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Stary

MODDER
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Everything posted by Stary

  1. heh nitpicker... you do kill 10 MiGs per sortie in those Skyhawks, right? ;)
  2. technically a screenshot JSF, bravo on the fuel management, here's me after forgeting that Lightning's enignes are simply an open fire source, mix that with fuel and you get this: faaar from home base
  3. might be, we already have Exp1 Mystere
  4. Spinners I think Nam is a NOGO with the current implementation of ground units, their combat and movement "systems" in my opinion... would also require new better map, the current one is simply OLD* *I bet Strike Fighters for mobiles/tablets will be in Vietnam though...
  5. Lexx's master nuke effects sadly seems no longer to work due to new "farterrain" part of scene etc and associated shaders and RGR Brain, mine fits best in tactical kT ranges... I don't like nukes in general, shoot
  6. nope, sorry but your observations are invalid, every single bullet has own trajectory and impact point calculated, trust me, doing custom impact effects for the series since 2006 I had alot of occasions to verify this
  7. heh... reminds me of my idea from yeeears back to paint a dot on the monitor -in one of flightsims at that time I had to completely switch cockpit off to be able to run it with any acceptable framerate... can't recollect which one sadly, ~1998-2000 era
  8. true MB you wouldn't notice bending, but other things could be fun (*cough* BMS *cough*)
  9. that's also my feeling WBS, as compared to other sims, IL2 family and SDOE the most, it's very visible on some target-2-player views, drop is ok but the drag... maybe it's the bullets size defined is somewhat porky? It's interesting how completely different in appearance is stationary Vulcan setup from ODS2 for example
  10. isn't it enabled now by default? remember SF particles system is quite simple and could have use of some extra flags to make things look interesting umm wait... above applies to whole series
  11. utter BS... every every single bullet has it's own impact point maestro... try harder 1 "angle" (what is that huh?) to 50 bullets? You play on easy or something..?
  12. see, the gyro, LCOS, CCIP all have flaws, it's known issue with slight miscalculations on these, I think TK once said it's made this way on purpose for the "fun", have to get used to...
  13. try particlesystem.ini, increasing max effects, max emitters and max particles per emitter values, it's in FlightData.cat IIRC it's on top of the file as far as I remember (not at my modding system at the moment)
  14. emmm I meant might be my effects would require some updating... but I've had no issues so far using unified fx pack in my installs
  15. or patch level? Have no idea Brain...
  16. bullets in the series are way too effective since day one
  17. I meant that when you have burning platoon of tanks in left corner of map with you circling overhead seeking that last pesky T-55, if you switch to view of other plane taking off on the far right corner of the map, and return to cockpit, then puff! all effects are gone
  18. to a point, it's a MaxVisibleDistance= setting for an effect emitter, BUT the sim "forgots" long lasting effects like burning structures/vehicles when the point of view moves too far in the world, sadly
  19. the only rule is there are no rules in real life... once well placed shot can turn nimble fighter in thousands of pieces, while on other occasion Mig can RTB with 200 20mm holes in it the thing I consider worth further checking is bullets speed, seems a bit too slow for me, but it's just my "feel" gotten from other sims guns in TW series do have drag, bullet drop. speed drop etc modelled and do not rely on the computed lead, it's often off, so... practice, practice, practice
  20. new terrain engine! errr.... I mixed up didn't I? but I really wish we could have a single F1 WIP... be it Pitot tube or an airbrake untextured mesh... anything in fact
  21. geee that's some damn fine models there mate!
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