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Stary

+MODDER
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Everything posted by Stary

  1. While I adore the pun based on my own FB post that does not solves my case here
  2. not me :) Recently spoke with DCS diehard fan, made me cringe. They seem to be uberfrustrated by the pacing of new modules and terrains. Edge? Pfft, the one they use since Flanker 2.5 days* works fine I'd say. They have Israel, Korea, Columbia, Nambia, Nova Ziemya and few others, what else would they want? errr... they do not? Ops But man THIS community of ours knows how to roll! *I know a bit of simplification but technology-wise rather true.
  3. More at Jet Thunder

    sweet cockpit shots! Haven't seen those before
  4. It's always been a mod community project. That said I am still around and will be back with them mods in some time, so no to naysayers, it's far from being dead
  5. F-19 redo

    Summary: Retro Flight Simulator: F-19 is to be a fan-developed retro-style faithful remake of Microprose's venerable flight simulator F-19 Stealth Fighter. Released November of 1988, F-19 was preceded by Project Stealth Fighter (1987) and followed by Nighthawk F-117A Stealth Fighter 2.0 (1991). F-117A is generally considered to be a graphics upgrade of F-19 while replacing the F-19 aircraft model with the F-117 and adding additional theaters and options. http://simhq.com/forum/ubbthreads.php/topics/3639281/1.html sounds like it will be fun
  6. Craig's right, early Gnat F.1 mandatory screen: Operation Mannerheims Sköld makes the skies over Sweden busy, busy place:
  7. but that never worked as you send me experimental version few years back and all I had was distorted white particles allways like the tracers though
  8. good! We really could have use and work for some guys more into programming etc
  9. because it's too strong afterburner, happens with some afterburner effects and not that greatly made cockpit's canopy material/textures
  10. isn't something porked in your install? It souldn't give such nuke effect
  11. the particlesystem in series2 is unchanged, only the materials get shaders rest is 100% what was there
  12. in Terrain Editor you have options for that in tile objects creation tool
  13. 0=SolidObject =box building, use [solidObjectTextureMaterial] entry in terrain_data.ini and TerSolidobject.fx shader 1=AlphaObject =tree(s), use [AlphaObjectTextureMatrial] entry in terrain_data.ini and TerAlphaobject.fx shader and that's pretty much all to it, mostly to tell the Terrain Editor how to treat them when displaying on tile in object placement mode and on TOD file export
  14. have you tried some of my effect packs?
  15. yes I confirm that this works, and Eole2 thanks for clarification about the settings differences
  16. yup, but the ranges indicators are hard-coded into cockpit so to say, ok, these are separate TGA files but still
  17. 15 nautical miles = 27.78 kilometers so I think it's ok
  18. Hot day in Kamchatka still long way to go, tiles are like 70% ready if I skip the non-existent river ones, but TODs for these done (cities included!) are uhh ohhh ton of work
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