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About Home Fries

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    Air Dominance Project
  • Birthday 03/03/1971

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  • AIM madgonzo11
  • Website URL http://taw.wikia.com/wiki/TAW_Wiki

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  • Location Greater Washington DC Area

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  1. Hi Flykool, good to hear from you.  We've been putting our time into DCS World lately.  It's a free download and includes the Su-25T CAS/SEAD aircraft.  It's now a DX11 engine, so the eye candy is generations ahead of TAW (though it is a more difficult sim to learn). Again, the USA-based TAW fly-in has been cancelled due to lack of interest, but if people are interested in reviving a TAW fly-in for European time zones, I'll be happy to assist with the setup.
  2. DCS World weekly fly-in

    It's been a while since we've posted screenshots, but here's one taken by Krusty of Neph, Skeeter and myself in wedge formation.  Skeeter is lead with Neph on the left and me on the right. And another shot by Krusty of me doing a high speed low pass on the airfield prior to the break.  I was going fast enough that I actually blacked out in the break and almost crashed.
  3. F-22 Total Air War 2.30 (Final) Released

    Make sure you're in EMCON 3 before dropping/ Does it make sense? No, but it's required.
  4. X52 Pro not working..

    It should work just fine; we have a lot of guys on this very forum who fly/flew TAW with the X-52.  Just realize that TAW only recognizes a single controller (the first one), so that controller has to be the X52.
  5. F-22 Total Air War 2.30 (Final) Released

    WB, WB!
  6. F-22 Total Air War 2.30 (Final) Released

    If you remember blue/orange smoke trails, then you were running the D3D version of TAW.  That is still an option with 2.0, though we've pushed Glide because its compatibilty with modern systems (using a Glide wrapper) exceeds that of D3D5 and the AGP calls of the late 1990s.  But you can certainly try D3D, though you'll likely lose the moving map when zoomed into the MFD.  There's a quick guide on the differences between Glide and D3D that can be found in the References section of the Launcher.  Go to the References pulldown menu, select Additional References -> Glide/Direct3D Decision Aid.  The document is dated, but still covers the major items. As far as what a Glide wrapper is, it is a software program that emulates the Glide API used with 3DFX cards.  Since the Glide wrappers included with TAW 2.0 (nGlide and dgVoodoo) both support D3D9, they are more compatible with modern video cards than the native D3D in TAW.  If you are getting graphical artifacts with one of the wrappers, try the other one (e.g. if you have problems with dgVoodoo, try nGlide).  You can switch between the two in the Configuration menu.  I recommend nGlide because it is still supported (and the developer has helped to make it compatible with TAW) and because its use enables SweetFX in the Launcher GUI, but both wrappers work well.  You can also download Zeckensack's Glide wrapper and apply it to TAW 2.0; there is a section in the Manual Addendum in how to setup and use the Zeckensack wrapper.  Zeckensack uses OpenGL instead of D3D, so you may have better luck here. If you still have issues, please start a new thread and post screenshots.  A new post is more likely to get attention from other folks who can also contribute to a solution.
  7. F-22 Total Air War 2.30 (Final) Released

    So you got the issue fixed?  If not, running TAW from the launcher and selecting an EXE should take care of things.
  8. I wanted to see if I could do it...

    I agree.  The fully destructible environment in (for example) games that use the Dice's Frostbite engine are much easier when you have a smaller scale and limited effects (e.g. 1 rocket at a time, or 1 tank round), but things get more complicated when you have bombs and air-to-ground missiles with variable fuses, warheads, shaped charges, cluster bombs, and even a variety of cannon rounds (e.g. AP and HE mixed together).  ED tends to go with the "if we can't do it right, we won't do it at all" philosophy, which I don't completely agree with.  If something can't be modeled with particle physics due to its complexity, I would rather see it approximated with tables and linear interpolation than not modeled at all.  Then the particle physics modeling could be implemented when processor cores or available data catches up. TAW is a great case in point: we know it's probably going to take a lot more than a couple of Mk84 bombs to take out a dam.  If I wanted to take out a dam in real life, I would treat it like a bunker and use a long fused penetrator warhead.  But without bunker busters in TAW, they still let the dam go with a few direct hits for the sake of fun. Regarding shadows, that could just as easily be my system settings.  I'm running a nVidia 660, so I had to turn some things down (including terrain flat shadows) to get decent frame rates in high density areas (like the Strip).  You should see some of the screenshots taken by people with 980 cards; absolutely jaw-dropping.
  9. I wanted to see if I could do it...

    2.0 is in open alpha for people who purchased the Nevada terrain, and it currently only works with Nevada (the Caucasus is being converted to the "T4" level of terrain that is required for the 2.0 engine).  So it's out, but doesn't yet integrate the theaters. And unfortunately, TAW still beats DCS in dam destruction, both in Caucasus and Nevada.  Neither dam is destructible in DCS. 
  10. I wanted to see if I could do it...

    Then I had to shoot through Hoover Dam as well... Entering from the canyon side (under the bridge)... into the pullout... And clear of the dam while going vertical.  
  11. I wanted to see if I could do it...

    So I landed on the Sphinx in front of the Luxor in Las Vegas!   And I didn't even crash in previous attempts!  
  12. F-22 Total Air War 2.30 (Final) Released

    Here you go (from the readme)!  Created a Windows Vista/7/8 natively compatible Launcher so that XP Compatibility mode is no longer required Integrated SweetFX 1.5 Functionality for nGlide users Updated Launcher to force Glide Wrapper overwrite on initial EXE selection.  Allows automatic update of Glide Wrapper upon patching Added GUI interface to edit certain items in Game.cfg (such as START_ON_RUNWAY).  This GUI can be found on the File pulldown menu on the Config Screen Changed "Additional ADF/TAW References" to "Additional References" in References pulldown menu Added JSGME User Guide to References and the Mods Help menu Changed "Checklists and Briefings" to Systems and Mission Information" in References pulldown menu, added a "System Tutorials" submenu, and added ability to add global files in "Checklist" folder Added Theater Map PDF to "Systems and Mission Information" menu. Added Wombat's Multiplayer Mission Summary to "Checklist" folder. Added Wombat's Maverick Static Target tutorial to "Tutorials" folder. Updated multiplayer briefing for "Air Cover" mission Added "Scandinavian Overcast" to Weather menu (based on EF2000 overcast weather) Added "Reset Pilot Score" Campaign set to prevent pilot score from reverting to "1" after exceeding 1,000,000.  See the TAW 2.0 Manual Addendum for details. Skins and Tails Added 2012 Christmas tails for VFA-31 and VFA-103. Added "Combat V" to appropriate medals Extended Windows Vista/7/8 compatibility to associated VB6 EXEs. Updated nGlide to version 1.04 There are also some core changes to the Launcher that were made when I converted it to be natively compatible with post XP operating systems.
  13. F-22 Total Air War 2.30 (Final) Released

    The new version is up, and it should hopefully solve your issues, Takao.  Make sure that XP Compatibility is disabled (see the bottom of the original post for details) with later operating systems.
  14. F-22 Total Air War 2.30 (Final) Released

    Real life can throw a wrench into plans, but I am putting final touches on the manual now. I also noticed that the first post was wiped out with the forum upgrade, so a pending new link is fortuitous.