Dillon
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Everything posted by Dillon
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Been flying from the carrier as I only have SF2: NA with no land missions. I like the visual features in SF2: NA so I haven't got into ordering other packages to test more land based operations. Is it even possible to get other SF2 packages to use SF2: NA's graphic engine. If not what scenery upgrades are offered for the other packages. I'm seeing some amazing screenshots where it looks like everything from the sky to the ground has been Modded. I'd love to get into that and would like some advice as to what package is best and the scenery MOD's to make it look outstanding. Europe would be a package I'd be interested in. From there what's the best ground scenery I could get and then sky textures? From there I could test airbase performance.
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Amazing shot. The problem is when most of my flying time is in the cockpit I would rather the detail be put there. Some of these SF2 models achieve a great level of detail and still keep the poly count down. In the case of the Super Hornet there is no stand out difference that would explain the jump from the WoX model to the BlK version. If the BlK version looked like your screenshot I'd see your point to a certain extent but when the model is looking exactly the same as the lower poly model the reasoning seems pretty ridicules.
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What I don't understand is what's the point in a high poly model for only a visual external project. The WoX and BlK models are basically identical visually... When you take into consideration other SF2 compatible aircraft that look amazing (F-14, F/A-18A/B/C/D) perform great without the need for a high poly model. Coming from the world of Flight Simulator, P3D, DCS, and Falcon 4.0 the only way you need a very demanding model is if you were simulating every avionic feature possible with a clickable virtual cockpit and state of art effects that were pushing the envelop. Even with all this the models were created to run as efficient as possible and they actually did (examples include PMDG's 777, iFly's 737, Carenado's GA aircraft). Usually you'd see a hit in the cockpit not a slow down because the visual model is so demanding. Unless your like looking/using the plane exclusively from the outside there's no need for this in SF2. Learning from the BlK Super Hornet the cockpit isn't even a factor here, the performance degradation was from the model itself usually it's the other way around. If you made an amazing cockpit that would be grounds for a performance hit and understandable. With basic avionics and nothing done stellar in weapons effects why make a demanding visual model? It just doesn't make since to me. Not telling anyone how to make their aircraft but with a light sim like SF2 it's a jump in and have fun kind of platform for those that want a taste of real world combat. More fun can be had with great looking efficient running models versus making them performance hogs for the sake of doing it. For DCS and Falcon 4.0 BMS I could see the reasoning if needed but not for a platform like SF2. For the record DCS and Falcon 4 actually run better than the SF2's Super Hornet on my system and these sims offer more in cockpit features. Some designers I guess get off on over complicating their creations that otherwise could be simplified and look just as good thus making their creations much more enjoyable. If someone could answer this, what's the benefit in making SF2 models high poly projects (the more I think about it the more I can't wrap my head around the logic)?
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To clarify the changes I made based on the suggestion above was only the distance settings. Lowering those top two settings which are the highest by default gave me the performance I wanted. Having 'Shadows' set to a lower setting (not the lowest) helped as well when sitting on the carrier. Thanks guys for the help. Understanding why there's a performance problem helps greatly with finding a solution. I can ditch the old WoX model now.
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Eric was asking about the older WoX model I have (the older SH). The tanks show up correctly on the BlK II model which I guess is the official SF2 version. The BlK II version is the one I'm having performance issues with in SF2: NA. Is that screenshot SF2: NA? Very nice pic... Thanks, I'll give this a try.
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I see what the issue is or should I say the difference is compared to the other models I have. On a full carrier on takeoff this could be a problem. The biggest problem I'm finding with the Blk II birds is getting off the carrier and landing. Once in the air things are somewhat fine. Thanks for posting this.
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Looks like I just need to those external fuel tanks visible on the WoX model in SF2: NA. I'm at my whits end trying to figure this out. The 3.2 performance on my end is terrible around/on the carrier. Once in the air it's better and not bad over the Iceland terrain. Long shot question alert: Anyone have a mod for the WoX F/A-18E/F external fuel tanks to make them visible on the model in SF2: NA???
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Compare it to other aircraft you have in your hanger under the same scenario. On the surface the model seems to be the same as the older F/A-18E WoX model. Even the paints from the old model work on the new model. I tried taking the cockpit from the newer BlKII model and slaving it to the old model to see if the cockpt was the issue. It worked flawlessly in the older WoX model (which was supposed to be for SF1). So it's not the cockpit or the paints that's at play here. I wouldn't make an issue about this and just use the WoX model but the fuel tanks don't show up on the older F/A-18E/F in SF2: NA. I can't imagine what was put in a new model that would/could affect in sim performance this way. I could see a whole new model doing this that's not optimized but this model seems to be an upgrade with settings more than anything else. The BlKII model has some nice features but it's performance sucks. I can't be the only one seeing a difference with this bird and other models in SF2: NA. There's a big difference in how this plane performs in the sim versus other aircraft. I just wish whatever 's causing this I could shut off (most likely can just need to find it).
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Specs: Dell Duo Core 3.33 1333FSB - Windows 7 Pro 64Bit 4Gigs Ram EVGA GeForce GTX760 SuperClocked w/EVGA ACX Cooler 2GB GDDR5 256bit I run Flight Simulator 9 (with high end add-ons even by today's standards), P3Dv2.4 (with add-ons), Falcon BMS, and every other SF2 aircraft I've chosen so far with no issue. I doubt it's my machine concerning this one aircraft. Yes with my rig I can't turn every graphic option up with titles like P3Dv2.4 and even with SF2 things like shadows is turned down. There has to be some feature only with this model I can disable to bring it's performance back to normal. Thanks for the feedback.
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Green Super Hornet night cockpit, can this be changed?
Dillon replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oops, didn't know it was your work. I get it now. -
Green Super Hornet night cockpit, can this be changed?
Dillon replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Success, thanks again guys. -
Are there stronger Vortex effects for Super Hornets?
Dillon replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Their a little weak compared to what the add-on F-14 has. Thanks for the help. -
I know this is a longshot question but I hate the way the afterburner effect illuminates the cockpit at night in the Super Hornet. From what I've seen with the F/A-18A/B/C/D I have installed this doesn't have to be the case. Lighting up the burners shouldn't brighten up the cockpit as if the fire was right there in the cockpit. I understand if the model was made like this there's nothing that can be done but is it the effect or how the model in general was made? Thx in advance for the feedback on this.
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Are there stronger Vortex effects for Super Hornets?
Dillon replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The ones that go along the fuselage when you pull high G's. -
Help using Laser Guided bombs?
Dillon posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
First off this is for the Hornet/Super Hornet mods for SF NA2. Not sure what FLIR pod to use but launching Pave way bombs is not working. The target is displayed in the FLIR window so I know it's locked to the ground target (to make sure I did a ground targeting lock) yet the bomb misses the target. I made sure the FLIR pod was pointed at the target to make sure the targeting beam wasn't broken but the bombs still fall like dumb bombs. What am I doing wrong guys? The in advance for any help you guys can give. -
Help using Laser Guided bombs?
Dillon replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
This actually was something I was looking for. I didn't imagine there was something out there like Red Flag. From reading the comments for the download of this file Miramar needs to get fully realized and NAS Lemoore/Fallon needs attention. From there I'd be happy. City tiles for the various cities shouldn't be a problem for someone that wants to give the scenery a little more detail. The main city that would need attention would be Las Vegas. Nelles is right there and it would be weird not to have the city fully rendered in detail. I haven't installed this yet but I will once it's fully downloaded. Thanks for the great Mod/File. -
Help using Laser Guided bombs?
Dillon replied to Dillon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
This works with SF2: NA???