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FastCargo

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Everything posted by FastCargo

  1. Your family rig

    Actually, a 1971 with the 351C engine. If you've seen the James Bond movie Diamonds are Forever, you've seen it in action (not my particular car obviously...but the exact same options and paint job). Got it when I was 17, gave it to my uncle when I was 36 (kids ya know). Gives him a retirement hobby to continue the restoration on it...I get it back when he's done. How awesome is that. I miss it sometimes...though I don't miss being drenched in automotive gunk up to my armpits. I keep wishing someone would total my current car so I'd have to buy a new Mustang GT and mod it. FC
  2. Your family rig

    The old rigs... FC
  3. Also, as an addendum, do we want to coordinate efforts with ArturR? He's been making avionics updates for the Super Hornet as per this thread: http://forum.combatace.com/index.php?showtopic=38271 I figure these avionics, along with incorperating the SF2 RWR upgrades, should make this a nicely updated release for the SF2 series. In fact, because of the alterations of the LOD files, this aircraft will probably be the first 3rd party aircraft that is NOT compatible with the first generation of TW sims. In other words, this aircraft will only be fully compatible with SF2 and later...you won't be able to run this aircraft in SFP1/SFG/WOV/WOE/WOI without serious data.ini knowledge to be able to 'hide' parts. FC
  4. I'd agree, it's very doable...just tedious. Time for the ruler tool methinks! FC
  5. EricJ, Did you still want the models? It's going to be a huge download, even if 7-zipped. Might need to email instead vs PM. Also, all weapons are now updated to SF2 standards, cockpits have been updated as well with the needed bitmaps to prevent 'white' areas. Basically, it's all setup as a 'one stop shop' download. Includes changes to a few of KB's weapons to incorperate the new ALQ-99 models for aircraft other than the EA-18G Also, for you fans of Siddogs work, you should find very minimal changes needed to use his skins. Just take the custom tank skins from the tank folder and put it into the aircraft skin folder. That's it...you'll have the custom tanks. Pull the decal folders and put them into the respective areas as per the KB. FC
  6. It is simply a matter of what the modders are: A) Interested in B) Have the time to build Any other consideration (including what other people want) are unimportant. FC
  7. All models converted. And something for you red air fans: FC
  8. Ed McMahon Passes Away

    Thanks for that KB...I didn't know until now! S! FC
  9. Cute Plane

    The main thing would be absolute speed, but only if the aircraft could retain C-130 STOL capabilities. A C-130 is SLOOOOWWW.... FC
  10. rscsjsuso5, File is unapproved. This is now several uploads that you haven't done due diligence on. Please do the right thing and know EXACTLY what you can and cannot upload, or you will find your upload privileges suspended or worse. FC
  11. So if it doesn't, adjust the data.ini using those numbers and it should. After playing around making the F-35B hover, I can tell you the physics to make it VTOL worked properly....I only used real world numbers and it VTOLs just like the real thing (with the same limitations). FC
  12. Full conversion completed on the E model. Drop tanks are now part of the aircraft model and can be decaled. They currently all share the same bitmap and mapping (the bitmap that the original tank uses). Surprisingly, after the initial MAX grunt work, the changes in the data.ini for the Weapon and aircraft are minimal. Heck, didn't even have to play with the loadout.ini. FC
  13. Cute Plane

    Just call them 'stubby'.... FC
  14. It's just going to take some time to mount the tanks, then reexport the aircraft LOD files...also, do you want to be able for each tank to have the exact same paint job (up to 5 tanks sharing the same paint scheme)? Or each tank on the same aircraft to have a unique paint job (5 different paint schemes on one aircraft)? FC
  15. Well, just did some testing...and it looks like we have a winner! First up, SF2 burner effect added (showing at min burner so you can see the effect): Second, tweaked the air refueling pod only slightly...didn't even have to alter the Weapon data.ini file: Yep, it worked on a non-dedicated pylon (the center pylon could be loaded with other weapons). All other functions worked normally (could carry weapons, drop tanks, etc). Just a small scale test...but it means we shouldn't have a problem being able to add the drop tanks as part of the model, which means custom paint and decals for the tanks as part of the aircraft skins. FC
  16. I honestly think Win7 is to Vista what Win98SE was to Win98. FC
  17. Well, pretty much except for the dorsal bump, what else does a E-4B need? FC
  18. Eric, Well, I don't think you necessarily NEED a dedicated weapon station for the fuel tanks. The main problem we had was that the Gen 1 versions of the sim would not allow you to 'jettison' parts of the aircraft LOD file. That has now changed. I THINK it's theoretically possible we could retool the model slightly to have the fuel tanks as part of the model, which would allow for custom skins. If we were to change the model to SF2 standards, we could add the new AB effects too. FC
  19. A model that has already been built cannot have Fuel Tanks added to it. There are first generation models that have the fuel tanks as part of the model, therefore, you can give it a custom skin. Julhelm's excellent Skyray model is one, I believe the F-106 is another. But there are very few models that had the fuel tanks built as part of the model. FC
  20. And that's the end of that conversation. FC
  21. Some of the those models run 250k polygons. Ain't no way the majority of us can run that in game without a LOT of messaging. And that's after you get past the price tag (higher than the cost of 3ds MAX 9 student)... FC
  22. Weapon rack availability has been fixed. FC
  23. Was OFF discounted again?

    Early adopters ALWAYS pay more. I never buy at release date when I only have to wait a few months. FC
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