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Showing most liked content on 03/29/2024 in all areas
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16 pointsStill heavy travel days for me and appreciate Gepard’s incredible patience; happy to share I’m putting the final touches on the redux McDonalds model for him. Now we get to go from a “stand in” model to something more compelling. It was pretty fun working on this, acquired an excellent base model and then spent a lot of time detailing out with mesh enhancements and certainly texture work. Also, want to fully acknowledge up front all credit for the base figures goes to Geezer (I am grateful to be trusted with his source models, these I rigged up in new poses and textures). As-is often my problem, spent too much time dinkering around with adding in details...LOL. Anyway, should finish off soon, thanks Gep for your patience and allowing me to create this for you. I know I still owe you and several others updates on other requests and they are all still in-progress. From this: To this:
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7 pointsApologies if this has already been figured out and done before. I was experimenting with Jarek's RF-101A Voodoo this morning and was pretty chuffed with the outcome, so I thought I'd share it here. Credit to: Yakarov79: Voodoo packs Alexis99: RF-101C mod (for the idea, over at Yankee Air Pirates) All modders for the F-117A: the F-117A DLIR and FLIR camera/laser designator helped me figure out the ini code The key 'trick' is to create a camera, laser designator, and 'dummy' LGB to simulate the RF-101 Camera Package for high and low-altitude photo-reconnaissance. I've just spent a very pleasant morning flying around the Peninsula, taking 'snapshots' of North Korean target arrays! It makes recon missions a lot more interesting... Cold camera at takeoff RF-101 Camera Package selected hot (select "dummy LGB weapon" camera pack) Approaching objective Camera locked on Target camera zoom (overfly the target at low level) Here's the relevant ini code: RF-101A_AVIONICS [TextureData] [AvionicsData] [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [TVDisplayData] UseRadarTexture=FALSE TVDisplayTextureSize=512 RF-101A_COCKPIT Instrument[065]=ViewFinder [ViewFinder] Type=TV_SCOPE NodeName=map_screen RF-101A_DATA // Weapon Stations --------------------------------------------------------- [Camera] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL SpecificStationCode=RF-101 AttachmentPosition=0.00,0.00,0.00 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1.0000 LengthLimit=1.000 AllowedWeaponClass=LGB AttachmentType=USAF ModelNodeName= PylonMass=0.000 PylonDragArea=0.000 FuelTankName= FuelTankNodeName= //Sensors--------------------------------------------------------- [Targeter] SystemType=LASER_DESIGNATOR CameraFOV=2.5 SightTexture=RF101_DTV CameraPosition=0.61,6.95,-0.2 CameraYaw=0.00 CameraPitch=0.00 CameraRoll=0.00 EODisplayFlags=268763136 MaxSeekerRange=27.000000 SeekerGimbleLimit=90.000000 DualFOV=TRUE SearchFOV=10.00 SearchTexture=RF101_DTV [Viewfinder] SystemType=EO_CAMERA CameraFOV=30.0 SightTexture=RF101_DTV CameraPosition=0.0,7.37,0.71 CameraYaw=0.00 CameraPitch=0.00 CameraRoll=0.00 EODisplayFlags=268697600 CAMERA101 (Weapon) [WeaponData] ObjectFullName=RF-101 Camera Package ObjectDataFile=CAMERA101_data.INI CAMERA101_data [WeaponData001] TypeName=CAMERA101 FullName=RF-101 Camera Package ModelName= Mass=1.000000 Diameter=0.010000 Length=0.010000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=USAF SpecificStationCode=RF-101 NationName=USAF StartYear=1957 EndYear=1964 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear= ExportEndYear= ExportAvailability= WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName= DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=70 MaxTurnRate=3.000000 MaxLaunchG=3.000000 LockonChance=99 LaunchReliability=99 ArmingTime=2.000000 SeekerFOV=5.000000 SeekerGimbleLimit=120.000000 SeekerTrackRate=10.000000 SeekerRange=12200.000000 LiftDragRatio=6.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=7.000000 I think that's everything, and I've attached the 'DTV' tga file for the Flight folder. The RF-101A was not fitted with radar, of course, and apparently, the camera package was not always fitted in operational settings. I've set my game up so that I have to manually add the camera package in the loading menu for a little more immersion, and I can choose to do visual recon by Mark One Eyeball, too. I hope someone else enjoys this as much as I have. Massive thanks to the modding community! KB RF101_DTV.tga
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7 points
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6 pointsSmile you dogs!!! When we take you picture, we capture your soul!!!! and yes, after the TMF Mirage Family, these are next
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5 pointscoming up nicely, the windows on the pod turret were asymmetrical, the right side (FLIR) was narrower than the left side (LLTV) and can you make an animation that will turn the turret around after take-off...to protect equipment during take-off/landing and on the ground turret windows were facing the rear. On the other hand (iron hand) Since you are jumping on versions. Any chance to get back to the Iron Hand B version for a while? at least for the Mod 0 version (Vietnam era) I can provide LAU launchers for Standard ARM. (only B was carrying Standard ARM at that time) And absolutely side note... I was working on a skin set for Intruder over Vietnam based on the TW model (similar to my Corsairs pack) but now I see I have to move to a better A platform. Will take me a while to re-do everything on these new skins...but research was done already, and decals too. Stay tuned.
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3 pointsHey there! I just wanted to take a moment to give a big shout-out to our amazing friend, @Coupi , for achieving the well-deserved title of MODDER! You rock! Also, I wanted to extend a heartfelt thanks to our friends Erik and Wrench for their help. Cheers!
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3 points
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3 pointsThank you Indeed, that is a good idea. I will take note of it, my friend. I will see what I can do. thank you for your feedback as always. Nice I can't wait to see your outstanding work as always. A new update for the A-6A (added the LAU-34 and LAU-7A rails) will be uploaded after testing these loadouts is for testing in the screenshots. thanks to Coupi.
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3 points
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2 pointsSimiliar to what I did with the U-2, in adding the (visual) drift sight in place of the radar screen (as it uses the 104's pit) Nicely done!!!
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2 pointsThe models are not mine, and I have no permission to distribute them. (Model Sauces: Converted from Devianart and free3d sites, free personal use/student). But I learn a lot, understanding how models and data.ini works.. and you gave us a nice "Playground" to implementing them.. Thanks again for the Moon, Mr. Menrva!
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2 points
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2 points
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1 pointI was looking at the A-6A and EA-6B_AH while I was making the adjustment for the ALQ-99 and I have found out that these two models need a lot of work or just to make a new one so at least it will be as good as the attachments to it lol. A-6A is just so basic and low ploy. (other SF2 models are low poly but they look great) EA-6B AH someone did a good job starting the model but it still has some imperfections. sorry and don't misunderstand me I am not trying to criticize the model creator. I thank everyone who worked on any model for this great game, but I think we need to make a list of jets that we need to enhance. I think the Grumman A-6 Intruder will be my first choice to make as it is an all-weather attack aircraft. if you have any other jet from the game that you think we need to improve please list them (please don't go wild only list the low poly models ) and will try to see what we can come up with. Thanks, GK
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1 pointWritten by me. Released by Motorbuchverlag Stuttgart in german language "MiG-23". ISBN 978-3-613-04632-0 Hope you enjoy it.
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1 pointJust a sidenote. The small Bullpup-A (AGM-12A, B and nuclear D) use the LAU-34/Aero 5 A-Launchrails, while the bigger Bullpup-B (AGM-12C and E) do not use a rail. This gave me some headache on the Skyhawks, because both are of the same weapontype and guidance. I ended up using specificstationcode for the bigger ones on a separate weaponstation to ensure a correct placement for both versions.
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1 pointBy the way. Can you make that early A in two versions? One with both (wings and fuselage) airbrakes operational and one with only wing airbrakes and disabled animation of fuselage brakes.
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1 pointView File SF2 TMF Mirage IIICZ (SAAF) by PCG Upgrade/Remod Pack SF2 TMF Mirage IIICZ (SAAF) by PCG Upgrade/Remod Pack 3/24/2024 -For SF2, Any and All-(Full 5 Merged Suggested) Found in the Archives! Didn't even know there WAS a TMF version! But here it is!!! :) This is a full upgrade/remod pack for The Mirage Factory's Dassault Mirage IIICZ by PCG as used by the South AFrican Air Force. Even though there is =NOT= a stock 3W Mirage IIICZ per se, this is set up and labeled to cause =NO= conflicts with any (other) Mirages available for the game (including the version built by Ludo M.54 from a stock 3W Mirage). Skins remain in their original bmp format. All necessary items are provided, weapons, pilots, seats, sounds, effects, and so forth (most weapons used ARE stock 3W items, with few exceptions). This is a "nationalized" single-user only aircraft. This aircraft is supplied with 3 skins: "NMF"- as originally delivered "Camo1" - Tan/Green (<1971) "Lo-Viz" - 2-tone Blue & Grey (~1982) All 16 CZs served with No.2 Squadron, “Flying Cheetahs”. All skins use the same 'pool' of 16 ID/serial numbers. As can be expected, the SF2 Date Switch (tm) is active, and the LoViz skin starts in 1982 (best guess! based upon Ludo's Mirage F1CZ_Late). Also, the Date Switch is used on the Loadout ini, as newer missiles become available. When in-game, on the Aircraft Selection Dropdown you'll see: Mirage IIICZ (TMF) So you can't mistake them for anything else but TMF Birds (tm). As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. All original readmes, when discoverable, are included. The 'Change Log' is, as always, in the Notes section below. As an Extra Added Bonus (tm), I've included a bunch of PDFs I found online, documenting the Development & History of the Mirage III & its variants in SAAF service. They are OUTSTANDING docs, and were the basis for some of the changes I've implemented here. Well worth the read! Happy Landings! Wrench Kevin Stein For Oli and The Mirage Factory Submitter Wrench Submitted 03/29/2024 Category Mirage 3
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1 point@Coupi Big congrats on this achievement, the never ending love-hate relationship of being a Thirdwire modder - thanks for all your contributions and cheers to being on the team!
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1 pointSpeed is a thing, but it's also altitude. The higher you go the less the ability for AAA to hit you. So that's why the "cheat" of the box is somewhat important because realistically (and more or less) you can't see your target, you have to rely on various views, but speed doesn't have anything to do with it, you can still get hit, but not as common as the older jets like Vietnam era if my mind serves me right. But the problem is the concentration too, since nearly every square foot is covered by AAA in Hanoi so the density is what kills you, as you're out of one gun's firing solution but in another's. So if you can use early guided weapons such as Paveways (depends on the year of course) and Bullpups. But most of the time depending on the year you're dropping by TLAR theory (That Looks About Right) depending on the platform. GKABS's A-6A is nice that you have a CCIP to use, so it makes it easier to bomb targets, but if you can use guided weapons, at least that's what I recommend anyway.
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1 pointDiscovered in the archives!!! Didn't even know there was a TMF version!!!
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1 pointJust uploaded the A-6 Intruder skin templates have fun making new skins and please share them.
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1 pointI've updated the downloads for the DxWnd profiles using a newer version of the Wrapper (wrapper by ghotik). I placed the profiles in a single download now. Current Location of this Download: https://eaw.neocities.org/files-my-downloads.html
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1 pointNew Help Document of sorts. (I'm still working on it) This doc tells you the three methods I know to have multiple installs of EAW. Most of us just to full installs and copy the game folder to make new installs. The other methods are not much use anymore, other than for testing stuff out. https://eaw.neocities.org/many-copies.html
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1 pointSome test pilots here? Some time ago I built an expanded 1 deg symmetrical CDL table for the stock ThirdWire 4 deg table used on some of their aircraft. Assuming the flight engine generates a straight line variation between the CDL data points, my thinking was the stock 4 deg TW table would generate a very jagged drag bucket. After testing the new 1 deg CDL table I thought it offered a bit more precision when trying to maintain a sustained "G" but the improvement was less than I expected. Both the Mirage 3 and Mig-21 use this CDL table so thought some of you might be interested in trying out the 1 deg version. My game set up is very light weight with just an old swizzle stick being used so maybe someone with better gear will notice more of an improvement. It's an easy edit to the data ini, just extract the appropriate data ini and delete this table from both the inner and outer wing sections: delete: CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000 and add this table: CDLAlphaTableNumData=57 CDLAlphaTableDeltaX=1.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=49.000,45.550,42.238,39.052,36.000,33.053,30.242,27.555,25.000,22.556,20.244,18.058,16.000,14.059,12.247,10.560,9.000,7.560,6.248,5.061,4.000,3.062,2.249,1.562,1.000,0.562,0.250,0.063,0.000,0.063,0.250,0.562,1.000,1.562,2.249,3.062,4.000,5.061,6.248,7.560,9.000,10.560,12.247,14.059,16.000,18.058,20.244,22.556,25.000,27.555,30.242,33.053,36.000,39.052,42.238,45.550,49.000 Any volunteers?
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