
AcariaPlainum
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Posts posted by AcariaPlainum
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1 hour ago, Mr_Tayto said:Just wondered if you guys had any ideas for managing SF2 mod installs?
I downloaded NF5 yesterday and installed it and it nearly maxed out my C: drive. I got a big SSD (my fourth in this machine) the other day and moved every game install out of the C: drive. SF2 and the mods are still the biggest non-Windows group of files.
I saw a KB article a while back about a way of moving the mod folders to different drives, are there any other ways or is that the best?
Try file compression as a stop gap if you already did that get a big 1tb-2tb SSD if you want you could even get a 8Tb HDD make sure its optimized for high write and read though
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DZAP Missile Launch Simulator program
This is a missile launch simulator which includes a air launched sim and ballistic trajectories
Credit goes to the original authors of this Andrew P. Pavacic1 and Mundelein, IL, 60060
A paper has been attached to the zip file if you wanna read more
Keep in mind values in game can be different since we dont know the source code and what equations and calculations the game works with
You can also import and export missile parameters it would be nice if we could all maybe share notes and build a joint data base of real missile values
Thanks! Have fun!
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Submitted08/21/2024
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11 hours ago, Sundowner said:Hands up who likes skinning ?
Ahhhh, lots of you, well define skinning.
To me it means creating as accurate a representation of the real thing as possible, colours, lines, rivets, vents etc, etc. But what about all the other bits ? you know, landing gear, wells, interiors of airbrakes & god only knows what else our great model maker has put there for us.
But before all that comes the research....countless hours going through books searching the net for actual "in use" photos, even contacting crews that were involved at the time.( btw I've just sold off 145 of my books and deleted nearly 35,000 photos of stuff I'm no longer interested in.) Trust me I DO LOTS of research !!
So to me skinning is much more that just replacing a few lines, rivets & some "historically correct " serials or whatever.
But what really pisses me off big time is when somebody does that to an already available skin, mod or whatever and then tells you to overwrite the original authors work.....you have no rights to just say "my work is better than yours, so we dont need yours anymore.
In my view a separate version should be made available so that the end user can make their own choice of what they like best, I know you can advise folks to backup their originals but some folks just are not clever.....Trust me, I know.
The updated ODS30 mod is a perfect example of how to do things, its been created as a standalone mod with all the needed parts included within...... no overwriting of any-one's original work already in the downloads section.
Some of you have been asking why I no longer post my work......well, the above has happened to me too often.
Even the aircraft I've re-modelled from the old Alpha Sim freeware get a complete rebuild and remapped, I never use ANY of the original textures.
Hard fact is unless you've skinned from an all black with green lines texture map showing the locations of the various parts, you are not a true skinner, you cant call enlarging a skin and the retracing all the lines etc for the higher resolution "your work".
Your work is when you've had to position those lines and everything else in the first place.....just copying the old stuff is no effort at all AND if the original author got it wrong then so have YOU...no improvement whatsoever....good for the ego but not for the holy grail of accuracy, historical or otherwise.
Sooo, what's caused me to say all this stuff?
Well basically it's the ODS30 mod that caused me to notice it, I know I've painted a shed load of planes over the years, but I was shocked at how many are still using my original work in places, I know this because I used make custom brushes for "generic" stuff like access panels, hinges weathering & "stuff" shall we say. They are very easy for me to spot. I also painted a lot of aircraft I had no real interest in, so they just got a "something like" skin just so we could get it released. It's amazing how many are still being used.
But before you all think I'm pissed off by this, well I can assure you I'm not ! I don't know if to feel flattered that some of this stuff is still passable all these years later or should I feel saddened that nobody has taken the time to cure all the inaccuracy's that I originally produced.
The work being turned out by our current full on skinners and model makers is just simply awesome, way better than any of the old stuff. Just look at ravenclaw's weapons, holy moly, they make a lot of the models they are attached to look really poor. ( as a side note for DA, ravenclaw and I have worked together for many years, sharing max files, templates and generally doing everything we can for the good old F-4)
There are a lot of models in the download sections that are perfectly good, they just need some nice new clothes.......not a few rivets etc but a total redraw
It's all well and good doing "historically correct" (that always makes me laugh) but if the skin itself is not right well what's the point?
Happy days.
Well its just the nature of Art i guess people work over it be proud your legacy lives on
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Maybe the updated F15s from recent ODS?
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10 hours ago, Gatling20 said:The problem with that, I think, is that Gen2 LODs cannot be extracted from the ObjectData CAT file (ObjectData026.CAT for these carriers), and unless you can extract them I don't think you can hex-edit them. Unless, of course, someone has worked out how to find and then hex-edit the CV-63 LOD inside the CAT file, without extracting the LOD, but that risks screwing up the entire CAT file, which has a heap of other ships and aircraft in it.
Alternatively, if you have SF1 (Gen1) you could extract the CV-63 LOD and use it instead of the Gen2 version - it has a bare deck, with no Sea Kings on it.
Maybe if a lod could be extracted then placed in the mod folder? Still would need to figure out how to access and extract LOD in cat file
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On 16.1.2024 at 7:33 AM, GKABS said:This is a script to be used with 3ds Max to make the LOD files for the different distances beside the main LOD model.
For example, you make an F-16.lod (file size is 6MB) and you need to make the other smaller files
LOD1 High poly count 4MB
LOD2 Lower 2MB
LOD3 Even Lower 1MB then this is what you need.
This used to be done manually but with the script, it will make it for you faster.
Ps. Just be aware that it may work sometimes and may not work other times.Why do LODS need to be done at multiple distances? I not much of a 3D design dude but i have once worked with CAD a bit why cant it just take almost like screenshots from varying distances with same file?
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9 hours ago, JamesWilson said:Im not sure about the speed indicator but for the fuel its a scale thing which is set to 0.1 scale for internal. If you want the total on in pure lbs number then set the scale to 1.0 but remember the internal fuel indicator only has 4 numbers available
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Hi guys
I wanted to know if the game measures IAS or TAS speed for planes or even both and if weapons speed is also IAS?
Also i wanted to know what the game factors IAS does it account for temperature and compression or simply by altitude?
I am aware some aircraft could display both but im talking the game display on the lower left corner -
4 minutes ago, Menrva said:I once saved a campaign generated mission of the ODS 30AE mod and discovered that it somehow assigned a Transfer (not Transport) mission to a cargo plane. After further investigations, it seems it's a valid mission type that can be assigned to AI-only aircraft in ThirdWire's Mission Editor. Just add Transfer to the roles of the aircraft in its data.ini file, and it'll appear in the Mission Editor. I don't know the exact differences between Transport and Transfer, but on the campaign generated mission it seemed to make the aircraft take-off from one airport and land on another.
I want to reiterate that this is an AI-only mission type, so it won't appear for the player, regardless of the aircraft type.
Maybe we should make a list of all valid mission types for all aircraft
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4 hours ago, Jimbib said:What Gepard said... you cannot access the .LOD files directly per se, but you can view them via Mue's excellent LOD Viewer tool, it's packed full of useful features:
Thanks
I was wondering atleast if we can use the default LOD files for mod aircraft in our personal games
So for example if i typed the base lod files into the ini files would it work? -
I was wondering if there was a way to access default game LOD files?
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13 hours ago, mue said:I'm still not sure what do you want to achieve or what do you expect?
Where do the input parameter coming from?Well speed i obviously know
Same with the coefficient
Area is in the data too
The test is done at Sea level
Sustained Accel can give us drag force by having the same effect as terminal velocity would by maintaining mach 3
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2 hours ago, mue said:Your numbers are consistent regarding the drag force equation. Therefore I think one or more of your input parameters are wrong.
Since you want to calculate air density I assume the other parameter are the input. What seems odd with your input parameters is a drag force of 34 kN on an area of 0.46 cm^2 (=0.000046 m^2).Yeah i made some mistakes
But even corrected it doesnt make sense in the opposite direction
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So i did some testing with some Missiles and wanted to calculate Air density
And this is what i got which seems really wrong but at the same time i did in game testing
For context IRL air density usually is around 1.225kg/m3 at Sea level at 15C with normal humidity and pressure
Now that either means SF2 Air density is scuffed, Im doing something wrong or SF2 might model air compression from flying?-
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So i have done some anti ship missile tests and when ever i fire at Iowa mod BB and it sinks or when i launch a pop up missile the game crashes
Does anyone know why? -
On 26.7.2023 at 1:36 AM, SUDNAVY said:I meet a annoying problem:when I fire the Cruise Missile ,my plane would explode.
what should I do to solve this problem?
Sounds like it arming to fast
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Hey im trying to find Avionics DLL files but cant seem to find them
Also what are these files exactly for?
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3 hours ago, bazillius said:When author decide to made an aircraft he or she begin his or her work at 3D Studio MAX modelling programm. At the end you have ready model. This is a MAX file wich you can edit freely. Without dancing with fake pilots. You export it through Lod exporter to the game. But not everybody wants to share MAX files. This is kinda intellectual property.
Is 3D studio max the only program that works to make 3D files?
Also what kind of files to these programs make like . what file?
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16 hours ago, bazillius said:Many aircrafts have wrong pylons or not good quality or have no pylons for some special weapons so i understand the reason in adding. But i know only one way. To do it in a max file of a model. So i will read answers with interest too
Whats a max file model?
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On 11.12.2022 at 6:01 PM, Wrench said:For Wolf's P-47D Razorback. The pylons were never mapped, so I did this...
This should give you some idea .... no parts included, just "text". Ignore the "remove/hide" statements, as those are for the removal of the unmapped original pylons.
You should be able to figure it out from there
Also curious. WHICH airplane needs additional pylons??? And Why?
Im trying to fix the Mig 35 and also want to make an F15 EX
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Hey im trying to add pylons to an aircraft with the fake pilot method but i dont know how to do it does anyone have some knowledge on it or some advice and examples?
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Recently i encountered issues with cruise missiles being able to hit the Nimitz carrier. But i discovered that if i set the missiles to a certain turn ratio and they went to a certain speed that they were able to hit the carrier and would take a curved trajectory when going to hit the carrier
Now I havent discovered the tolerance but as long as the missile is relatively consistent in speed then a certain turn rate will guarantee it can hit any ship in game
The ratio i found was roughly every 45m/s a second equals 1g of turn rate again there are tolerances involved meaning it doesnt need to be that exactly but it would be great to get some further testing from others as well
My Projects (EricJ)
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
Not from what i have heard they are planning a a bigger diameter with foldable fins
I have also heard scramjet meteor style