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Everything posted by christopher m
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Su-30 supermod fix Nesher, Very cool Mod, I have been using the original Mod since it came out. I love that BIG beautiful bird. I will download and give feedback for you. Regards,:pilotfly:
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Su-25 critical strike - Zemo-Azhara.mis
christopher m replied to Weta43's topic in User Created Missions General
de-ja-vue I was definately dreaming when I made that post. We must be one year closer to the release ? What am I dreaming again ? Don't laugh we're all in this extended dream together. Regards, :pilotfly: -
Su-25 critical strike - Zemo-Azhara.mis
christopher m replied to Weta43's topic in User Created Missions General
Critical Strike Hi Weta, I posted last week on Sunday then I went on a job in Korea for five days. Just got back last night. I'll try to answer your questions: 1. I think the mission goal was perfect but the Mountians make the SAM's and AA deadly for me. I usually sent my wingy ahead and he got the target no problem so I was concentrating on Aux targets, my problem was the stand off missles were no good. to be effective in the mountian enviornment I had to use rockets and speed. So I eventually got rid of the stand off missles and the Gun Pod and I went with Rockets instead. Also the su-25t didn't need anything other than Vikhr missles and R73 for Defence. I also needed to change the ingress so I could have time for a line up since the over the hills ingress leaves me overshooting the target WAY TO OFTEN. I also arranged the Aux targets so they would be easier to hit on a single run. (I know thats cheating/lazy but it's a game isn't it ?) 2. About the waypoints I find anything more than three, too confusing in the su-25. Just my preferance I guess. 3. The Mig's were taking off too late in my opinion and not providing adequate cover so I let them be GAI and they go after Helo's on the coastline. They also engage the F-5's quite nicely from that location. 4. I turned the Patriots away from the coast line so they wouldn't target my MIG's and also I placed the Patriots closer to the EAB since I think they wouldn't be placed so remote from the AB ? It's probably just a personal preference of mine. I like to cluster the Air defence around the airbases. 5. I placed the Attack Run beginning from the North and following the river down to the target. This gave me some reference to follow and keept me away from the Patriot Batteries. 6. About spreading the AA around I tend to cluster it together since I think most of those guy's are lazy and would not spread themselfs so far apart. Also I like to put the Iglas close to other vehicles/buildings since I don't think those guy's would wander too far from the transport vehicles ? In reality I think those guy's would tend to cluster. Maybe I am wrong on this but I resist the temptation to spread AA all over the map. 7. I have gotten in the habit of setting the ground/cross winds at less than 6m/s so when I saw your settings I thought they were excessive. But if your from NZ I can see where you might think 40km/hr a light breeze. As long as it's a head or tail wind I guess it's OK. Thanks for the mission I thought it was very cool. I just downloaded Teka Teka's CoastLine Mod and gonna refly this mission with the new mod on. I can't wait till we start doing missions with BS and the new Mission Editor. It's going to be a hell of a good time ! :pilotfly: -
Su-25 critical strike - Zemo-Azhara.mis
christopher m replied to Weta43's topic in User Created Missions General
Critical Strike I had to change a few things for better results from my pilot, :pilotfly: who is non other than myself (computer gamer's have been known to develope multiple personalities) 1. lightened the loadout for the mission since only one target and flying through the mountains. 2. Lightened the loadout for the su-25t also. 2. Changed the flight path to only three way points.(su-25) 3. Changed the Mig23's to GAI and added bogies for them to chase (helos) 4. Changed the position of the Patriots radar so it is facing the target area. 5. Clustered the AG defences so they are easier to defend against.(with rockets) 6. Changed the attack point for the su-25's so that orientation for attack run in has better alignment on the target. 7. Lowered the wind speeds since they were really high on the original mission. 8. Also added 30'sec time delay's on the Shilka and Gepard guns @ the target zone since I hate when those guy's start shooting at you as soon as you clear a mountain top shielding them from your sight. I realise everyone dosen't have this mod but they should think about it since it's a great mod: <Static Objects Pack by Marc "Mbot" Marbot> I really like the ONE target missions, I also like the support flights, and the whole backround for this mission. my mod of your mission is here: -
New Black Shark Movie "Furious Angels"
christopher m replied to TekaTeka's topic in Lock On: Flaming Cliffs 1 & 2
Furious Angles The flare from those Antiship missles comming off the su-33 is very cool!! Looks like the even the Vikhr has a different initial burn flare ? The rockets comming off the su-25 also had a different look ? And looking at the guns firing I think the ballistics are in there. Regards, -
ASUS P5K MB Pilotasso: I would be VERY interested to here how that P5K Deluxe (P35)chipset works out for you. I am building a new rig also in one month and I am looking at the Nv 680 chipset (Core2 E6600 cpu). Appreciate any info you can give ? Especially about memory OC with that chipset ? I read it is quite the promising chipset. Regards,
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Mr. President Mission
christopher m replied to TucksonSonny's topic in User Created Missions General
Mr. Uh... President I'll bite, I always wanted/dreamed to be an assassin. Thanks, TucksonSonny Regards, -
trouble shooting; All your other apps seem to work fine.. so you're not in bad shape. If it's just games with problems then you know it's probably just Mem settings or Graphic card settings. (if MB chipset software is correctly installed) In the BIOS just make sure the Mem settings are correct for your Mem sticks and Motherboard. (also default or auto settings work best ) Then after that check your Graphic card settings. Use default or Auto settings first. (low performance) Then go from there. Main thing is don't panic, Think rationally.... calm positive thoughts. Regards,
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Planning my new badass machine.
christopher m replied to Pilotasso's topic in PC Hardware and Related Software
E6400 You can get E6400 with 2x2Mb cach now. The first models only had 2x1Mb cach. I am looking at an E6600 w/2x2Mb cach for my new machine. I am not going to buy the CPU for another month so I'll prob get an E6700 by that time. Quads are cool but not needed for BS... right ? or for that matter any XP machine will probably not need/use a Quad core ? Regards, -
Saitek Drivers, I had the same problem when I re-installed my Saitek Drivers. I was experiencing some problems with the accuracy of the stick. Seems the uninstall program that is part of the Saitek Drivers install removes the MSVCRT.dll and MSVCP60.dll from Windows/system32 folder. When the system reboots you will not see a text message about the missing files unless your Auto-reboot on system failure is turned off. Then you will see a text message that shows the missing .dll files. You have to copy them to the windows\system32 folder using the XP Recovery Console which is the XP Dos system. After copying the files my system was good as new. Regards,
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Show your Flight set up :D
christopher m replied to graywo1fg's topic in Lock On: Flaming Cliffs 1 & 2
Track IR I guess your right it seems to add alot to the immersion. Being able to look around of course it's a plus ! I know I would really like to try the HMT for the Mig with Track IR ! I'll have to really think this one over again. I just don't want to over accessorize my hobby. What would the Buddha do.... :pilotfly: Regards, -
Show your Flight set up :D
christopher m replied to graywo1fg's topic in Lock On: Flaming Cliffs 1 & 2
Local Setup; Here is another one for the heep. I am gonna build a new rig for BS. I got the Case and PS allready (Thermaltake Kandolf & 700W PS) I am going to mod the case and I hope to make a collective like the one URZE made in the Tech Section. (depends on availability in Thailand) I don't think I am going to get TrackIR ? don't think I'll need it if I get a second LCD screen and use LO Virtual Panel by Maxim Lysak (Mnemonic). Regards, -
All 11 of my old movies up on Megaupload
christopher m replied to Andrew_McP's topic in Screenshots and Videos
Frog or Prince, Frog or Prince is one of my all time fav's That su-25 spraying KH-25MPU missiles all over the competition won't be seen again any time soon. Nostalgia for (Simmer's only) :pilotfly: Regards, -
Zmodeler2 to .3ds OK .3ds file converted from the download @ Zmodler forum is here. [url=http://http://media10.filewind.com/g.php?filepath=8093][/url]http://media10.filewind.com/g.php?filepath=8093 I tried to open it with 3DS Max7.0 sp1 but got the error "invalid file format. When I imported the .lom file to Zmodeler2 I got only one error. "Missing texture loder for extension "psd". file:TexturesService.cpp line:436" Then I saved the file as a z3d file with no errors/faults. Next I opened the z3d file and exported it to .3ds The export was successfull but all the componants of the drawing were re-named or had their names "truncated" Examples: ZModeler is ready. You are opening the file that was produced by Registered version of ZModeler2. Texture name "f15_avionicsbay.bmp" in material "f15_canopyMech" was truncated to "f15_avio.bmp". Material "Cylinder31" was renamed to "Cylinder01". Material "Cylinder31" was renamed to "Cylinder02". Material "Cylinder35" was renamed to "Cylinder03". Texture name "f-15-paint-r-def-1.bmp" in material "f15_right" was truncated to "f-15-pai.bmp". Texture name "f15_intake.bmp" in material "f15_intake" was truncated to "f15_inta.bmp". Texture name "f-15-engine-vent.bmp" in material "f15_intake_fan" was truncated to "f-15-eng.bmp". Texture name "f-15-paint-l-def-1.bmp" in material "f15_left" was truncated to "f-15-pai.bmp". Texture name "tactnumbers-usaf-black.tga" in material "f15_numbers" was truncated to "tactnumb.tga". Texture name "f-15-patches-def-1.tga" in material "f15_TailLetters" was truncated to "f-15-pat.tga". Material "Rstab_Damage" was renamed to "Rstab_Dama". Texture name "f-15-damage.tga" in material "f15_damage" was truncated to "f-15-dam.tga". Texture name "f15_damage2.bmp" in material "f15_dmages2" was truncated to "f15_dama.bmp". Material "Rstab_Damage" was renamed to "Rstab_Da01". Texture name "f-15-fin-paint-def-1.bmp" in material "f15_tail" was truncated to "f-15-fin.bmp". Material "Rstab_Damage" was renamed to "Rstab_Da02". Material "LStab_Damage" was renamed to "LStab_Dama". Material "LStab_Damage" was renamed to "LStab_Da01". Material "LStab_Damage" was renamed to "LStab_Da02". to "Box1201". Material "Box12" was renamed to "Box1202". Material "Box13" was renamed to "Box1301". Material "Box13" was renamed to "Box1302". Material "Box14" was renamed to "Box1401". Material "Box14" was renamed to "Box1402". Material "Box15" was renamed to "Box1501". Material "Box15" was renamed to "Box1502". Material "Box16" was renamed to "Box1601". Material "Box16" was renamed to "Box1602". Material "Box17" was renamed to "Box1701". Material "Box17" was renamed to "Box1702". Material "Box18" was renamed to "Box1801". Material "Box18" was renamed to "Box1802". Material "Box19" was renamed to "Box1901". Material "Box19" was renamed to "Box1902". Material "Lelevator_damage" was renamed to "Lelevator_". Material "Lelevator_damage" was renamed to "Lelevato01". Material "Lelevator_damage" was renamed to "Lelevato02". Material "Lelevator_damage" was renamed to "Lelevato03". Material "Lelevator_damage" was renamed to "Lelevato04". Material "Relevator_Damage" was renamed to "Relevator_". Material "Relevator_Damage" was renamed to "Relevato01". Material "Relevator_Damage" was renamed to "Relevato02". Material "Relevator_Damage" was renamed to "Relevato03". Material "Relevator_Damage" was renamed to "Relevato04". Texture name "f15-glass.tga" in material "f15_glass" was truncated to "f15-glas.tga". Material "Object34" was renamed to "Object3401". Material "Object34" was renamed to "Object3402". Texture name "f15_common2.bmp" in material "f15_common2" was truncated to "f15_comm.bmp". Material "Cylinder24" was renamed to "Cylinder04". Material "Cylinder24" was renamed to "Cylinder05". Material "Cylinder23" was renamed to "Cylinder06". "f15_afterburn03" was truncated to "fa-18-en.bmp". Material "DrawCall_666" was renamed to "DrawCall15". Material "DrawCall_668" was renamed to "DrawCall16". Material "DrawCall_667" was renamed to "DrawCall17". Material "DrawCall_669" was renamed to "DrawCall18". Material "f15_afterburner_1" was renamed to "f15_afterburn04". Texture name "fa-18-engine-fors-1.bmp" in material "f15_afterburn04" was truncated to "fa-18-en.bmp". Material "DrawCall_663" was renamed to "DrawCall19". Material "DrawCall_664" was renamed to "DrawCall20". Material "DrawCall_662" was renamed to "DrawCall21". Material "DrawCall_665" was renamed to "DrawCall22". Material "DrawCall_661" was renamed to "DrawCall23". Material "f15_formation_lights" was renamed to "f15_formation_l". Texture name "f-15-y-light.tga" in material "f15_formation_l" was truncated to "f-15-y-l.tga". Material "DrawCall_0538" was renamed to "DrawCall24". Material "DrawCall_0538" was renamed to "DrawCall25". Texture name "f15_common.bmp" in material "f15_common" was truncated to "f15_comm.bmp". Material "DrawCall_0538" was renamed to "DrawCall26". Material "DrawCall_0538" was renamed to "DrawCall27". Material "DrawCall_0481" was renamed to "DrawCall28". Material "LeftInnerWing_damage" was renamed to "LeftInnerW". Material "Cylinder26" was renamed to "Cylinder51". Material "Cylinder25" was renamed to "Cylinder52". Material "Cylinder12" was renamed to "Cylinder53". Material "LeftInnerWing_damage" was renamed to "LeftInne01". Material "LeftInnerWing_damage" was renamed to "LeftInne02". Material "RInnerWing_damage" was renamed to "RInnerWing". Material "RInnerWing_damage" was renamed to "RInnerWi01". Material "RInnerWing_damage" was renamed to "RInnerWi02". Material "RInnerWing_damage" was renamed to "RInnerWi03". Material "RInnerWing" was renamed to "RInnerWi04". Material "RFlap" was renamed to "RFlap01". Material "RFlap" was renamed to "RFlap02". Material "RFlap" was renamed to "RFlap03". Material "Lflap_DMG01" was renamed to "Lflap_DMG0". Material "Lflap_DMG01" was renamed to "Lflap_DM01". Material "Lflap_DMG01" was renamed to "Lflap_DM02". Material "DrawCall_0574" was renamed to "DrawCall29". Material "DrawCall_0545" was renamed to "DrawCall30". Material "DrawCall_0547" was renamed to "DrawCall31". Material "Laileron_dmg01" was renamed to "Laileron_d". Material "Laileron_dmg01" was renamed to "Laileron01". Material "Laileron_dmg01" was renamed to "Laileron02". Material "DrawCall_0565" was renamed to "DrawCall32". Material "DrawCall_0563" was renamed to "DrawCall33". Material "RAileron" was renamed to "RAileron01". Material "RAileron" was renamed to "RAileron02". Material "RAileron" was renamed to "RAileron03". Material "ROuterWing" was renamed to "ROuterWi01". Material "RInnerWing" was renamed to "RInnerWi05". Material "RInnerWing" was renamed to "RInnerWi06". Material "LeftInnerWing" was renamed to "LeftInne03". Material "LeftFlap" was renamed to "LeftFlap01". Material "LeftFlap" was renamed to "LeftFlap02". Material "LeftFlap" was renamed to "LeftFlap03". Material "Lflap_DMG" was renamed to "Lflap_DM03". Material "Lflap_DMG" was renamed to "Lflap_DM04". Material "DrawCall_0550" was renamed to "DrawCall34". Material "DrawCall_0546" was renamed to "DrawCall35". Material "DrawCall_0544" was renamed to "DrawCall36". Material "LeftOuterWing" was renamed to "LeftOuterW". Material "Laileron_dmg" was renamed to "Laileron03". Material "Laileron_dmg" was renamed to "Laileron04". Material "Laileron_dmg" was renamed to "Laileron05". Texture name "damage_a10.tga" in material "f15_damage2" was truncated to "damage_a.tga". Material "DrawCall_0555" was renamed to "DrawCall37". Material "LeftAileron" was renamed to "LeftAilero". Material "LeftAileron" was renamed to "LeftAile01". Material "LeftAileron" was renamed to "LeftAile02". Material "LeftAileron" was renamed to "LeftAile03". Material "DrawCall_0553" was renamed to "DrawCall38". Material "LeftOuterWing" was renamed to "LeftOute01". Material "LeftInnerWing" was renamed to "LeftInne04". Material "LeftInnerWing" was renamed to "LeftInne05". Material "DrawCall_0481" was renamed to "DrawCall39". Material "DrawCall_0481" was renamed to "DrawCall40". Material "DrawCall_0481" was renamed to "DrawCall41". Material "DrawCall_661" was renamed to "DrawCall42". Material "DrawCall_661" was renamed to "DrawCall43". Material "f15_pylonmarkers" was renamed to "f15_pylonmarker". Texture name "f15_radar.bmp" in material "f15_radar" was truncated to "f15_rada.bmp". Material "Cylinder06" was renamed to "Cylinder54". Material "Cylinder05" was renamed to "Cylinder55". Material "Cylinder10" was renamed to "Cylinder56". Material "Cylinder08" was renamed to "Cylinder57". Material "Cylinder11" was renamed to "Cylinder58". Material "Cylinder09" was renamed to "Cylinder59". Material "Object25" was renamed to "Object2501". Material "RR_Strut01" was renamed to "RR_Strut02". Material "RR_Strut01" was renamed to "RR_Strut03". Material "L_wheelHolder02" was renamed to "L_wheelHol". Material "L_wheelHolder02" was renamed to "L_wheelH01". Material "L_wheelHolder02" was renamed to "L_wheelH02". Material "Cylinder07" was renamed to "Cylinder60". Material "RR_downThing01" was renamed to "RR_downThi". Material "RR_upThing01" was renamed to "RR_upThing". Material "DrawCall_653" was renamed to "DrawCall44". Material "RR_Strut" was renamed to "RR_Strut04". Material "RR_Strut" was renamed to "RR_Strut05". Material "L_wheelHolder01" was renamed to "L_wheelH03". Material "L_wheelHolder01" was renamed to "L_wheelH04". Material "L_wheelHolder01" was renamed to "L_wheelH05". Material "L_wheelHolder01" was renamed to "L_wheelH06". Material "RR_downThing" was renamed to "RR_downT01". When I tried to open the new .3ds file with 3ds Max 7.0 sp1 I got the error Invalid file format Regards,
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Zmodler2 to .3ds Guy's sorry I was out of town for a week in Korea. I would like to get Walmis f15.lom file is it in the downloadable .exe file ? I will download the file from Zmodeler forum and see what I can do with it. Regards,
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14 years old I wish I could be fourteen again Not that I am a crusty old fart or anything like that. In my heart I am fourteen at least a couple times per day. Then my wife gets annoyed and I have to ramp back up to about 40 something. Don't sweat your age It's the possibilities for your life you gotta sweat about. Regards,
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Zmodeler2 > 3ds Max SuperKungFu, 7rooper and Walmis More information for you since you are hot on this now. When I save the .lom file to .z3d format Zmodeler2 re-names the texture files that it could not find since it is saving them in an edited form. I guess Zmodeler2 must save something in place of nothing for the missing files ? When I re-open the file in it's .z3d form then EXPORT it to .3ds form the operation has no reported problems. When I try to IMPORT the .3ds (3D Studio Mesh) file into 3ds Max 7 (sp1) I get "improper file format" error. A few months ago, when I was playing with the su25t model I was able to open a jumbeled up image, I do not seem to be able to do that now ? Thats all for now. Is there a way I can download the Walmis model and the associated texture files ? I would like to try and see if I can IMPORT it into 3ds Max 7. Regards,
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Zmodeler2 > 3ds Max Superkungfu and 7rooper, Zmodeler opens .lom files very efficiently. I have opened big files like f-18a.lom, the frame opens fine. The problem lies in that Zmodeler2 tries to open all the texture, .tga and .bmp files associated with the .lom file but cannot find them even though I specify the location of the folders with the texture files. I think all the texture files specified by the .lom file must be UNPACKED from their CDDS compressed form and made available to Zmodeler2 so that the .lom file being IMPORTED into Zmodeler2 gets fully IMPORTED. After you import the file you can save it as .z3d file. You can then open it and export to .3ds file. This would probably work for the wilmas f15 if he has all the specified texture files unpacked in a specific folder for Zmodeler2 to use for textures. Hope you guy's understand what I just tried to layout. Sorry I hav'nt had time to unpack all the CDDS files in LOMAC and test my idea. Do any of you want to try it ? PM me
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Zmodeler2 > 3ds Max I've tried it allready. You can open .lom files with Zmodeler2 but you when you export the file to .3ds it comes out jumbled, not usable in 3ds Max. I don't know if there is a fix. I tried to export the files to 3ds Max 7.0 with the lomac addons. Regards,
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Grippen Xealot, The Gripen is a beautiful bird, thanks for the article. Even though I couldn't read it. My Swedish is worse than your english for sure ! Although I am an American of Swedish decent. I am from Minnesota in USA and thats where all the Swedes went when they came to America, anyway I am GENETICLY predispositioned to really like Swedish stuff (Volvo, Gripen, fish) so thanks for your post. Best Regards,
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Mig_mission_pack: Colt40Five, Thanks for the MMP Will give review after trying it out Best Regards,
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Hidden Ground Units: I would rather know where everything is before I fly the mission. Even the mobile units (which in LOMAC really aren't mobile) For a few reasons: 1. Very low situation awareness in Virtual Cockpit 2. No inter_aricraft comms giving heads_up on threats 3. No comms from anywhere else with criticle info on enemy implacements (ground) 4. No comms from forward troops with criticle info on enemy implacements (ground) If your flying a Mig and doing CAS from 3000m plus you won't get to many serious stinger attacks but the other medium range SAM's could get you if you don't know where they are. If your flying Su-25's and you don't have good comms how can you possibly survive any hostile target area with hidden stingers/igla's unless you know before hand where to avoid ? I think the LOW level of in cockpit Sit-U-awareness for LOMAC necessitates full knowlege of all ground threats before you begin a mission. Even with full knowlege the pilot will take risks in an attemp to complete the mission Best Regards,
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StaticObjectsPack: Blaze, Aeroscout, The StaticObjectsPack will install new static objects into your game. Static Objects Pack 1 --------------------- This addon will add 13 unique new static objects into Lock On. The 13 new objects can be selected under the static objects tab in your mission editor. This addon is created with Lock On 1.12a. Please read the important passage about the installation at the end of this readme. List of new objects: -Ammunition Crates -AreaGoal -Battle Position -Camouflaged Ammunition Depot -Camouflaged Command Post -Camouflaged Field Camp -Camouflaged Fuel Depot -Camouflage Net -Foxhole -Fuel Barrels -ReactDelay15s -ReactDelay30s -Smoke Mark AreaGoal -------- This is a 500x500m invisible plain. You can use this object to place it in the target area and attach a destroy goal to it. If anyone drops his weapons in that 500x500m area the AreaGoal gets destroyed and the mission goal is fullfilled. Use this setup to reward the player for attacking the target area. Even if no target is destroyed, the mission is successfull as long as the weapons land in the target area. ReactDelay ---------- This is a workaround to add a surprise effect and reaction time to Anti-Aircraft-Artillery ( Shilka, Vulcan, Gepard ). The object itselfe is invisible and consists only of a hitbox that can be placed over stationary AAA. The hitbox will absorb all fire from the AAA and prevent it from attacking aircraft. After a certain amount of time the AAA will destroy the hitbox and clear the path to fire at aircraft. The timespan in wich the AAA fire is bound in the hitbox is our simulated reaction time. There are two versions of ReactDelay available, that will hold back the fire for about 15 or 30 seconds respectivly. Unfortunatly because of the nature of the collision modeling of missiles in Lock On, this object will not work with SAMs. The ReactDelay is a crude workaround to implement surprise effect, but it will add a important dimension of Air-Ground tactics until a more sophisticated simulation with 'Black Shark'. Smoke Mark ---------- This is a free placeable smoke columne, suited to simulate the smoke marks in CAS missions. "Created by Marc "MBot" Marbot" The Static Object I use most is the "Reaction Delay" for the AA GUNS I think you do not need to add this if you don't want. Try to run my missions without it and see if they work ? If not I'll make a mission without the StaticObjects added for you. The "SkyColor Mod 1.1 CV coverage by Antinio Gatti is really FANTASTIC I highly recommend you try it. It's easy to add with ModMan. and the TEXTURE and COLOR it adds are really an imporovment over the neglected sky of vanilla LOMAC, FC 1.12a. You don't have to add it to run the missions. But i recommend it! Best Regards,
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Vista Upgrade Nightmare
christopher m replied to VMFA-Blaze's topic in PC Hardware and Related Software
Vista: Blaze, Your a brave soul migrating your business comp to the latest MS thingy. I used to be up for OP Sys upgrades until last few years the intrusion into my privicy is just getting to be to much. I think nextGEN MS OP systems will require you to plug your BUTT into the internet along with your computer just to make sure your not trying to rip off poor little MS. VISTA has alot of new restrictive protocals that make sharing or migrating your personal data difficult accross different OS's or software makers. In other words MS wants full control of your work that is performed using MS OP SYS too dammed bad its your work they own it cus it's on the MS OP SYS. Serious as a heartattack. Best Regards, Recommend: wait at least a YEAR before even considering MS VISTA !