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Been while out of loop so for life of me im not seeing the issues...need fresh eyes...took me 3 hours to spot 2 typos fro stabs lol

1 new weapon specific to Angel...made AA1 Wraith based on aim 9....so it fits in the launchers here in pic1

2 wont fire no matter what...

3 why are meshes showing up as shadows..Pic 2 .cant remember what causes this...they arent polys facing inwards...ive xform reset everything as it was built.

4 is this correct for interior pylon...the actual launcher mesh is the pylon...all names correct pic 3

any help is appreciated.

lastly I dont want any other IRM`s to show in loadout...can I make the AA1 unique ?  gonna check it loads on another plane also and fires ok

pic1.jpg

PIC2.jpg

img00015.JPG

DATA.jpg

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for the weapon:

you need to have a "station specific code" line, like below from the 3W Mig-23:

Quote

[RightApexStation]
SystemType=WEAPON_STATION
StationID=7
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=1.47,0.24,0.00
AttachmentAngles=0.0,0.0,0.0
LoadLimit=500.0
AllowedWeaponClass=IRM,SAHM
AttachmentType=SOVIET
ModelNodeName=shoulder_pylon_R_2
PylonMass=100
PylonDragArea=0.03
SpecificStationCode=AA7

and have that lline in the weapon's data ini as well >

Quote

[WeaponData143]
TypeName=AA-7A
FullName=R-23R "AA-7 Apex-A"
ModelName=AA-7A
Mass=223.000000
Diameter=0.190000
Length=4.060000
SubsonicDragCoeff=0.583000
SupersonicDragCoeff=0.702000
AttachmentType=SOVIET
SpecificStationCode=AA7
NationName=Soviet
StartYear=1972
EndYear=1997
Availability=2
BaseQuantity=2
Exported=TRUE
ExportStartYear=1972
ExportEndYear=0
ExportAvailability=1
WeaponDataType=1
RailLaunched=FALSE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=FALSE
HasGrowl=FALSE
EffectClassName=MediumMissileEffects
ReleaseDelay=1.000000
WarheadType=0
Explosives=25.000000
FusingDistance=2.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=12
Accuracy=50
MaxTurnRate=15.000000
MaxLaunchG=5.000000
LockonChance=70
LaunchReliability=65
ArmingTime=3.000000
SeekerFOV=5.000000
SeekerGimbleLimit=46.000000
SeekerTrackRate=12.000000
SeekerRange=25000.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
MinLaunchRange=2000.000000
MaxLaunchRange=35000.000000
Duration=55.000000
CounterCountermeasure=70.000000
NoiseRejection=30.000000
CapabilityFlags=0x10000000
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
BoosterStart=0.500000
BoosterDuration=3.300000
BoosterAccel=20.000000
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.835150,0.000000
SustainerDuration=10.400000
SustainerAccel=2.000000
SustainerEffectName=
SustainerSoundName=
SustainerPosition=0.000000,-1.835150,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

that locks out anything else. (just had to do this for the remod of the F-89s I"m doing.

sorry I can't help with the MAX stuff. But I"m sure someone else will!

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cheers kev...loaded it up on an f4 and summat wrong with my editing lol...will look later ,been in work all night got home tried this  too tired gotta get some zzzz`s lol..

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add line to those IRM :

AutomaticDoors=TRUE - this should  launch them

and since the station is internal it won't show up until "bomb bay" is 'closed'.

 

edit:

make it external station ... it will show up rockets. 

 

thought it was about Q Continuum.

Edited by yakarov79
  • Haha 2

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sorted loadouts etc  internal way to go....add dorrs ets works but they still dont show,think its issue with 3d model need check...

n ow this  fkin mesh dissapeares on ai wwwwtttttttfffffffffffffffffffffff ?   lol

Disregard the mesh vanishing...its because it was set as pylon so ai have no weaps so thats why it didnt show DUH... launch tubes are now standard mesh and made transparent inner poly as pylons...should work now.

shadow problem when I think about it was simple...Double sided texture in max makes game gfx engine  cast light from both sides of mesh as gfx engine being "told" the mesh has two sides to affect hence shadows showing thruogh objects...single sided texture is correct.

 

 

Edited by russouk2004

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Getting there but im gonna be bald soon if tear out any more hair...

remade the missile from actual sized new mesh...its fine...

made single pulons..Hidden and transparent but work...

everything afaiks is scaled properly...

all the co-ords are ok

but they refuse to sit in proper location they are in right place for left to right  in game ( in max X Axis)

but they dont sit right in Z axis in game...

im stumped

 

Image2.jpg

33.jpg

bbbb.jpg

Edited by russouk2004

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Do you have a CoG offset?

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no m8 its deffo the missile...on other a\c when set  points in 3dsmax they are still way off....I made the missile in max exact size so its deffo not scale issue...made fuel tanks and what not and never had this...unless had to xform reset summat I missed before...its mistifying

Edited by russouk2004

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fek it tried as internal weapon station even with co ords for the front right they now sit middle of rear fuselage behind intake...ignoring the co-ordinates...F**K it  cant be arsed anymore

Edited by russouk2004

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One of the most iconic series off all. In some ways even better than Thunderbirds.

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Russ got me (re)interesterd in it .. been watching it on Amazon Prime

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Im gonna buy model kit of it...I loved the series when was  kid

  • Like 2

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1 hour ago, russouk2004 said:

Im gonna buy model kit of it...I loved the series when was  kid

I didn't know this TV serie ! I rember only the Thunderbirds...

About your model this is a sort of "super Maxi Skyhawk" ! :good:

  • Like 1

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Half of the fun of watching Gerry Anderson stuff was spotting what aircraft kits were used.

GerryAndersonStuff_zpsttdydya2.png

  • Like 3

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Saw some of the series aircraft when was kid,they had exhibition models were 6th scale...amazing things they did for a kids program,not cgi like today

 

anyways...rebuilt my missile from scratch,started max made missile and it now works in place...must have been summat leftover when made last model.

1 query...how can I make the missile effect start later just after its left the pods?...I want to eliminate the flames coming through the side of the plane.

if I use velocity...will it spit it out then ignite the boosters?...cheers

heres why...lol

 

img00047.JPG

img00046.JPG

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An easier, add an ejectvelocity parameter to the pylon "EjectVelocity=0.0,0.0,2.0"  - though not sure which numbersection corresponds to what axis (x,y,z?), so those might need to fiddle with - this way you don't have to mess with the effects.

Hard way is, probably will have to make a new booster effect that has clear tga-s so not to create smoke and flame - or leave empty the effect name in the missile's data.ini and add a short period sustainer setting with the 'missilefireeffect' to imitate the ignition.

 

 

 

Edited by logan4

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yeah ravenclaw suggested similar to you using booster to effect...and sustainer for flight...I might make new

apparently eject velocity only applies to dropping down not forwards...

cheers bud

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sorted ...disabled booster settings and changed them to sustainer settings...added Ejectvelocity for about 5m...and works fine just reversed the booster and sustainer works..

also its weird how the new missile model exactly same as old now positions correct....weiiiiird.....I think as i made original after making the angel...some settings were left over...each model now I start from total refresh.

been away from 3ds max so long I forgot a lot lol...

frnt.thumb.jpg.0185f3958f6a313eb603f992716eef4f.jpgimg00004.thumb.JPG.9e77571ce1841160db9f722d74ad274e.JPGimg00007.thumb.JPG.a33fd589ff47d0b0dc47ddd43d163910.JPG

Edited by russouk2004
  • Like 6

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