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  • MajorMagee's Avatar
    Today, 19:09
    The P-47C and early P-47D production aircraft (110) were identical. There was then a number of incremental improvements and changes until the D model shifted completely from the Razorback style to the Bubble Canopy with the start of Block 25 and later. The change in Block 22 to the paddle style prop and water injection provided a big boost in climb rate performance that gave the Thunderbolt it's late war reputation of still being a very competitive fighter despite it's aging design.
    7 replies | 144 view(s)
  • MajorMagee's Avatar
    Today, 15:03
    I see heavy post processing halos in the images he posted, so don't feel too bad, since those are not exactly the same as what you would actually see in game. Just so you feel better, here's an unedited CFS3 P-47 at 20,000 ft over Calais.
    7 replies | 144 view(s)
  • MajorMagee's Avatar
    Today, 10:25
    The big problem in CFS3 is that the cloud rendering distance appears to be hard coded. Once you get more than a few miles away (8-10) the clouds stop being drawn. At lower altitudes you don't really see it because the near clouds block your view, but higher up it turns a low cloud bank into a circle around your plane that moves progressively along with you wherever you may fly. I'm sure this was a limitation put in place to prevent bringing the computers of the day to their knees trying to draw an infinite number of high resolution clouds in the simulated world, but it would be nice if we had a way to change it now.
    7 replies | 144 view(s)
  • MajorMagee's Avatar
    Today, 04:01
    AnKor, There has been an occasional issue for a long time now that if the shadow layer dds was saved with an alpha layer it would turn the aircraft black or grey depending on the shade of the alpha. Once I figured out the cause it was easy enough to fix for the few files that had it so I didn't bring it up.
    362 replies | 48342 view(s)
  • gecko's Avatar
    Yesterday, 21:48
    One feature that hasn't been used yet (other than on a couple yet to be released projects of mine) is normal mapping. That embossing feature you notice can be controlled explicitly to add detail to your skins by making a normal map for the aircraft and giving it the same name as your main texture with ".+nm.dds" added to the end. (for a p_51d_t.dds main texture, the normal map would be named p_51d_t.+nm.dds).
    362 replies | 48342 view(s)
  • MajorMagee's Avatar
    Yesterday, 19:05
    There really is nothing in the files I uploaded that would have anything to do with aircraft or mission behavior. Perhaps just a coincidence that you noticed it now.
    362 replies | 48342 view(s)
  • HouseHobbit's Avatar
    Yesterday, 13:25
    A GREAT Bunch of folks, and grateful for them ALL!! :applause: :applause: :applause:
    5 replies | 382 view(s)
  • HouseHobbit's Avatar
    Yesterday, 13:22
    BRAVO!! Many Thanks!! :applause: :applause: :applause:
    362 replies | 48342 view(s)
  • MajorMagee's Avatar
    Yesterday, 00:41
    A new entry has been added to Add-Ons Library, category CFS 3 Other Add-Ons - Effects Description: Now that WOFF 3.0 has been released AnKor has approved the release of the CFS3 compatible version of his shaders. These files are installed into the CFS3 main directory the same way as AnKor's previous versions. This package includes some of my personal modifications, including new water files in the Effects folder, and a couple of adjusted .fx files (the originals are included with - Copy added to the names) in the Shader30 folder. These adjusted .fx files include several new variables near their tops that will let you fine tune the look of some of the effects. The suggested values are listed in the comments for the variable. The foamamount value in SeaWater.fx is dependent on...
    0 replies | 52 view(s)
  • MajorMagee's Avatar
    May 3rd, 2016, 17:26
    Now that WOFF 3.0 has been released it's okay to share these files. http://www.sim-outhouse.com/sohforums/local_links.php?catid=161&linkid=21346
    362 replies | 48342 view(s)
  • MajorMagee's Avatar
    May 3rd, 2016, 17:25
    Now that WOFF 3.0 has been released it's okay to share these files. http://www.sim-outhouse.com/sohforums/local_links.php?catid=161&linkid=21346
    4 replies | 286 view(s)
  • gecko's Avatar
    May 3rd, 2016, 10:27
    WOFF 3 has been released, looks pretty good: http://www.overflandersfields.com/featuresWOFFExpansion3.html
    4 replies | 286 view(s)
  • MajorMagee's Avatar
    May 1st, 2016, 13:05
    I had forgotten that when this all started it was seen as a way to get SweetFX to run with CFS3 (see page 1). There is so much you can do with SweetFX. It's fun to just play around and see what you can accomplish with it. For a minimal but still visible change you can leave every effect turned off except ToneMap (Controls Shading) and Curves (For Contrast). This will leave things pretty much as they were designed to look, but adds a touch more blue to everything (using a negative value is an undocumented feature that adds a tint without dimming the light) and increases the light/dark contrast. #define USE_TONEMAP 1 #define Gamma 1.00 #define Exposure 0.00 #define Saturation 0.05
    362 replies | 48342 view(s)
  • mvg3d's Avatar
    May 1st, 2016, 03:34
    Hi Hurricane91, Unfortunately I cannot help You (and the others) in solving the problems related to props and to FS9 (or FSX) crash because, strangely, I and my Italian friends that collaborated with me in betatesting during development and before the release, never met these problems..... :wavey::wavey::wavey:
    29 replies | 1126 view(s)
  • mvg3d's Avatar
    April 30th, 2016, 15:50
    :applause::applause::applause::applause:
    47 replies | 2823 view(s)
  • gecko's Avatar
    April 30th, 2016, 15:35
    It's the HF versions that have the long pointy wings, and yes, we've got them. Not sure where you heard about misty windscreens, we don't have that feature, but there will be oil. Lots and lots of oil.
    131 replies | 16794 view(s)
  • mvg3d's Avatar
    April 29th, 2016, 12:01
    Hi Andy, Please refer to old S.79 post (in SOH/FS2004 forum) with a lot of answers by FSAviator and to the "Understanding the SM79" file, the FDs and the aircraft.cfg are the same (only the fuel section was changed) and the same are ALL the VC animations. :wavey::wavey::wavey::wavey:
    47 replies | 2823 view(s)
  • mvg3d's Avatar
    April 29th, 2016, 07:25
    Hi Andy, With Microtecnica-Siemens (S.79T & SM.79P) You can hold the altitude only with trim, the Salmoiraghi-Sperry (S.79CS) works as the original in Lockheed Vega and DC-3. :wavey::wavey::wavey::wavey:
    47 replies | 2823 view(s)
  • mvg3d's Avatar
    April 29th, 2016, 01:46
    Hi Andy, ALL the planes in the package are equipped with an autopilot, also the I-ALAN !!! The autopilot in S.79CS was an experimental installation (as reported from some RA historical writers). Smiths and Sperry systems were tested and, probably (I did a deep research and there is NO evidence in ALL the texts and photos I found), was chosen the Sperry one. The system, very similar to autopilot used by Wiley Post in his Lockheed Vega, was license-built by Italian Salmoiraghi. In the T model,modified CSs for Rome-Dakar-Rio de Janeiro transatlantic flight, instead of Salmoiraghi, was used a more advanced autopilot (derived from Siemens K4u), license-built by Italian Microtecnica (there is NO photographic evidence, BUT it is clearly cited in Biseo's reports). The I-ALAN was a CS (you can...
    47 replies | 2823 view(s)
  • mvg3d's Avatar
    April 27th, 2016, 07:37
    :wavey::wavey:
    47 replies | 2823 view(s)
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