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FastCargo

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Everything posted by FastCargo

  1. I happened to be doing a 'clean and reinstall' of my TW SF2 series (using that fancy web installer) when I got curious as to how much it would cost to buy all of the SF2 series and the 2 expansion packs (no DLCs). At current pricing, the number was just shy of $200 USD. So, of course, I then decided to see how much that was per aircraft. With no sub variants, and counting the Shahak and Nesher as one aircraft, I ended up with a total of 18 flyables, for a cost of $11.11 each. Once I deleted SF2 itself out of the cost (assuming all aircraft and variants in SF2 are available in the others, and losing the Desert terrain and Mercenary campaign), the price dropped to $9.44 per aircraft. Random thoughts while working on random stuff... FC
  2. Of course they do. So much for that then. FC
  3. I'm taking a 'wait and see' approach. Mainly I want to see how it all fleshes out, and to see how the modding world forms around it first. FC
  4. There probably is a tutorial, but, it is actually very simple. The numbers describe a point in 3 dimensions in meters via X,Y,Z, from negative to positive: X is Left/Right Y is Aft/Forward Z is Down/Up So 0,0,0 is the center of the model, but -3.00,2.00,1.00 would describe a point 3 meters left, 2 meters forward, and 1 meter up. Now, Decals are only 2 dimensional, so depending on which way the decal is pointing, one of the dimensions isn't used: For instance, if a decal is TOP/BOTTOM, then only X,Y is used, FRONT/BACK means only X,Z is used, and LEFT/RIGHT means only Y,Z is used. Hopefully that makes more sense. FC
  5. Second Hotfix, posted by KJakker: CF-105_Hotfix_Mod.7z Replaces the data.ini. Changes WeaponGroups slightly: Group 1 - Large AAMs (Can't use Group 2 or 3) Group 2 - Forward Falcon Bay (Can't use Group 1) Group 3 - Aft Falcon Bay (Can't use Group 1) Group 4 - External Center Pylon This allows you to user select the missile mix if you decide to use Falcons (ie half SARMs, half IRMs, etc). FC
  6. Well, heck, that's all it took...just make duplicates of the decals with a slightly different name... Hmmm..this solves a similar problem with another aircraft too. FC
  7. Well, huh. I just got it to work by using a different serial number file. Maybe it just needs to be a differently named file... FC
  8. Okay, here's a pic: Basically, I'm trying to get that red '11' you see there to also show on the right part of the fuselage, basically symmetrical but mirrored. FC
  9. I don't think TW would ever consider the idea. I'm sure the 3d modeling, texturing, etc isn't that different between TW and DCS. What I'd be curious about is the FM and avionics coding. The fact that avionics have to be coded for each aircraft (vs something like TW where every aircraft uses a common framework) could make coding very complicated. Does anyone know if the FM is table based, shape based, or some combination of the two? FC
  10. Neil Armstrong Dies

    Best thing I've read about this all day: Attributed to JStarStar, of The Rocketry Forum. FC
  11. I've seen that site before, some interesting concepts, though there is a mistake folks make in looking at the Mark I and transferring the profile to other Marks. The Mark I and II Arrows were built for different reasons. The Mark I was the aerodynamic validation model, and as such, did not have a radar installed. Because of this, the nose profile is thinner and more conical. Also, the rear end was slightly thinner overall because of the smaller J75s. The Mark II was supposed to be the more definitive production Arrow, with the proper nose profile for the radar, installed defensive avionics suite, and slightly bulker tail for the Orenda engines. I've been thinking about the various what ifs floating around of follow-on Arrows, and have come to some of my own conclusions on what would have happened had the Arrow been produced. FC
  12. Changing them to manual works only for your aircraft...the AIs will shoot through the doors. Okay, here's a hotfix for those who have downloaded the Arrow already: CF-105_Hotfix.7z This includes new data and loadout.inis. It solves the problem by deleting the A2G capability of the internal weapons bay. There may be other options...the easiest conceptually is to increase the restriction in load, length, and diameter to allow mounting of bombs and missiles in the same weapon station. The problem of course is the bay is only so tall...it has to make room for the intake tunnels. The more difficult option is to try to find additional animation slots...however, all of the available ones are currently being used. Any additional slots dedicated to the bomb bay will mean something else has to be let go. I might be able to recover one slot by combining the Falcon missile bays...which means there won't be any 'mix and matching' of weapons in that bay...which isn't how the aircraft would have operated... It may simply mean the current Mark II Arrow will have only very rudimentary A2G capability. FC
  13. Nope, it's selecting the proper decals (I use those entries in all my projects now ... has virtually eliminated the 'blank aircraft' issue). Is there a 'mirror decal' entry that can be used? Oh, and let me clarify..one of the entries always shows up, just not the other...in this case, the second entry is the one that works. FC
  14. Both SF2 and SF1 downloads are categorized. SF1 files have many sub categories, SF2 has them in at least general categories for sorting. FC
  15. How old is the model...early models if not built in a certain way would do this sort of thing. FC
  16. One thing I'm sort of surprised about...no DLC to import the F-16 Netz from SF2I into SF2E as a USAF aircraft. Seems tailor made for that sort of thing. Either that, or could be saving it for Exp3. FC
  17. Hmmm...I'd be curious about the T-38...as any I have ever encountered didn't impress me (including, admittedly, my own)... FC
  18. The release will include texture, normal, and specular templates...even templates for serial numbers are included if one so chooses. FC
  19. I'm wondering how long it would take to substitute your placeholder tiles with something from one of the other terrains...then we have to work on airbases... FC
  20. Realistically, it doesn't cost any more to make one aircraft model over another. Cockpits are probably similar...the avionics references may change, but that's about it. I would imagine most of the cost of SF2NA was in the new avionics module, cruise missile interactions (ie targetable) and terrain engine. FC
  21. Well, I'd hope the DCS planes cost at least double, considering their fidelity level! It was more interesting to me the amount of flyable aircraft you get in total. I had never counted until today. And not including the sub variants (one could argue an early F-4 is VERY different from a late model F-4)... But it does give some idea of about how much an addon aircraft for the SF2 series will cost. FC
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