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simonmiller416

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Everything posted by simonmiller416

  1. Yeah... I have encountered this quite a few times. It can be traced back to the first time I played SF2NA around 2013, till now,I think it has something to do with graphics driver.Bcuz heavy modded game did make so, but it also happens in the vanilla game. Anyway,the latest experience is to set the global setting in the NVIDIA panel to "let 3D applications decide",work for me 100%.And I did object testing, when I changed to other options, the "blank screenshot" would reappear.
  2. I had already prepared a 20,000-word paper when I saw Avionics, and then I realized I knew nothing about this period.
  3. What, Google finally lost a round?
  4. I also believe it's a similar reason, but lowering the Ground Object quality works for me. For example, on the Donbass map, when I set the Ground Object(in options) quality to high or very high,I get CTD in 5 of 10 rounds of playing. But when I change that to low, everything will be fine, no CTD, but there will be almost no trees and buildings on the map (this is why I said it will become an Android game lol) I'm not criticizing the terrain itself, on the contrary, I like it very much, I can notice that the Donbass terrain has a lot of well-designed engagement zones and key positions, so there are a lot of unit spawns.This must be the cause of the CTD, but the direct cause is still those high quality vehicles, yes, NOT the terrain. About NVIDIA driver, indeed.About five years ago, I had a laptop with a GTX950M, i5-6xxx, 8GB DDR4, and everything was working fine.I believe older versions of the driver will be fine (iirc there was a thread mentioning this),but unfortunately they don't work with more modern games and software.
  5. The edit of FlightEngine.ini may not solve the most CTD problem, but may only delay it. I think this is all caused by SF2's poor RAM management. I have to close the game and restart it after playing for a certain period of time to force unload resources. When the progress bar is around 80%, I think the game is loading the ground resources. If you set Ground Objects to Low separately in the graphics settings, I think it will be solved immediately, but the map will make you feel like playing an Android game. P.S. Maybe you can check if your Ground Objects all have high-definition textures? This will undoubtedly increase the loading burden of the game. I personally usually downsize them to 1024x1024 or even lower, I've run into situations like what you describe before and these solutions have helped alleviate the problem even I cound set ground object to high. OFF TOPIC: ARMA2/3 player here, I started playing ARMA3 when it came out in 2013, and bought all the DLCs I was interested in. I agree with both opinions. ARMA3 does simplify many of the excellent settings in ARMA2, making the game very entertaining for all players (unfortunately this is the direction of the market).But the player can decide how to play it, follow those IRL rules and so on, it can still be what we want.
  6. VMAQ-2,right? This reminds me of a time, probably about fifteen years ago, when I bought a model of EA-6 that came with a Playboy watermark stickerThat was the second model I made, ended up giving it away as a gift.
  7. Colorful Stealth

  8. Colorful Stealth

  9. Colorful Stealth

    Some CAGs and etc.
  10. Busy with my own projects so I can't offer more help for the time being. But I'm sorry to hear the info, and I wish him a speedy recovery!
  11. Yes, as everyone has said before, many people here have been working on it for ten or even twenty years, but this is all we have available at this point. There is also a thread there looking into changing the cloud height, again with no luck.This is just one of the areas where this community were explore. God, I really want to say something about the HUD effect in the video (I mean that holographic sight? Sorry I don't know what these old-school things are called),the crosshair will only appear in the glass, if SF2 also had such a thing, not only would the visual effects be much better, it would even be possible to make something like an HMD in theory, but all of this is just pure fantasy. At this point (mid-2020s) there is almost no hope of getting any further TK source code, and even the game itself is in an abandoned state, so the best we can do is look the present(make the best use of).
  12. GB-6/TL-500 is a stand-off weapon similar to AGM-154. According to yakarov79's reminder, its role is very limited due to tanks' hitbox(and other objects). Therefore, I refer to some other submunition weapons of the same weight level (500KG) to adjust the explosion equivalent and the number of submunitions, slightly increase them than it should IRL, and set a larger area. And would come in Anti-Tank and Anti-Runway variants, which are still crappy at times, but at least not useless.
  13. The AKF-88C is a missile similar to the AGM-84H/K SLAM. In a recent modification, I used a "top attack" trajectory. This will be interesting.
  14. Kinda off-topic lol.This makes me sigh. Now many game workflows are based on Blender, but I am more familiar with 3dsmax. Especially for Unreal Engine, many useful and convenient tools are designed for Blender, which has become an obstacle for me to do further modding.I'm young but not that young, and not that old either,daily life and work have taken up most of my time and energy, which makes it difficult for me to learn and adapt to Blender. The fact that TK's LOD exporter is based on 3dsmax is a lucky thing for me. I can totally understand what DAD and EricJ are thinking.
  15. Super Hornet Package for SF2 v4.1

    A MUST HAVE
  16. I'm making 2 mod of fifth generation fighters, so I've been doing a lot of testing on this, and based on gameplay I think some of the late model F-15Es are often a big threat.Well, actually, quite a few modern birds are threat too.Many of them can detect me and attack from considerable distances.It depends on the modder's design,but for some advanced radar, this is not unreasonable. I have seen elsewhere: "F-22 can be detected by APG-68 and APG-80, at ranges of 5-10km", so it is reasonable for other better radars to detect stealth aircraft at farther distances. -------------------------------------------------------------------------------------------------------------------------------------------- For reasons we all know,I think it is not possible to restore AESA in the game. However, for 4th/5th generation fighters, I usually set a very low TWSUpdateTime(about 0.1-0.01 for example) and ScanRate(about 200+) in the avionics.ini to eliminate the high scanning delay of traditional mechanical radar. And I usually give a higher TrackStrength, about 200-250. Higher strength can more effectively eliminate the effects of ECM and low RCS. Of course, different modders may have different standards for this, and they may set higher values. We need to set a standard ourselves. I usually consider the number of T/R units of these AESAs, and their power IRL. Unfortunately I didn't have enough time to build a function formula for this, so most of the data was obtained by comparison and testing. We lack some working modes of other modern radars in SF2, so I will rely on the existing TWS modes for most things. This is my usual method of "simulating" AESA. In addition, I will draw independent radar MFD images for them separately, but that's another story. -------------------------------------------------------------------------------------------------------------------------------------------- Below is a screenshot of the APG-81 test, for reference
  17. Not a volunteer (maybe), but does it have approximate size or proportion? Comparing it with photos is one way, but there may be some errors
  18. Version 2.0.0

    112 downloads

    So basically, this is a skin mod imitating the F-16s that appeared in the video released by the Ukrainian Ministry of Defense not long ago. According to the fuselage details and Local S/N, they should have once served in the Esk727 and 730 squadrons of the Royal Danish Air Force, so I copied some of their other Local S/Ns. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "EX_RDAF" folder into your F-16 mod (AM/BM recommended, as link below); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16AM, the game will automatically read the data. https://combatace.com/files/file/12909-european-mlu-vipers/
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