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Stary

MODDER
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Everything posted by Stary

  1. That's because by default wind has BaseWindSpeed=5 set in environmentsztem.ini, so putting higher values should add more drift and fluctuations, variables are in [baseWindSection] tab in environmentszstem.ini, to be honest I never messed with them
  2. that's true Fubar, maybe it's prank? Obviously the "there's no wind" was just pretext to show in fact this particular feature/hack/edit/fakery edit: I'm not saying the user in question faked this video, I really wish what I saw was actual in-game implementation, but something tells me if he really made some huge discoveries about EO targetting he'd post his/her/their discoveries either on SHQ or here
  3. My point was modders made progress as the series evolved during the years since SFP1
  4. maybe... but that would mean all the code necessary for better/more realistic EO operations, avionics commands waiting for key binding, everything is there disabled who knows for how long... but with TK no one ever knows what he might have "left" under the hood waiting for discovery/workaround
  5. Malibu, good point, I'm leaning towards sort of invisible targets, but this doesn't explain the custom zoom switching during pointing at the same distance (the runway in the clip, normally EOGR weapons adjust zoom slightly depending on target distance, not in such sudden way) I hope this is not related with TW forums going offline. Ok, where's my tinfoil hat? I think I saw chemtrails today
  6. in the original exporter notes polycount was adviced as below what, 5k?
  7. from video it seems he can control wide/narrow zoom too..?
  8. site is undergoing software updates so as Erik warned, some parts and fetures will be turned off for the time of upgrades
  9. as opposed to hand placed as it is now... I wonder why there's no such thing as reflective water since SF2, I can't imagine Tomcat sim without one. Also tile-specific bumpmapping
  10. What MigBuster said, don't compare single engine early '40s props to '60s or '70s jets in regards to flight behaviour. Wind force is simulated to a degree -even clouds move constantly due to wind but you have either speed sim up waay beyound standard acceletarion settings via flightengine.ini or set hurricane winds in custom mission via txt edits
  11. most interesting... Fake or real, if real I wonder how???
  12. Kevin I have somewhere full inis for TODs I did for OTC treemod, if you want them...
  13. As Wrench above wrote. These will be treated as every other ground/sea object. Check the ships in faboulous Falklands mod
  14. Same here, can't say it's all the planes, but noticed on some too, I think these were all 3rd party
  15. At the beginning (2008) big full scale under the radar mod on my own I had to cut down to several new odd units and small unfinished story... Story revolving around Leonid Alekseyevich Kulik's expedition to examine the Tunguska Event site in 1927... with an unexpected "out of this world" twist later in the late 1940s during Berlin Crisis '49 That Tank... Is mere 100 feet tall. And it takes more than 4 500lbs to put it down... edit: But the K-1 saucer is a beast to fly... and shoot it's blue lasers Quite unstable I'd admit
  16. Might be AAA mod for NF 4 too... Any and ALL weaponspacks changes the effects and aliases in a way, that's why I'll have to do in my update to this pack two wersions -for standard install and with MCGunny's one -in His pack most missiles use "*airexplosion" when hitting ground targets (wchih is some effects I don't like used this particular way) while standard installs use *bombairexplosion, which with my pack works better. Pure visuals 80% of folks don't care about
  17. Given it's pure ini-movement-trick should've some three years ago Kevin. But I have to check in SF2 series how's going (I don't think I had Flagon running in Gen2 yet)
  18. Let's stir the pot a little!! Кулик K-1 Podkamennaya Tunguska :yes:
  19. Works without problems for me Stick. With Ultra Pack 2.1. 4.09m that is.
  20. Doing mostly static visualisations of buildings or urban projects as part of my studies and later my job, I never had need to unwrap before I became SF modder, jeez Zur this is PIA
  21. The cockpits were the worst* part of OFF3 for me, Hat In The Ring ones added several very nice ones -these WIPs of Phase 4 makes me drool *worst=slightly off given the overall quality of Phase 3
  22. we all got it wrong since day one. It's obviously "Third Week"
  23. As an ancient plastic modeller (1:144) I can confirm
  24. Thanks Sony, it's quick and dirt lowres skin test, oh, and the rivets layout is all wrong currently I'll have to re-map fuselage (again) to avoid stretching on top and bottom (simple side planar mapping shown)
  25. I never seen tracers for FLAK, might be it was included with SF2V Air and Ground War Expansion?
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