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Everything posted by FastCargo
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Work in progress...but I'll need someone to make a launcher/system... FastCargo
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Oh crap!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yep, sure can. If you look at the ini entries for the various systems, there is an entry for 'BoosterNodeName='. Basically, you're telling the engine what 'part' of the missile to drop off after the boost phase. As Capun noted though, the 'booster' has to be a 'child' of the main missile mesh. The stock SA-3 and SA-2 are two-stage weapons. So the engine can do it just fine... FastCargo -
Oh crap!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Capun, You sir, are a steely eyed missile man! That was the exact problem. As soon as I made the boosters a 'child' of the missile...worked like a champ!! That's two I owe you now! Some other images while I was testing: A Mystere about to get hit...don't ask me why he would be going up against a SA-5! Did you see that? --- See what? Didn't know the AI could do something like this...talk about eating hot rocket death! And finally, while I was at one of my SAM sites, waiting for an engagement so I could check out the booster sep, I saw a small streak. Sure enough... It's really cool to see stuff like this, totally unexpected! Some pretty cool moments the TW engine can generate. Anyway, after some final testing, I'll release the missile with a tentative WeaponData.ini entry. However, someone better than me will have to build/adapt a launch rail/system for it. FastCargo -
Oh crap!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Okay, Lexx, thanks for the site...was able to get a few details on the missile there (picture-wise anyway). The SA-5 missile is basically done. Anyone wanting to make a launch rail and radar system is more than welcome to. However, I've run into a snag. The booster works as advertised, then cuts out, and you see the SRB "pack" detach and eventually disappear. However, the missile disappears as soon as the boosters cut out! Anyone got any ideas? Something I'm missing? Does the 'main body' of the missile have to be named something specifically? FastCargo -
Oh crap!
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
What gave it away...the 4 Solid Rocket Boosters? :) FastCargo -
Weapons...is it all about looks?
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, you could do the Tacit Rainbow like a slow...LONG range ARM. As far as the 'cruise missile' profile...there is one in the Weapons Editor...but it doesn't appear to actually work. I tried to implement this for the ALCMs, but it didn't have an effect. FastCargo -
Weapons...is it all about looks?
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
My post was a little unclear...it's supposed to read 'ALARM, AND the air launched version of the Tomahawk, AND the ACM, etc, etc'... FastCargo PS You know, it's damned hard to find good 3 view drawings of weapons. Aircraft, sure, but weapons? Pain in the butt... -
F-16F
FastCargo replied to Jimbib's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The long term plan is the JSF taking over the F-16's mission. Back to Israeli F-16s....back in the summer of 1987, I managed to get a tour of the (at the time) General Dynamics plant in Fort Worth, TX. Interesting building, over a mile long...and you can see from one end to the other inside. You even saw the far end fading a bit due to atmospheric attentutation. Anyway, so we get a tour, using a golf cart to get around. Seeing a line of Vipers in yellow was pretty cool. Now, I was about 19 years old, and had grown up in high school a mile away from MacDill AFB. I knew exactly what F-16s looked like, could even tell you the difference between the A/B/C/D models. Knew vaguely about the CCV and AFTI models they were playing with at Edwards. Well, as we progress along the line, I see some Vipers that have spines. Now, I knew about the AFTI F-16, and it had a similar spine, so that's why they stood out to me. At the end of the tour, as they're giving us the outbrief, I ask about the 'Spiny' Vipers I saw. Of course, everyone looks at me like 'What spiny Vipers?' (Amateurs...sheesh). However, the GD rep kind of gives me a surprised look, and very matter of factly says they can't comment on the those particular aircraft. Only later on did I learn they were the F-16 Block 30s destined for Israel. Cool stuff! FastCargo -
Is that a knife on your centerline pylon...
FastCargo posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Work in progress...to be released with the new GBU-15 Paveway I. FastCargo -
Weapons...is it all about looks?
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, the ALARM, the air launched version of the Tomahawk (the one in the WeaponsPack is incomplete), the ACM, maybe the Tacit Rainbow. Either cruise missiles (Tomahawk, ACM, Tacit Rainbow), or the unusual flight profiles (ALARM). Just wondering if the interest is there. FastCargo -
http://forum.combatace.com/index.php?autom...ode=sst&id=5333 File Name: Vietnam PGM Pack (Pave Knife and GBU-12 Paveway I)(Version 1.1) File Submitter: FastCargo File Submitted: 29 Sep 2007 File Updated: 14 Nov 2007 File Category: Weapons Mods/Skins *********************************** Version 1.1 Update Changelog *********************************** 1. Texture for Pave Knife improved. 2. Textures resized to save disk space. 3. Pave Knife LOD file changed with additional laser sensor detail. 4. Reference JPGs included. 5. Nose.TGA included for transparent part of laser sensor. 6. If you have already installed the initial version of this release, all you need to do is Step 4 of the Instruction block (Copying the Objects directory allowing all overwrites). No other changes are needed. 7. Changed to RAR compression format to save upload/download bandwidth. ************************************ Version 1.0 Initial Release *********************************** Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack and their GBU_USAF.bmp file from which the GBU-12 paint scheme is derived. 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: 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 14 Nov 07) Notes and limitations: Aircraft weapons stations must have LGB to be able to carry the GBU-12, and LP to carry the Pave Knife. Also, note the Pave Knife was available for only a very few years and was daylight capable only (which can't be simulated in the TW engine). Dimensions and capabilities for the Pave Knife are notational. Detailed information on the Pave Knife pods was VERY hard to find, so the external model size/dimensions/sensor window size/paint scheme is a lot of TLAR (That Looks About Right). Also, this paint scheme was the first skin I've done from scratch...so there will be errors (hopefully, small ones). In reality, only a few F-4Ds and A-6s were wired to carry the Pave Knife. So it's a lot easier to get them in game than reality would specify. The GBU-12 Paveway I model is based on the picture I was able to find on designation-systems.net. It was VERY difficult to find good information on the 500 lb class Paveway I model...most info concerned the 'folding fin' model, which is a Paveway II. I decided to redo the model differently from the stock Thirdwire one, because I felt the stock model was too short and had wrong fin diagrams to be correct. However, the paint scheme was a guess (using the Weaponspack GBU_USAF.bmp as a basis). Speaking of GBU-12 models, this one's fins, because they are bigger, will cause visual conflicts if mounted with one on the center station on a TER. Best thing to do is carry them one to a pylon. 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. Click here to download this file
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ALCMs (AGM-86B and C)
FastCargo posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...ode=sst&id=5332 File Name: ALCMs (AGM-86B and C)File Submitter: FastCargo File Submitted: 29 Sep 2007 File Category: Weapons Mods/Skins Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Cylix - For the original ALCM for SFP1. Mustang - For the great video tutorials. Capun - For helping me fix the ALCM animation issues...I owe you one! 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 Nuclear Weapons Effects - http://forum.combatace.com/index.php?autom...p;showfile=5271 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Sep 07) Notes and limitations: Aircraft weapons stations must have NUC,CGR to be able to carry a nuclear ALCM, and EOGR to carry the convential ALCM. The nuclear ALCM uses INS guidance, and the conventional ALCM is GPS/INS (similiar to JDAMs). Paint schemes are notational...I wasn't ever able to determine the actual paint scheme for real ALCMs. Most pictures I saw were of display models or test articles. The nuclear ALCM paint scheme is based on pics I saw of ALCMs on B-52s in the older Euro Camo scheme. The conventional scheme is based on ALCMs I saw on racks on newer Gunship Grey B-52s...basically all over solid grey with no external markings. The ThirdWire sim engine does not support terrain following profiles. So these missiles will basically fly a straight line in a slow altitude decrease. So either launch them high...or make sure there aren't any mountains in the way... Also, because they come in at such a shallow angle due to their range...accuracy is an issue. The nuclear explosive yield (for the AGM-86B) was direct caluation (300Kt x 100 (kilo) x 2000 (ton))...but doesn't seem destructive enough. Tweak if you want. I have included a B-52G_DATA.INI and a B-52G_LOADOUT.INI modified to change the B-52G into an ALCM carrier. This will OVERWRITE your B-52G_DATA.ini weapon stations and B-52G_LOADOUT.INI. SO BACKUP THOSE FILES FIRST!!!! Be advised, because the visual model doesn't have the right external rails, and the internal bombbay is not the right size, you will see some visual anomalies. But only if you look real close...:). Also, ALCMs that are mounted at an angle will 'fly' at an angle after launch...this is a limitation on how the TW engine treats missiles. 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. Click here to download this file -
I've heard about using 'Future' before...I'm always a clear coat kind of guy though for making the decals 'blend in'. FastCargo
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Is that a knife on your centerline pylon...
FastCargo replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Released...will be available for download soon! Can't let the USAF have all the fun: Enjoy folks! FastCargo -
Vietnam PGM Pack (Pave Knife and GBU-12 Paveway I)(Version 1.1)
FastCargo posted a file in Single Ordnance Files
Version
906 downloads
*********************************** Version 1.1 Update Changelog *********************************** 1. Texture for Pave Knife improved. 2. Textures resized to save disk space. 3. Pave Knife LOD file changed with additional laser sensor detail. 4. Reference JPGs included. 5. Nose.TGA included for transparent part of laser sensor. 6. If you have already installed the initial version of this release, all you need to do is Step 4 of the Instruction block (Copying the Objects directory allowing all overwrites). No other changes are needed. 7. Changed to RAR compression format to save upload/download bandwidth. ************************************ Version 1.0 Initial Release *********************************** Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack and their GBU_USAF.bmp file from which the GBU-12 paint scheme is derived. 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: 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 14 Nov 07) Notes and limitations: Aircraft weapons stations must have LGB to be able to carry the GBU-12, and LP to carry the Pave Knife. Also, note the Pave Knife was available for only a very few years and was daylight capable only (which can't be simulated in the TW engine). Dimensions and capabilities for the Pave Knife are notational. Detailed information on the Pave Knife pods was VERY hard to find, so the external model size/dimensions/sensor window size/paint scheme is a lot of TLAR (That Looks About Right). Also, this paint scheme was the first skin I've done from scratch...so there will be errors (hopefully, small ones). In reality, only a few F-4Ds and A-6s were wired to carry the Pave Knife. So it's a lot easier to get them in game than reality would specify. The GBU-12 Paveway I model is based on the picture I was able to find on designation-systems.net. It was VERY difficult to find good information on the 500 lb class Paveway I model...most info concerned the 'folding fin' model, which is a Paveway II. I decided to redo the model differently from the stock Thirdwire one, because I felt the stock model was too short and had wrong fin diagrams to be correct. However, the paint scheme was a guess (using the Weaponspack GBU_USAF.bmp as a basis). Speaking of GBU-12 models, this one's fins, because they are bigger, will cause visual conflicts if mounted with one on the center station on a TER. Best thing to do is carry them one to a pylon. 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. -
Version
870 downloads
Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap and Wpnssgt - For the original Weapons Pack. Cylix - For the original ALCM for SFP1. Mustang - For the great video tutorials. Capun - For helping me fix the ALCM animation issues...I owe you one! 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 Nuclear Weapons Effects - http://forum.combatace.com/index.php?autom...p;showfile=5271 Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Sep 07) Notes and limitations: Aircraft weapons stations must have NUC,CGR to be able to carry a nuclear ALCM, and EOGR to carry the convential ALCM. The nuclear ALCM uses INS guidance, and the conventional ALCM is GPS/INS (similiar to JDAMs). Paint schemes are notational...I wasn't ever able to determine the actual paint scheme for real ALCMs. Most pictures I saw were of display models or test articles. The nuclear ALCM paint scheme is based on pics I saw of ALCMs on B-52s in the older Euro Camo scheme. The conventional scheme is based on ALCMs I saw on racks on newer Gunship Grey B-52s...basically all over solid grey with no external markings. The ThirdWire sim engine does not support terrain following profiles. So these missiles will basically fly a straight line in a slow altitude decrease. So either launch them high...or make sure there aren't any mountains in the way... Also, because they come in at such a shallow angle due to their range...accuracy is an issue. The nuclear explosive yield (for the AGM-86B) was direct caluation (300Kt x 100 (kilo) x 2000 (ton))...but doesn't seem destructive enough. Tweak if you want. I have included a B-52G_DATA.INI and a B-52G_LOADOUT.INI modified to change the B-52G into an ALCM carrier. This will OVERWRITE your B-52G_DATA.ini weapon stations and B-52G_LOADOUT.INI. SO BACKUP THOSE FILES FIRST!!!! Be advised, because the visual model doesn't have the right external rails, and the internal bombbay is not the right size, you will see some visual anomalies. But only if you look real close...:). Also, ALCMs that are mounted at an angle will 'fly' at an angle after launch...this is a limitation on how the TW engine treats missiles. 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.