Hi All,
updated P61 set has been uploaded. available when admins clear it. CFS3 aircraft - US aircraft. Has all the issues fixed from previous comments on the original thread and now incorporates Major's "what if" Korean bird.
regards Rob.
Hi All,
updated P61 set has been uploaded. available when admins clear it. CFS3 aircraft - US aircraft. Has all the issues fixed from previous comments on the original thread and now incorporates Major's "what if" Korean bird.
regards Rob.
No other success can compensate for failure in the home..
thank you for your work and care to share means for the community
thx.
Thank you Rob for all the work and time spent on this wonderful aircraft.
Thanks to ALL involved with this bird, I am Very Grateful..
One minor issue with this package that's related to the latest AnKor's shaders. With the 27 Jan 17 release I fixed an error in the code that was inverting the reticle image.
The files reticle.n9,dds and reticle.n9a.dds in the SJT_P61_shared_textures\VC_texture_files folder were purposely inverted to account for the earlier mistake, and now they show up inverted in game.
Here are corrected copies. If you're using the earlier shaders use the original ones issued with the update. If you're using this year's shaders use these. The way to check is to look at them in game and the extra breaks in the circle should be along the bottom, not the top.
Corrected_Reticles_For_P61.zip
US Army, Major, Ret.
Service To The Line,
On The Line,
On Time
US Army Ordnance Corps.
Good catch Andy. I still had the old shaders when I did the last round of testing.
Thanks to all for this great package!
I noticed that the 4 Ankor shader and specific files had different values for the TextureMagic.ini than the ones used in the 5 Korean Skies specific files RF-61 c ReadMe.txt. ie. light_red.dds=Spot|500000|2.0||||30|30 or light_red.dds=Spot|800000|2.0||||30|30
Which ones should be used or is the difference intended ?
Also in the5 Korean Skies specific files RF-61 C ReadMe.txt. item #6 should the following line read :
<n9a_reflector_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00009" FinalSize=".00009" Texture="reticle.n9a.DDS" BlendMode="QuadSprite"/> ?
item #7 should read : reticle.n9a.dds=1.0|0.75
Thnk you for these upgrade
I also notice differences between my current TextureMagic and the (new?) P61 ones.
I have
reticle.n9.dds=1.0|0.75
cf P61
reticle.n9.dds=1.7
reticle.n9a.dds=0.75
Under cockpit light I have
light_red.dds=Spot|800000|2.0||||30|30
cf P61
light_red.dds=Spot|500000|2.0||||30|30
I assume both can't be correct??
Cato said "Carthaginem esse delendam"
I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"
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