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FastCargo

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Everything posted by FastCargo

  1. Actually, that's what I patterned my paint scheme on. The only thing I didn't put in were the 'DRILL' circles you see there (the big black dots). I had assumed that 'DRILL' was a designation that it was a training round. Otherwise, you should see that the paint scheme is pretty close to those pictures. FastCargo
  2. Wakey, wakey... Final INI tweaks, then release. FastCargo
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  4. Unfortunately, no. I've tried setting the pop-up parameter in the weapons editor on other weapons...never seems to have an effect. I don't think the engine models that type of attack profile. Anyone else had success in getting a weapon in game to do an 'up and over' attack? FastCargo
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  6. A lot of people were having CTDs with rudder inputs with this Tornado. THere is another thread somewhere with details. FastCargo
  7. Congrats dude! He sounds like a biggin! FastCargo
  8. This thread is closed, because this question has been asked many times before. Do a search next time you want to know the status of something. FastCargo
  9. Transfomers out on DVD 16 October....

    Yo! 2 Disc Special Edition no less... FastCargo
  10. I like Florian's idea better...less work for me! FastCargo
  11. You know, I'm beginning to think this is more and more possible. Check out an experiment I just did: Note, no plyons on the underbelly! I simply didn't load anything. So here's what could work: Make 3 weapon stations that use the calls (ModelNodeName=) for those pylons. Put them in Weapons Group 7, and give them no mass, and such small restrictions that it's impossible to load ANY weapons on them. That way you can't ever 'show' those plyons. Eliminate the old centerline stations from the data file. Make 4 new weapon stations corresponding to the 4 semi-recessed positions of the Skyflash missiles. Make a new weapon station for the nose. Put it in Weapon Group 8, and adjust the LOADOUT.INI so it's ALWAYS loaded. Make a new nose...give it no mass...make it a fuel tank lets say. Hey, by doing that, you can make it so that you CAN'T load anything else there... Finally, build a new skin template. The real hard parts are making the new nose and skin templates. The ini editing is relatively simple. Cockpit layout is another story...but even that can be tweaked (maybe making the 'moving map' the main radar screen). FastCargo
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  13. Actually, from what I understand about the Tornado F3 model that is out there, is that it wasn't a very good model. Again, from what I've heard thirdhand. I've seen pictures of it, and from what I can tell, it has some odd proportions. FastCargo
  14. http://forum.combatace.com/index.php?autom...ode=sst&id=5357 File Name: AGM-136A (Tacit Rainbow)(Version 1.1) File Submitter: FastCargo File Submitted: 3 Oct 2007 File Updated: 14 Nov 2007 File Category: Weapons Mods/Skins *************************************** Version 1.1 Update List ************************************ 1. LOD file smaller to reduce disk usage. 2. Pylon reconfigured to more plausible dimensions. 3. Switched to RAR format to reduce upload/download bandwidth. 4. Included reference materials. 5. If you already have the previous version of this file, just copy the Objects directory as per Step 3 in the Instructions, confirming all overwrites. *************************************** Version 1.0 Original Release ******************************* Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07) Notes and limitations: The AGM-136A was prototype for a cruise missile that was designed to loiter over a battlefield, then attack a SAM radar when it lit up. Basically, it was a combination a cruise missiles range/duration time, and the AGM-88 HARM ability to kill SAM radars. It however did not proceed beyond prototype stage before being terminated in 1992. The paint scheme is 'best guess', based on the few pictures available. The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM...except with more range. This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 3 Oct 07 Click here to download this file
  15. Actually, I was wondering about that. From what I can tell (and I'm no expert on the Tornado) the ADF version visually seems to simply have a longer nose. Could we do a Weapons Mod similar to what was done for the A-4 with the avionics hump and 'graft' on a nose? FastCargo
  16. Version

    869 downloads

    *************************************** Version 1.1 Update List ************************************ 1. LOD file smaller to reduce disk usage. 2. Pylon reconfigured to more plausible dimensions. 3. Switched to RAR format to reduce upload/download bandwidth. 4. Included reference materials. 5. If you already have the previous version of this file, just copy the Objects directory as per Step 3 in the Instructions, confirming all overwrites. *************************************** Version 1.0 Original Release ******************************* Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07) Notes and limitations: The AGM-136A was prototype for a cruise missile that was designed to loiter over a battlefield, then attack a SAM radar when it lit up. Basically, it was a combination a cruise missiles range/duration time, and the AGM-88 HARM ability to kill SAM radars. It however did not proceed beyond prototype stage before being terminated in 1992. The paint scheme is 'best guess', based on the few pictures available. The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM...except with more range. This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 3 Oct 07
  17. Version

    1,430 downloads

    ************************ NOTE! NOTE! NOTE! ********************************* Version 1.1 has significant changes. Please read it fully! If you have the previous version of this weapon, allow all overwrites when copying the 'Objects' directory, and 'cut and paste' the Weapondata.ini entry to get up to date on the newest changes. ************************ NOTE! NOTE! NOTE! ********************************* Version 1.1 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Mustang - For the great video tutorials. Capun - For helping me fix the SA-5 booster issues...I owe you two!! Fubar512 - For revising the SA-5 Weapondata.ini entry to more challenging values. To my fellow Combatace moderators - For helping me beta test and work out bugs. Any errors or mistakes are entirely mine. What you will need first: Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 03 Oct 07) Notes and limitations: The SA-5 in reality is a very big, long range SAM that's made to kill high altitude, slow manuvering targets. However, the TW engine may not support such a long range SAM. And, though I didn't make one, there was a version of the SA-5 with a nuclear warhead! Maybe something you'll want to play with... I have included all the texture templates along with the reference materials I used to build the models. Note there were several paint schemes...plus pictures of missiles in various states of repair. The templates should make it easier to make paint schemes for specific theatres...and to make better skins for the launch rail and Square Pair radar. The Square Pair radar was VERY hard to find pictures of (I only found 2) so the model is very basic and most guesstimating. I have included an experimental Barlock_data.ini file. It's a beta test of using the Barlock as a EW radar for the SA-5/Square Pair system...allowing for possibly VERY long engagement ranges for the SA-5. Just copy into your Objects/Groundobject/Barlock directory. Use at your own risk!! This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Feel free to redistribute, as long as the original authors are given appropriate credit. Questions? Contact me at Combatace. FastCargo 18 Nov 07
  18. I was going to write a long story about a couple, with their own quirks, falling in love, having an offspring that is eventually terminated by the government agency they work for. It was going to be full of pathos, humor, political intrigue, irony, double-entendres... ...but I'm just too damn tired to flesh out the story. Super short version: What do you get when a ALCM and a HARM have a drunken night together? Answer? This: And the little rascal on his first day out... Ain't he just cute? Just got to finish the skin and figure out a decent way to draw the mounting plyon. FastCargo
  19. Er...no. The A-7 could carry a LOT more A/G ordinance than a F-8. A F-8 only had 2 wing hardpoints...an A-7 has 6! Of course, I could be wrong...anyone with better info? FastCargo
  20. I believe it's possible. I was planning to do something similar. FastCargo
  21. In answer to your questions: 1. As far as I know, 3ds Max 7 models can be exported to the LOD format. The exporter is available for download from ThirdWire. 2. I'd help you out as much as I can...but I'm learning myself. I'd recommend if you have no modeling experience, start out with something other than an aircraft. Otherwise, you might get frustrated early and quit. 3. I've never heard of it...but don't let that stop you. If you aren't intrinsically motivated to finish an aircraft, no amount of external motivation will help you...especially if you're doing it for free. 4. Not I...my skinning still sucks. Welcome to the world of modeling... FastCargo
  22. Actually, I remember that picture!!! Yep, just looked it up. In Janes All The World Aircraft, 78-79, page 449. From the text: VOUGHT V-529D "Vought has proposed a twin-engined development of the A-7E to the US Navy. The single TF41 engine of the current A-7E would be replaced by two GE F404 turbojets, each producing approx 16000lb st. Structural changes to accommodate this new power plant would include an increase of (1 ft, 8 in) in fuselage length to provide static balance, a local fuselage width increase of (2 ft 5 in), and a new aft fuselage structure with bifurcated duct." I'll see if I can scan in the picture later. Also, found out about an alternative to this proposal...using a single F101 engine!!!!! That jet would have been HOT! FastCargo
  23. Hey guys, As I start modeling more and more weapons, I'm starting to run into limitations of the game engine...things such as only BOMB, LGB on a TER, no terrain following for cruise missiles, etc. My question is for deciding if I spend time building these or move on to something else. Note, the question is NOT 'Do I want a weapon to employ in the correct manner as in real life'. I figure everyone wants that to be a yes. Please take the poll. If you want to post in the thread with comments, that's fine. FastCargo
  24. Fubar, How about both if able? Not like there is a rush ya know...take your time brother. FastCargo
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