap caused by _HM files additional terrain movement. When the terrain area closes to viewpoint (or simply: You) the far terrain is replaced by higher resolution global heightmap, with tile-specific additional detail where specified by creator. The above is example of course, generally the value you lower the "far, outer terrain" mesh should be similar to the highest displacement value used by _HM files on the map -refer to texturelist entries in specific terrain data. Values unit seems to be meters? feet?
  24. it's good for mostly montaineous terrains that use these additional _HM files for detailed meshes, note that might be not so for open sea, but as the terrain switches from lower resolution to better one in the distance, hopefully not so obvious.
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