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Nyghtfall

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Posts posted by Nyghtfall


  1. Just a sidenote. The small Bullpup-A (AGM-12A, B and nuclear D) use the LAU-34/Aero 5 A-Launchrails, while the bigger Bullpup-B (AGM-12C and E) do not use a rail. This gave me some headache on the Skyhawks, because both are of the same weapontype and guidance. I ended up using specificstationcode for the bigger ones on a separate weaponstation to ensure a correct placement for both versions.

    • Like 3

  2. Type in your resolution and the correct aspect ratio in the "options.ini" (C:\User\<Username>\Saved Games\Thirdwire\...) and make it read-only after editing. For me it only works with a refresh rate of 60Hz. Everything else leads to a distorted picture.

    Thats from my options.ini

    ...

    [GraphicsOptions]
    DisplayDeviceID=0
    DisplayWidth=3840   <----3440 for your monitor
    DisplayHeight=1080   <----1440 for your monitor
    DisplayDepth=32
    AspectRatio=3.555556   <----2.388889 for your monitor

    ...


  3. 1 hour ago, madvad said:

    About the current state of YAP, Menrva has said it all.
    What I can add is that "Ralph" is a very nice guy who became a friend, completely correct and with no intention of harming anyone or making any profit from the project.
    He is simply a fan of the original YAP, and after the death of John Shelton (who was the guy that some here had problems with in the past), he took over the project to not let it go to limbo.

    He has ABSOLUTELY nothing to do with the problems of the past, and I know he condemns the eventual bad things that happened on those occasions.

    I participated in YAP-RW with some editions, suggestions and as a beta tester. (The soundtrack, for example, was chosen and placed by me.)
    Everything was done by the YAP-RW Team with the care and desire to deliver an immersive experience and made as if it were for us, and I'm sure everyone involved thought so too.

    Some things had to be changed in relation to the originals, but that's due to the way YAP was designed, often for it to work in the imagined way it is necessary to circumvent the SF engine and make a "workaround" (many things there I don't like either, but things are as they are).

    All creators who contributed with objects, editions, in short, with everything, were duly credited and had their efforts recognized and eternalized there.

    I've never commented on this, but I couldn't help but respond when reading some things here...

    One last thing:

    I don't care about original YAP and what they have done or not done, as I haven't spent a single cent on their stuff - I just don't know their stuff, so I cannot judge about the past!

    I unwillingly contributed to YAP-RW, because the guys just used my stuff, that I released here. For that stuff I spent A LOT of time researching, gathering infos, creating decals, creating templates and so on... Workarounds are one thing. Copy stuff from different sources together or spending 5 minutes of time to copy one skin to a different plane and say, that this is my "work" is just nonsense. I want my work to be of good quality, so they should leave my name out of this shit. I never asked my mods to be added to YAP-RW and ripped apart by people, that obviously don't care for historical correctness. Theres a simple solution for that though: Just don't use my stuff! They should do stuff by themselves and invest their own time!

    Have a nice day...

    Edit: Sorry again, for the continued hijack. It was the last time.

    • Like 3

  4. I have to admit, even if the actual YAP-RW-people are not the real YAP-guys, the actual one/ones are still a bit shady to me. They give credits for stuff they use, that's cool! That's a thing, that actually worked better, than here on CA...

    But they also change stuff beyond all recognition or simply copy stuff together, that obviously doesn't work well and still say it's from you, although that crap isn't. Call me strange, but that's also not, how it works (at least for me).

    For me they are neither pure white, nor pure black - just something in between. Sorry for hijacking the thread even more. I'm out again.

    • Like 3

  5. Maybe there are to many decals on Fuselage_P? Using Bump- and Specularmap reduces the maximum decalcount (I think with everything enabled, the max is 4 decals per mesh.)

    By the way, you don't need 2 separate files for that. You could use only one decal and mirror it for the other side:

    [Decal017]
    MeshName=Fuselage_P
    DecalLevel=2
    DecalFacing=Left
    FilenameFormat=P-51D/357FG/362FS/SqNoseArtL_
    Position=0.799,0.002
    Rotation=0.0
    Scale=4.325
    DecalMaxLOD=4

    [Decal022]
    MeshName=Fuselage_P
    DecalLevel=2
    DecalFacing=Right
    FilenameFormat=P-51D/357FG/362FS/SqNoseArtL_
    Position=0.799,0.002
    Rotation=0.0
    Scale=4.325
    DecalMaxLOD=4
    Reverse=TRUE

     

    P.S.: I admire your dedication for the Mustang. :drinks:

    • Like 2

  6. 12 minutes ago, dtmdragon said:

    What aircraft/ gunsight are you doing? Not the experimental Australian Navy A-4G air-to-air sight (by Ferranti) by any chance?

    No, one of my first mods was the A-4F from VA-164 with the laser spot tracker in the nose (targetdesignation was from backseaters of TA-4F). I never liked my workaround with a double-reticle for guns+rockets.

    Seems like the Gunsight, that could show the designated target was from Ferranti too. Unfortunately I didn't find any pictures, type or name of it and I think, that there aren't any, given how little detail you find about the topic.

     

    Didn't know about the Australian sight. What's up with that? While searching for the experimental one above, I found 2 brochures about the Gunsights, that were used in 2 the batches of Singaporean Skyhawks from the 70s (A-4S and A-4S-1) - also from Ferranti. Maybe there's some sort of connection? Ferranti obviously was quite active... ;)


  7. Interesting, I didn't know that was possible. I guess, I can build something with that. :drinks:

    After re-reading the tiny bit of information available about the realworld counterpart, I realized, that I don't have to rely on the original gunsight-reticle, since the gunsight was exchanged for something from Ferranti (no designation or type, probably even experimental). Pics are also not available, so I will just do something that works. Thanks for your help!


  8. Hey there,

    I've come back to a topic from the past lately.

    Is it possible to replicate the Gunsight-functionality with a HUD in SF2? If you have a Gunsight, than you have a simple reticle for guns, that is depressed down a bit for unguided rockets - not lead computing, CCIP, whatever.

    I would need that Gunsight-functionality together with an additonal marking for a laserdesignated Target.

    At the moment I have the Reticle + Targetmarking showing, but the Reticle doesn't move if I select unguided Rockets.

    In the past my workaround was a new Reticle that has 2 aimpoints - guns and rockets, so no movement was needed.

    My Settings from Cockpit.ini

    [CockpitData]
    Directory=cockpit
    HUDMode=AG
    RippleQuantity=1,2,3,6,12,18,24
    RippleInterval=60,100,140

    [GunsightFront]
    HasGunsight=TRUE
    GunsightMilSize=100
    GunsightName=Gunsight.tga
    MaxDepression=250
    DefaultDepression=50
    GunDepression=50
    RocketDepression=50
    LeadComputing=FALSE

     

    HUD-Part from Avionics.ini:

    [HUD]
    HUDMaterial=HUDMaterial
    HUDColor=1.0,0.47,0.0,0.7
    BoresightOffset=0.0,0.0
    ViewportTopLeft=-0.095,-0.080
    ViewportBottomRight=0.100,0.160
    RocketBoresightAngle=50.0

    [HUDMaterial]
    EffectShaderName=fltHUD.fx
    DepthBufferCheck=FALSE
    DepthBufferWrite=FALSE
    RenderedInOrder=FALSE
    AlphaTestEnabled=TRUE
    CullMode=NO_CULL
    LightEnabled=FALSE
    UseLightLevel=FALSE
    SpecularEnabled=FALSE
    EmissiveEnabled=FALSE
    FogEnabled=FALSE
    AmbientColor=1.000000,1.000000,1.000000,1.000000
    DiffuseColor=1.000000,1.000000,1.000000,1.000000
    ZBufferOffset=0
    PriorityLevel=1
    BlendOp=BLEND_SRC_ALPHA
    NumTextureStages=1
    TextureStage[01].TextureName=
    TextureStage[01].MipMap=FALSE
    TextureStage[01].FilterEnabled=TRUE
    TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
    TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

    [HUDFont]
    TextFontName=Arial
    TextSize=9
    TextBold=TRUE

    [HUDModeAG]
    Symbol[01]=HUD_Gunsight
    Symbol[02]=HUD_LaserTarget

    [HUD_Gunsight]
    SymbolType=IMAGE
    ImageFilename=cockpit\Gunsight.tga
    ImageSize=0.075

    [HUD_LaserTarget]
    SymbolType=TD_LASER
    ImageFilename=cockpit\laser_target.tga
    ImageSize=0.025

    • Like 1

  9. 8 hours ago, Wilches said:

    As for the silver livery or natural metal skins, the parameters below are the best:

    [TextureSet]
    Name=XXXXX
    Nation=XXX
    Squadron=XXXX
    StartDefaultDate=XXXX
    Specular=1.200000  <---------------
    Glossiness=0.300000  <---------------
    Reflection=1.400000    <---------------

    I also tried to learn how to make Natural Metal skins lately for the F-100 Super Sabre. I wondered about values above 1.0 (Specular and Reflection). Are you sure, that there's a difference between 1.0 and 1.4? I found yakarov79's values from his F-101 Voodoo-pack just perfect (on mobile now, so I can post the exact value later). I think it was something around 0.7/0.8 for Specular/Reflection. And the result is a shiny aluminium - just fine for my taste.

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