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OncomingStorm1984

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Posts posted by OncomingStorm1984


  1. 8 hours ago, VonS said:

    While the multiplayer "components" are still a part of the SF2 (and FE2) code, the connection service that made everything work is long gone (was a part of older versions of Windows). See this helpful post for more info.

    Cheers (and happy flying in single-player mode in the TW sims.),

    Von S :buba:

    If LAN worked... so you're telling me all the code was stripped out?

    And LAN will no longer work? NGL, I'd love to play multiplayer LAN, but...


  2. Hi guys,

     

    looking for a mod called "Dr Doyo's Soviet Numbers". Anyone know if they're still around? I couldn't find it through combatace.

     

    ALso, quick bonus question- I ahve a soviet overG effect installed and it's playing extremely fast- too fast, actually. How do I make it play normally? Right now it just sounds like a looped chipmunk :/


  3. sooo

     

    I read this thread earlier form the SFP1 database: 

     

     

    and there's some sort of link there to something in the knowledge base. And I don't know if it'll work or not..

    I want to do the exact same thing that the other guy wanted to do. Except with one added hitch: I also want to add a third IRM pylon below/above the other IRM pylons on the F-8.

     

    now, can someone please explain in simple language without any weird jargon-acronymmy thingamajigs to a guy who's completely, utterly new to modding how he can add pylons and things to these planes?

     

    Do I need to re-download blender? Can I use LODViewer instead? What code do I need to insert? What is the current name of that thread in the sfP1 knowledge base, and can I still use it? Is 42 really the answer to Life, The Universe and Everything?

     

    Sincerely

     

    Stormy


  4. 14 hours ago, Wrench said:

    Modding (as in adding 3rd party add-ons) or MODELING (as in building 3d objects)? The original post seems to be asking about both.

    Modding is easy; usually just a copy/paste, as outlined in the read-me that (should) be in EVERY add on.

    For Modeling  one must have a deep and full understanding of the program used to create the physical model (or LOD). There are notes, iirc, in the 3rd Wire exporter. Yes, it only works on MAX2009.  But knowing how to use MAX is the basic key.

    And it isn't just about building the physical 3d model. If an aircraft, all the points and world centers must be correctly established (well, that goes for anything from plane to a tank or truck or ship), animations set, model unwrapped for texturing, the textures built (skinning the model). Then, the data ini containing all the flight model parameters must be created. And everything tested and tested and tested again in game.

    There are tutorials on using MAX all over the web. There was a series (we're talking min-2000s here) by someone who's name I've forgotten (Cowboy? something?) that gave basic instruction on aircraft building.

    So, which exactly are we asking about???

    both, actually. thanks.


  5. On 21/02/2019 at 9:32 AM, KJakker said:

    You can try this in your bomber's Cockpit.ini and Avionics.ini files respectively. I find that it works well for level bombing with B-52's.

    <------------------------------[Cockpit.ini]------------------------------>

    [GunsightFront]
    HasGunsight=TRUE
    GunsightMilSize=50 <-----Set to the size you want.
    GunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install.
    GunsightComputedName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install.
    AGGunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install.
    GunsightRollTabsName=F-15A_rolltabs.tga <-----Set to whichever roll tabs texture you want or have in your install.
    GunsightRangebarName=F-15A_rangebar.tga <-----Set to whichever range bar texture you want or have in your install.
    RangeBarOrientation=6TO12
    RangeBarHasGunRange=FALSE
    RangeBarUseWeaponRange=TRUE
    RangeBarWeaponRangeAtCenter=FALSE
    RangeBarMax=6096.0
    RangeBarMin=914.4
    LeadComputing=TRUE
    MinDepression=156.213333
    MaxDepression=779.822222
    DefaultDepression=556.622222
    MinLeadRange=985.943752
    MaxLeadRange=15856.299997
    DefaultLeadRange=10022.180070
    RocketDepression=256.213333
    BombDepression=556.622222

    <------------------------------[Avionics.ini]------------------------------>

    //CCIP//

    [HUD]
    HUDMaterial=HUDMaterial
    HUDColor=0.0,1.0,0.0,0.7
    BoresightOffset=0.0,0.0
    ViewportTopLeft=-0.272,-1.205
    ViewportBottomRight=0.272,180.0
    GunBoresightAngle=0.00
    RocketBoresightAngle=0.50

    [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=11
    TextBold=TRUE

    [HUDModeNav]
    Symbol[01]=
    Symbol[02]=
    Symbol[03]=HUD_Guncross

    [HUDModeAG]
    Symbol[01]=
    Symbol[02]=HUD_CCIP
    Symbol[03]=HUD_Guncross

    [HUD_CCIP]
    SymbolType=CCIP
    FallLineImage=cockpit\F-15A_FallLine.tga <-----Set to whichever fall line texture you want.
    ImageSize=0.200
    FallFromFlightPath=TRUE

    [HUD_Guncross]
    SymbolType=IMAGE
    ImageFilename=cockpit\F-15A_guncross.tga <-----Set to whichever gun cross texture you want. 
    ImageSize=0.025
    ImagePosition=0.00,-0.0208

    yep. holy scat, it actually works.

     

    ...

     

    thank you for enabling me to unceremoniously blow s*** up at the rate of 108 booms per 6.48 seconds

    • Haha 1

  6. On 17/02/2019 at 10:48 AM, baffmeister said:

    I was wondering about this bomb sight, which is available with some downloads:

    BombSight.thumb.jpg.cdfaabf5b48d38a21f5375b8230c8aee.jpg

    I haven't found any instructions yet.

    Stary's Yak-28B bomb sight looks interesting. Will check it out.

    just got a reply back from stary... and it's just... sad. It's actually a custom cockpit model. to implement his thing, you'd have to make an ENTIRELY new cockpit, THEN implement it.

     

    also, isn't that from the canberras in  the SF2 1948-1956 redux pack? (never got the bombsights working...)


  7. On 02/02/2019 at 7:36 AM, Sundowner said:

    got the files I was using- they're off the SF2V AG expansion pack (the b-52D)

     

    what happens with these (after copy-pasting the ENTIRETY OF STARY'S IL-28's COCKPIT DIRECTORY INTO THE FOLDER) is that the caged gunsight shows up ok (although waaay oversized, see screenshot 997) but the CCIP gunsight does two things:

    a. refuses to show the bombsight frame like it does on an IL-28

    b. refuses to CCIP, although it DOES roll.

    B-52D.ini

    B-52D_AVIONICS.INI

    B-52D_COCKPIT.INI

    B-52D_DATA.INI

    img00997.JPG

    img00998.JPG

    img00999.JPG


  8. On 02/02/2019 at 7:36 AM, Sundowner said:

    I can't make head OR tail of what's in there. I've tried copying the bombsight-related stuff from the AVIONICS.ini and COCKPIT.ini of the Beagle cockpit but all that does is make something weird. also, the bombsight can't CCIP for s***, and the windscreen frame thingo is missing.


  9. hello sir,

     

    I would like to alert you to the fact that I have found that in the B-52D an alternate strategy of usage is to have the red-coloured box with the target 6km away when dropping mk82s from 2533m. the strategy is as follows:

    1. align with waypoint 5 via means of autopilot

    2. using elevators adjust altitude to ~2500-2550m

    3. use shift+A to level wings at appropriate altitude

    4. adjusting speed to around 600-700km/h

    5. waiting until target is 6km out

    6. rippling off bombs.

     

    this tactic results in an early kill of ground targets, whether it be a lowly tent, clustered POL tanks, to a ship in Haiphong harbor.

     

    using the same technique via rippling off 42 bombs each time, unloading wing hardpoints, and having all three bomb bay slots filled with 42 mk82s with the aformentioned rippling 42 strat. can result in efficient saturation bombardment of a target from up to three directions.

     

     

    • Like 1
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