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Stary

MODDER
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Everything posted by Stary

  1. here's slightly adjusted version: [Views] DefaultCockpit=A-4B_cockpit.ini CockpitOffsetDist=0.07 LookAroundHeight=0.08 HeadAccelFactor=1.0 HeadRollFactor=0.02 HeadSpringFactor=40.0 HeadDampingFactor=0.75 HeadMoveLimit=0.01
  2. no problem, I have more advanced and needed mods in the works at the moment
  3. not happy with the results so far, dunno something plausible will come out of my tweaks
  4. I test run it in merged (meaning: no fancy stuff beyond 80s) and it's nice! Tried with both stock tiles and mine, both of set have disadventages, stock pink mountains, but better overall tone, mine too green and vivid. Already tweaking my Israel tiles
  5. Thank you guys I should add that good old Enhanced Explosions series, and it's sister-in-law Hollywood Explosions won't be any further evaluated. If I'll have new or tweaked ones, will be for this pack.
  6. Several terrain available, be it stock or 3rd party, use tile-specific heightmap displacement files, distinguished by being black and white 32x32 or 64x64 bitmaps with _HM suffix. Mostly noticeable are several maps by Gepard and Israel update by me. Currently with "standard" terrain data entries using heightmaps with high amount of displacement causes ugly strip of emptiness around the border of high detail terrain mesh, and the farther one not displacing it's mesh. Most noticeable example is modded Israel terrain. To fix this, change this entry in terrain's _data.ini: [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 for example set this value to [HeightOffset] LowDetailMesh=-100 WaterMesh=0.8 this setting "moves" the far terrain mesh down by specified value, thus eliminating the gap caused by _HM files additional terrain movement. When the terrain area closes to viewpoint (or simply: You) the far terrain is replaced by higher resolution global heightmap, with tile-specific additional detail where specified by creator. The above is example of course, generally the value you lower the "far, outer terrain" mesh should be similar to the highest displacement value used by _HM files on the map -refer to texturelist entries in specific terrain data. Values unit seems to be meters? feet?
  7. No, it's linked to amount of coffe one drinks making new mods folder (shudders)
  8. Spinners got his own forum me, I can't wait for "SF2 Good, Working, Nice Props" one
  9. View File Unified Effects Pack 1.0 Unified Effects Pack For Strike Fighters Series 2 version 1.0 26 FEB 2011 This effects pack is a compilation of many effects I did over the years for Strike Fighters and First Eagles series of flight simulators by Thirdwire. Build around "Desert Storm FX Pack beta" released in early 2009, this pack replaces most of the stock effects with new ones, most of them volumeric or "3D" in appearance. Also used are few reworked/tuned down effects from my "Hollywood Explosions" mod, aswell as several never before relased ones. Submitter Stary Submitted 02/26/2011 Category Effect Mods  
  10. you forgot Poland anyway, off to try!
  11. 3,494 downloads

    Unified Effects Pack For Strike Fighters Series 2 version 1.0 26 FEB 2011 This effects pack is a compilation of many effects I did over the years for Strike Fighters and First Eagles series of flight simulators by Thirdwire. Build around "Desert Storm FX Pack beta" released in early 2009, this pack replaces most of the stock effects with new ones, most of them volumeric or "3D" in appearance. Also used are few reworked/tuned down effects from my "Hollywood Explosions" mod, aswell as several never before relased ones.
  12. Indo-Paki terrain? Nice targets placement Wrench
  13. there's something about Cougars Jaguars in pink lingerie liveries that turns me on
  14. you'd have to extract the necessary bits from particlesystem.ini

  15. Funny as I was tweaking this myself the other day... In your AIRCRAFTOBJECT.INI (which you might need to extract from one of Objectdata CAT files) try these values in [Views] section highlighted in red: [Views] DefaultCockpit=A-4B_cockpit.ini CockpitOffsetDist=0.07 LookAroundHeight=0.08 HeadAccelFactor=0.5 HeadRollFactor=0.006 HeadSpringFactor=40.0 HeadDampingFactor=1.0 HeadMoveLimit=0.05 not perfect but gives slightly more movement for you viewpoint, perfect would be additional view roll during, well, rolling, Flamming Cliffs 2 style... worth further experimenting
  16. been updated, works for me
  17. Try Hollywood Explosions effects pack
  18. only 46?!
  19. might be so in my case... but as a natural born mud mover after seeing screens from final version and Glowing Amraam's vids on Utube it's becoming soo tempting I can resist... and people report it's performing quite well on systems similar to mine (I have no problems running FC2.0, with lower resolution MAV screen)
  20. soo true, it's a problem with making one generic set for such varied terrain (and to keep with reasonable number of textures and types), I think with current limitations and given the amount of textures the one PB posted is the best compromise so far
  21. Desert Storm fx update for SF2 must have been ammo storage
  22. as many members requested, updating Desert Storm effects pack

  23. I listed few movies used to mockup this trailer... I think there's one from new version of Andromeda Strain too
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