+ravenclaw_007 Posted June 12, 2018 Author Posted June 12, 2018 Thanks Flogger , that is an excellent answer here is one more piece that i have finished , it is the AIM-4E Super Falcon , i still have to finish the AIM-4F and G to complete the AIM-4 familie AIM-4E.7z 10 4 Quote
+ravenclaw_007 Posted June 12, 2018 Author Posted June 12, 2018 Sorry just notice some problems on the front of the wings , here is the problem fix AIM-4E AIM-4E.7z 4 4 Quote
AkelaFreedom Posted June 20, 2018 Posted June 20, 2018 Sorry for offtop, but hire discuss various air lunched weapons, so may be somebody help me :) I am woking now on AGM-129A and have very little sources. I almost finished model but have a doubt about folding mechanism in top-rear cover. May be somebody have more qualitative photos about this part? 1 Quote
+ravenclaw_007 Posted June 20, 2018 Author Posted June 20, 2018 10 hours ago, AkelaFreedom said: Sorry for offtop, but hire discuss various air lunched weapons, so may be somebody help me :) I am woking now on AGM-129A and have very little sources. I almost finished model but have a doubt about folding mechanism in top-rear cover. May be somebody have more qualitative photos about this part? based on the AGM-129 launch video you got it right , the cover moves up and the wing swing in to forward position then the cover is closing again looks realy great Quote
AkelaFreedom Posted June 21, 2018 Posted June 21, 2018 I finished model, some details certainly I just suppose. And additional I decide to add W80 nuclear warhead. 8 Quote
+76.IAP-Blackbird Posted June 22, 2018 Posted June 22, 2018 Looks great, may i ask what is your polycount? Quote
AkelaFreedom Posted June 22, 2018 Posted June 22, 2018 8 minutes ago, 76.IAP-Blackbird said: Looks great, may i ask what is your polycount? 400 000 Polys at the moment, but it's not so much for game as for demonstration or for some video rendering, I suppose. Quote
AkelaFreedom Posted June 22, 2018 Posted June 22, 2018 3 hours ago, 76.IAP-Blackbird said: I hope so but great work! Thanks, but I think, not so great, because I find too little materials. By the way, is the abbreviation in yours login mean -'Истребительный Авиа Полк №76'? Quote
Wilches Posted June 24, 2018 Posted June 24, 2018 3 minutes ago, strahi said: Selenia ALQ-234 ECM-pod Second that. Quote
+ravenclaw_007 Posted June 25, 2018 Author Posted June 25, 2018 (edited) me to EW6122 SL-ALQ-234.pdf if you check the pictures you can see that there are at least 2 versions of that pod or a prototype and a final pod , would be nice to know wich is wich Edited June 25, 2018 by ravenclaw_007 1 Quote
Muesli Posted June 25, 2018 Posted June 25, 2018 The ALQ looks like a backward firing torpedo... Quote
SkyStrike Posted August 2, 2018 Posted August 2, 2018 Hi Ravenclaw_007, Excellent work there and it's great to see you back here... How's your health? Hope you're doing better now... Quote
Durasoul Posted August 12, 2018 Posted August 12, 2018 Hi there Ravenclaw_007, Could you help me to make the dual launcher rack, the APU-60-2 (if I'm not mistaken for its name) for AA-8 Aphid missiles? I do know there is a good piece by logan4, unfortunately it is not for the aphid missile. The rack I'm requesting looks like this: I plan to use the rack on MiG-21bis mods so that I can have a loadout for 4 IRMs (R-60) on the L-R INNER pylons, while keeping the outer ones for fuel. like the following diagram in Gorden, Y. & Dexter, K. (2008). Famous Russian Aircraft MiG-21. Ian Allen Publishing. Thanks. Best, Yan Quote
Svetlin Posted August 12, 2018 Posted August 12, 2018 Yan, the APU-60-2 rack is available both as a stock weapon in SF2 and is also included in the weapons packs uploaded here at CA. You can check the MiG-23MLD to see an example of the rack being used in game. I agree those available are not the quality of Ravenclaw's weapons, but I guess these will do for the time being. Quote
Wrench Posted August 12, 2018 Posted August 12, 2018 Stock, the 21bis and 21bisB come preloaded with the dual racks after 1973. Extract the loadout ini, and you'll see. No need to fiddle with what ain't broke. see below: Quote // Station 1 = Left Outer Wing Station // Station 2 = Right Outer Wing Station // Station 3 = Left Wing Station // Station 4 = Right Wing Station // Station 5 = Fueslage Centerline Station [AirToAir] Loadout[01].WeaponType=AA-2D Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-2D Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-2D Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-2D Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [AirToAir_73_Soviet] StartDefaultDate=1973 DefaultFor=CAP,INTERCEPT Nation=SOVIET Loadout[01].WeaponType=AA-2D Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-2D Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-8B Loadout[03].Quantity=2 Loadout[03].RackType=2IR_AA-8 Loadout[04].WeaponType=AA-8B Loadout[04].Quantity=2 Loadout[04].RackType=2IR_AA-8 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [AirToAir_75] StartDefaultDate=1975 DefaultFor=CAP,INTERCEPT Nation=SOVIET Loadout[01].WeaponType=AA-2D Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-2D Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-8B Loadout[03].Quantity=2 Loadout[03].RackType=2IR_AA-8 Loadout[04].WeaponType=AA-8B Loadout[04].Quantity=2 Loadout[04].RackType=2IR_AA-8 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=AA-2D Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-2D Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-2D Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-2D Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [AirToAirLongRange_73_Soviet] StartDefaultDate=1973 DefaultFor=SWEEP,ESCORT Nation=SOVIET Loadout[01].WeaponType=AA-2D Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-2D Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-8B Loadout[03].Quantity=2 Loadout[03].RackType=2IR_AA-8 Loadout[04].WeaponType=AA-8B Loadout[04].Quantity=2 Loadout[04].RackType=2IR_AA-8 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [AirToAirLongRange_75] StartDefaultDate=1975 DefaultFor=SWEEP,ESCORT Loadout[01].WeaponType=AA-2D Loadout[01].Quantity=1 Loadout[02].WeaponType=AA-2D Loadout[02].Quantity=1 Loadout[03].WeaponType=AA-8B Loadout[03].Quantity=2 Loadout[03].RackType=2IR_AA-8 Loadout[04].WeaponType=AA-8B Loadout[04].Quantity=2 Loadout[04].RackType=2IR_AA-8 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [Attack] Loadout[01].WeaponType=UB-16 Loadout[01].Quantity=1 Loadout[02].WeaponType=UB-16 Loadout[02].Quantity=1 Loadout[03].WeaponType=UB-16 Loadout[03].Quantity=1 Loadout[04].WeaponType=UB-16 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=1 Loadout[02].WeaponType=FAB250 Loadout[02].Quantity=1 Loadout[03].WeaponType=FAB250 Loadout[03].Quantity=1 Loadout[04].WeaponType=FAB250 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [SEAD] Loadout[01].WeaponType=Tank490_MiG21 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank490_MiG21 Loadout[02].Quantity=1 Loadout[03].WeaponType=UB-16 Loadout[03].Quantity=1 Loadout[04].WeaponType=UB-16 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Tank490_MiG21 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank490_MiG21 Loadout[02].Quantity=1 Loadout[03].WeaponType=FAB250 Loadout[03].Quantity=1 Loadout[04].WeaponType=FAB250 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 [Recon] Loadout[01].WeaponType=Tank490_MiG21 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank490_MiG21 Loadout[02].Quantity=1 Loadout[05].WeaponType=ReconPod Loadout[05].Quantity=1 Quote
+dtmdragon Posted August 12, 2018 Posted August 12, 2018 (edited) Like with most of the stock Third Wire weapons, racks, objets and aircraft a higher resolution re-paint can do wonders. My suggestion is extract the skin for the rack, re-size it to 1024x1024 (or 2048x2048 if you have a decent PC) and re paint it from reference photos including panel lines etc. Edited August 12, 2018 by dtmdragon 1 Quote
Durasoul Posted August 13, 2018 Posted August 13, 2018 Thanks Svetlin, Bob & dtmdragon! I'll go ahead and take Bob's advice. Quote
+ravenclaw_007 Posted September 6, 2018 Author Posted September 6, 2018 no problem , here you have them Mk-81 Bombs.7z NOTE PLEASE delete any existing MK-81 bombs from your mod folder before installing this new ones to get this bombs working you have to edite the data.ini of your aircrafts , change the AttachmentType= for all U.S. Navy and U.S. Marines aircrafts to USN , USMC only , and for all other aircrafts to USAF , NATO ( exept for non US aircraft with there own weapons ) the U.S. Navy and U.S. Marines bombs have from 1973 onward the Thermal Protective Coating (TP) thats the reason why i made Navy specific bombs , the only other nation i know of that did use this bombs are Argentina the U.S. Navy and U.S. Marines did use this bombs only for a short time i assume to the mid 1980 to end of 1980 , that is the reason this Navy , Marines MK-81 are set until 1990 the USAF MK-81 have no time limit since this bombs a currently used by Afghanistan and some Latin American countries as well as some Asian countries 2 7 Quote
KJakker Posted September 7, 2018 Posted September 7, 2018 @ravenclaw_007 I noticed a possible issue with a difference in the fusing distance on the slick vs retarded TDD Mk81 bombs. The Mk81_TDD, Mk81_N_TDD, and MK81_Ng_TDD have a "FusingDistance=10.000000". The MK81SE_TDD, MK81_N_SE_TDD, and MK81_Ng_SE_TDD have a "FusingDistance=0.000000". Is this difference in fusing distance done on purpose or is it an error? The TDD fuse on these bombs look like they have laser proximity emitters, if so and 10m range is intended then I would suggest "FusingDistance=10.686600" based upon the info i provide below. In testing SAM's with Snailman and Spillone104 we found that weapons have no hit boxes/collision point. Only WeaponDataType=7 which are Cruses Missiles have any collision entry in the DLL files and that is only so that they can be shot down. What FusingDistance= does is set a maximum fusing distance away from the weapon LOD's 0 point in a straight line along its center Y-axis. This behavior matches a remark I remember TK made when he was ask about proximity fuses on the AIM-54 over on the TW forum back when SF2:NA came out. As such you might want to set the "FusingDistance=" for weapons's out at the point where fuse action would be initiated even it it is a contact fused weapon. On a regular MK81 for example this would be a "FusingDistance=0.756900"... ...and on an MK81_FE it would be a "FusingDistance=1.673000". The MK81_TDD's TDD_base mesh with the four laser rangefinders on its base has a MinMax center point of 0.6866. ((0.6935 - 0.6797)/2)=0.0069+0.6797=0.6866. Then 0.6866 plus "FusingDistance=10.000000" = "FusingDistance=10.686600". On your AIM-4E it would be "FusingDistance=1.209000". If you wish I could go through your entire Weapons Packs 1 and 2 and adjust all impact fuse and A2A weapons according to this discovery. 1 Quote
+ravenclaw_007 Posted September 7, 2018 Author Posted September 7, 2018 the fusing distance should be 1.75 meters , i will check all weapons again this weapons are still BETA to my knowledge the FusingDistance= is the distance between the weapon and the ground mesh , i dont know how the game is calgulating it the fusing distance for the DSU-33 is 5 to 35 feet (1,524 to 10,668 meters) Quote
+ravenclaw_007 Posted September 7, 2018 Author Posted September 7, 2018 @ KJakker , i made a test with MK82AIR_DSU and as you can see the bomb detonates at 1,75 meters above the ground 3 Quote
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