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Everything posted by Julhelm

  1. Anyone have any to share? I personally like the "over the shoulder" approach: Using the A-5A, on approach to the target, hit the burners and accelerate to supersonic speed at between 3-10000ft. At about 5 miles out, start pulling up. When you hit about 80-85dgs, hit the bombrelease and let it slide out the back. Next continue your pullup over the top and finish with an immelman into a dive to pick up speed. Level out at 1-3000ft as the speed boost during the dive should give you time to escape the blast. Now look as your bomb totally nails the target. Now, since we do not have a working LABS or VERDAN system, we can use the external views to manually estimate correct release angle. With some practice you'll be able to reach astonishing levels of accuracy.
  2. Your GPU has another opinion. The whole point is that the approximation will be good enough that you won't be able to tell the difference, and you run cheaper, simpler geometry which performs better.
  3. Yes it can, you just don't know how to bake properly.
  4. Maybe you need to use the weapon editor to add the weapons to the dat file? I haven't modded the game in years so can't remember well. It would be nice if some of the knowledgeable people here could help you out instead of telling you not to use them because historical accuracy.
  5. My original release of the A-5 and RA-5C came with storetrains for the Mk-27 and Mk-43 nukes and were set up to use them. I think the latest version of the A-5A definitely has them. On the RA-5C I guess whoever did the latest repackaging of it disabled them just because.
  6. Well he was chased away along with the other Chinese people way back when.
  7. All this is is extra bloom, contrast filter and color correction filter. IMO all these external filters do is make everything look cartoonier, with exaggerated blacks and whites. And it doesn't adress the core issue of why stock Strike Fighters looks bland, which is non-optimized light settings and quite frankly subpar texture work on a lot of 3rd party assets (a lot of people here obsess over rivet placement but totally ignore concepts like ambient occlusion that really work towards adding depth to a scene).
  8. For those of you who dislike Steam, we've released Cold Waters and Atlantic Fleet on GOG.com at a discount. Go buy them if you haven't already. https://www.gog.com or click the images below for each respective title download page.
  9. That's in SEA. TK is in Texas which I assume is a fair bit more expensive. What it really comes down to is time. If you factor in the time it takes to build a quality plane with exterior models and virtual cockpit, to modern standards, 10k is a totally feasible sum. A single ship model for Cold Waters probably ends up around 3k, and then you can multiply that by some 40 classes of ship in the game.
  10. Happy to announce our new game

    Prepare for submarine combat 1980's style - please check out the teaser trailer We have a greenlight for it as well: https://steamcommunity.com/sharedfiles/filedetails/?id=770691721
  11. Flight Sims, Circa 1990

    That's an FMV game though similar to Dragons Lair. All that engine has to do is overlay sprite colliders on what is essentially a animated movie, which itself is probably streamed from laserdisc. Jet was a full-3D game that featured semi-active radar homing, carrier operations, and real dogfights, all while running on 64k of RAM. That's much more technically impressive.
  12. Flight Sims, Circa 1990

    There were even a few games on the Amiga that used wireframe graphics with red/blue glasses for actual 3D. Sublogic's JET is probably the earliest fully-3D flight sim I can think off. Unlike F-15 Strike Eagle, it had filled polygonal graphics with actual terrain, airfields and carrier landings. This in 1983 on a C-64.
  13. Flight Sims, Circa 1990

    The old sims were still 3D. All the 3DFX card did was switch the rendering to hardware, while earlier games had to invent software renderers which constrained what could be done with the CPU. In fact GPUs are so good at handling vast amounts of data we now have compute shaders to help further offload the CPU.
  14. Flight Sims, Circa 1990

    These sims were simple enough that anyone could pick them up and play without having to invest in expensive peripherals. Flightsims were still selling well until the late 90's shift towards increasing complexity and realism for realisms sake. Jetfighter and F-15 were hardly more complex than today's Ace Combat, but they felt authentic enough to be convincing.
  15. Happy to announce our new game

    All the models in the game have been made specifically for it. The tanker and containership I made for SF2 is much too modern for 1980's and the wrong classes anyway. For this game I spent a lot of time doing research to make sure the Soviet merchants are as accurate as possible.
  16. Happy to announce our new game

    Which ones?
  17. So the terrains are essentially handmade? No wonder it took them forever to do the Nevada terrain. That toolset looks awful to work with.
  18. Independence Day

    Someone still has to get parliament to trigger Article 50. Cameron had promised to do so, but he has resigned so whoever replaces him has to bear that responsibility. As if that's going to happen. The joys of advisory referendums.
  19. Halberstadt D.V

    The SF/FE2 exporter allows you to export the coordinates of hitboxes if you set them up in 3dsmax. It's important that they have to remain boxes, which means you can create a cube or box and scale it so it matches the area of the part it's supposed to be the hitbox for, but you can not add modifiers or convert it to mesh via editable mesh or poly. This is because the engine only uses a min/max coordinate for calculating collision volumes, which is only possible if using simple boxes.
  20. Version 1.0


    Convair Model 201 for Strike Fighters 2 ---------------------------------------------- What this is : This is the CTOL version of Convair's Model 200 VSTOL entry for the Sea Control Ship fighter competition of the early 70's. It also reappeared later as GD Model 218 during the VFAX competition which ultimately ended up as the F-18. There are quite a number of artist's impressions and 3-view floating around, of which most ones show a more pointy delta planform and underwing Sidewinders. That would be the earlier iterations, which by 1975 or so would have evolved into what you see here. The original documentation only mentions 2 AIM-9 + 2 AIM-7 but I added 2 underwing and a centerline station because it makes the plane a bit more fun to use and isn't totally implausible. ---------------------------------------------- More Stuff: It uses sounds from SF2E so your mileage may vary :o ---------------------------------------------- Known Issues: None, really. ---------------------------------------------- Credits: Models & textures & FM by Julhelm As usual, these files may not be used in payware or otherwise tampered with and reposted without my consent which you may request on Combatace forum. This message will self destruct in five seconds.
  21. Steam is about 75% of the PC market these days. We don't really have the manpower to operate yet another storefront with all the support and community interaction that involves. I don't understand the antipathy towards Steam btw. I've used it since it was in beta back when CS 1.6 was released and never felt uneasy about it, unlike other storefronts like uPlay or Origin.
  22. Well it started as a Pacific Fleet sequel, then early in development it became realtime and much more patterned on Great Naval Battles. However we couldn't make the gunnery feel right at the time and also we had misgivings about being overambitious and possibly alienating our existing customers. So it was scaled back to the turn-based format but refining it a lot and adding the dynamic campaign.

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