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Stary

MODDER
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Everything posted by Stary

  1. oh, thanks, will clean asap!

  2. also paint.net, but GIMP is the favourite of many
  3. Funny JM as I find ROF terrain a bit "cartoonish". Can't describe this feel better. Surely it had the adventage of being the most advanced engine-wise, but for starters doesn't has that French feel to it (in fact, WW1 aerial photos show more rectangular fields, like the ones you'll find in stock FE/FE2), lacks variety (same repeating tiled textures -more noticeable in mission editor from zoomed out view), especially when it comes to forests (J.Tuma's FE2 one is better in the area of general foliage and tiles variety, hats off Jan!) which while beautiful are boring to fly over, and the noman's land is simply ugly. Looks like Twilight Side of the Moon to me. And no, I tried setting some tank battle in ME, didn't worked, but that was several updates ago. But ROF cities... oh, these are beautifully recreated! I CRY for custom used-made .TOD shapes for SF series since I started my terrain modding. FC2 terrain engine is slightly improved over LOMAC (don't know abou BS) and while old, still good technically (roads network, working bridges, nice mountains and cities etc) and enjoyable to fly over in a Hog. Heavily modded SF/FE terrains aren't that bad, given the years, years old terrain engine (that goes back to the times of EAW). My opinion, of course. And I'd gladly take both new terrain/environment engine, and updated avionics/carrier ops/"war engine". Even if that's more than two
  4. lol daddy edit: breaking: Task Force reported turning back and heading Austin, TX
  5. OT: Carlo, any info on Exp 3?
  6. Noticed that now in SF2 heat seekers fly toward sun. And digging through various ini files, working on blast fragmentation

    1. FastCargo

      FastCargo

      Interesting....

    2. Stary

      Stary

      shell object and wreck object ini files holds the key to fragmentations...

    3. Stary

      Stary

      Harold, tricky code IS there, dunno if TK disabled/enabled it at some point

  7. Soo, it's Mirages week? Big TY to FC and EricJ: And from mission editor: Frankly, I haven't been flying past early 80s modern stuff for too long :yes: The Range helps with delivery training
  8. Thanks for info, I think we have zip South America maps available for now, so that's good news we hares teh sam etypign dilemma, no worries
  9. I was thinking the same Phillip, but there seems to be no such system class in the core files
  10. they are -or were last time I flew in campaign mode (SF2I)
  11. Ekvin..? Is it me or someone is slowly working on SF2 Operation Tainted Cigar..?
  12. yeah I know about the AD trick, but it's only for campaigns, mixed groups would be best. @Crazyhorse: thank you, very interesting, I would never think it's considered doctrine and trained in simulated environment
  13. it's my high resolution Isreal terrain update, available here: http://combatace.com/files/file/10916-enhanced-sf2-israel-terrain-by-ca-stary/ here are optional lower resolution tileset for slower systems: http://combatace.com/files/file/11179-512x512-tweaked-tiles-for-ca-starys-enhanced-sf2israel-terrain/
  14. There was one in the works by Brain32, but IIRC he suspended working on it due to enormous complexity. Also some other band started their own, I think Brain would know better
  15. IF we could have two separate Weapon detectionsystems, ore AIR and one ground..? IDK if it's possible
  16. Yeah, seems the threat priority have AIR objects. And that's a thing we can't adjust, I think it's hard-coded. Best would be mixed types of units per ground unit, but I think several patches ago AAA or mobile SAM units have been added even to randomly generated missions..?
  17. Same case with one gunship shooting down plane (Mi-24 vs Phantom IIRC), as I wrote I'm not thinking about full realism mod here, rather an addition to give ground vs air a little more action. And as this was in fact quick one using already existing systems of the test tank (T-72A) and new independent system in data file for hmgs is needed, best independent from main gun -there are models of secondary ap guns modelled on most of tanks already I know, it was just a test, that's why I went down. JDAM accidental drop caused by suprise
  18. I don't know if this was ever modded or discussed... slow and low CAS planes annihilating whole platoon of enemy tanks without a single shooting back. I'm not Steel Beasts PRO PE expert, but in the good old days of Tornado or Janes' ATF flying low in front of their barrels wasn't the smartest idea. so I simply set as example T-72's both detect systems and weasonsystems to AIR_AND_GROUND: [DetectSystem] TargetType=AIR_AND_GROUND DataLink=FALSE OpticalSight=TRUE NightSight=TRUE VisualRange=4000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=7000.0 RadarCrossSection=10 [WeaponSystem] TargetType=AIR_AND_GROUND GunRange=1800.0 PitchAngleRate=10 MaxPitch=14.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=15 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=100 GunStabilization=TRUE GunRadarTracking=FALSE RangeFinder=6 BallisticComputer=2 YawModelNodeName=Turret_D PitchModelNodeName=Turret_D_Cannon with quick custom mission on Iraq/Iran map (which is excellent Wrench, TY! ) here be results: of 31 OPFOR T-72s several have interest in my plane, opening fire as depicted: at first pass (570 knots!) I was hit two times -first shot did no in-cockpit reported damage, second one tore off my starboard wing: here's log of this test mission: I suppose there are three dozen arguments weapon/armor experts will jump on me now, but in sake of "lite gameplay fun and challenge" why was it never utilised..? Or I wasn't using the right mods..? In fact it's my first "modern" install in Gen2 And I think adding secondary HMG would be way better or realistic, most tanks have only maingun modelled in their data files
  19. Wodin, with the settings I posted, there should be slight but noticeable movement
  20. no, animations of pilot figure has nothing to do with player's "in cockpit" viewpoint position and transformations -plane's 3D pilot's head animations (their limits, frequencies, possibility of looking up or down, and durations) have their own separate sub-section idependent from player's view settings. At one point I had setting that caused whole cockpit move several meters to the left or right during banking (sort of like during hitting the famous "Here be dragons" map border thing) and returning to normal postion after leveling with horizont. You could look to the left for example during turning raight and see cockpit mesh floating in air few meters away. @Wodin: have you put the modified aircraftobject.ini in your modspatch\Objects? it must be in there not in the main (core files) install folder!
  21. believe me it does, but tweaking to good amount is PIA
  22. Shirley! So, everything will be back to normal... we have just to wait
  23. I'm trying to figure this myself...
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