Please upload! I was able to find only demo.
Searching for decades (FTP - test pilot as well).
I had a fear these utils are lost forever.
Please upload! I was able to find only demo.
Searching for decades (FTP - test pilot as well).
I had a fear these utils are lost forever.
Actualy there are some hidden features in AF, offering great things…but I agree, its for freaks and oldschoolers.
And for example my middle son is modding jediKniht II to hell, we have also grat fun with AvP2…no modern games can offer…
Truth is, that BMS is making the comunity here, its the most important.
its for sale already:
4.38 for sale
or download here:
4.38 download
To have some more interresting old style BVR I tried to mod semiactive missiles. If they were set as active class, but without any own radar, they were much better (with the same FM). It was really fun. It made even AA-9 usefull and “re-lockable”…lock was broken even few times in very long BVR.
Lately I let them by default, but modded CM…to get interresting old style F-4, F-14, F-15 vs MiG-21,23(29) cinematic/gimbal limit 3D BVR scenarios. It’s something the average Falconer won’t experience. Fun to watch ACMIs, true Charlie 3D math.=|
I was modding (including some 3D) during Xmas a bit, and realized, F4 had allways
disadvantageously connected database for terrain objects and vehicles. Would be cool to split this in modern Falcon, cos vehicles are usualy modded and updated with new functions extensively (also r differnet for various eras like 80ths, 90ths, 2k…)., while terrain objects and objectives are rather stable, same for all eras and long term run.
Just chit-chatting…
that DDR camo seems very common to me…well the cross and flag…
I thought of him a lot about month ago, when tried to find some Alaska resource files (E00), watched his profile on various forums. I thought something was going on, due to relative inactivity…
Sad to hear…good speed there and RIP.
noticed it during our LAN party last weekend too…so I had to fly MiG-29 (usefull, just cannon is much weaker compared to M61 chainsawww in gunzo scenery lol)
@Thommo Nice find. UI is a bit “Pirates” tho.
Would be cool to know, how did they solve Avenger cannon angle.
I fly A10 in AF a lot, using 30 mm vs tanks, but fighter jet style cannon lead is anoying…
(thinking about virtual pod with corrected angle)
Its from theater.map file imo
IIRC terrain types have impact on GU movement (at least in 2D), also slope angle has an impact on speed.
I mean city tiles are passable even withnout ground paths (its the only impact I am sure of…).
Lakes/seas (areas) have spatial purpose together with rivers (vectors).
But are terrain types processed in some other ways? Like boardgame…I mean infantry has bonus vs bomb or tank battalion while in forrest, mechanized battalion has handycap to move in rocks etc…I really doubt about it. Are terrain types just ayecandy?
Is it only the matter of appearance in all Falcons4…what a nice forrest, rock, makia, field… ?
Thanks in advance.
P.S
my guess is, using thr file, it has impact mainly in 2D - city, swamp, rocks, thin and thick forests are generated…so my guess is, when objectives links are calculated over terrain types, there are no more effects among swamp vs forrests vs fields vs rocks terrain types…?
@airtex2019
Clouds seems to be in Weather folder (somewhere inside Terrdata - Korea folder) but they are rather 1024 and 2048px.
BTW with integrated graphic there is bottleneck with shared memory IMO, but these Intel card are quite powerfull “enough” in other aspects (also doubt about explosions/many opacity maps and various water shaders)…so I would recommend 512 textures (perhaps sometimes 1024) to avoid stutters to have silky smooth flight (we r talking BMS).
But be carefull while rescale, developers did good job for good GPU users, some textures are stitched into bigger canvas (more eficient with good GPU)…so check what is posible especialy with pit textures (to be clear and readable)…
I would also recommend to check texture folders (particulary MiscTex and KoreaObj folders) - sort it by filesize and rescale down these few 4096px textures to something smaller (1024 px or so). It used to help me a lot with FPS when played with integrated card…
GJ all involved.
I briefly tried it yesterday (without joystick yet) and was curioust to check F-2 loadout. I am still thrilled when remember F-2 Harpoons in Falcon 3.0 Kurile theater (perhaps not realistic). I saw it has 2 US J-type missiles and L-Maverick version or something for antiship roles (IIRC) in your theater. I guess this theater will probably evolve, so for fun:
I am sure you already know this
@Logic
I think heaters use proportional navigation, so they can lead too. And I am not saying u cant be true, but I think HOJing missile can lead as well…we can see more complex things today than this.
Still no luck with avcexport.exe.
But I tried ILWIS Prasley with QGIS DXF export of SHP and found that one section of produced file is different (difference is located in the begginning of the last quarter), compared to ordinary E00. BTW it seems filename is also important - my file was named “roads” and I had to rename it to “rdline” on multiple places inside textfile.
my ILWIS export (all fixed to rdline):
SIN 2
EOX
LOG 2
202308181702 0 0 0Ilwis export
~
EOL
IFO 2
RDLINE.AAT XX 8 8 58 9337
FNODE# 4-1 14-1 5-1 50-1 -1 -1-1 1
TNODE# 4-1 54-1 5-1 50-1 -1 -1-1 2
LPOLY# 4-1 94-1 5-1 50-1 -1 -1-1 3
RPOLY# 4-1 134-1 5-1 50-1 -1 -1-1 4
LENGTH 4-1 174-1 12 3 60-1 -1 -1-1 5
RDLINE# 4-1 214-1 5-1 50-1 -1 -1-1 6
RDLINE-ID 4-1 254-1 5-1 50-1 -1 -1-1 7
DOMAIN 30-1 294-1 30-1 20-1 -1 -1-1 8
here is ordinary E00:
EOL
PRJ 2
Projection GEOGRAPHIC
~
Zunits NO
~
Units DD
~
Spheroid CLARKE1866
~
Xshift 0.0000000000
~
Yshift 0.0000000000
~
Parameters
~
EOP
IFO 2
RDLINE.AAT XX 9 9 32 300
FNODE# 4-1 14-1 5-1 50-1 -1 -1-1 1-
TNODE# 4-1 54-1 5-1 50-1 -1 -1-1 2-
LPOLY# 4-1 94-1 5-1 50-1 -1 -1-1 3-
RPOLY# 4-1 134-1 5-1 50-1 -1 -1-1 4-
LENGTH 4-1 174-1 12 3 60-1 -1 -1-1 5-
RDLINE# 4-1 214-1 5-1 50-1 -1 -1-1 6-
RDLINE-ID 4-1 254-1 5-1 50-1 -1 -1-1 7-
RDLNTYPE 2-1 294-1 2-1 30-1 -1 -1-1 8-
RDLNSTAT 2-1 314-1 2-1 30-1 -1 -1-1 9-
I will try better export, one problem is, my Kazach rdline file is reprojected - I have to let it in default geografic projection, no problem…but dont get these two rows my file is missing:
RDLNTYPE 2-1 294-1 2-1 30-1 -1 -1-1 8-
RDLNSTAT 2-1 314-1 2-1 30-1 -1 -1-1 9-
(i have DOMAIN 30-1 294-1 30-1 20-1 -1 -1-1 8 instead)…
What waypoint type are they useing while in DF module - CAP, SWEEP or ESCORT?
Since Falcon 3.0 I usually changed they wpnts from ESCORT to CAP and even SWEEP (over target area) to be much mor agressive…also for SEAD, CAS or BOMB missions…it was frustrating to watch my hardly trained teammates burning in ESCORT mode (after 6 oclock heater impact from MiG21 or MirIII), while in CAP mode they still requested permission to attack.