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Gux

JAS 39C Gripen Progress

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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:

img00002lr7.th.jpg

img00007fd3.th.jpg

Firing the Mauser BK27

img00011ar4.th.jpg

img00013vl7.th.jpg

img00004en3.th.jpg

img00005pk4.th.jpg

img00001lq4.th.jpg

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. :wink:

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Guest capun

Pretty good!!

 

We needed the Grippen. Any other models hidden inside your slevees? :)

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Any other models hidden inside your slevees? :)
:no: Just this one for now.

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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 by Spectre_USA

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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?

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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:

img00002lr7.th.jpg

img00007fd3.th.jpg

Firing the Mauser BK27

img00011ar4.th.jpg

img00013vl7.th.jpg

img00004en3.th.jpg

img00005pk4.th.jpg

img00001lq4.th.jpg

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. :wink:

 

Terrific job. Well Done and I, too, cannot wait to fly this beauty.

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Guest Sony Tuckson

Looks rather nice

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Mater Dei... :shok: ...lookin' nice

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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?

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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?

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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?

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 [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 ...

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BaseQuantity=0 <<-------------- you dont have a quantity set ...

Doh!

 

It works now. Thanks a bunch!

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 [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.

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Some early pics of this very Gripen specific weapon:

 

img00014oo6.th.jpg

img00016jk1.th.jpg

 

I'm planning to make a RBS 15 antiship missile also.

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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=

 

img00018qi3.th.jpg

 

What have I done horribly wrong here?

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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 by Crusader

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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.

img00021fy1.th.jpg

 

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.

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Guest capun
That fixed it; was supposed to be 50 centimeters.

Works perfectly now.

img00021fy1.th.jpg

 

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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