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Everything posted by TekaTeka
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http://lockon.co.uk/index.php?end_pos=982&scr=products&lang=en BTR-80 Lots of updates this week.:thumbup:
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Wow! new video! Thanks for the heads up, Solidburn. http://lockon.co.uk/index.php?end_pos=133&scr=products&lang=en Need login to download. Mirrored at http://www.virtual-jabog32.de/
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http://lockon.co.uk/index.php?end_pos=982&scr=products&lang=en Long-awaited... Mi-24v Hind
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Help! Need a TrackIR 4 Profile
TekaTeka replied to Ukr_Alex's topic in Lock On: Flaming Cliffs 1 & 2
That's because the average angle of the maximum and minimum zoom angle will be the default angle when you use analog zoom control. To widen the default zoom angle, you can increase the maximum (and minimum) zoom angle. Open \Config\View\view.lua and edit the numbers shown below. The default values are {20.0, 120.0} and they will make the default zoom angle 70 degrees. You might want to try {20.0, 160.0} that will make the default angle 90. -
Thank you for your reply, ggg. It must be much better if ED fix the FOV issue. I think I should investigate this issue further and post a report in the Bugs forum. Maybe in this weekend.
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Free download: http://www.gamershell.com/download_14950.shtml http://www.worthdownloading.com/download.php?gid=1959&id=8270
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My previous post might have been a bit confusing. Try this. Open \Config\View\view.lua and edit the numbers shown below. You could try {40, 180} or something.
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Some codecs packs cause the problem. http://forum.lockon.ru/showthread.php?t=15645
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My old post. http://forum.lockon.ru/showpost.php?p=42749&postcount=3 I disabled my TrackIR zoom axis, though.
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http://www.simhq.com/_air7/air_238a.html Scroll down to the bottom for the actual link. I wonder how much money they spent on this ..eh.. cheesy(?) video.
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This is the dream system. See the demo clip. VistaView Displays
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The file you want to translate is \FUI\EnglishVersion\userinterface.cfg . Make a backup copy first and edit it very carefully. You might want to edit \Sounds\EnglishVersion\USA\radiospeech.cfg and \Sounds\EnglishVersion\RF\radiospeech.cfg, too. Those files contain the texts of the radio comms. I don't think you need any ED's permission, but they have no responsibility on your act and you have to do it at your own risk.
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That's the limitation of 24bit color. It has only 256 steps for red, green and blue color and they are not enough to produce a smooth gradation human eye accepts as continuous.
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Sweet pics, ggg! I would like to ask you one thing. How much framerate differences do you see between 3 screens and 1 screen when they are same horizontal FOV? Do you get decent fps over the populated areas at low alt?
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I did some research on this problem and found there seem to be a miscalculation of the drawn area in the code. If the aspect ratio becomes larger, the drawn area becomes smaller than the one supposed to be. If the aspect ratio goes smaller, the drawn area goes larger. You can compensate this by offset the zoom angle, but it causes other problems. The most serious one is the amount of the graphic calculations. The calculations will be done according to the offset zoom angle, not to the drawn area. If your aspect ratio is very large, the graphic calculations for the outside of the actual drawn area will be tremendous and you will get very poor framerates to gain a decent view angle. The another problem is the restriction of the view rotations (you already encountered). You can compensate this by enlarging the angle limits in \Config\View\server.lua, but the downward limits at the both sides will be remained because they are hardcoded and you can not do the compensation in online plays because you will be forced to use the server's server.lua. Anyway, here are things you can do right now. 1. Increase CameraViewAngleLimits numbers in \Config\View\view.lua. (You already did.) 2. If you use the TrackIR zoom, the default zoom angle will be the average of the first and second numbers of CameraViewAngleLimits. So, increase the first numbers, too. 3. If you don't use the TrackIR zoom, the default zoom angle can be set in \Config\View\snapviews.lua. See here for details. 4. Increase CameraAngleLimits numbers in \Config\View\server.lua. I think this problem is caused by very simple error of the function and hope fixed in 1.2. But there are many simple defects still left remained in LockOn, so do not expect too much.
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Tacview - ACMI Software for Flaming Cliffs
TekaTeka replied to Vyrtuoz's topic in Lock On: Flaming Cliffs 1 & 2
Excellent work! Important: If the server has the same Tacview's config.lua and export.lua in \Config\export\ , the clients can output Tacview files directly in the multiplayer sessions. They don't have to record and replay tracks. This is the host's decision. -
I checked F-15 textures and confirmed they can be installed in the right CDDS files. Make sure your textures have correct size. The body textures are 2048x2048, the fin textures are 1024x512. You can leave the install folder as Bazar\Temp Textures\ .
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See here. http://forum.lockon.ru/showthread.php?t=8862
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Full article is here. http://forum.lockon.ru/showpost.php?p=192280&postcount=38
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Sorry for the inconvenience. The mirror is here. http://www.virtual-jabog32.de/
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The package is broken. To fix: 1. Unzip the package. 2. Rename one of the files from 'SU-33-SKIN-L-06.bmp (1).dds' to 'SU-33-SKIN-R-06.bmp.dds'. 3. Unzip the attached file I made. You will get new 'addon.lma'. 4. Replace it with the one in the unzipped package. 5. Zip the files again. I hope this works. addon.zip
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It should work fine in both cases. ModMan doesn't try to insert the textures in CDDS if these sizes are different from the originals. The text file I modified is the list of all textures in all CDDS files. I removed the old and not-used names (which caused the F-15 problems) and the tga names that ModMan cannot handle properly. ModMan will do the CDDS insertions only when the textures are in the list. So, no more bad insertion will happen.
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Up until now, I didn't know this problem because I don't use ModMan often. Why? ModMan doesn't run if Japanese is selected in Regional and Language Options in Windows Control Panels. Anyway I did some quick checks and found my LoMan 2.1 patch could solve this ModMan problem, too. Rename the patch file from 'cddsindex.txt' to 'CID_fc.txt' and replace it with the original in 'ModMan\required' folder. Then you can leave the CDDS option checked always. I attached the renamed 'CID_fc.txt' to this massage. You might want to try it. CID_fc.zip
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Can anyone find the Kuz meatball files?
TekaTeka replied to britgliderpilot's topic in Lock On: Flaming Cliffs 1 & 2
The file is BANO-LUNA.TGA in WorldTexturesTGA.cdds. But, brightening the texture doesn't help at all. The problem is the small size of the meatball object. It's just too small to be seen from a distance. The only way to solve this is rendering the lights in the same way for the runway lights, and only ED can do it. -
1. The map textures are contained in Bazar\Terrain\Surface\High\MapTexturesBMP.cdds. 2. I extracted the textures from it. 3. They are a group of small square textures and I reconstructed them as the entire map. 4. I overlapped a actual geographic map on it and traced the line. 5. I break the map into the tiles again. 6. I converted the textures from BMP to DDS. 7. I inserted the DDS images into the original cdds using LO texture tool. 8. I packed the cdds as a LoMan file. I had to make up very small details of the line because the geographic map I used was not detailed enough. So the details must be a little inaccurate if you mind. :P