Somehow I feel everyone was angry at me …

Best posts made by white_fang
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RE: 4.36 Screenshots
Upon close inspection , not enough holes.
Ok. Radio set. Nose cold. Probe out. … funnel width set.
Let’s talk. - “Do you have the guts to enter turn now , eh?”- btw @Trueno , What’s that skin of '16 ?? I like… give ? … pretty Please!
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[Req] Add more A2G weapons valid sam targets
I tested much of possible variations in air to ground vs sam engagements.
So far I saw , sam (sa-10, sa-17) will engage only Harm’s , but no Jsow’s , SDB’s - gliders. , slam/er , cruise missiles … all legal sam targets.
I was perfectly able to obliterate sa-10 (well, put it out of action) unit surrounded with sa-17, sa15,sa-19, with only with 4 Jsow-A’s (flying FA18E).
I don’f find it much possible given the strength of that kind IADS. - for which is able to even shot down a GBUIs that by design , will/can this be refined in some update?
My 2 Harm’s were intercepted with no problem…
but, with no other (sam) targets flying around.
just as soon more then 4 air targets (mixed, weapons and planes), sam’s begin to behave erratically , not quite composed. - panic mode(no Awacs cover for any side, for early detection)
If not for 4.36.x then for 4.37 , please have this in mind , sam can (and will) engage everything above mentioned.
Thank you.
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RE: 4.36 Screenshots
Excuse moi… Do you need any assistance , hehehe ?
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RE: Cbu's in windy target area
@didimos
There is/was implemented “system wind” in Falcon (BMS),… I don’t know if that works right in 4.36, but I remember it was working before.
See for yourself, just use CCIP with something “freefall”That means that “targeting computer” takes account for wind on current altitude and moves CCIP on predicted point (along with maneuvering). You can see this if you fly higher … CCIP pointer will be left/right even you fly level.
Can’t say for CCRP , probably the same thing, just it isn’t so much obvious, … you can try to test with stronger side-wind in mission , then you will see that target point will be also left/right from vertical bar., more offset when stronger wind.
But, again , “system wind” is not “magical” , and now we have different winds per altitude and turbulence and crosswinds , … system is not perfect… even it would be impossible for detect all parameters around you., even today with eg F35.
So as @VDK says , use WCMD if you want better precision from higher altitudes … but
, if you’re still in for a “knife-fight” , then you’ll have to be significantly flying lower to avoid differential winds… it’s not impossible , but is kinda risky because , eg… if battalion have sa-19 , … but that you’ll know on RWR
“Fly into the wind…” , not sideways
Cheers
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RE: King of the Hill Tour, Sortie #3
@Aragorn … Yes it was fun to watch, action wise. but saw few mistakes too.
- Master ARM ON already on takeoff? why - not that it matters so much in sim. but still , not procedure
- They could be both dead. , down from first agm attack , they were both below 10k … 5-6kft MSL (AGL much less, hills, woods),
… some alone SA-13/14/16 could have lucky day - eg. “Behind enemy lines” scenario.
… at 10kft you still have some space, range to spare
To this day , there are still some pieces of remains few F16’s in Balkan’s woods, luckily not much, but they did same mistake…
Those woods were/are dangerous.
… they did have standoff advantage, TGP + Mavericks , why not use it to max possible extent.
I know , easy to say from hindsight, but BMS is still not punishing enough … - but overall nice Iron Eagle
Cheers
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RE: OGLLOD viewer key shortcut list?
@tgw
Here, straight from readme , bit lower. but Pumpy got them baked in his firmware chip it seemsHappy New Year!!!
OGLLOD.exe This program uses FreeImage. You may need to put GLUT.DLL in your Windows\System folder. What's new in B11 Support for displaying new Zbias node available in BMS. Note: The Zbias node settings have no effect in the viewer. What's new in B10 Support for displaying new nodes available in BMS. The Trans, Scale, XDOF & XSwitch nodes. Z-Buffering is ON by default What's new in B9: Export screenshots. Press 'X' (uppercase!). A BMP is made called "OGLLOD-Export.BMP" A Simple GUI Simple Scripts What's new in B8: S & s no longer change between Z-Buffer & Split mode - now it's Z. Turn On/Off Switches - see the 's' keyboard command Rotate DOFs - see the 'd' keyboard command What's new in B7: FreeImage.DLL is no longer used, but is built into the EXE. Initial Zoom amount is set dependent on the objects size. Slots can be filled with other objects. Lots of internal changes you probably won't notice. What's new in B6: New viewing options: Shift+W to toggle "filled & wireframe" mode. N to toggle rendering Normals (must be in one of the Wireframe modes) Should not crash when loading models that have empty splits. What's new in B5: Polys with no shading normals will not be shaded. Loads 24bit BMPs... it did before, but due to a bug in FreeImage they were convered to 32 bit with the red and blue components swapped. (should save a little time if you work on true color images) What's new in Beta #4: Light position can be moved: Hold down the SHIFT key and the Right mouse button. Will load skins from "n.BMP", where n is the texture number. (This may not work when OGLLOD is launched from LE) - Skins must be in the same directory as the LOD file. What's new in Beta #3: Now draws primitive 0 & 1 (PT Nodes) Fix color rendering for primitive #0 #1 Loads Primitive #26, now OGLLOD doesn't crash with #26 (PIT reflections) Split Mode, uses split plane for rendering (Z-Buffering is OFF by default, press S) Poly Plane culling (fixes missing LPs) Starting: =================================================== You may need to put GLUT.DLL in your Windows\System folder. **OGLLOD now reads the registry to find the KoreaObj.hdr, KoreaObj.lod & KoreaObj.tex files. It will choose the last HDR/LOD/TEX used by LE, or if LE has never been used, it'll then use the Korean theater. (I figure the 1st is more usefull)** My suggestion is Associate LOD files with OpenGLLOD: right click on a LOD, then select "Open With...", then find OGLLOD.exe, then when you want to view a LOD you only need to double click the LOD file. LE also supports OGLLOD.exe You can also call the OGLLOD from the DOS prompt, it'll take upto 2 parameters, OGLLOD <lod> <path_to_obj_data> for ex. OGLLOD mynew.lod c:\microprose\falcon4\terrdata\objects\ you can also just specify a number, then OGLLOD will show that LOD from the KoreaObj.lod file. OGLLOD 831 You can omit the <path_to_obj_data>, since OGLLOD should be able to find the data files on it's own. If you just run OGLLOD without specifing a lodfile or lod number, it won't even open a window (it shouldn't crash anymore though) Filling SLOTS ============================================================ Now you can view weapons on slots. It's reasonably simple to set up. You need to view a main LOD from a file, not from the KoreaObj database. In the same directory as the main LOD, you'll need to place your weapons LODs named "slot-x.lod" where x is the slot number. For example: F-16.lod slot-0.lod (this could be an AIM-9 or 120 for example). Once it's running: ============================================================ Mouse ---------- Press the left mouse button and drag to rotate Press shift and the left mouse and drag to zoom Press ALT and the left mouse to rotate a DOF. Press the right button and drage to move it left/right/up/down Press shift and the right mouse to move the light source. Keys ------- S Turn on all switches. s Toggle a switch. Usage: Press 's' followed by a 2 digit number. For ex, switch 1, type 's01' D Reset all DOFs to 0. d Select the DOF to rotate. Usage: Press 'd' followed by a 2 digit number. for ex, DOF 11, type 'd11' Use ALT + Mouse Left button & Mouse move to rotate the DOF W toggle wireframe + filled polygon mode w toggle wireframe mode N n toggle rendering normals, must be in either wireframe mode to see them suggestion: Press shift W, n & s. Makes it easier to see normals. T t toggle texture mode Y reload skins - from KoreaObj.tex only. y reload skins - uses BMPs/PNGHs if available, otherwise loads from KoreaObj.TEX Z z toggle Split Mode / Z-Buffer P p Cockpit view (useful if your making a pit) , . Change Field of View rotation commands ; ' [ ] - = GUI ======================================== Press Space to display/hide the GUI. Scripts ======================================== ViewAngle=X,Y,Z BGCOLOR=R,G,B (0 - 255)
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RE: BMS 4.36 DEV SERIES - BASKET REFUEL
holy moly
after a decade or so
i didn’t think i will witness alive
rus tanker il76 also ?TYVM BMSTeam
Latest posts made by white_fang
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RE: AGM-65L unable to unlock laser code
@Tumbler31 Since is broken now … no hard feelings, eh
… can we expect you deliver us some mfd-osb code changing … .not like this - “arcade way” of changing laser code.
You know, like in everything else , CTL button then just type in the code via osb’s … like LJDAM laser code change. OR “change cruise altitude of AGM-84E via mfd buttons input option” - that seems just fine , only is 3 digits … would need to add 4th … but you know what I mean
… and it wouldn’t be “too hard” jsut copy/adjust some part of other osd-input code
This way seems more plausible then “old way” , …
I think EVERYONE would agree.
Cheer and Thanks
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
@drtbkj You have from previous version =1.4 , check theater tdf file is version 1.4.1 inside.
Even pic (theater - tga) have version 1.4.1 on “BMS MAFIA” pic,But other then that is not different. … all paths are OK … nothing changed then ver number. — So again - No effect if those files are wrongly (not) updated …
Cheers
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
@drtbkj Hi mate , forgot to tell ya , few days before , … you have a bug in update 1.4.exe .
When updating “Theater” tdf/tga files… it puts them in wrong dir … missing “Theater Definition” in path.
You know, files should be in “\Add-On OFMKTO\TerrData\TheaterDefinition” but update puts them in “\Add-On OFMKTO\TerrData” … so NO “TheaterDefinition” in path.
Just fyi.
Cheers
Also… file “CP_SCF.LST” , - that file should go somewhere in “…\Art” dir , but is in your “…\Sim” dir … I guess no problem/no effect , just “an orphan”
…and also
, in “art/ckpitart” … pits 8926 , 1495 , 2009 , have models files inside there, … not a problem - no effect , just surplus … since models are … where they are
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RE: Mission Commander beta release
@Falcas Hi, just a quickie
Is there an explanation , why most of the times MC’s LZSS dll(s) works oob , and somewhere eg, requires copying from wdp … ? why ?I mean, if antivir… , for me is working from day0 , even without touching anything , eg. white-listing exe , exception dir … , and I really mean from day0, from winXP till today win10 … (I won’t go win11 never) .
Just strange …
Cheers and Thanks for all the fish
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RE: Cbu's in windy target area
@didimos
There is/was implemented “system wind” in Falcon (BMS),… I don’t know if that works right in 4.36, but I remember it was working before.
See for yourself, just use CCIP with something “freefall”That means that “targeting computer” takes account for wind on current altitude and moves CCIP on predicted point (along with maneuvering). You can see this if you fly higher … CCIP pointer will be left/right even you fly level.
Can’t say for CCRP , probably the same thing, just it isn’t so much obvious, … you can try to test with stronger side-wind in mission , then you will see that target point will be also left/right from vertical bar., more offset when stronger wind.
But, again , “system wind” is not “magical” , and now we have different winds per altitude and turbulence and crosswinds , … system is not perfect… even it would be impossible for detect all parameters around you., even today with eg F35.
So as @VDK says , use WCMD if you want better precision from higher altitudes … but
, if you’re still in for a “knife-fight” , then you’ll have to be significantly flying lower to avoid differential winds… it’s not impossible , but is kinda risky because , eg… if battalion have sa-19 , … but that you’ll know on RWR
“Fly into the wind…” , not sideways
Cheers
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RE: AAR Orgy
@regev
Who says “fuel-wars” are a future thing??!!!btw, those are not “graphical problems” , it is an easy fix in acdata… just need to do it - and then re-test - all of them - easy but lot of “testing”
problem is , if you had your time fixing it … then new BMS/or Theatre update came along with tons of new/corrected stuff - but unfortunately with old “bugs” - not fixed stuff , remained
…and then you need to do (fix) it all over and over again … eeeehhhh… noLet THEM fix it ones for all;. since like this it is pointless - spend more time in fixing then flying - I’m tired of fixing - I have a house to fix … and then do it all over again. - I just don’t need another thousand items on my mind… but fuck, all engineers are of fixing nature
Fix ain’t “fix” if it isn’t done properly … then it is fix of fix of fix of fix…
Awww, fuckit , Call Mr. Fixit -
RE: BMS Other Fighters Mafia (BMSOFM) Journal
@drtbkj
Hi, I was always talking about F18E … saw F35 only on pics. - but from what you describe, same problem - standard (stock) model… need tunnel testing/ graphs, etc. - I don’t know how do that. - maybe devs Good Will one day…And you really need FMM - to makes things right - join beta BMS, talk to devs.
For F18E autopilot, … sounds like bad callbacks, check buttons file… in original (BMS) pit callbacks are ok…, 2 autopilot buttons are on the HSI , and both of them are “cycle” (mode/func) buttons.
I don’t remember actually using them , since I have auto-pilot mode button on hotas , and function (ATT/ALT) I have on SHIFT+A … I somewhat have ZERO mouse cockpit usage , only on ramp-start - and all those essential callbacks works. only ones missing : ANTI-ICE , IFF (dont know where is it) - since I know the keyboard , no problem.
But those are a bit trivial (easy fix) , major problem is afm. - lot of try’n’error…
Cheers
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RE: BMS Other Fighters Mafia (BMSOFM) Journal
@drtbkj hhhmmm… ATC worked for me in those late “special” dat/afm you provided. - in both cases , cruise and aoa mode. - probably hasATC=1 in dat and NasaModel=2 in afm.
Yes. carrier trap speed has always been too great … ~160-170kts … much too great… 150kts approaching stall. - even with Full-flaps.
But that is all - “unfinished model” … so, need to fix/hack this thing.
Hack “fix” for relative-flaps speed around 120 … works for AI … but not for “player”.That model need to be worked from bottom - up. - but, you know it,.
btw… mostly “Fang” … sometimes white , sometimes red …
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RE: Sukhoi Su-27/30/33/35 Shenyang J-11/J-15/J-16
@Radium Meh… no any problems mate. Your point of view is totally correct regarding “the map” … and all that part, really it is flat…
I was just saying that those Eu countries I mentioned are not quite flat, but, as you stated none of these areas are in boundaries of theater… sadly, yes.
Theater map was probably some derivative of “Red Storm Rising” , as that action took place somewhat in these parts.Cheers
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RE: 4.36 Screenshots
@matini Is that a TM “Warthog” with F16 grip ???!!!