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About Beebop

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    Happyrock OR, USA

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  1. Beebop

    Work in Progress

    THAT looks n i c e !!! (is the Foo Fighter around 2'30" available? as a mod?) ๐Ÿคฃ Seriously,, this would be a great addition but is it compatible with the BoX game engine?
  2. Beebop

    new effects

    If the server has 'Mods Enabled' on it would work. But both server and client must have 'Mods Enabled' on. If the server has mods enabled you can't join unless you enable mods too. Likewise if you do not have mods enabled you can't join a server that has them on.
  3. Beebop

    new effects

    No. It's a mod. 'Mods enabled' must be checked for it to work.
  4. Well, yes and no. It doesn't work on Stalingrad Winter. The rivers are a flat uniform grey-blue-green. However on Moscow Winter it works better than on Rheinland. Just look! V E R Y cool! ๐Ÿ˜Ž Thanks for this.
  5. I used JSGME. Here's how I did it; Make the following folders: * Water Hole > data > graphics > LANDSCAPE_Rheinland_wi and put the "water_hole.dds" file in the last one. * Put the 'Water Hole' folder in "MODS" * Enable through JSGME. Easy in, easy out (if you don't like it) meplanes. would this work on any winter map? It looks great on Rheinland.
  6. Beebop

    new effects

    The mod is still available... https://forum.il2sturmovik.com/topic/39549-mod-draw-distance-increase-ships-stalingrad-smoke-updated/?tab=comments#comment-666099 I'll reinstall the mod via JSGME and let you know.
  7. Beebop

    new effects

    rowdy, I have that mod but since the later updates seemed to have fixed much of what that mod did I didn't reinstall it. So it stops the fading, does it have any "ill effects" given the new view distances that have been enabled?
  8. Jaegermeister, I was coming to that same conclusion. SittingDuck, that looks interesting. I'll give it a try.
  9. I am making a ME Learning mission on the Lapino map. I have figured out how to take a MCU Translator Icon and give it a label that shows on the mission map. I have figured out how to make the text different colors using the RGB value boxes. However the text is LARGE on the map, bigger even than the grid numbers (i.e. 0312). Is there a way to make the text smaller? (i.e. like the subgrid numbers 1, 2, 3 etc.). As you can see I'm using these labels to identify things such as kind of target, airfields with Repair, Rearm and Refuel and such. I have looked through both manuals and searched the posts here. I have found much info on how to make them do a lot of tricks like change color, appear and disappear and instructions on using MCU Translators to mark target areas etc. but nothing on font size. Is that even possible? Thanks in advance.
  10. Beebop

    new effects

    There is a "N-BuildingSmoke.dds" in the original mod as well as a "n-buildingSmoke.dds". They are two different files. This new file overwrites the original "N-BuildingSmoke.dds". In fact both N-BuildingSmoke.dds and n-nuildingSmoke.dds files in the original download look nearly, or are, identical. This changes N-BuildingSmoke.dds. Back up the original if you are concerned or want to return to the original file.
  11. Not to mention boring. Currently I don't like the "merry-go-round and round and round" AI when trying to shoot them down, they turn tighter and it takes a lot of patience to get them, probably more than a real life pilot would expend but if you can get them to break they act pretty good I think. I'm hoping there can be an improvement but, like in the air, I'll be patient. At least the B-25 doesn't do barrel rolls and attack fighters after dropping their bombs like in 46. ๐Ÿ™„
  12. All American planes are available in v22. However the mission type (Patrol. Bombing. Ground Attack). may limit which planes are available. For instance the A-20 is not available in Patrol because you wouldn't fly a bomber in that kind of situation.
  13. Beebop

    Work in Progress

    The "Ripple Effect" of Global Warming? ๐Ÿ˜
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