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Stary

MODDER
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Everything posted by Stary

  1. As my memory serves, FAE effect was included with Deuces Effect Pack 2 or 3 but these are long gone with his site. Try searching in older Weapons Packs (for series 1) or use one of standard effects (mediumbombairexplosion would fit well) I will include one in an update to Unified Effects but not sure when it'll be ready. as for changing weapons effects, here's example from HunterNapalm100Gal_data.ini : [WeaponData001] TypeName=HunterNapalm100Gal FullName=100 Gallon Napalm ModelName=hunter_100_gallon_napalm Mass=469.000000 Diameter=0.470000 Length=2.700000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=UK SpecificStationCode= NationName=RAF StartYear=1953 EndYear=1972 Availability=2 BaseQuantity=24 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName=NapalmBombEffects DragAreaMultiplier=1.000000 WarheadType=4 Explosives=329.489990 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 LiftDragRatio=4.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 the highighted line sets the effect for given weapon upon exploding, try napalmexplosioneffect for your CBU-72 : [WeaponData001] TypeName=CBU-72 FullName=CBU-72/B Fuel Air Explosive ModelName=SUU-19 Mass=250.000000 Diameter=0.372000 Length=2.170000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,USN SpecificStationCode= NationName=USAF StartYear=1971 EndYear=1996 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1971 ExportEndYear=1996 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=NapalmBombEffects DragAreaMultiplier=1.000000 WarheadType=5 Explosives=200.000000 FusingDistance=30.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 LiftDragRatio=4.000000 ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 the above will give you napalmexplosion effect to your lovely CBUs as explosion effect
  2. looks like Hs-129 to me She's beautiful ndicki!
  3. Fubar, I have clouds altitude tweaked without problem in my patched install
  4. I'd love to see OFF Phase 5 on this engine
  5. woo-hoo! antoher great trainer!
  6. All I can say as a modelling newbie sort of, normalmaps and specular mapping makes huge difference, so it's great news Veltro!
  7. you can leave them at default settings I think, the clipping tweaks were for Series 1 mostly
  8. Flaming Cliffs 2.0 / SimMOD A-10

  9. AGOSTINO I think on the screens shown I had DetailMeshSize set at around 12, 14 or so, and that tweaked slight bluish fog in environmentsystem.ini, and that would be all essential tweaks.
  10. Very nice addition, thank you!
  11. shame TK didn't implemented legacy mode for older meshes, something like LegacyLOD=TRUE in the plane.ini file
  12. 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
  13. 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
  14. My point was modders made progress as the series evolved during the years since SFP1
  15. 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
  16. 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
  17. in the original exporter notes polycount was adviced as below what, 5k?
  18. from video it seems he can control wide/narrow zoom too..?
  19. site is undergoing software updates so as Erik warned, some parts and fetures will be turned off for the time of upgrades
  20. 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
  21. 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
  22. most interesting... Fake or real, if real I wonder how???
  23. Kevin I have somewhere full inis for TODs I did for OTC treemod, if you want them...
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