Gux Posted August 25, 2006 Posted August 25, 2006 I made this model a while ago and I've been looking for a good sim to put it into. SF was suggested to me which turned out great. I couldn't find much info other than the exporter notes so I toyed around replacing an existing plane to get it to work. With some more fiddling I got it work pretty damn well; with animations and everything. I even have a rough cockpit going now. On to the pictures: Firing the Mauser BK27 Lowres temp cockpit. Ugh. The model is 99% complete, textures needs some work in areas. But it works great ingame, amazingly well for just a few days of work.
Guest capun Posted August 25, 2006 Posted August 25, 2006 Pretty good!! We needed the Grippen. Any other models hidden inside your slevees? :)
Gux Posted August 25, 2006 Author Posted August 25, 2006 Any other models hidden inside your slevees? :) Just this one for now.
+Spectre_USA Posted August 25, 2006 Posted August 25, 2006 (edited) Looks Sierra Hotel to these lack of new airframe eyes! Was the Gripen used in any military actions at all? Seems like an exceedingly capable jet! Edited August 25, 2006 by Spectre_USA
+allenjb42 Posted August 25, 2006 Posted August 25, 2006 Looks Sierra Hotel to these lack of new airframe eyes! Was the Gripen used in any military actions at all? Seems like an exceedingly capable jet! Great plane, looking forward to flying it. Have we now got all of Saab's output? Current users of the Gripen are Sweden , Czech Republic and Hungary, so it could see some action in an ultra modern Europe scenario, say against a resurgent Russia flying Su-24s and 27s and Mig 29s and 31s. Also used by South Africa, so could see some action over the Madagascar terrain, maybe against Zimbabwean Hawks or in a modern Red Mad campaign?
Jug Posted August 25, 2006 Posted August 25, 2006 I made this model a while ago and I've been looking for a good sim to put it into. SF was suggested to me which turned out great. I couldn't find much info other than the exporter notes so I toyed around replacing an existing plane to get it to work. With some more fiddling I got it work pretty damn well; with animations and everything. I even have a rough cockpit going now. On to the pictures: Firing the Mauser BK27 Lowres temp cockpit. Ugh. The model is 99% complete, textures needs some work in areas. But it works great ingame, amazingly well for just a few days of work. Terrific job. Well Done and I, too, cannot wait to fly this beauty.
maitretomtom Posted August 27, 2006 Posted August 27, 2006 Nice ! I can't wait to see the final model
Gux Posted August 29, 2006 Author Posted August 29, 2006 Working on the cockpit and some weapons now. I'm having trouble getting weapons to show up in the loadout menu. This is the ini entry: [WeaponData2050] TypeName=BK 90 FullName=Bombkapsel 90 Mjolner ModelName=bk90 Mass=600.000000 Diameter=1.000000 Length=3.500000 AttachmentType=SWEDEN NationName=Sweden StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=ClusterBombEffects DragAreaMultiplier=1.000000 WarheadType=10 Explosives=4.000000 FusingDistance=0.000000 ClusterBomblets=24 ClusterDispersion=250.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 Is there anything else I must do?
Agamemnon Posted August 29, 2006 Posted August 29, 2006 Working on the cockpit and some weapons now. I'm having trouble getting weapons to show up in the loadout menu. This is the ini entry: [WeaponData2050] TypeName=BK 90 FullName=Bombkapsel 90 Mjolner ModelName=bk90 Mass=600.000000 Diameter=1.000000 Length=3.500000 AttachmentType=SWEDEN NationName=Sweden StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=ClusterBombEffects DragAreaMultiplier=1.000000 WarheadType=10 Explosives=4.000000 FusingDistance=0.000000 ClusterBomblets=24 ClusterDispersion=250.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 Is there anything else I must do? When you entered the data into the weapon data ini did you then open the weapon editor find the weapon you created open it and then click ok and then save?
Gux Posted August 29, 2006 Author Posted August 29, 2006 When you entered the data into the weapon data ini did you then open the weapon editor find the weapon you created open it and then click ok and then save? Yes, I removed and added it again just now to be sure; it didn't show up. It should work if the weapon station has the right loadlimit, weapon class and attachement type set right?
+Crusader Posted August 29, 2006 Posted August 29, 2006 [WeaponData2050] TypeName=BK 90 FullName=Bombkapsel 90 Mjolner ModelName=bk90 Mass=600.000000 Diameter=1.000000 Length=3.500000 AttachmentType=SWEDEN NationName=Sweden StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=0 <<-------------- you dont have a quantity set ...
Gux Posted August 29, 2006 Author Posted August 29, 2006 BaseQuantity=0 <<-------------- you dont have a quantity set ... Doh! It works now. Thanks a bunch!
Agamemnon Posted August 30, 2006 Posted August 30, 2006 [WeaponData2050] TypeName=BK 90 FullName=Bombkapsel 90 Mjolner ModelName=bk90 Mass=600.000000 Diameter=1.000000 Length=3.500000 AttachmentType=SWEDEN NationName=Sweden StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=0 <<-------------- you dont have a quantity set ... Good catch and sorry Gux i was a bit preoccupied.
Gux Posted August 30, 2006 Author Posted August 30, 2006 Some early pics of this very Gripen specific weapon: I'm planning to make a RBS 15 antiship missile also.
Gux Posted September 1, 2006 Author Posted September 1, 2006 It's mystery solving time! Wierd things is happening when I try to play with my new weapon. The first thing is that they refuse to sit on the pylons despite being centered at 0.0.0 in the model. The other weapon I made worked fine why doesn't this? Also the second thing is that I can't go over 50 knots with them equiped. Can't even take off. [WeaponData2051] TypeName=RBS_15 FullName=RBS 15 ModelName=rbs15 Mass=800.000000 Diameter=50.000000 Length=4.330000 AttachmentType=SWEDEN NationName=Sweden StartYear=1990 EndYear=2020 Availability=2 BaseQuantity=100 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=200.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=8 Accuracy=90 MaxTurnRate=4.000000 MaxLaunchG=4.000000 LockonChance=90 LaunchReliability=90 ArmingTime=3.000000 SeekerFOV=25.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=15.000000 SeekerRange=200000.000000 MinLaunchRange=1000.000000 MaxLaunchRange=200000.000000 Duration=600.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10100007 BoosterStart=0.000000 BoosterDuration=5.200000 BoosterAccel=12.960000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,0.000000,0.000000 SustainerDuration=20.200001 SustainerAccel=15.000000 SustainerEffectName= SustainerSoundName= What have I done horribly wrong here?
+Crusader Posted September 1, 2006 Posted September 1, 2006 (edited) re: position on pylon : Diameter=50.000000 <<< thats 50 METERS , I think thats screwing it up ... re : 50 kts on TO : probably due to very high drag caused by that big diameter ... Edited September 2, 2006 by Crusader
Gux Posted September 2, 2006 Author Posted September 2, 2006 re: position on pylon : Diameter=50.000000 <<< thats 50 METERS , I think thats screwing it up ... That fixed it; was supposed to be 50 centimeters. Works perfectly now. Is there any way to have two materials on one weapon model? I wanted to have the nose to have high specularity and reflectiveness, so I made it a separate part with a new material. But then the other material refused to show up ingame.
Guest capun Posted September 2, 2006 Posted September 2, 2006 That fixed it; was supposed to be 50 centimeters. Works perfectly now. Is there any way to have two materials on one weapon model? I wanted to have the nose to have high specularity and reflectiveness, so I made it a separate part with a new material. But then the other material refused to show up ingame. You should be able to do that as long as it is only one standard material per mesh with a Blinn Shader.
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