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GrinchWSLG

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Everything posted by GrinchWSLG

  1. Epitaph on an Army of Mercenaries THESE, in the day when heaven was falling The hour when earth's foundations fled, Followed their mercenary calling, And took their wages, and are dead. Their shoulders held the sky suspended; They stood, and earth's foundations stay; What God abandoned, these defended, And saved the sum of things for pay. A.E. Housman That should be sufficient for an answer.
  2. Good news. Hopefully the same holds true for 3ds Max 2009.
  3. The beaver is one of my faves but its limited usefulness in this sim precludes me from putting forth the effort toward modeling it.
  4. OMG WTF?

    They're remaking Red Dawn as well. Its being filmed in Michigan but is supposed to take place in Spokane. I guess that's pretty cool. Although I have serious doubts as to the ability of Spokanese teenagers to wage guerrilla warfare. About all I see them capable of doing is dressing like horrible impersonations of gangstas. I'll have to get one of those Spokanistan shirts from Boo Radley's and wear it to the opening night.
  5. OMG WTF?

    The first one was good? *runs away*
  6. The Past Decade

    Made it through school, got a great career in aviation, and my training is progressing very well. In my own little world I'm very happy with the times.
  7. Cert Ride Passed

    Thanks for the congrats guys. Haha, yeah I had one snow day already in training. Most exhausted I've ever been after a day of work, but our snow removal team is a top notch group of guys. Here's a pic of their roost
  8. Airport Vehicle Maintanence

    From the album Grinch's Album

    Snow removal equipment
  9. Use the built in tools? I've found unwrapping in Max 2009 isn't too difficult.
  10. Not to toot my own horn but there's some basic Erusian decals in this set... http://forum.combatace.com/index.php?app=downloads&showfile=6453
  11. orly? Now that I am interested in. Also a way to make guns alternate fire.
  12. Airport Ops Night Tour

    From the album Grinch's Album

  13. Where are you basing your "permanent damage" chances from? As the files are located locally I have serious doubts they'll cause damage to a user's system. They probably just won't run very well with the game, but can be removed from the game directory at any time to fix the issues. Please don't frighten people with unfounded statements.
  14. It was never mentioned in the patch notes either, so its not exactly unexpected.
  15. Now that's the stuff! I think they look spot on now, texture wise.
  16. Hmm, my Russians a little non-existent and I'm not having much luck with that site. Pity the Anatomy of a Ship series never did the Omaha, that really made the Fletcher project much easier, especially with the texturing details. Right now though I'd be happy with a decently detailed 3-view.
  17. On that note, having snooped around a bit this morning, anybody know of any good plan views of the Omaha? I really lucked out on the Fletcher after finding an online copy of a book one of the museums printed, saved the texture work on that one, but I'm having a little trouble getting detailed stuff on the Omaha.
  18. I'll look into it, maybe use it to take a break from the huge project I'm working on.
  19. I...er...is there another Grinch? Cuz I never touched any Omahas...although I suppose I could, although I'm working on something else at the moment that's rather large and time consuming.
  20. Maybe just one, but when you've got a whole flight of them, it adds up right?
  21. I knew I had some actual guns facing to the sides on the Fletcher, here's a couple. [Gunner9] SystemType=GUNNER GunnerID=9 TargetType=AIR GunRange=7160 PitchAngleRate=55 MaxPitch=90.0 MinPitch=-5.0 DefaultPitchAngle=25.0 YawLimited=TRUE YawAngleRate=50 MinYaw=-170 MaxYaw=-10 DefaultYawAngle=-90 GunMinAltitude=50.0 GunMaxAltitude=7200.0 YawModelNodeName=quad40mmturret01 PitchModelNodeName=40mmgun04 GunStabilization=TRUE GunRadarTracking=TRUE DataLink=TRUE ReloadGunAtAngle=TRUE RangeFinder=8 BallisticComputer=6 VisualSearchTime=2.0 ViewportPosition=-0.0231,7.3419,21.8052 IndependentSearchChance=80 [Gunner10] SystemType=GUNNER GunnerID=10 TargetType=AIR GunRange=7160 PitchAngleRate=55 MaxPitch=90.0 MinPitch=-5.0 DefaultPitchAngle=25.0 YawLimited=TRUE YawAngleRate=50 MinYaw=10 MaxYaw=170 DefaultYawAngle=90 GunMinAltitude=50.0 GunMaxAltitude=7200.0 YawModelNodeName=quad40mmturret02 PitchModelNodeName=40mmgun05 GunStabilization=TRUE GunRadarTracking=TRUE DataLink=TRUE ReloadGunAtAngle=TRUE RangeFinder=8 BallisticComputer=6 VisualSearchTime=2.0 ViewportPosition=-0.0231,7.3419,21.8052 IndependentSearchChance=80 I made a little graphic to sort of illustrate how I see how this works with the game. As you see, you're always working with values based on the ship as a whole, not each individual gun. So its not, degrees from the default angle, but from the front of the ship.
  22. gunangles.gif

    From the album Grinch's Album

    Illustration of how SF* see's yaw angles on ships' guns.
  23. Just shooting in the dark, as I've got nothing to experiment with, but lets go with this. In the model, set the cannons so they're facing straight forward, even if this means they're clipping the model, it won't do this in game (hopefully) Now lets assume the cannon will face perpendicular to the side of the ship with say, 140 degrees of yaw total. So, 90 degrees to get it to face outward, then divide 140 in half to get 70 on either side. RGunner .... ... MinYaw=20 (90-70) MaxYaw=160 (90+70) DefaultYawAngle=90 (to make it default to the side) Now for left gunner, once again, straight ahead, but here things get a little different. LGunner ... ... MinYaw=-20 MaxYaw=-160 DefaultYawAngle=-90 Just make the values to the negative. I'm sure there's a technical reason to it, but it should work, assuming you have the model positioned correctly in the editor. Note, they don't have to have equal travel side to side. It could be 40 degrees one way and 60 the other, just depends what you put in the values. I did this a bit with the front 40mm Bofors on my Fletcher.
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