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colubridae

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Everything posted by colubridae

  1. I seem to have lost my hi-res version of glowingamraams video 'edge' can anyone please send me a url pointing to a copy of it.. getting withdrawal symptoms... regards col
  2. Thanks for your quick reply... I kinda worked that much out... I just wanted to be sure. Kind regards Col
  3. Can anyone tell me what ATC means exactly when he says 'cleared to land runway 04 path 2' please
  4. Well i was hoping any/all running lights, 'meatball', signals lights, deck lights regards Col
  5. I may have asked this before... Does anyone know how to switch on the carriers lights... or is there a mod? would be awfully nice please col...
  6. Just a quick question... is Steel Beasts a good sim? col (hope i don't start trouble)
  7. Thanks again for your promt advice. I think the strange effects I referred to are my usage of the lua text. (I don't actually know what LUA is or how it works) It is probable that i mis-typed my change to the view.lua file, when i found the strange effects I panicked and deleted my changes. so i'm not sure what I actually typed. I am very pleased with the tweaking results and will have a go at changing the 'float' parameters. again many thanks col
  8. I have had a chance to try. It works as predicted. a couple of points I found 1. the amplitude was not the problem. the jiggle at high telephoto values was due to the frequency of the sine waves. When I turned the frequencies down it worked fine at high telephoto values. 2. As expected at low telephotos values the jiggle became noticeably 'sluggish'. So it will need tewaking each time for making recordings 3. I actually tried fractional values for the frequencies (i.e. 1.2, 1.3 etc). This produced some very stange effects, they disappeared when i returned to integer values for the frequencies. This may be a syntactical problem with the language used for interpreting LUA text. This i am unsure of. anyway may thanks yo-yo and wild bill rep inbound regards col
  9. Many thanks mr. wild bill will try as soon as i work up the nerve regards col.
  10. Many thanks for your prompt reply yo-yo. apologies if the question had been raised before.... I will have to build up my courage to attempt the fix.... I will let you know how it goes Regards Col
  11. I have another small request. As I said before I really get my jollies from making videos (usually to heavy rock).... One of the best features for realism is 'camera jiggle' (shift-j)... However when used at very low angles-of-view (i.e. high levels of telephoto) the image becomes unwatchable - too jiggly... (I realise that this is what would happen IRL but...) my request is can we have some means of 'turning the jiggle down' down at high levels of telephoto (or indeed turning it up for wide angles of view - thereby creating strong feelings of turbulence.) Ideally adjsuting the 'jiggle' independantly of angle of view. Hoping strongly COL
  12. fast forward kind of exists... accelerate/decelerate the time... but I agree with everyone else a rewind function would really save a lot of time.... col
  13. Definitely would be enjoyable to see a tank brewing-up. please
  14. Thanks for your prompt reply. I will give it a try... regards col.
  15. My favourite pastime with lomac is to produce videos. Unfortunately I have somewhat limited means. Whilst I can make .avi files at 1024x768 resolution from lomac, the best I can get by editing with windows movie maker is 720x576. If I splash out on the cheapest sony vegas will I be able to save the final video at 1024x768? (unfortunately the on-line blurb for 'vegas' does not actually say). regards COL
  16. Greetings
  17. outstanding work on an outstanding sim.... astounding... col
  18. thx GA Thanks for quick answer am much relieved. really looking forward to the release... (have not seen any posts from ironhand lately?) col.
  19. I like making videos from 'lock-on'. will the same camera facilities be available in DCS as in lock-on? please? Col.
  20. fine now Missiles appear to be behaving now. Maybe I hit a random patch of bad missiles. Otherwise strange. many thanks all who looked and helped.:)
  21. tahnks for advice Yes I meant its missiles detonate at roughly 100m after launch. Tunguska unit was traveliing at 30m.p.h. so I thought that might be the problem, so tried with launch unit stationary. This time the missiles worked fine. Repeated the exercise exactly (still with unit stationary), this time missiles detonated prematurely again. Ironhand's demo worked fine, so i don't understand why mine didn't. will try more variations. thanks for any help given or to be given. col.
  22. thanks for reply I have not fired mavericks not attacked tunguska at all. overflew it at 6000ft overflew it at 5000ft approached it on the deck missile detonates only apporx 100m from launcher. set up a hawk system next to it. that works as it should have set ai missile to 100% still get premature detonation. hace tried all obvious solutions but problem still occurs
  23. I have a practice flight A-10 against tunguska (to practice ironhand's evasion technique) On approach tunguska paints, locks and tracks and engages. Missile tracks ok, but detonates approximately 100 metres from tunguska. anyone help??? Have I missed something obvious (tried skill for tunguska at excellent) as A-10 gets closer tunguska attacks with cannon and takes out the A-10 no prob. Regrads co :noexpression:
  24. Thanks for instructions Have contacted ED support as you instruct, but am very nervous of situation. It is very difficult to explain situation without making negative comments about SF. i.e. their software is 'apparently' not working as it should. I know ED are very tetchy about people complaining about SF. The fact remains that it is (apparently) not working as it should. col
  25. Thanks for advice on deleteting starforce drivers.... tried it but it did not work.... still got unhandled exception.... thanks anyway
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