charlielima Posted August 24, 2015 Posted August 24, 2015 Oops. I'm a buffoon. We have the Beast (helldiver) but no Turkeys ? CL Quote
charlielima Posted August 24, 2015 Posted August 24, 2015 (edited) 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 August 24, 2015 by charlielima Quote
+Wrench Posted August 24, 2015 Posted August 24, 2015 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. 1 Quote
charlielima Posted August 25, 2015 Posted August 25, 2015 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. what fun, CL Quote
+Stratos Posted August 25, 2015 Author Posted August 25, 2015 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. Quote
+Gepard Posted August 25, 2015 Posted August 25, 2015 (edited) 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. 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 containerFullName=WasserbehälterModelName=noneMass=70.000000Diameter=0.550000Length=1.725000SubsonicDragCoeff=0.200000SupersonicDragCoeff=0.770000AttachmentType=SOVIETSpecificStationCode=NationName=SOVIETStartYear=1955EndYear=2020Availability=3BaseQuantity=4Exported=TRUEExportStartYear=1955ExportEndYear=2020ExportAvailability=3WeaponDataType=2RailLaunched=FALSERocketTypeName=Wasser_BombletNumRockets=32ROF=16.000000FireEffectName=FireEffectTime=0.100000FrontCoverNodeName=DoorsRearCoverNodeName=ShowRockets=TRUERocket01Position=0.050000,-1.120000,0.030000Rocket02Position=-0.050000,-1.120000,0.030000Rocket03Position=0.000000,-1.120000,-0.040000Rocket04Position=0.100000,-1.120000,-0.040000Rocket05Position=-0.100000,-1.120000,-0.040000Rocket06Position=0.000000,-1.120000,-0.125000Rocket07Position=0.100000,-1.120000,-0.125000Rocket08Position=-0.100000,-1.120000,-0.125000Rocket09Position=0.050000,-0.540000,0.030000Rocket10Position=-0.050000,-0.540000,0.030000Rocket11Position=0.000000,-0.540000,-0.040000Rocket12Position=0.100000,-0.540000,-0.040000Rocket13Position=-0.100000,-0.540000,-0.040000Rocket14Position=0.000000,-0.540000,-0.125000Rocket15Position=0.100000,-0.540000,-0.125000Rocket16Position=-0.100000,-0.540000,-0.125000Rocket17Position=0.050000,0.110000,0.030000Rocket18Position=-0.050000,0.110000,0.030000Rocket19Position=0.000000,0.110000,-0.040000Rocket20Position=0.100000,0.110000,-0.040000Rocket21Position=-0.100000,0.110000,-0.040000Rocket22Position=0.000000,0.110000,-0.125000Rocket23Position=0.100000,0.110000,-0.125000Rocket24Position=-0.100000,0.110000,-0.125000Rocket25Position=0.050000,0.710000,0.030000Rocket26Position=-0.050000,0.710000,0.030000Rocket27Position=0.000000,0.710000,-0.040000Rocket28Position=0.100000,0.710000,-0.040000Rocket29Position=-0.100000,0.710000,-0.040000Rocket30Position=0.000000,0.710000,-0.125000Rocket31Position=0.100000,0.710000,-0.125000Rocket32Position=-0.100000,0.710000,-0.125000[WeaponData005]TypeName=Wasser_Bomblet <===========================This is the water bombletFullName=WasserModelName=noneMass=25.000000Diameter=0.100000Length=0.400000SubsonicDragCoeff=0.200000SupersonicDragCoeff=0.370000AttachmentType=SpecificStationCode=NationName=StartYear=0EndYear=0Availability=0BaseQuantity=0Exported=FALSEExportStartYear=0ExportEndYear=0ExportAvailability=0WeaponDataType=1RailLaunched=FALSERocketPod=TRUERetarded=FALSEFinStabilized=TRUESpinStabilized=TRUEHasGrowl=FALSEEffectClassName=WATERDROPHITReleaseDelay=0.000000WarheadType=9Explosives=5.000000FusingDistance=35.000000ClusterBomblets=5ClusterDispersion=1.000000GuidanceType=0Accuracy=70MaxTurnRate=0.000000MaxLaunchG=2.500000LockonChance=0LaunchReliability=70ArmingTime=2.000000SeekerFOV=0.000000SeekerGimbleLimit=0.000000SeekerTrackRate=0.000000SeekerRange=0.000000MinLaunchRange=0.000000MaxLaunchRange=0.000000Duration=60.000000CounterCountermeasure=20.000000NoiseRejection=20.000000CapabilityFlags=0x10000000LoftAngle=0.000000DescentAngle=0.000000MaxLoftAltitude=0.000000CLmax=14.000000MinFreq=0.000000MaxFreq=0.000000BoosterStart=0.500000BoosterDuration=2.000000BoosterAccel=-0.250000BoosterEffectName=WATERDROPBoosterSoundName=BoosterNodeName=BoosterPosition=0.000000,0.000000,-12.000000SustainerDuration=0.100000SustainerAccel=0.000000SustainerEffectName=WATERDROPSMALLSustainerSoundName=SustainerPosition=0.000000,0.000000,-1.000000InFlightEffectName=WATERDROPSMALLInFlightSoundName=ReleaseAnimationID=-1EODisplayFlags=0CEP=0.000000 Edited August 25, 2015 by Gepard Quote
+Wrench Posted August 25, 2015 Posted August 25, 2015 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 Quote
+Gepard Posted August 25, 2015 Posted August 25, 2015 In the Z-37 i made the weaponstation hidden in the plane. Its easy. Quote
+Wrench Posted August 25, 2015 Posted August 25, 2015 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. 1 Quote
+Wrench Posted August 26, 2015 Posted August 26, 2015 Stratos & Gepard: I've sent the terrain (as is) to you both via pm. let me know what you think, and so forth Quote
charlielima Posted August 26, 2015 Posted August 26, 2015 (edited) 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 : 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. 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 August 26, 2015 by charlielima 1 Quote
+Wrench Posted August 26, 2015 Posted August 26, 2015 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!!! Quote
charlielima Posted August 26, 2015 Posted August 26, 2015 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!!! 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 Quote
charlielima Posted August 26, 2015 Posted August 26, 2015 And it looks like they got 2 different canopies going on. I never noticed the Montana state flag on the tail either. CL Quote
+Wrench Posted August 27, 2015 Posted August 27, 2015 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!! Quote
charlielima Posted August 27, 2015 Posted August 27, 2015 Here is a better shot of the nacelle doors open, and another set of #s for you. CL Quote
+Wrench Posted August 27, 2015 Posted August 27, 2015 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!! 4 Quote
+daddyairplanes Posted August 27, 2015 Posted August 27, 2015 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) 1 Quote
stuntman Posted August 27, 2015 Posted August 27, 2015 You guys are really building up an impressive mod. Well done! Quote
+Stratos Posted August 27, 2015 Author Posted August 27, 2015 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. Quote
+daddyairplanes Posted August 27, 2015 Posted August 27, 2015 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. Quote
+Sundowner Posted August 27, 2015 Posted August 27, 2015 1024px-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. Quote
charlielima Posted August 27, 2015 Posted August 27, 2015 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 Quote
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