Leaderboard
Popular Content
Showing content with the highest reputation on 07/03/10 in all areas
-
Are we gonna see things like condensation trails & flourishes over the wings ect? Small details, but it adds ALOT to the feeling of really flying a vehicle thru the air, at least when you see that.. it looks damn cool. I hate the feeling of flying a simulation and it always feels so 'sterile' sometimes because of a lack of small touches like that. Is it essential? Nope but I honestly dont think it takes that much effort to implement either for a nice pay off. Look at Ace Combat 5, yea it sucks and its an arcade game..but they NAILED things like that, and the feeling of flying in a thick atmosphere (clouds/vapor/mist) todays modern CPUs should have no trouble with this.2 points
-
Please be aware this post contains 2 mods, they both do the same thing, but one more than the other, read carefully! Designed to be installed with ModMan (a modifications handler, an absolute must for anyone) ModMan can be found over at http://www.Check-Six.fr or by following this link (link correct at time of writing for 7.3) Hello all, These mods are for people who have upgraded to 1.0.2 but liked the fact that the old game spoke in English and made sense to them. A break down of the mods is below: DTWD's Basic 'Make my god-damn game speak English' MOD - American Accents + Russian Accented Betty ------------------------------------------------------------------------------------------------------------------------- DOWNLOAD via ED The Mod Changes: - All radio communication to English, unless mentioned below as American accented English (none mission specific) - Pilot to Russian accented English (as in pre 1.0.2) - Betty to Russian accented English (as in pre 1.0.2) - All works regardless of coalition/side DETAILS ---------- Changes the localizer config file to be purely English instead of a mish mash of Russian and English. This has the happy outcome of switching all ground/ATC/Tankers etc to being (American) English instead of Russian. It also changes the pilot voice (when using the radio) to be in Russian accented English. The config modification (sadly) doesn't change Betty into English, so this MOD also replaces all* Betty sound files with the Russian accented versions from pre 1.0.2. So Betty now speaks English, but sounds Russian. * Sadly ED seem to have added some extra sound files since the 1.0.2 patch that refer to "board" and then a number. I have no idea what this board is but the new "betty" would tell you a board number before a particular warning. So for instance in pre 1.0.2 you would get "left engine fire" you now get something like "board 50 left engine fire". I felt this slightly redundant as the pre patch betty never had it, and to be honest I don't care (whatever it is) what board has got an issue with my engine fire, my main concern is the fact I am travely at over 200 kmph at 50ft and my left engine is having a self made bbq. Not only that if I left these new sounds in betty would change voice to one that doesn't sound as good as the original, it would break the imersion and it adds nothing to the experience. So I could just remove the numbers and the "board" sound, or instead (to make sure BS still has a file to play) I could have inserted blank sound files, but in the end I decided to use the "warning" word from another file to replace the numbers and "board". I always felt the fire warning should be precided by the warning anyway, so here it is. If your really desperate for the board information it's still in the sub titles. If you just want to back to as close as you can to pre 1.0.2 then you need my other MOD: DTWD's Basic 'Make my god-damn game speak English' MOD - Russian Accents + Betty (just below) --------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------- DTWD's Basic 'Make my god-damn game speak English' MOD - Russian Accents + Betty --------------------------------------------------------------------------------------------------------------- DOWNLOAD via ED The Mod Changes: - All radio communication to English, unless mentioned below as American accented English (none mission specific) - Pilot to Russian accented English (as in pre 1.0.2) - Betty to Russian accented English (as in pre 1.0.2) - Ground crew Russian accented English (as in pre 1.0.2) - Tower to Russian accented English (as in pre 1.0.2) - All works regardless of coalition/side DETAILS ---------- Changes the localizer config file to be purely English instead of a mish mash of Russian and English. This has the happy outcome of switching all ground/ATC/Tankers etc to being (American) English instead of Russian. It also changes the pilot voice (when using the radio) to be in Russian accented English. The config modification (sadly) doesn't change Betty into English, so this MOD also replaces all* Betty sound files with the Russian accented versions from pre 1.0.2. So Betty now speaks English, but sounds Russian. This version of the MOD also goes one step further and replaces the (American) English ground crew audio files with the Russian accented ground crew from the pre 1.0.2 patch. Not only that but this version of the MOD also replaces all** ATC (American) English audio files with the Russian accented English ones from pre 1.0.2. * Sadly ED seem to have added some extra sound files since the 1.0.2 patch that refer to "board" and then a number. I have no idea what this board is but the new "betty" would tell you a board number before a particular warning. So for instance in pre 1.0.2 you would get "left engine fire" you now get something like "board 50 left engine fire". I felt this slightly redundant as the pre patch betty never had it, and to be honest I don't care (whatever it is) what board has got an issue with my engine fire, my main concern is the fact I am travely at over 200 kmph at 50ft and my left engine is having a self made bbq. Not only that if I left these new sounds in betty would change voice to one that doesn't sound as good as the original, it would break the imersion and it adds nothing to the experience. So I could just remove the numbers and the "board" sound, or instead (to make sure BS still has a file to play) I could have inserted blank sound files, but in the end I decided to use the "warning" word from another file to replace the numbers and "board". I always felt the fire warning should be precided by the warning anyway, so here it is. If your really desperate for the board information it's still in the sub titles. **Again sadly ED has added some extra audio files that weren't present in pre 1.0.2, however these appear to be mostly fixed wing related (glide slope etc) and probably won't be spoken by ATC when playing Black Shark. If you just want a Russian accented English speaking Betty but you would rather have the American accented English ground crew and ATC then you need my other MOD: DTWD's Basic 'Make my god-damn game speak English' MOD - American Accents + Russian Accented Betty (The one at the top of the page)2 points
-
I started my insanity this weekend, YAY. I did not finish. But heres a story of the start of it. WIP I got a load of wood from my work for 20$ Nothing like an old farm truck hauling some wood. I started by ripping a bunch of the wood down to 1x1 boards. I just find that it was an easy size to work with. I picked up a bucket seat out of a Dodge caravan for 20$ from a coworker. Built a left and right console for it. Gave it a top. And build a front end. I did not like how the front turned out. I might build it again. No shortage of supplies. I put a base coat on the left/right consoles. Thats all the farther I got this weekend. Ill get back to it again during the 4th holiday. More skins to cut out and a complete paint job. I dont want to show the skeleton from any angel when its complete. Sorry for the fuzzy photos. I was using my cell phone. Ill get some better ones when its not all naked and half dressed. :thumbup: Cost Wood 2x3s 20$ Plywood Sheet 4x8 21$ Car seat 20$ Hardware cost 15$ Total 76$ not a bad start. Links didn't take. Will fix.2 points
-
told ya ;) Pro, cheers Just a observation for the beginner, the files ones ending with xxxx...in.sdef are the ones you hear whilst INSIDE the cokpit. The others are for when you're using any external views.2 points
-
The script is in the X:\DCS - Black Shark\Sounds\sdef folder. Find "gun2a42.sdef" "gun2a42in.sdef" "gun2a42low.sdef" "gun2a42lowin.sdef" Add the line gain = 0.1 to each file you will have to adjust that number to suit your preference. Nate2 points
-
*****REPLACEMENT STRUCTURE TEXTUREPACK V6.0***** This texturepack replaces many of the unsightly default structure textures that are found in the stock version of FC2.0 and DCS-BS. All textures have been made from scratch from high quality photographs and some manual artwork. Texture resolutions range from 2048x2048, 2048x1024, 1024x1024 or 1024x512. -----v6.0 includes many fixes/improvements and new textures, this is the best version yet!----- Buildings that are retextured are as follows: City appartment blocks Hotels Cinema complexes Residential houses Train Station (as seen in Krasnodar city) Office blocks Airfield control towers and more. Also, work from previous versions are carried over, and this includes: Retextured airfield perimeter fences/gates Radar dishes Guardtowers Electricity pylons and more. Fully tested and compatible with MODMAN. ED File Exchange link : http://files.lockon.ru/en/376/1 point
-
Инструкция по установке: Для начала вам нужно зайти в папку \Bazar\Effects\RenderEffects\Textures там находится файл FireAreaMask.tga так вот нам его надо заблокировать чтобы игра его неиспользовала, переместить куданибуть или просто в конце файла поставить # проще говоря поменять расширение файла я сделал так FireAreaMask.tga# Запустил игру, подбил пару танков и увидел анимированный огонь и дым от подбитой техники, подумал так наковырял что-то интересное. Но по началу эффект был какой-то вялый, огня почти небыло и низкий дым, из далека еле заметный. Начал экспериментировать дальше и спустя какоето время нашел файлы отвечающие за эффект. Находились они в директории \Scripts\Database\vehicles\ эти папки со скриптами и отвечали за эффект. Отредактировал в каждом файле *.lua строчку GT.visual.fire_size увеличил эффект ровно в три раза. Scripts.rar1 point
-
1 point
-
С момента выхода LO2 прошло уже несколько месяцев а вопрос игры на двух мониторах остается открытым. Может быть за это время кто нибудь сумел найти разгадку этой задачи, то пожалуста поделитесь как или может быть господа разработчики подскажут.1 point
-
1 point
-
No, you don't need other files. Read the doc in Modman's MOD MAKER. The .lma7 must contain all the informations that modman need to add a new skin and modmann will add the needed lines in the correct files, it do it for you. You have to create this .lma7 file. There is also a tutorial in. You can also download some Black Shark skins on lockonfiles.com, some modder's have used this procedure to add new skins in DCS BS then you have some examples. If you only add skins using .lma7 file is the correct way, you are not overwriting users db_Countries.lua for example but modman only add's the needed lines. Some user's, like me, have some changes in the db_countries.lua or other files, that's why i always must take care how the mod was packed and many times i must install it manualy due to a bad use of mod maker. For example : I have added some skins on 3GO's Su-27. If you pack your db_countries.lua in your modman package, i will lost all this skins. If you use the .lma7 mod maker procedure i dont.1 point
-
Потому что решено выводить видео из игры только в этих форматах. Есть также возможность сохранить несжатый avi, и затем уже конвертировать другими программами во что угодно, но для этого нужно изменить строчку в конфигурационном файле: http://forums.eagle.ru/showpost.php?p=909987&postcount=5741 point
-
The cockpit shots that were posted on SimHQ a while back are obviously old now but I noticed that on the Oxygen panel on the right side of the 'pit, the emergency lever positions are marked: EMERGENCY NORMAL TEST MARK ...shouldn't that be "TEST MASK"?1 point
-
1 point
-
Germany:gun_sniper::animals_bunny:Argentina Congrats, Germany!!!1 point
-
1) Заходишь - http://www.saitek.com/uk/prod/pfpanel.htm 2) Читаешь - Pro Flight Switch Panel Upgrade your flight simulation experience for Microsoft Flight Simulator X with the Saitek Pro Flight Switch Panel. Whether attached to the Saitek Pro Flight Yoke System, free standing on a desk or mounted into your own cockpit setup, the Pro Flight Switch Panel is an ideal way to expand the number of controls for your flight simulation setup. Control your landing gear, engine power, landing lights and 11 other important aircraft functions from one compact unit. Realistic landing gear control with LEDs indicating actual gear status from Microsoft FSX Start your aircraft engines and access other cockpit functions with ease Conveniently attaches to the base of the Pro Flight Yoke System (sold separately) Ships with support for only Flight Simulator X. FS2004 support is available on our forum Connectivity: USB 1.1/2.0 Works with: Windows XP, XP64 and Vista (all versions) Windows 7 3) Переводишь - Ships with support for only Flight Simulator X. (а именно слова only Flight Simulator X !!!)1 point
-
Slight correction... I believe its at 85% of Rmax it will then change to STT. :thumbup:1 point
-
1 point
-
1 point
-
Ha! Exactly what I thought - those explanations above will confuse the newcommer more than enlighten him. Allow me to have a try: The enemy's radar looks at one 'radar picture' to the next and compares how much things have moved in that x number of miliseconds. Most of the stuff (if the radar is looking down) will all have moved the same amount and thus the software is programmed to label everything moving at that speed, relative the aircraft, as ground. This all gets filtered out. Now things that are not moving at the same speed as the ground, ie your aircraft all get labelled as contacts, provided they are of a certain size etc. Now if you change you heading so that you are no longer moving away or towards the enemy's front, relative to the ground, then you will effectively only "move" on his radar the same distance as the ground each snapshot that the radar makes. Thus it will reject you as ground and filter you out. So effectively, what they are saying is move perpendicular to the enemy and below him, you want to be moving towards him or away from him at the minimum possible speed. Moving across the front of him left to right, or right to left is ok, but you do not want to be facing towards him or away from him. This will make you look like a peice of ground on the radar. I hope I have succeeded in making some sense.1 point
-
1 point
-
Actually, after an accident tonight while I was out bowling with my mates I find myself in difficulty about "being an asshole" as you put it. ;) Yes, it does hurt. Rest assured I did read. But how about we get back on topic?1 point
-
I agree, asking for modern graphics is not too much. Too many want to fly a 'modern' jet sim on their netbook, craptastic laptop or old 486 system. A good Hotas costs money. No less should be expected of the machine it runs on ...... and modern machine would have ZERO problems rendering any of this. Don't have the rig to play max, or even medium ...... life is tough.... live with it. Personally speaking, tired of people complaining about hardware requirements. Get job/life, work hard, buy sim gear. Its what the rest of us do.1 point
-
What I can make out your getting very close to the F-15 right? This is not a good idea unless you can get close without being picked up, by notching and not using your radar so much etc. When your painting targets with your radar experienced guys will know of your threat and act accordingly. I should imagine the guys you killed doing this were very inexperienced because any F-15 pilot worth his salt would have seen your radar signal and picked you up on their own radar killing you with a silent TWS shot while you approached. One tactic you should work on is getting the F-15's defensive using your longer ranged R-27ER's while changing your altitude, this way you can make harder work for their TWS and also reduce the risk of a stray AMRAAM aquiring you after they've already gone defensive. Once they are defensive its on you to press and use your EOS effectively to track and monitor on whether you can follow them without being picked up by any other bandits, stealth is important and that means minimum radar usage and paying extreme attention to your RWR. Use your EOS to its max potential and try to be as sneaky as possible as most F-15 pilots will run as soon as shot at..1 point
-
Wishes and possibilities aren't the same... Do you really think ED/TFC don't understand what everyone wants? Eye candy, uber high fidelity and so on...? Half of our PC's will choke on medium settings if they'll put everything you're asking for. There are limits and ED is trying to walk on the edge. So, calm down and take it easy :smilewink: The sim will be to die for.1 point
-
Very disappointed from that match, I expected Brazil to be on the finals :huh: Now Ghana vs Uruguay. Ghana played very well the first part. I won`t be surprised if they qualify for the semi finals. BTW very practical with the carrots ^^^ :D. You watch the game and eat vitamins, nice.1 point
-
Yikes! I meant to emphasize that the pods can ALSO be carried on stations 2 and 10 - this was an intentional upgrade. I don't have any literature that confirms one way or the other, but I would think stations 3 and 9 still retain the capability to carry the targeting pods, like they are carried on the A-10A+. It's entirely possible that in real-life practice it's never done, but I have no reason to believe this capability was purporsefully removed. According to this contract mod' date=' 1760 was added to stations 1, 2, 10, and 11 for the A-10C and according to this document the A-10 has 1760 capability on stations 3,4,5 and 7,8,9, so I'm confused as to which stations really have 1760 or not. Remember that MIL-STD-1760 specifies an INTERFACE: you can think of it like a specific kind of cable with a special connector on the end. Just because a station has 1760 doesn't mean it can carry and deliver weapons that also use 1760! The pylon needs to be able to handle the weight, have ejection mechanisms/cartridge capability, etc.1 point
-
-------------------------------------------- :thumbup: :smoke:NETHERLANDS :smoke: :thumbup: --------------------------------------------1 point
-
Given they went to the trouble of in several different segments per blade as well as their interaction with wind for BS, I wouldn't be surprised if wing flex was modeled. I wouldn't be surprised if it wasn't, either, though. :P1 point
-
1 point
-
A good software development proverb: The first 90% take 90% of the time. The last 10% take the other 90% of time. :) Oh, and cctoide, you're roughly right. Alpha code is a stage that is not feature-complete (though generally "usable" if not anywhere near stable or optimized), Beta code is close to or at feature-complete and is the code that optimization and bugfixing is done in earnest for. Then comes the RC's (release candidates) where the poor programmers end up working 18 hours a day 6 days a week to meet the deadline. However, there is a lot of variation in what is what. Some companies might call someone else's alpha a beta, some companies (like google) seem to like to have the beta name until Klendathu is really really REALLY nuked which never happens. Some use the question whether "it's good enough to show anyone" to designate whether it's moved to beta. There's no one completely right definition, but that's been mine. :) Some other good words to know for those who are interested: Feature-Freeze: the point at which the final feature list for the application is decided. Basically a control measure that project leads and designers use to make sure the app doesn't stay in development for millions of years. (Wiki "feature-creep") Note that even if the Feature-Freeze has been reached, there can still be feature deletions or emergency additions, but the general principle is that you now have your shopping list and you're going with it. Feature-Complete: this is when all features decided at the point of Freeze have been implemented into the application. There's a lot of philosophy going into this stage as well, tbh, since is it "complete" if the code is in there but it's very bugged and doesn't work? Personally I'd say yes - the fact that it's bugged is something for Q/A and testers to look closer into and help the programmers fix, but if the logic is there it's complete even if there might be a misplaced semicolon somewhere bad. And really. Misplaced semicolons. Hate them. ;)1 point
-
1 point
-
1 point
-
9987 по дефолту. Чо вы все на 10308 лезете? :) Гдето есть информация что порт ТС 10308?1 point
-
To be honest - looking at youtube vids - A-10s are ofter called to the fight for "high value" targets and the like. If a patrol is under contact and risk being flanked - A-10s will be used to destroy compounds etc that contain just a few or unknown enemy numbers. You ever tried to see a person - hiding in grass - on a hill side at 200 feet? I have flown helicopters in real life and at anything over 300 feet, even at 100knts people are difficult to see - and those are joe public on the street. I think most A-10 pilots will shoot at an area given to them without ever seeing an individual let alone shooting at a specific infantry member.1 point
-
Посмотрев обучающий трек по посадке в ГС2, решил сделать свой. Объясняется методика взлета, захода 2х180 и посадки с последующим заруливанием на стоянку. Думаю, для начинающих самое то, ведь, если сразу приступать к сложным видам, ничего не поймешь и быстро надоест, начинать нужно с кругов. Сопроводил титрами. 2х180 (ПМУ).trk1 point
-
IIRC those are IRL set by the manufacturer or the ground crew. Not sure how or if this is going to be implemented.1 point
-
Дамы и господа. В честь Игоря Валентиновича Ткаченко.... прекрасного лётчика, мастера высшего пилотажа, так трагично покинувшего нас, Пилотажные Группы РАФ представляют свою программу, посвещённую этому замечательному человеку. Приглашаем вас на показ 27.09.09 в 22.00 МСК (18.00 GMT) ТС РАФ - 80.250.162.148:8767 Адрес видеотрансляции: http://smile-pilots.ru/index.php/ru/smiletv (Поддерживаемые браузеры: IE 6 и выше, Mozilla Firefox 2 и выше) Так же ожидается выступление СПЕЦИАЛЬНОГО ГОСТЯ.1 point
-
Recently Browsing 0 members
- No registered users viewing this page.