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Stary

+MODDER
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Everything posted by Stary

  1. the distance at which .TOD objects (trees and those indestructable box houses) show at, default for HIGH is 3 tiles, for Unlimited it's 4 tiles, it's not strictly related to the visibility of "target type" objects (meaning: hangars, barracks, sam sites etc), which have their own mesh visibility settings set via recpective ini settings, one with mid-range system can easily double the values without sacrifying performance, from my experience 12 is the maximun allowable that doesn't result in possible crash to desktop at 70% mission loading; take into consideration that it's very depending of terrain in use and mods applied, as stock ones have small amounts of trees and houses placed per tile, custom ones may have dense coverage (Green Hell2, Formosa repaint etc.)
  2. I'm pretty sure next patch will be out in several days, not that big deal for me. The only thing I can't believe is how they misssed the air starts (which, as stated before, I don't use most of my time). Also I'm sure the prop issue could be handled by TK in other way without the need of reexporting 300+ models, process that's prone to further errors (as seen on Kurnass pic). And true Julhelm, I know a thing or two about gremlins increased activity around deadline time...
  3. RAAF over Cape Lore Somewhere over Sulawesi
  4. Very nice map Wrench! I'd say it's so good it's worth small tiles and tod "enhancing" work
  5. last one worked for me oh, airplanes aren't magically spawned mid air over runway in real life?
  6. revised wishlist: 1) better terrain engine (we know of what "Wings of..." quality) with actual roads ground units could follow, and destructable, collidable buildings that consist of more than 5 faces 2) ability to apply normalmaps on older LODs without the need of rewoking them, preferably via objectname.ini texture pointers 3) AN ACTUAL WAR going on below, with moving tanks and APCs in the fields and on roads, naval activity including submarines, artillery pieces shelling targets, helicopters on fac/sar/medevac/recon, cargo planes flying from bases, conwoy columns, troops, be it even EAW or Gunship style animated sprites, that have portable MANPADs aimed at you or jumping from burning trucks (all hail Rowan's Mig Alley), put here what you've seen in other titles... oh, did I mentioned helicopters? You know those little noisy plane-wannabees with rotor on top..? Have been around in active service at least since 1940s... And some nice Mig-15, Mig-19 and Mig-23 cockpits of SF2 quality could be nice too... Ok, rant off, I ate to much yesterday
  7. Merry Christmas to all

    Wish you all Merry Christmas all around the world Stary (Przemek)
  8. My F-4E Kurnass (78) has it's intakes a bit extended, doesn't seems to be field modification: On a positive note, Jet Thunder comes in few weeks
  9. For me the glass is half full, and I don't wear pink glasses Props seems to work, effects work ok so far, I don't have time for runway starts (or in fact I fly only custom missions for testing my work in progress, so no issue here) as for Tomcat sim, I really want to be correct this time thinking that TK cares less for SF2 series for a while (but, hey! he still fixes the stuff we find broken) with all his available resources at hand working and fixing, working and fixing... and testing, gddmnit! btw Merry Christmas
  10. Happy Birthday to Quack74!

    Happy Birthday fellow flyer!
  11. http://combatace.com/topic/43084-ship-lighting/ works for me
  12. we already do (but why oh why somethings telling me we won't see such attention to detail in Thirdwire's Tomcat sim...)
  13. tell you, must be some easy object on object placement trick... or smart airfield.ini tweak
  14. not true, at least one was brave enought to look into the hole :yes:
  15. Can you make it happen on the Ark Royal too? seriously, can you make it happen on the Ark Royal too?
  16. I wonder if the crew and planes on deck aren't separate object(s) with the same route and speed, not new carrier model with them modelled as part of Think smarter, not harder
  17. Don't forget Gunny's weaponpack http://combatace.com/files/file/10602-mgunnys-ordnance-shop-ii-for-sf2/
  18. Terrains... One of the best terrains IMO is Formosa (Taiwan) by Gepard, even better with new tileset (by me) and additional fixes by Wrench also try East Africa/Madagascar Oh, and of course The Range for delivery training In fact every terrain by Wrench is worth a try too
  19. I think I nailed the bastard. It's definitely the type of shader related. Today I was tweaking aircraftsmokeeffect for MigAlley proposed effectspack, and in this effect has in it dark cloud of smoke similar to flak one but smaller at start of smoketrail emission. The new emitter uses "standard" smoke texture, and as such uses effectLightLevel.fx shader. And it didn't show up (man I blasted dozen MIGs in the testing process without any luck) until I changed aliased shader to effectFire.fx, voila, works like a charm! BUT to make things more confusing many other effects/materials have the effectLightLevel.fx shader applied AND show just fine..? I guess it has something to do with particlesystem.ini references -some effects that don't use new materials (effect material defines particle .tga graphics, type of shader applied and type of particle vs. particle blending method among other less important things) and don't have new ones defined in their ini files, go back to particlesystem.ini and read materials descriptions from there. I must look into particlesystem... segment by segment, even line by line
  20. I recognized my settings that fella didn't last long...
  21. Open to modding?

    Seems so Diego, but I see Mr. Dante right here, and they do respond on SimHQ as well edit: seems Aerosoft forum is the official one
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