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Stary

+MODDER
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Everything posted by Stary

  1. and Nellis is in develiopment for how long? 3 years? there goes your Vietnam or Middle East for DCS...
  2. Yak-28PP dawn recon don't mind the radar there, it's just for fun at the moment. And have yet to test how one can land with this double-windshield in the middle
  3. Nope, Yak-27R recon plane I shot down F-100 during head-on pass (and without working gunsight) with:
  4. 64 bit W7 and 2009 works on in 32 bit mode here ok @Zoltan bud you might check your display driver properties, I had issues with Dx9 in 64 bit environment but these work for me on ATI
  5. I think we shouldn't ask Erik for another such work in next five years. I'm fine with what we have now
  6. to get rid of white outline on alpha textures make sure the background colour behing the tree part of texture matches the colour of the renderable part like here: on first example from one of my mods the background (black, not-visible part on alpha channel) is close colour-wise to the general tones of the renderable parts (whites in alpha channel) thus won't be noticeable when processed by GPU and rendering engine the second example has orangish colour that will give visible annoying outline at ceratain ranges etc hope that helps post scriptum: if you're planning to go with default layout I did in 2008 complete tremod/citymod for stock desert tiles, series1 section downloads edit: typos, lots of them
  7. I can't recollect but I think I was messing with inclination indeed
  8. What Ianh75 says, Avionics.ini file hold all the well, avionics related data, including both radar data (ranges, modes, display etc) and HUD related informations -but knowing what exactly you want to achieve would help the avionics experts (not me!) help you
  9. Pesky Chinese push US around

    Jonathan, let'em be, they're Yanks, what do they know about history
  10. sadly, repaint water parts of ALL water tiles
  11. File Name: Gerwin's Iceland 1024 tileset File Submitter: Stary File Submitted: 14 August 2012 File Category: SF2 Series Add On Terrains This is 1024x1024 optional tileset and treemod for Gerwin's "old format" IcelandNA terrain. New waternormal included (still experimenting with those) Stretching the reality a bit I decided to add some clusters of trees/bushes to most of non-snow tiles -this way it's not 100% accurate but gives us something happening down low. Click here to download this file
  12. Thank you Eric! Especially for water colour, something I did not like since day one of making this set yet missed opportunities to fix it
  13. SupGen you're right it might be old Series1 leftover taht aside I think it has to do that on carrier flight a/c are placed much closer to each other than on runways, thus exagerrating the light effects coming from both afterburners and landing lights
  14. I don't thikn so, bombs right now just "sink" and are removed from game environment followed by simple effect. Heck, there isn't even sound event attached to this
  15. yes LightColor=X,Y,Z represent RGB palette colour of light where: X=red Y=green Z=blue so for example LightColor=1.0,0.0,0.0 would be pure bright red and LightColor=0.0,1.0,0.0 would be green (but for example LightColor=0.0,0.5,0.0 would be dark green, because we use only 0.5 of green colour space)
  16. ok, as much as I avoid the DCS addons THIS I need to buy!
  17. too strong afterburner effect lights and reaching too far away found those in particlesystem.ini (you might have to extract this file from FlightData.cat) [EmitterType031] Name=AfterburnerEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.001500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.40,0.36,0.30 LightRange=5.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=0.00000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.020000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.150000,0.150000,0.150000,0.020000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.040000,0.040000,0.040000,0.012000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=0.520000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.500000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.350000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.035000 TextureMaterial=AfterburnerMaterial [EmitterType032] Name=AfterburnerEmitter2 EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.001500 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.40,0.36,0.30 LightRange=5.0 LightSrcOffset=0.0,0.0,0.0 SubLightSourceX=TRUE SubLightSrcDist=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.040000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=0.00000 ParticleRandomness=0.010000 ParticleDragFactor=20.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.020000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.150000,0.150000,0.150000,0.020000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.040000,0.040000,0.040000,0.012000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=0.520000 ParticleSize[03].Time=0.600000 ParticleSize[03].Value=0.500000 ParticleSize[04].Time=0.800000 ParticleSize[04].Value=0.350000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.000000 ParticleSizeDeviation=0.035000 TextureMaterial=AfterburnerMaterial the above are examples for stock afterburner effects, might be more in the particlesystem.ini file (AND some stock planes have custom effects in effect folder IIRC!) many 3rd party aircraft have their own custom afterburner effects stored in mod installation\effects folder, but the same entries control the colour (intensity, RGB percentage values) and range (falloff, in meters) of the light attached to effect Snailman is right, the landing light might be the cause too
  18. Eric, would you be interested in decreased lights ranges for various flak effects? I set them in my Expansion install lower cause right now to me they cause too bright light too far away
  19. as stated those are stand-in cockpits I made for fun but then Flogger decided we'll put them into ths pack BUT making those I sort-of-tried-to-duplicate real existing cockpits layout for Foxbat 25K one is a close call (albeit black)
  20. An important heads up for my CA friends.

    Stay strong Erik! Keeping my fingers crossed for you!
  21. Stunning artwork

    care to elaborate further?
  22. Stunning artwork

    T-33 or P-80 my ass No one noticed she clearly is a commie! Red shirt is a straight giveaway. Someone rat her to McCarthy! FFS! she's spying our advanced jet fighters in Nevada!
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