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Stary

MODDER
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Everything posted by Stary

  1. cockpits, cockpits, cockpits

  2. Some models are very very good, like the A-36A below (which seems imroved over the Wolf's original) have yet to see most of them: ...but of course, as with other Capun's mods (which I like and recommend if you're into WW2 BTW), they forgot to credit me for some work used. TOD for Madagascar used here in Tunisia map is an example. Not being dick about it, it's just annoying. That hard to credit the creator, is it? :angry2:
  3. I'm in the process of testing this in Series 2 install
  4. soo true
  5. you can specify default cockpit model via flightengine.ini(used if none is specified for given A/C in it's ini file)
  6. go for it Lexx! It's worth every single penny these days (whole package with Expanion Packs)
  7. hey, this is Strike Fighters 2 section, NOT Search and Rescue 4 one nice
  8. I'm looking into the trees fade distance, no luck so far ObjectData002.cat holds all(?) the LOD files locked in safehouse (you know, the shall-not-be-named-converter thingy...)
  9. I wonder if the Dulce Base that ObjectData002.CAT became isn't somehow related to the DLC... (tinfoil hat on)
  10. hmm... environmentsystem.ini seems unchanged, flightengine.ini has lower maximum view values for terrain for all detail options, also new [EndGame] block is added, apart from this they seem the same... digging
  11. I remember we were discussing this around Baltika's BOB mod several years ago -it's supposedly mostly related to the AI gunners "thinking" taking resources somehow -remember original jet setting isn't designed for tightly boxed bombers with several gunners each. Effects of tracers has minimal impact in the bombers case. Also the lack of multiple levels of detail for most of the 3rd party bombers add to this too
  12. go get the extractor at least guys! edit: because it's great
  13. I tried several times belly landing damaged Spitfires on Vietnam map (don't ask...) but no luck so far
  14. I like this one too
  15. helping a buddy... and becoming pretty much screwed
  16. 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
  17. Happy Birthday Zur!
  18. She's a beauty! Thank you!
  19. frankly, try contacting someone with more experience
  20. 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.
  21. so, it's not that bad patch it seems
  22. 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!
  23. Great shots X-RAY
  24. 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
  25. 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
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