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Stary

MODDER
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Everything posted by Stary

  1. waaay overestimated Wrench
  2. The older version of TE (03.04.03) has "terrain palette.act" file in it, IIRC it's the Photoshop format
  3. Interesting! I have generic "smart" lead computed bombsight near completed for long time, created using custom view and avionics70.dll, works pretty ok It's the custom CCIP hud for hi alt level bombers, works ok
  4. Stary

    S-105

    From the moment we spot imperialists, I fly on afterburner @85-90 % , using my airbrake to slow down near target (so easy to overshoot!) Again many many thank you to the team!
  5. Stary

    S-105

    Guys, guys I just plain simply LOVE this plane!!! Enormous climb rate, good manouvering, powerful guns, and little CAS ability. Also it can take quite a lot without critical systems damage: Waiting to D/L the full version! "terrorist tooth"
  6. Stary

    Projekty

    Są to odchylenia od osi, w stopniach, dla działek i rakiet, nie pamiętam tylko czy generalnie jeżeli chodzi o liczenie trajektorii czy dla SI (żeby waliło celniej)
  7. OMG!!!
  8. No problem, never took it that way
  9. the other one. But if you catch heavy fire, you'll see yourself bailed out too. When fying two-seater just pretend it's the guy from the backseat
  10. A wild idea that struck me right now: maybe not as ground units but as carrier stations... you can have multiple types of objects moving slowly on ground instead of water. Terrain following could be the question EDIT: Sorry, my mistake, didn't noticed it's FE forum, dunno about ships in this title
  11. Older version that was? I did it in Oct '08, will test in older installs, also only aircraft fire effect spawns the chutes. EDIT: Did a quick test in OTC 2.0 v8.30.06 WOE install, works ok, pilots on seats and chutes visible
  12. I wrote they are fake, never promised these are real 3D animated or so on. Simply I don't know other way of implementing them. Seems there is some code that controls the pilot presence/absence in the office (the falling canopy indicates that) but i had no luck finding parameter controlling it. Maybe someone with aircraft data could give me directions where to look. There are variables in aircraftobject.ini that controls the fire chance, I'll see if i can increase the engine fire possibility -with new patch this gives , well, small nice engine fire, after few seconds turning into massive aircraft fire, starting the "ejection" sequence -such sequence of damage looks very cool. The bad thing is that lightly damaged aircraft (smoking) also drops canopy without "ejecting" the pilot (other effect). But that all was explained in the readme. @Stratos -downloading, will see what can be done, i'll reply via PM
  13. Nice! Ok, very nice! What's next? Normal mapped aircraft textures? there are always things to discover
  14. whoa I did almost vertical takeoff up to 2,200 meters or so from the middle of runway... THAT is climb rate. Guns are very deadly, Phantoms blowing instantly! Very very good addon! Waiting for the final version TY!
  15. New simple addon, I've uploaded beta version to effects mods section, should be approved soon.
  16. 1,563 downloads

    This little mod adds "fake' bailed out pilots ejecting from heavily damaged burning planes, that fall slowly on their parachutes into ground. Just unzip to your Effects folder, and please read the readme.
  17. View File Ejecting pilots beta This little mod adds "fake' bailed out pilots ejecting from heavily damaged burning planes, that fall slowly on their parachutes into ground. Just unzip to your Effects folder, and please read the readme. Submitter Stary Submitted 12/08/2008 Category Effect Mods
  18. Beautiful Tunnan there Spinners! Bailed out just in time:
  19. I'm getting broken archive message here. Will try downloading again EDIT: Problem solved after re-downloading, my side fault
  20. Vsetko najlepsie k narodeninam! Happy birthday my Slovak friend! Have a good one! 28 is such a nice age
  21. Nice little feature Fast Cargo
  22. the problem with nukes is also on effects design level -Lexx did his fanastic! work on those, but his version requires lot of ini editing to get them displaying correctly (clipping issues). Mine version from EE3 is hm... ugly, and resource hungry. Also they're somewhat poorly implemented in the Game Engine (not the aerial versions, these are ok for me) Anyway they aren't my personal favourite means of destruction. (IF only somebody could make real torpedos for bunch of us WW2 guys... )
  23. It was soo cool and easy in Advandec Tactical Fighters back in 1996... Placing mooses on Kurile map. There are tons of planes and some nice terrains available for us thanks to Modders. But without mission editor most of time spent by lot of members here is flying random CAP or intercept (ie. against four Mig-17s armed with two FAB-100 each...) with a predictable pattern: you reach waypoint, Red Crown reports bogeys, you wingman reports bandits, four sparrows later mission complete. Or am i wrong? So, yes, it would be mission editor Hey, TK! It's 2008!
  24. Wings Over City
  25. Ok, I think this should solve the problem: Panama Red was right, it's the Sde Dov airfield extending into "kibuz.bmp" tile, causing the few palms to appear on ramp and runway runway. So, here's an updated .TOD file for this particular tile with those nasty three or four plants moved back: Just drop into your terrain/Israel2 folder and overwrite.
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