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Everything posted by mlracing

  1. Home Fries, i got your PM, thanks for the links. the Glide F22.DAT is modified this way: go to 0x00145377, find "a1 7c f6 6c 00 3b 05 80 f6 6c 00 7f 05", change to "89 05 7c f6 6c 00 89 15 80 f6 6c 00 90" go to 0x0014538F, find "a3 7c f6 6c 00 89 15 80 f6 6c 00", change to "05 80 00 00 00 81 c2 80 00 00 00" the two "80" in the last line have the same meaning as in the D3D version of F22.DAT - bigger number means zooming in. and one more thing, the "00" behind "80" can be changed to "01" if increasing "80" to "FF" is still not enough (you must be kidding to use that zoom factor)
  2. i only have old version of TAW (1.xx as i remember) since i didn't play TAW for the past several months. i don't have DGvoodoo here. so i can't test the glide version at the moment. in order to modify an EXE, you need "reverse engineer" tools such as OllyDBG etc to see what the EXE is doing. then you can alter some commands inside.
  3. here is a solution for 800x600 D3D version: in F22.DAT (800x600 version), go to 0x00132683, find "a1 7c a3 6c 00 3b 05 80 a3 6c 00 7f 05" , change to "89 05 7c a3 6c 00 89 15 80 a3 6c 00 90" go to 0x0013269B, find "a3 7c a3 6c 00 89 15 80 a3 6c 00" , change to "05 80 00 00 00 81 c2 80 00 00 00" note the two "80" in the last line: "05 80 00 00 00 81 c2 80 00 00 00", you can change these "80" into other number to suit your need. such as, changing the second "80" into "f0" will fit a wide monitor better. lowering these two "80" will zoom out, increasing them will zoom in. i can't run glide version so i can't test it. but try finding those lines in F22.DAT(glide version), and do the same change, maybe that will work too.
  4. just to contribute to this community a bit. there is a method to change FOV and screen aspect of TAW. open F22.DAT with a HEX editor, go to 0x001326ad, see "00 01", and go to 0x001326b2, see "00 01". the first one affects the width of screen (3D graphics), second one affects the height. 1) if your TAW looks like too wide(happens with 1024x768 patch on a 4:3 monitor), changing the second "00 01" to something like "20 01" will make TAW has "normal" aspect. 2) if you want smaller FOV(zoom in, objects appear larger), changing "00 01" to something like "80 01" will do. if you want both of these, change the two "00 01" to something like "80 01" & "a0 01". try some figures to suit your need. hope this helps.
  5. here is something more interesting, an extension of Cobra maneuver, don't know what it is called. http://player.youku.com/player.php/sid/XMTMxNDEwNzg0/v.swf
  6. this forum looks inactive, but I just got intestested in this old game which runs smoothly on my PC. here is what i have made so far: http://player.youku.com/player.php/sid/XMTMwNTIwNjIw/v.swf new features including: ground effect(air gust), touch down suspension, sound barrier effect
  7. i am interested in this game (Flanker 2.5) because of the Russian planes and the low PC requirements. how ever, i like to play games with keyboard, and in this game the elevators don't auto return when arrow keys are released. can anyone change this ?
  8. there is a mission editor in this game, player can create his own mission. is this one, i edited the IDs of all F18s in the mission file, to "00". "00" means that plane is controlled by the player. so now all F18s are controlled by me. then put the F18s together on the runway, if they all have the same physics, they will do the exact same thing. it was a quick experiment and something was wrong with one of the planes so it droped out of the team. let's say "an F18 got a mechanical problem during the air show but the team carried on the show without him"
  9. Thanks Dude here is something funny: " F18 team performance " http://player.youku.com/player.php/Type/Fo...2NDI2OTIw/v.swf
  10. NEW PHYSICS for PSF. http://player.youku.com/player.php/Type/Fo...1NzQ0OTcy/v.swf new behaviors of the plane in this demo include: 1) cobra maneuver 2) stall 3) tail slide maneuver 4) high-AOA level flight (up to 30 degree) 5) pulled backward by landing strap and these are all saved correctly in replay. the stage in this demo is Pretzel's beautiful training mission CROWDED HOUSE
  11. here is the demo video http://player.youku.com/player.php/sid/XMTIwNTYxODQw/v.swf
  12. i made some more new features for PSF, some are very handy, such as the working brake light for 3D cockpit, also there are eye candys: 1) moving engine nozzles ! now only expand and shrink. all axis thrust vectoring is possible, but, not realistic and too much work. 2) moving ailerons ! 3) moving front and rear flaps 4) controllable formation lights 5) pilot view restriction, mentioned at the previous post 6) working brake indicator for 3D cockpit ! 7) corrected cockpit 3D model errors 8) new 3D cockpit colors 9) pilot seat and canopy symbols 10) new sound effect, only 1 so far demo video will be up soon.
  13. another new feature for PSF: flashing navigation lights and formation lights http://player.youku.com/player.php/Type/Fo...5MDEwMDU2/v.swf
  14. Thanks. if anyone tried it and find something not good, please feel free to comment in this thread.
  15. sorry i didn't notice this thread until now. currently i have been working on another game F/A-18 PSF, and had made some interesting features for it. the project is still going on.
  16. hi all, i have developed new features for PSF and to a satisfying(to me) extent. now i release the usable MOD. it can be downloaded here: http://rapidshare.com/files/277973720/f18psfmod1.rar.html it is small , easy to use, and doesn't modify any files in your PC. check my PHOTOBUCKET album for preview of some functions: http://s868.photobucket.com/albums/ab247/mlracing1979/ FUNCTIONS INCLUDED ==================================== GENERAL ======= 1) This MOD package is different from the one that I use, because I don't have a joystick and I use arrowkeys to control the plane, I constructed the MOD to suit my PC system. This MOD package is for the people who use joystick or mouse to control the plane, some functions are omitted. 2) There is no Cobra maneuver in this MOD, because it only works with keyboard control. 3) I mostly use 3D cockpit view and seldom use 2D cockpit, so the MOD is optimized for 3D cockpit. FUNCTION LIST ============= 1) key ` (the one above the key Tab) - emulate 3 keystrokes of chaff and 1 keystroke of flare. In the air, 1 keystroke of flare releases 3 flares, while on gound, only 1 flare. 2) key V - depending on your current view, this key switches between 6 onboard camaras, 6 pilot head position (while you are at 3D cockpit view), and 3 carrier view position (while you are at tower view). notes 1 - While at padlock view (the view locked to something), key V doesn't work. notes 2 - If the pilot view position is looking forward, MFD will be shown, otherwise MFD will be hidden. ( realistic eh? ) 3) key 4 - acts like the original key 4, but includes MFD auto show/hide function and auto zoom-in function (when padlock to enemy). 4) key W - tap shortly to switch waypoint, hold for 1 second to padlock to wingman (like Shift+4), also includes MFD auto show/hide function and auto zoom-in function. 5) key T - tap shortly to switch TACAN, hold for 1 second to padlock to threat (like Ctrl+4), also includes MFD auto show/hide function and auto zoom-in function. 6) key Ctrl+V - toggle Night Vision Goggle effect. 7) key Y - switch your plane among SU27 F16 F14 F117 B2 F18. notes 1 - Press the key in briefing room. notes 2 - different planes have different pitch up performances (try SU27 and B2). 8) key Ctrl+K - toggle See-The-Trail mode. notes 1 - Press the key in briefing room, otherwise texture files remain the same until the next load. (and you will see some strange graphics until the next load) notes 2 - with Trail mode ON, press the flare key (when you are in flight) to start the trail. notes 3 - the 3 TGA files which come with this MOD are loaded with Trail mode ON, turn off Trail mode to load the original TGA files. notes 4 - with Trail mode ON, the sun is red and boats don't wake. You can also modify the TGA files to your liking. 9) key Insert - toggle the built-in LOD function of the game. When your plane is close to your viewpoint, press Insert, then even if the plane flies far away from the viewpoint, or you switch to a far away viewpoint (try tower view), the plane remains at highest LOD (Level Of Detail). notes 1 - if you activate this MOD function (meaning deactivate the built-in function) when your plane is at low LOD, it will remain at low LOD even if it flies close. In this case, press the key again to activate the built-in function. notes 2 - the same theory applies to other objects. notes 3 - the downside is that you can see objects behind other objects, that's why this key TOGGLEs, not for permanent use. 10) key Home/End - instantly set FOV to 1 degree/93 degree. 11) key PageUp - if AfterBurner is off, snaps throttle to 80, if AB is on, snaps AB to 40. 12) key PageDown - if AfterBurner if off, snaps throttle to 60, if AB is on, snaps AB to 20. IMPORTANT NOTE - if you want to save the replay, don't press PageUp/PageDown keys, or the replay will be screwed. 13) key Ctrl +Insert/ +Home/ + PageUp - turn off both engines / left engine / right engine. notes 1 - after turning off any engine, press = key to start the engine again. IMPORTANT NOTE - if you want to save the replay, don't press these keys, or the replay will be screwed. 14) key Z or X - emulate 2 keystrokes of rudder key (Z for left, X for right) and emulate rudder center key (key / ) when you release Z or X. notes 1 - these keys are for my convenience. notes 2 - to change radar scan angle, press Shift + Z or Shift + X. 15) key Spacebar - first press emulates holding down Spacebar, second press emulates releasing Spacebar. notes 1 - after the first press, you must wait for 1.5 seconds before pressing the second time, or it doesn't work. notes 2 - after the second press, you don't need to wait for 1.5 seconds before the 3rd press. notes 3 - after the 3rd press, you must wait for 1.5 seconds before the 4th press. notes 4 - on ground or on carrier catapult, if the plane is totally stopped, it starts moving only after the 3rd press of Spacebar. notes 5 - you can see a hint [brake On] even when you are at 3D cockpit view, it flashes for 1.5 seconds. (this is why you must wait for 1.5 seconds before the 2nd press) 16) key C - first press turns on ECM, second press turns off ECM. notes 1 - you can see a hint [ECM On] or [ECM Off] even when you are at 3D cockpit view, it flashes for 1.5 seconds. (so you must wait for 1.5 seconds before the next press of key C ) 17) lastly, the SHAKE effect: this function adds more challenge to dogfight, especially if without a joystick. When the AOA reaches approximately 25 degree, the plane enters shake mode 1: a) the plane shakes air drag is increased, which means flight speed will be down sooner c) air support is decreased, which means the plane can't turn so fast and it drops to the ground faster When the AOA reaches approximately 31 degree, the plane enters shake mode 2: a) the plane quakes air drag is increased even more c) air support is decreased even more, which means the plane will drift away from the circle and slide down to the ground (it looks like stalling, beautiful!) d) if you get into this mode within 2000ft from the ground, what you should do is quickly decrease the AOA and bring speed back on
  17. PSF is indeed a repack of Hornet Korea, only adding some more missions and a little bit improved graphics. if you have Hornet Korea, you don't need to buy PSF unless you have too much money to spend, but if you have PSF, you don't need any other title in the same series (the Graphsim F/A-18 series). i haven't completed the missions yet, but i found PSF very smooth, solid, and expandable. all in all, it's a great joy playing & MODding this game.
  18. fond of the LOCK ON style of high AOA shaking? this game can do better: http://player.youku.com/player.php/sid/XMTE3MDA1NTY4/v.swf
  19. hi, this game is graphically simply, but regarding the physics, it is complex enough, more realistic than today's most other flight sim titles. most importantly, it can run smoothly on today's low-end PCs doing "cobra" with Su-27 in this game! http://player.youku.com/player.php/sid/XMTE2NDY2MTA0/v.swf
  20. to every F-18 fans, i am developing some new features for the old game F/A-18 PSF. most exciting features are: 1) Night Vision http://i868.photobucket.com/albums/ab247/m...ng1979/nvg1.jpg 2) fly other planes in the game http://i868.photobucket.com/albums/ab247/m...ing1979/a10.jpg 3) See-The-Trail mode http://i868.photobucket.com/albums/ab247/m...g1979/trail.jpg check the photobucket album for more screenshots http://s868.photobucket.com/albums/ab247/mlracing1979/ anyone who still plays this game?
  21. it's OK. thanks, but i don't think i can take on the responsibility, as i can only spare some time for hobbies irregularly. i like to make some interesting stuff now and then though, just like modding the sound for TAW. if i make some MOD for TAW, i will always share it here.
  22. the reason that i like ZIP/RAR instead of EXE is that i want to know which files are replaced/installed by managing the files by myself. there are some files in TAW or the SYSTEM that i don't want to be changed. ( each time i install a new software, i clean up the system manually. i have the problem of being squeamish . i like small & clean softwares that don't mess up with Microsoft system )
  23. i am using a tool named AUTOHOTKEY, it can emulate JOYSTICK/MOUSE/KEYBOARD inputs as another device, like JOY TO MOUSE JOY TO KEY MOUSE TO KEY KEY TO MOUSE (you can even control the PC with voice command! ) with this tool, i think any joystick can work with TAW. i am using it in another game, i don't need it in TAW so far.
  24. my IE hangs up (it doesn't happen elsewhere) when i enter the website. so i could only have a glimpse at the site, i got the general idea. it's OK. another issue: can the TAW2008 patch be packed as ZIP or RAR without packing as an EXE ? so the user just unpacks the ZIP / RAR , then moves all files into TAW folder and replace the old files ?
  25. i experimented some more, and updated the sound a little. the package can be downloaded here (this is a temporary host) http://rapidshare.com/files/261295225/TAW_new_sound.rar.html in the package are: NEWCAN.WAV -- modified from original TAW gun sound (your F22's) -- now it's stereo, the left channel is 60% down because the gun is mounted on the right side of canopy -- try F1 viewpoint and turn the head to the left / right, and shoot the gun -- i wish this method can apply to some other sound effects, but i can't find another one so far FBYJSHRT.WAV -- from original TAW, only tuned down the volume of the start a little (the start surprises me too much) -- this wav is seldom (or never?) played in the game, but you can rename it as FBYSHORT.WAV if you like to hear FBYSHORT.WAV -- recorded from air show, low pitch flyby sound -- modified a bit from FBYJSHRT.WAV in my previous package, now the sound ends more smoothly -- this wav is played sometimes in the game (try F12 viewpoint and press Z many times) PE2FLY21 from air show.WAV -- recorded from air show, low pitch flyby sound -- same as the FBYJLONG.WAV from my previous package PE2FLY21 mix from original TAW and air show.WAV -- as Home Fries suggested, i tried mixing the original with the air show flyby sound -- you can choose either, but i more like the sound from air show as for FBYJLONG.WAV, i don't know when it's played, so now i keep the original sound from TAW. when you press F6, the game plays PE2FLY21.WAV and MIXENG.WAV (low volume though) together. but i think MIXENG.WAV should not be heard in that case. if you press F6 , then shut down both engines, you will hear pure PE2FLY21.WAV , that sound like what you hear in air show. to Home Fries: i didn't expect that you released TAW 1.54 so soon. my previous sound package was at alpha testing stage
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