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10 minutes ago, Menrva said:

@nuni I am a huge Ace Combat fan, so stuff like Stonehenge is much welcome! I am dreaming of an Arkbird and other giant flying fortresses as well!

Awwwww maan, an Arkbird was my dream also, but lasers are a thing! And one of my first plane attempts was an ADFX-01 Morgan. Just for the record, I am a huge fan also, from Air Combat to AC infinity, yet I don't have a console to play AC7 :(

Edited by nuni
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2 hours ago, nuni said:

yet I don't have a console to play AC7 :(

You know what? I had bought the Collector's Edition of Ace Combat 7, without owning a PS4 yet :haha: 

Thankfully I have activated all my keys and bonuses before the expiration date. So, I have useful info from the rare artbook about all the fictive aircraft and structures. Acepedia should have most of the info anyway.

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10 hours ago, EricJ said:

Unfortunately it is impossible for my PC to handle this game, in the future I will fly over Usea again! (actually I rescued my brother's PS2 and I am currently looking for AC4 and a functioning controller, and I already finished AC2 hahahah)

Edited by nuni

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Oh okay, thought it may help

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Nuni Orbital Industries Advanced Energy Systems has the pleasure to present two new weapon system prototypes.

1. The tactical laser: Implemented as a gun system with more than 10000m/s muzzle velocity, and continuous fire capacity. (Just need that good old laser sound from AC)

img00093.thumb.JPG.9ac6c4afc6617def232d8431026198cf.JPG

Its lightweight design will allow its installation in ground stations and even fighterjets! A major contract has been already signed with Boeing and Airbus to install a prototype adapted to space, another step towards the promised Colonial Fleet!

2. The Asgard Plasma Beam: Equivalent to a 90000kg penetration warhead, fast enough to reach the designated target in a matter of seconds.

img00095.thumb.JPG.64d6c48bc7d70d3b8113dc702626d216.JPG

Our brightest scientists and engineers will continue to work on the projects. Soon our outer colonies will have more news from Earth!

 

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Hi there guys, I want to show you the project that I am working on right now: An Orion spacecraft to use in the Moon terrain. I am taking my time doing it but it slowly progresses! Now that I finished the modelling part of the capsule itself, I want to take this opportunity to learn better texturing, and since I already know the basics of unwrapping, I want to ask you for any advice or tutorial in order to paint a decent map (I use photoshop), and also I want to try using Bump and Specular maps here.

I will appreciate any knowledge! Thank you :ok:

Orion1.thumb.jpg.3aaae98f31251b3969be9bd77abf6fd1.jpgOrion2.thumb.jpg.08d8a1771f89c91ce099b1b53e062dd3.jpg

My idea is to make something like this, the normal spacecraft composed by modules, but the middle one dedicated to weaponry and military systems, as it would be an Orion capsule retrofitted to serve as a space fighter/attacker. In fact, the middle module could be interchangable depending on the mission (small with missiles for fighters, with automated cannons to escort or large with a lot of hardpoints to attach bombs for bombers). This could lead to different versions of the spacecraft in separated Aircraft folders.

Orion.thumb.jpg.53d2194d80abb2a86b8675141521833b.jpg

 

 

Edited by nuni
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Good textures\mapping is a case really of utilising space on texture....ie...the shape of the module there is easy to map in segments of maybe 4 quarters......placed top n tail alongside each other...depends on how much or less joins you want...ie...if you add say rust,you can get odd joins between 2 segments of the mapped parts....like some map top p[ols of a fuselage and then the 2 sides....with gaps ..I try to match up edges on textures to "hide " the joins...

I try to find real life pictures to use parts of to map...eg...wheels tyres....metal panels etc etc...

Bump maps...I usually with completed templates ,hide things like decals,etc and stuff thats not actually going to have depth like panel lines or height like rivets...and set all layers of panel lines,rivets,etc set to no opacity and have a regular colour background,usually grey.

then using nvidia plugin for bump maps....its a matter of trial and error in max for depth of effects....

with spec....spec uses black and white .and in between is varied depth of opacity...(greys) this is good for areas of dirt....rust...scratches....paint wear etc etc...set in 3ds max over rides game settings....if you have a spec map,its subtle if you want or quite powerful if required....

below...basic bump map for padded cabin etc...and spec maps to show variety of results.... to highlight worn areas of paint and darker areas of dirt and shit etc lol......also spec map to imitate paint wear and loss....texture and the spec map that gives the metal seen through the worn areas is shiny due to the spec map

plus wing diffuse map and spec for areas of rust dirt wear etc.

Interior02BUMP.thumb.jpg.cf4764e941e4e1ef3ed894d4087bbe19.jpg

Helix 01SPEC.jpg

Helix 01SPEC.jpg

F7M-002.jpg

F7M-002SPEC.jpg

 

F7M-003.jpg

F7M-003SPEC.jpg

 

Edited by russouk2004
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Pity muse lod viewer doesnt show spec etc...save time loading game each time to view...

heres some effects achievable...amount depends on ur taste

0.jpg

1.jpg

3.jpg

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Hey guys! I am one step closer to make the space fighter based on the Orion capsule. Our engineers and scientists had already made the first orbital tests of this capsule and they have already retrieved it from the waters of Dhimar! (By the way thanks a lot for all the skinning tips and examples, specially to russouk2004 :good:)

I will start now with the following service modules!

img00145.thumb.JPG.61152868d2ece768e61eb7dd609b4332.JPGimg00147.thumb.JPG.a981e01550b386f41bcdb46d3b40eb6f.JPGimg00149.thumb.JPG.16e42dabcaf607df4c27712c7860d545.JPGimg00152.thumb.JPG.dce8d7e2900cf140621ed6715b265382.JPGimg00153.thumb.JPG.14d9bde49022431c4530daef4045ce5e.JPG

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Turned out well m8 looks the biz

maybe we need Cape Canavaral now and an Apollo rocket....I remember my Airfix model of Apollo Saturn 5 back in late 70`s

Edited by russouk2004
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Whats up guys? I am currently waiting here in Spain for the DEMO-2 mission to lift off (hopefully it won't be postponed again hahahaha). I have finally introduced my unfinished Orion MPCV into the simulator with the flight model of an A-4 (but in very low gravity and with afterburner). This could be the first What-If fighter of the new United States Space Force hahahaha. I still have to finish the textures as you can see but they are almost done. Also I should design some "realistic" pylons for torpedoes and a gun (which should also be created, like a kind of AIM-9B of this new era). The solar panel arrays can be deployed and they do with the landing gear retraction command (so the spacecraft should appear landed with them retracted and deploy once in the "air"). I don't know how I am going to solve the landing gear issue, because the most realistic thing to do is appear vertically oriented in the runway (like the POGO) but this mechanic is very problematic, not to say impossible. Therefore I have to design a horizontal landing gear system or something.

I also want to make effects for the RCS thrusters, I have already checked that because of the limitation of the game engine, there is no chance of linking an engine and the thruster effects with the roll/yaw/pitch inputs as the input for the normal engines only reads positive values (which means you could only trigger the effects turning in positive angles of roll/yaw/pitch and not the opposite). Unfortunately the control thrusters, like the one used in every VTOL, don't allow thruster effects. Sooooo the only aesthetic solution I found is trying to make thruster effects that triggers randomly (trying somehow to dissable the emision for some seconds in the Effect.INI and keeping all the RCS online during the flight, I will make some tests). Obviously, in this way, the control thrusters will be appearing but they will have nothing to do with your commands hahahaha.

Well I leave you with some nice pics of the beginning of the lunar warfare!

As I write, they have given the go ahead to load the fuel on the Crew Dragon, so enjoy!

img00154.thumb.JPG.31051807712c8c7a6d7ac3b25dedfdf0.JPGimg00155.thumb.JPG.df39888b8c61018c1bfa5b08062ce1da.JPGimg00156.thumb.JPG.5c5156c34067aa4c071e2cff28f48422.JPGimg00157.JPG.624d93f5bb67b9bd2b11ac6e0e56c9eb.JPGimg00158.JPG.7464b6d48917dde51dbf606945db2d65.JPGimg00159.JPG.62914afc7c24c8bd820f4650821ca041.JPGimg00160.thumb.JPG.0c9ea56677475d193b04b13ff16c9891.JPGimg00161.JPG.0916a9ac0715f7e7ce05a30923b6c09a.JPGimg00163.JPG.18ef43e200595b11059d5a324d068fa2.JPG

Edited by nuni
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Thanks to your great efforts, @nuni, my space terrains will see the light of day (will be released someday). Keep up the good work! :good::drinks:

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Hello everyone, I started making the landing gear since it is impossible to take off vertically, I found myself a little bit uninspired to make the landing gear of a lunar craft but I finally made it. How it looks like people?

Also it would not make sense to retract the landing gear in the Moon without atmosphere, though I thought it is cool anyways hahaha

 

img00167.thumb.JPG.5f03056100eea93ec65f7873c70dd856.JPGimg00168.thumb.JPG.d38202fdaefc4a916e7c8f921e166a77.JPGimg00169.thumb.JPG.6df83904074638e36bc27796ab99f25d.JPGimg00170.thumb.JPG.01b7ee6d5bd6e94d766e5483a59583f2.JPGimg00172.thumb.JPG.0b3b7de2c8ec330a45e8c3139e516a98.JPGimg00174.thumb.JPG.6b52ca05650e3c12979b3f4fc04a1c80.JPG

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what about 2 skids, like on the X-Wing or Y-Wing? You could put a set of rollers at the bottom of the skid, like on a Viper (original BSG series)

or something like the proposed Gemini landing skids with the para-wing

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the vehicle can be made to take off vertically and land in that position (not vertically but with the nose pointing 90 degrees to the sky), creating a false fuselage from which the entire structure would hang and this would act as an arterial train, this is what I'm still experiencing with the FW Triflugel
excuse my bad English

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6 hours ago, torno said:

the vehicle can be made to take off vertically and land in that position (not vertically but with the nose pointing 90 degrees to the sky), creating a false fuselage from which the entire structure would hang and this would act as an arterial train, this is what I'm still experiencing with the FW Triflugel
excuse my bad English

Tu inglés es más que aceptable Torno. Que ganas de poder volar ese Triebflugel.

Your english is more than acceptable Torno. Looking forward to fly that Triebflugel.

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Me alegra ver tanto hispanoparlante por aquí :drinks:  / I'm glad to see so many spanish-speaking people around here

7 hours ago, torno said:

the vehicle can be made to take off vertically and land in that position (not vertically but with the nose pointing 90 degrees to the sky), creating a false fuselage from which the entire structure would hang and this would act as an arterial train, this is what I'm still experiencing with the FW Triflugel
excuse my bad English

Me gustaría que me explicaras más a fondo cómo lo has hecho, yo he intentado usar trenes de aterrizaje invisibles para que el avión "caiga" hasta la posición vertical en la pista pero al final se cae hacia atrás y además rebota un montón jajaja. Sin embargo, haciendo esto todo el escuadrón despega a la vez. Y tu ingles está bastante bien!

I would like you to explain me in more detail how have you done this, I have tried to use invisible landing gears so that the plane "falls" into the vertical position on the runway, but in the end it falls backwards and also bouncing a lot hahaha. However by doing this all the squadron takes-off at the same time. And your english is pretty good!

img00166.thumb.JPG.fabfe3583d586121207dc772b698dafd.JPG

Si esto funcionara bien molaria tener varias plataformas de aterrizaje y despegue en lugar de una pista... como en las bases que quiere hacer SpaceX en Marte

If this worked, it would be cool to have several landing/take off platforms instead of a runway... like the bases that SpaceX wants to build on Mars :yikes:

Edited by nuni
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Lo que pude lograr fue que solo mi triflugel (no mis compañeros de escuadrón) despegó verticalmente, ¿cómo? Los datos iniciales de un espejismo de despegue vertical o más agudo V.
visualmente el avión es falso, hay un fuselaje y un tren fijo que son inmejorables, al despegar todos los pivotes visibles del avión en el ángulo de vuelo horizontal.
Cuando despegan en piloto automático, se desplazan en posición vertical por todo el escuadrón e incluso algunos explotan en la pista.
el aterrizaje es idéntico, al desplegar el tren, el falso fuselaje se coloca en posición vertical y aterrizas como un avión normal.
pero individualmente y sin inteligencia artificial puedes activar los vectorizadores y desplegar el tren, esto daría el efecto de aterrizaje vertical
. Espero que entiendas algunas imágenes de ejemplo.

 

 

img06296.JPG

img06295.JPG

img06294.JPG

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.img06297.thumb.JPG.2a9c7b0bd2ab8c9412f6fab1bd2c3e15.JPG

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Working again on these terrains so they get in a releasable state. Orion MPCV courtesy of @nuni.

Coming soon together with a new update for the realSKY Environment mod...

img00004.thumb.JPG.3e4af8202853cef7d4e2f9e4580a298a.JPG

img00005.thumb.JPG.e0be87c842241bbedda4fd5b103bf382.JPG

Edited by Menrva
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The Space Force is working again, introducing the Space Intercept Missile - SIM-9A Spacewinder with a larger vacuum adapted nozzle and a powerful reactive control system:

img00004.thumb.JPG.45189923c5e2c91cdca08918156a0514.JPG

img00003.thumb.JPG.3ba472182d81e94b22d03f062e7c71b2.JPG

 

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any spurt bombs yet (see who gets the reference :biggrin: )

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I don't know the reference buuuuut it is still on my list of weapons devices and instruments to add to a spacecraft :good:

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"Footfall" by Niven and Pournelle

spurt bombs were fusion detonation-pumped x-ray laser devices

footfall.jpg

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  • Similar Content

    • By Menrva


      View File Outer Space Terrains
      Outer Space Terrains
      July 13th, 2021 (1st Release)
      by Menrva and nuni

      >For Strike Fighters 2, Recommended Full-5 Merged
      This package was born out of fun while working on the realSKY Environment enhancement mod. It features two experimental terrains, Moon and Mars, each with own environment data files which allow different gravity acceleration values and custom skies. Due to various hardcoded factors of the stock game, the Moon terrain shows contrail effects at very high altitude like any other terrain, as well as overcast/inclement weather layers which cannot be disabled in any way; enjoy these custom environments by taking such and other game engine limitations into account. It is suggested to install the realSKY Environment mod, since the custom environment data references extra details from that package.
      Both terrains feature fresh new 250m resolution heightmaps (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall they provide each terrain with a better look. Given that these are extraterrestrial terrains, different types of source data had to be used in their creation; for this and other limitations, altitudes of geographical features are inaccurate.
      The Moon terrain spans from 2040 to 2070, while Mars is available from 2060 to 2090; both are designed for fictional clashes between Red forces (Russian Space Forces and People's Liberation Army Strategic Support Force) and Blue forces (United States Space Force and French Space Force). Both terrains contain only two bases, one for Friendly forces and one for Enemy forces, fully populated with custom objects created by nuni. Few target areas have been added so that users can easily discover features such as craters, plateaus and valleys. At this stage, only the Recon mission type is available, so just have fun by flying over these barren terrains. Off Map bases have been added to both terrains and long range AI flights could be generated from them.
      An Orion MPCV created by nuni in three different variants has been added as a flyable aircraft as well as a terrain object in points of interest. In addition, custom skins have been created for it so that all AI-only space forces spawn with at least one terrain-specific aircraft; I would have liked to include other feasible and realistic spacecraft, but none are available at this stage. If you wish to contribute to this end, just contact me. The idea is to create plausible space warfare and exploration scenarios, so alien and sci-fi stuff should not be involved. Of course, you're free to alter the original scenario for your own personal use.

      >Credits (in no particular order):
      -nuni, for creating the Orion MPCV and all featured space terrain objects.
      -gerwin, whose TFDtool has proved to be essential in today's terrain making.
      -mue, for the improved shaders he made and for the tools he made for SF2 modding.

      >Disclaimer:
      This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
      Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
      This mod may NOT in any way, shape or form be used in any payware additions.
      Submitter Menrva Submitted 07/13/2021 Category Full Terrains  
    • By Menrva
      Outer Space Terrains
      July 13th, 2021 (1st Release)
      by Menrva and nuni

      >For Strike Fighters 2, Recommended Full-5 Merged
      This package was born out of fun while working on the realSKY Environment enhancement mod. It features two experimental terrains, Moon and Mars, each with own environment data files which allow different gravity acceleration values and custom skies. Due to various hardcoded factors of the stock game, the Moon terrain shows contrail effects at very high altitude like any other terrain, as well as overcast/inclement weather layers which cannot be disabled in any way; enjoy these custom environments by taking such and other game engine limitations into account. It is suggested to install the realSKY Environment mod, since the custom environment data references extra details from that package.
      Both terrains feature fresh new 250m resolution heightmaps (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall they provide each terrain with a better look. Given that these are extraterrestrial terrains, different types of source data had to be used in their creation; for this and other limitations, altitudes of geographical features are inaccurate.
      The Moon terrain spans from 2040 to 2070, while Mars is available from 2060 to 2090; both are designed for fictional clashes between Red forces (Russian Space Forces and People's Liberation Army Strategic Support Force) and Blue forces (United States Space Force and French Space Force). Both terrains contain only two bases, one for Friendly forces and one for Enemy forces, fully populated with custom objects created by nuni. Few target areas have been added so that users can easily discover features such as craters, plateaus and valleys. At this stage, only the Recon mission type is available, so just have fun by flying over these barren terrains. Off Map bases have been added to both terrains and long range AI flights could be generated from them.
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      >Credits (in no particular order):
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      -gerwin, whose TFDtool has proved to be essential in today's terrain making.
      -mue, for the improved shaders he made and for the tools he made for SF2 modding.

      >Disclaimer:
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      Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
      This mod may NOT in any way, shape or form be used in any payware additions.
    • By Nuni


      View File Orion MPCV Pack
      Orion Multipurpose Crew Vehicle and variants:
       
      _________________________________________
      Hi there Combatace community!
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      23mm MG-2040 Lunar Cannon 20mm M168 Lunar Vulcan 100KW XN1 Laser Weapon System (quick fact eventhough "small" 100kW is freaking difficult to generate on the Moon) 105mm Lunar Rail Gun SIM-9A Spacewinder - So what to expect from this release?
      As you will see, it lacks a lot of things we take for granted in this game: ground assets, targets to strike, actual Air-to-Ground and viceversa weaponry, spacecrafts from other nations. But as we all know, time is sometimes really hard to invest in these projects and real life easily takes over it. So at least you can have some dogfights between Orions and experiment this new environment. I personally enjoyed a lot the process of doing them and thinking how a Spacefighter mod would look like after seeing that a Moon map is actually possible (thank you Menrva!).
      So I hope you enjoy this despite of the clearly unfinished models and textures!
      - CREDITS TO:
      Menrva: For the amazing map in which all of this can be developed and for the nations creation with their logos and the skins for them in the Orion. ravenclaw_007: For the incredibly detailed AIM-9 model from which I based my own space version model. GKABS: For the M163 that I included for testing the different AAA systems. Combatace community: In general, for the support, suggestions, advice and the material that I have used but I am not able to track the creator. DISCLAIMER:  As always this is a FREEWARE, the use of this content for commertial purposes is strictly FORBIDDEN.
      Ohhh and before I forget it, THERE ARE NO LANDING GEARS! hahahha
       
      All being said, kind regards. Nuni
      Submitter nuni Submitted 08/27/2022 Category What If Hangar  
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