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Showing content with the highest reputation on 10/13/07 in Posts

  1. You guys (Beta Team) will soon be on bussiness again :) Pack needs to be checked, Skin also(Mitch?), LOD an collusion and the most importantly, The damage model.. You are gonna be busy :)
    2 points
  2. hello 6.0.0.8 is available http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5462 available also with build-it checkupdate feature 6.0.0.8 ------------ - FIXED: some old mod/addon may not been properly detected after installed - FIXED: For VISTA users, some mods adding entries in graphics.cfg files may not work properly in obvious case (some works fine) 6.0.0.7 RC14 ------------ - VISTA 32bits & 64bits compliant ModMan don't use registry key anymore due to Vista UAC feature, You MUST NOT install ModMan or your game in "c:\program file" folder - fixed an obvious bug when previewing some graphics files. 6.0.0.6 RC13 (Public Release open beta) ------------------------ - added option to skip auto-update at startup in option window - CDDS engine enhanced - Added an option in the options window to disable 'check for update at startup' feature - Added a button in the option window to check for update manually - DDS decompress engine optimized - if a mod overwrite a catalog file, all files which was installed in the catalog overwritten are now displayed correctly (red state) - enhanced mod installation speed - now a messagebox will ask your clearance if a mod want to overwriting hot files (meinit.xml, graphics.cfg, *.cdds) - Added a "DELETE ALL" button in ADDOn MAKER window - now you can 'CANCEL' a mod install, and resume it later (see below for checkbox option) - in addon manager, added checkbox "Force re-installing all files even if some are already installed" this checkbox is checked by default, this is the NORMAL and RECOMMENDED and SAFE mode (to avoid mods mismatch from a same author) when a mod is in YELLOW state, if you click on "install" button, all files are re-installed if you UNCHECK this checkbox, ONLY files NOT installed will be installed (may be useful for resuming very big mod install) - obvious bug about readme.txt not displayed in addon maker is fixed - new ModMan icon - new setup installer - in file by file mode (checkbox checked), after each file install, modman is now checking each addon state - after an addon install/uninstall, you won't loose any more focus on the good line in the addon list. - now modman\build and modman\temp directory are now checked each time modman.exe start - now currentdirectory is saved after choosing a CDDS file in CDDS explorer - now CDDS compress and OGG compress are not checked by default in ADDON MAKER window - Aspect ratio has been fixed in CDDS explorer - 'Embedded' text changed to 'Embedded DDS' in CDDS explorer window - 'Signe' text changed to 'Single DDS' in CDDS explorer window - Added meinit.xml backup service at first launch - Added an XML explorer utility to do easy change to lockon XML files. - (LockOn series) Now checking DDS format before inserting texture in CDDS, bad texture format will be installed in bazar\temptextures folder - Fixed an obvious bug, ModMan don't use any more local time(Daylight settings) for installing/removing/checking addons - Disabled the 'Warning beta stuff window' to be sure to not forget it for final release ;) - fixed a bug where graphics.cfg was not backup properly - Advanced mode for settings graphics is now always on (graphics settings widnow) - Advanced mode check box has been removed - fixed bug on 'Support service' button in main menu - fixed background logo size for basic windows - added small text at the bottom of main menu if user don't use latest version - Added GTR2 profile in modman.ini - recompiled with dev env 10.5 - Added install information in install setup - changed check update URL to http://www.checksix-fr.com domain - Now ModMan check for new version update - Full screen view is now scrollable - When an addon install or remove a catalog file (.CDDS, .GTR), catalog index file is regenerated just after. you don't need to exit and reenter modman anymore to regenerate index file. - Fixed an obvious bug where a debug windows was displayed erreur #122 - Modman 6.0 is 100% working with: all mods/addons made with older modman version all mods/addons made with loman utility all mods/addons made with GTRManager utility - Windows VISTA ©Microsoft is now supported - Main window has changed, only a basic 'look' is available in this beta - modman.ini structure has changed so don't use older modman.ini files - Drastically optimised addon checking engine - .CDDS insertion/extraction engine has been entirely recoded and replace old CDDSBrowser engine Modman built-in engine now support all DXT format from DXT1 to DXT5 used by .CDDS catalog files Performance for inserting/extracting has been drastically improved. - CDDS Browser has been replaced by CDDS Explorer which is a Modman component. CDSS Explorer allow to explore/extract/insert to/from .CDDS Files - Now .cdds index files are also regenerated when Modman version change - Now .gtr index files are also regenerated when Modman version change - Added ADDON MANAGER light window to install / uninstall addons with basic options You can easily switch between LIGHT and ADVANCED mode, your prefered mode is saved automatically. - Fixed CDDS catalog index management (Lockon specific) Now, CDDS (CID_xxx.txt) file index only list textures which can be installed in CDDS files others files not supported will be installed in temptexture folder now you can check always CDDS checkbox in ADDON MANAGER, it will work fine. - Optimized some code. - Fixed CDDS catalog index management Now CDDS index management is generated and sorted like specified in config\graphics.cfg file from ED it means that NOW latest textures from latest patch will go to the GOOD PLACE ! (ie: F-15 texture bug) now you can check always CDDS checkbox in ADDON MANAGER, it will work fine. - Fixed an obvious bug about texture Some FC textures were not installed correctly in temptextures folder (lockon series) - Added a 'CFG' flag in ADDON MANAGER WINDOW White mean: no CFG/LUA modifications included in ZIP file Green mean: CFG/LUA modifications installed Red mean: CFG/LUA modifications not installed Yellow mean: CFG/LUA modifications not installed entirely - Added in ADDON MAKER, a CFG/LUA management windows, ENJOY ! it allow to ADD/REPLACE/DELETE KEY from SECTION/SUBSECTION in .cfg or .lua files useful when you need to add a new CDDS entry in \config\graphics.cfg During Mod installation with ADDON MANAGER, these key will be added automatically (or removed) best regards Skypat
    1 point
  3. Here's a tip, go to google earth or google maps and check out the real runways. Here's s shot of the Belbek air base which is in the Lock on world so yea, i think we should keep the black tire mark down to a small percentage.
    1 point
  4. there are the l. gears of a SR-71 model kit... and some others from the real Bird... front gear rear gears Hope they helped...:smilewink:
    1 point
  5. The pylons are still the ones from the Su-33. And the Rafale is much smaller than the Su-33. The pylons will be fixed soon ;) Nope
    1 point
  6. а сдесь нет ничего смешного
    1 point
  7. Hey Grandsurf, great work. I enjoy watching the progress. :) I might have missed it, but do you intend to release the highres textures seperatley to the added structures and vehicles? I ask because I feel it might get a bit too tricky to taxi with bigger planes, suchas tankers or AWACS, around the "Street lamps" and other structures near the taxiways and aprons. Or is there no collision model for it and this is not an issue at all?
    1 point
  8. Awesome! I bet there's plenty of cool things to show in a movie with all those extra details added to the airfield! :D
    1 point
  9. I believe it's like this: The missile will gain extra speed from being launched from a fast moving aircraft, how much however depends on the air density. It can be easier to understand if you think of it the other way around, which would be more correct, the engine of the missile is what gives it the extra speed, the speed from the aircraft is there from the start. So how much extra speed the missile will achieve over the initial speed of the aircraft depends on air density. Now imagine standing on a field, the wind is still and you throw a ball with as much velocity as you can. Let's say just for the sake of argument that you got it up to 50 km/h. Next you're riding in a cabriolet going 100 km/h, you stand up and throw the ball, you should be able to throw it 100 km/h + 50 km/h = 150 km/h right? Wrong! If the wind is still you will have a 100 km/h wind against you slowing down the ball very fast as soon as you throw the ball, even if it was a missile it would struggle with the increased drag and thus would not achieve a A+B velocity. If you're riding on an aircraft high up with lower air density however you might be able to throw the ball 50 km/h or even faster, but it can be hard to imagine as most of us never tried that ;)
    1 point
  10. I agree with Rhen and lean far more towards the first answer. It obviously isn't quite as simple as a basic addition, but that seems far more correct than to say the AMRAAM reaches "terminal velocity" at Mach 4 with the engine running. I think that even the sustain motor will keep the missile accelerating all the way to its burnout, nowhere near terminal velocity. On the other hand, I don't believe the implication that an AIM-120 can accelerate to Mach 4 from rest, i.e. claims of "Mach 4 plus the speed of the aircraft." Given the claimed weights of the missile and propellant, that doesn't seem to be physically possible even in a frictionless vaccuum. I suspect it should be around "Mach 3 plus the speed of the aircraft," which somehow went through a broken telephone to become Mach 4, and then Mach 4+, and then "Mach 4 plus the speed of the aircraft." -SK
    1 point
  11. Looking good Yeniceri, nicer looking than "Phase 5" model i last used :thumbup:
    1 point
  12. PKM, I'm done with you. You are either trolling or have a very poor grasp of these types of things. Rhen, it's good to hear from you again. Can I take from that that a launch speed of greater than M1.3 is negligible as to added range? Or maybe that is reaching into classified data?
    1 point
  13. Here is an updated link: http://www.filefactory.com/file/7a6350/ I didn't uploaded them to usual loc on sites bacause I use picture from other places and although I mention this in the readme I don't know if it's enough... I hate legal pappers. I also use a picture made by Rocky (mentioned in the readme) again, I don't know if it is OK for him to include that picture in my package. If any problems appear I remove all the links. This was intended for personal use...
    1 point
  14. Полностью поддерживаю. Абсолютно пофигу.
    1 point
  15. Товарищи я решил воскресить тему, чтобы вы не думали, что проект умер. У меня просто новый комп появился, а на нём Виста стоит. Макс 7 на Висте идёт ужасно. И только вчера мне Евгением (GK) помог сделать всё, чтобы можно было продолжать работать. По заданию Чижа я должен переделать маппинг. И вот этим я и буду заниматься в ближайшие выходные.
    1 point
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