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Stary

MODDER
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Everything posted by Stary

  1. lovely drone Zur!
  2. 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/
  3. 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
  4. IF we could have two separate Weapon detectionsystems, ore AIR and one ground..? IDK if it's possible
  5. 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..?
  6. 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
  7. 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
  8. Wodin, with the settings I posted, there should be slight but noticeable movement
  9. 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!
  10. believe me it does, but tweaking to good amount is PIA
  11. Shirley! So, everything will be back to normal... we have just to wait
  12. I'm trying to figure this myself...
  13. Several days now... All I got on Fab 21 via Facebook: "Our main website should be up, only the forum is currently down to install better anti-SPAM measures to combat the recent increase in SPAM activity there..." doesn't look like such procedure should take week long. I hope they're ok!
  14. Depends on weaponpack one uses, mine has missilefireeffect like most of stock missiles. But if your version uses reduced one, then it's ok
  15. Mike uses the same booster effects as every other Sidewinders except 9X so should work ok... anyway -try the new version I uploaded two posts above
  16. Bumbleebee's Evil Twin! Run! Ok, last shots of A-10A, I promise notice new "missileisflighteffect" of the Maverick I'm tweaking, stock one is way to small and "flat" I'm thinking about deleting the flare as it's soo 1990s
  17. here's updated 23mm effects that are now the same as 30mm, and new, IMO better missile in flight booster effect: extract to EFFECTS folder
  18. I'll check edit: works for me: isn't it boosterless one like 9X? 9X has "BoosterEffectName=ReducedMissileFireEffect" effect without engine booster fire
  19. it's good for mostly montaineous terrains that use these additional _HM files for detailed meshes, note that might be not so for open sea, but as the terrain switches from lower resolution to better one in the distance, hopefully not so obvious.
  20. congrats!
  21. off to download! Thank you and all involved! (And I just spend few hours finally making decent post-2000 install)
  22. Looks like totally ripped Kung-Fu Panda to me... Me, I still can't get over these twin brothers mascots for Polish-Ukrainian Euro 2012... edit: typo
  23. Unified Effects Pack 1.0 muzzle flashes fix View File This is small fix that reverts the various calibre guns muzzle flashes back to their TW default effects. Unzip to your effects folder, overwrite when asked. Sorry for my mistake Stary Submitter Stary Submitted 02/26/2011 Category Effect Mods
  24. 738 downloads

    This is small fix that reverts the various calibre guns muzzle flashes back to their TW default effects. Unzip to your effects folder, overwrite when asked. Sorry for my mistake Stary
  25. I'm uploading small fix for guns muzzle flashes, small error in naming causes them to be way to big, bright and lasting (shares the same emitters names as their objecthit effects)
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