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Stratos

Return the civilian mod to life?

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Oops. I'm a buffoon.

We have the Beast (helldiver) but no Turkeys ?

 

CL

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DAT only

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And if the "shape" is the external tank that excludes F7Fs, A-26s, P-3s, P2Vs, and Douglas transports also from the project huh.

 

CL

Edited by charlielima

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most of which have bomb bays, that can be used for retardant "bombs". Those without (like the C-54/DC-4 & PBY)  can use a fake bay, via ini statements only. Not a real issue.

 

as you can see below, the TBM would need a completely new physical model. It's highly unlikely (read: never)  Capun would build one for use by the general public.

Now, if one of our few remaining 3d modelers would like to build some new Avengers, of the various marks, I'd be happy to provided all the data and materials I have including all the decals and stuff I've done for theirs.  

 

For those that don't know or haven't been paying attention to things, a few weeks ago I got perma-banned from their site for speaking the truth about their "effiel tower" while helping FRPigion with the Europe Total War 79 mod. There's a thread in The Pub about it.

 

Bottom line is : NONE of their products will be use for this mod.

 

 

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And to stir the pot more it appears HFS TBMs were built on a post war ASW, AEW, COD, Night or pick another one airframe or canopy package.

post-11823-0-68798100-1440472919.jpg

post-11823-0-03221300-1440472958.jpg

post-11823-0-76246700-1440472989.jpg

 

what fun, CL

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The fires are working, and can be killed as well. Got the watereffect from Spillone too, but now I need to learn how to add it to a proper tanker.

 

index.php?app=gallery&module=images&sect

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This you must do in the weaponsdata.ini.

I used a cluster bomb like the soviet KMGU container as basic for the mod. Not a Rockeye, it must be a cluster system, where the launcher stays on the plane. MW-1 is such a system for the german Tornados.

The cluster containers contains bomblets an there you can edit the inflighteffect and the hit effect.

 

post-3395-0-14432400-1440528051_thumb.jpg

 

By the way, i see, that you has only few woodfires. Try to set the firefighter planes as ENEMY; while the fires should be FRIENDLY. This i made in my mod, the get more fires. In FE there were only few german tanks facing a plenty of french tanks. Perhaps the trick will work in SF2 too.

 

here the lines of the weapondata.ini i use in my FE based mod:

 

[WeaponData004]
TypeName=Wasserbehälter       <==================== THIS is the cluster container
FullName=Wasserbehälter
ModelName=none
Mass=70.000000
Diameter=0.550000
Length=1.725000
SubsonicDragCoeff=0.200000
SupersonicDragCoeff=0.770000
AttachmentType=SOVIET
SpecificStationCode=
NationName=SOVIET
StartYear=1955
EndYear=2020
Availability=3
BaseQuantity=4
Exported=TRUE
ExportStartYear=1955
ExportEndYear=2020
ExportAvailability=3
WeaponDataType=2
RailLaunched=FALSE
RocketTypeName=Wasser_Bomblet
NumRockets=32
ROF=16.000000
FireEffectName=
FireEffectTime=0.100000
FrontCoverNodeName=Doors
RearCoverNodeName=
ShowRockets=TRUE
Rocket01Position=0.050000,-1.120000,0.030000
Rocket02Position=-0.050000,-1.120000,0.030000
Rocket03Position=0.000000,-1.120000,-0.040000
Rocket04Position=0.100000,-1.120000,-0.040000
Rocket05Position=-0.100000,-1.120000,-0.040000
Rocket06Position=0.000000,-1.120000,-0.125000
Rocket07Position=0.100000,-1.120000,-0.125000
Rocket08Position=-0.100000,-1.120000,-0.125000
Rocket09Position=0.050000,-0.540000,0.030000
Rocket10Position=-0.050000,-0.540000,0.030000
Rocket11Position=0.000000,-0.540000,-0.040000
Rocket12Position=0.100000,-0.540000,-0.040000
Rocket13Position=-0.100000,-0.540000,-0.040000
Rocket14Position=0.000000,-0.540000,-0.125000
Rocket15Position=0.100000,-0.540000,-0.125000
Rocket16Position=-0.100000,-0.540000,-0.125000
Rocket17Position=0.050000,0.110000,0.030000
Rocket18Position=-0.050000,0.110000,0.030000
Rocket19Position=0.000000,0.110000,-0.040000
Rocket20Position=0.100000,0.110000,-0.040000
Rocket21Position=-0.100000,0.110000,-0.040000
Rocket22Position=0.000000,0.110000,-0.125000
Rocket23Position=0.100000,0.110000,-0.125000
Rocket24Position=-0.100000,0.110000,-0.125000
Rocket25Position=0.050000,0.710000,0.030000
Rocket26Position=-0.050000,0.710000,0.030000
Rocket27Position=0.000000,0.710000,-0.040000
Rocket28Position=0.100000,0.710000,-0.040000
Rocket29Position=-0.100000,0.710000,-0.040000
Rocket30Position=0.000000,0.710000,-0.125000
Rocket31Position=0.100000,0.710000,-0.125000
Rocket32Position=-0.100000,0.710000,-0.125000

[WeaponData005]
TypeName=Wasser_Bomblet                          <===========================This is the water bomblet
FullName=Wasser
ModelName=none
Mass=25.000000
Diameter=0.100000
Length=0.400000
SubsonicDragCoeff=0.200000
SupersonicDragCoeff=0.370000
AttachmentType=
SpecificStationCode=
NationName=
StartYear=0
EndYear=0
Availability=0
BaseQuantity=0
Exported=FALSE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=0
WeaponDataType=1
RailLaunched=FALSE
RocketPod=TRUE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=TRUE
HasGrowl=FALSE
EffectClassName=WATERDROPHIT
ReleaseDelay=0.000000
WarheadType=9
Explosives=5.000000
FusingDistance=35.000000
ClusterBomblets=5
ClusterDispersion=1.000000
GuidanceType=0
Accuracy=70
MaxTurnRate=0.000000
MaxLaunchG=2.500000
LockonChance=0
LaunchReliability=70
ArmingTime=2.000000
SeekerFOV=0.000000
SeekerGimbleLimit=0.000000
SeekerTrackRate=0.000000
SeekerRange=0.000000
MinLaunchRange=0.000000
MaxLaunchRange=0.000000
Duration=60.000000
CounterCountermeasure=20.000000
NoiseRejection=20.000000
CapabilityFlags=0x10000000
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
BoosterStart=0.500000
BoosterDuration=2.000000
BoosterAccel=-0.250000
BoosterEffectName=WATERDROP
BoosterSoundName=
BoosterNodeName=
BoosterPosition=0.000000,0.000000,-12.000000
SustainerDuration=0.100000
SustainerAccel=0.000000
SustainerEffectName=WATERDROPSMALL
SustainerSoundName=
SustainerPosition=0.000000,0.000000,-1.000000
InFlightEffectName=WATERDROPSMALL
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

Edited by Gepard

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in theory, you can have fires as both FRIENDLY and ENEMY if they are a "Ground Object", just use unique names for both (Red Fire, Blue Fire, something like that)

In that case, they could be classed as "tanks" and will use tank formations. As SF1/2 uses larger formations; it could generate "large fires". Or, one could rewrite the Formations.ini, just for THIS mod, and make them larger.

 

When you all get the "bombs" and effects dialed in, send them my way so I can incorporate them into some of the "new" tankers for testing.

One should be able to graft the MW1 (suitably repainted and mounted) on those aircraft with bays (DC-4, PBY, Tigercat) or just have the weapons locations "hidden" within the airframe. Fairly easy ini work

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In the Z-37 i made the weaponstation hidden in the plane. Its easy.

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Neptune Aviation, Montana

just have to run down their registration (N*****) numbers, and modex. There's only 6 or 7. And move the wing lights, as they were attached to the (now removed) tip tanks

 

does anyone have information on the Canadian B-25s? I found some pictures, but can't read the civil registry numbers.

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Stratos & Gepard: I've sent the terrain (as is) to you both via pm.

let me know what you think, and so forth

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Neptune Aviation, Montana

just have to run down their registration (N*****) numbers, and modex. There's only 6 or 7. And move the wing lights, as they were attached to the (now removed) tip tanks

 

does anyone have information on the Canadian B-25s? I found some pictures, but can't read the civil registry numbers.

Here you go :

post-11823-0-62060700-1440600259.jpg

post-11823-0-58607500-1440600303.jpg

post-11823-0-60552500-1440600339_thumb.jpg

post-11823-0-42794700-1440600366.jpg

post-11823-0-75915800-1440600390_thumb.jpg

post-11823-0-31286300-1440600416_thumb.jpg

 

The Minden One I always thought was the most attractive. Many P2Vs have the jet engines, MAD stinger and the stock torpedo bay intact it appears.

 

post-11823-0-02354300-1440600588.jpg

post-11823-0-77096800-1440600631.jpg

 

Airtanker picture link at http://www.wildlandfire.com/pics/air/air.php

US Tanker list with N#s list @ http://www.ruudleeuw.com/airtanker-id.htm

CL

Edited by charlielima
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thanks CL!!

 

actually,if you look at the Neptune Av Neptunes, the jet nacelles are closed off. I can "put them back on", and just delete the jet engine itself

 

that red/white cheat line is gonna be a bitch to paint!!! :biggrin:

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thanks CL!!

 

actually,if you look at the Neptune Av Neptunes, the jet nacelles are closed off. I can "put them back on", and just delete the jet engine itself

 

that red/white cheat line is gonna be a bitch to paint!!! :biggrin:

post-11823-0-24020400-1440626515_thumb.jpg

 

The J-34s on Neptune's P2V-7s were operational. This photo was taken at take off. They have doors that close when that turbo jet is off. I'm thinking this shows partial opening because they are idling or they are being throttled down.I've heard them run on fires at higher altitude as well as the Navy birds fire them up as part of the pre landing checklist when I lived in the approach pattern to NAS Los Alamitos. And yes they run on AV gas. I tried to do an Ini to have piston engine sound for 1-90% power and then an added jet sound for 90- 100% power but no joy.

CL

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And it looks like they got 2 different canopies going on.

I never noticed the Montana state flag on the tail either.

CL

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just like some others (47s? 36s?) that had doors on them. Well, easy ini tweek to re-add!!

 

the yellow/white one is REALLY sharp looking

 

 

I lived in the approach pattern to NAS Los Alamitos.

 

that's not too far from my mother-in-laws place in Lakewood!!

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Here is a better shot of the nacelle doors open, and another set of #s for you.

 

post-11823-0-74717100-1440642690.jpg

 

post-11823-0-71112700-1440642944_thumb.jpg

 

CL

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changed the base color of the "tracer_20.tga",  now looks more like phos-check

 

---

I don't think I can to the 'racing stripe' on the Neptunes ... they mapping is odd for me. If anyone want to asssit, it'd be a great help!!

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Are you doin it on skin or as tga? Many entries to get sll the meshes in but i would think a decal woulld work better in this case.

 

(Said the guy doin whole airlines tga XD)

 

Slight topic shift, any interest in the DC-10 tanker or Evergreens 747? The DC-10 just needs a pod underslung (skin can be done 1 hour from the go ahead) and the 747 can be tge first for a rework coming up (early next month after about 4 other near complete or easy projects)

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Are you doin it on skin or as tga? Many entries to get sll the meshes in but i would think a decal woulld work better in this case.

 

(Said the guy doin whole airlines tga XD)

 

Slight topic shift, any interest in the DC-10 tanker or Evergreens 747? The DC-10 just needs a pod underslung (skin can be done 1 hour from the go ahead) and the 747 can be tge first for a rework coming up (early next month after about 4 other near complete or easy projects)

 

I like the DC-10 a lot more than the Jumbo. So one for me If possible please.

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Lotta projects on the plate right this second, pushin for labor day release. But one of those projects is a redux on my DC-10 so if someone does the ini edit for water bombing and the fake pilot added gondola underneath i can knock out the skin. The model is the same that i released previously, just updating the skin.

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Maui County Fire Department

wip

post-85812-0-62632700-1440691835_thumb.jpg

post-85812-0-08678200-1440691910_thumb.jpg

 

 

 

  • Like 4

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attachicon.gif1024px-Neptune-P2-N1386C-071022-fox-tanker44-03-16.jpgThe J-34s on Neptune's P2V-7s were operational. This photo was taken at take off. They have doors that close when that turbo jet is off. I'm thinking this shows partial opening because they are idling or they are being throttled down.I've heard them run on fires at higher altitude as well as the Navy birds fire them up as part of the pre landing checklist when I lived in the approach pattern to NAS Los Alamitos. And yes they run on AV gas. I tried to do an Ini to have piston engine sound for 1-90% power and then an added jet sound for 90- 100% power but no joy.CL

Would it be possible to create "fake" afterburners or even just jet engines with no sound effects until the "burners" kick in....they could have a really small amount of thrust right up till 90% or where ever you need it then you could have the jet sound and exhaust smoke effect come into play together..... If you get what I mean.

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Affirmative. I attempted it as an afterburner function. I think somebody else would have more luck. I picked the 90% arbitrarily. It might be more like 75-80%.

CL

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