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FastCargo

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Everything posted by FastCargo

  1. Another option is a service academy. For instance, the US Air Force Academy's engineering programs are highly rated. In addition, pilot training slots are relatively plentiful compared to an AFROTC unit. You can't beat the price of room, board, and tuition (none...all paid for). However, Daytona Beach it isn't. It's a service academy, which means a radically different life from your bros at ERAU. You will have to be well rounded to get into the academy...you can't buy your way in. You will have a commitment to the military when you graduate. It's not easy. What other posters said is true though...it's never too early to think about what you're going to do for the rest of your life. I wanted to fly since I first looked up in the sky and wondered what that metal machine was passing overhead. "A pilot must have the deepest commitment." - Yoda, if he were giving advice about being an aviator. FC
  2. Cool! Looks like you added the tail light and rotating beacons? Just a reminder, the tail is an all moving slab...so I don't know if your tail light will 'float in space' at certain rudder deflections. FC
  3. EricJ, Welcome back! Nice work too! The new proportions look okay? FC
  4. Dave, Will you stop teasing the populace? Sheesh! FC
  5. If you have a modded install, it sounds like you applied the Oct08 patch on it...which makes the previous weapons editor not work properly and can mess up your controls. Reinstall, then patch, then add your mods. FC
  6. 1,900 downloads

    Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap - The original modder who created the F-107 MAX file and released it to Dave. Dave - For providing the original model to me, decals, texture updates, loading screens Klavs81 - Original textures dwcace - For providing me with additional reference material 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 Strike Fighters Project 1/Strike Fighters Gold/Wings Over Vietnam/Wings Over Europe - One of these are needed to provide the wing fuel tanks, some decals, and either the F-104 or F-105 cockpit. This addon will currently not work properly with Strike Fighters 2 or Wings Over Israel (19 Jan 09). Aircraft Information: From Wikipedia: http://en.wikipedia.org/wiki/North_American_F-107 The North American F-107, nicknamed "Ultra Sabre", was North American Aviation's entry for a United States Air Force tactical fighter-bomber design competition of the 1950s. The F-107 incorporated many innovations and radical design features, and was based on the F-100 Super Sabre. The competition was eventually won by the F-105 Thunderchief, and the F-107 prototypes ended their lives as test aircraft. The F-107A was originally designed as a tactical fighter-bomber version of the F-100, and was entered into a competition sponsored by the Air Force. Originally designated F-100B, the aircraft featured a recessed weapons bay under the fuselage, as well as an all-moving vertical fin and a control system which permitted the plane to roll at supersonic speeds. The aircraft's most distinguishing feature is its Variable Area Inlet Duct, mounted in an unconventional position directly above and just behind the cockpit, which automatically controlled the amount of air fed to the jet engine. The air intake was moved from the chin position (an arrangement later adopted for the F-16) to the unusual dorsal location as the USAF had required the carriage of an underbelly semi-conformal nuclear weapon. The original chin intake caused a shockwave that interferred in launching this weapon. The implications this had for the survivability of the pilot during ejection were troubling. It also severely limited view to the rear, although this was not considered terribly important for a bomber aircraft, it is notable during an era when it was assumed air combat would be via guided missile exchanges outside visual range. Extensive design changes resulted in its redesignation from F-100B to F-107A before the first prototype flew. The F-107 was never given an official name, but was sometimes informally called the "Ultra Sabre," referring to North American's earlier fighter designs, the F-86 Sabre and the F-100 Super Sabre. The flight crews referred to it as the "Man Eater," in reference to the position of the air intake directly above the cockpit. The designation "F-107A" was the only one assigned to the aircraft, though "YF-107A" is often used in publications. Notes and Limitations: Part of the SWOTUSAF series of aircraft. Because the real aircraft never proceeded beyond the prototype stage, loadouts, mission capabilities and operational paint schemes are projections only. 3 skins are provided - The original prototype scheme, a natural metal scheme, and a Vietnam era scheme. Because this aircraft was in competition with the F-105, we projected that it would have taken over the Thud's role in Vietnam, in addition to the air superiority/interceptor role the original F-100 was designed for. So loadouts reflect this. The aircraft refers to some decals, visual effects, sounds, ejection seat and fuel tanks from the F-100D. The cockpit is based on a single engine fighter with a radar using the J75...either the F-104 or F-105 works fine...it defaults to the F-104 cockpit. You will have to install any other cockpit yourself. The FM is mainly based on the F-100D, and so shares that FMs limitations. The real test article reached 2.35 Mach...this model has gone up to 2.2 Mach in level flight. Animations for the canopy and air refueling probe use Animation control keys 1 and 2. Check your Controls page to figure out what keys you need to hit. 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 19 Jan 09
  7. View File F-107 'Ultra' Sabre for SFP1/SFG/WOV/WOE Version 1.0 Thanks to the following folks: TK - For the ThirdWire series of sims. Bunyap - The original modder who created the F-107 MAX file and released it to Dave. Dave - For providing the original model to me, decals, texture updates, loading screens Klavs81 - Original textures dwcace - For providing me with additional reference material 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 Strike Fighters Project 1/Strike Fighters Gold/Wings Over Vietnam/Wings Over Europe - One of these are needed to provide the wing fuel tanks, some decals, and either the F-104 or F-105 cockpit. This addon will currently not work properly with Strike Fighters 2 or Wings Over Israel (19 Jan 09). Aircraft Information: From Wikipedia: http://en.wikipedia.org/wiki/North_American_F-107 The North American F-107, nicknamed "Ultra Sabre", was North American Aviation's entry for a United States Air Force tactical fighter-bomber design competition of the 1950s. The F-107 incorporated many innovations and radical design features, and was based on the F-100 Super Sabre. The competition was eventually won by the F-105 Thunderchief, and the F-107 prototypes ended their lives as test aircraft. The F-107A was originally designed as a tactical fighter-bomber version of the F-100, and was entered into a competition sponsored by the Air Force. Originally designated F-100B, the aircraft featured a recessed weapons bay under the fuselage, as well as an all-moving vertical fin and a control system which permitted the plane to roll at supersonic speeds. The aircraft's most distinguishing feature is its Variable Area Inlet Duct, mounted in an unconventional position directly above and just behind the cockpit, which automatically controlled the amount of air fed to the jet engine. The air intake was moved from the chin position (an arrangement later adopted for the F-16) to the unusual dorsal location as the USAF had required the carriage of an underbelly semi-conformal nuclear weapon. The original chin intake caused a shockwave that interferred in launching this weapon. The implications this had for the survivability of the pilot during ejection were troubling. It also severely limited view to the rear, although this was not considered terribly important for a bomber aircraft, it is notable during an era when it was assumed air combat would be via guided missile exchanges outside visual range. Extensive design changes resulted in its redesignation from F-100B to F-107A before the first prototype flew. The F-107 was never given an official name, but was sometimes informally called the "Ultra Sabre," referring to North American's earlier fighter designs, the F-86 Sabre and the F-100 Super Sabre. The flight crews referred to it as the "Man Eater," in reference to the position of the air intake directly above the cockpit. The designation "F-107A" was the only one assigned to the aircraft, though "YF-107A" is often used in publications. Notes and Limitations: Part of the SWOTUSAF series of aircraft. Because the real aircraft never proceeded beyond the prototype stage, loadouts, mission capabilities and operational paint schemes are projections only. 3 skins are provided - The original prototype scheme, a natural metal scheme, and a Vietnam era scheme. Because this aircraft was in competition with the F-105, we projected that it would have taken over the Thud's role in Vietnam, in addition to the air superiority/interceptor role the original F-100 was designed for. So loadouts reflect this. The aircraft refers to some decals, visual effects, sounds, ejection seat and fuel tanks from the F-100D. The cockpit is based on a single engine fighter with a radar using the J75...either the F-104 or F-105 works fine...it defaults to the F-104 cockpit. You will have to install any other cockpit yourself. The FM is mainly based on the F-100D, and so shares that FMs limitations. The real test article reached 2.35 Mach...this model has gone up to 2.2 Mach in level flight. Animations for the canopy and air refueling probe use Animation control keys 1 and 2. Check your Controls page to figure out what keys you need to hit. 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 19 Jan 09 Submitter FastCargo Submitted 01/19/2009 Category US Air Force Aircraft
  8. Sabres over Vietnam: Released. Thanks to Bunyap, Dave, Klavs81 and dwcace for all the help! FC
  9. Save your file. Select your parts. Go to the Hieharchy tab, and look for a button that says Transform. Hit it. FC
  10. Unlink all your parts, reset transform, then relink and reanimate. FC
  11. Folks, Listen up. Because a game goes out of print does not mean the company gives up legal ownership of the software. Abandonware is a murky definition at best. It doesn't matter what's right, or what makes sense...it's what will stand up in court. We at CA cannot risk the threat of any sort of legal action against us by the license holder...'abandonware' or not. And don't bother arguing the point with us, for any potential lawyers out there...you want to fight it, you take it to a courtroom. No further discussion of the illegal propagation of software will be tolerated. This thread is closed. FC
  12. Yep, the seat even had the capability to rocket you right through the canopy. Honestly, I wouldn't be surprised if there wouldn't have been a mechanism to prevent ingestation. Remember, the upward force on the seat was supposed to be enough to clear the REALLY tall tail. Think about that for a minute. FC
  13. Though we appreciate the help, we already have plenty of photos of the F-107...Dave and I both took a ton of pics of her when we first talked about bring the F-107 into game. In addition, dwcace was nice enough to provide me with reference material from some old magazine articles. Information isn't a problem...just getting into game properly is. I'm working right now on the data.ini to make sure the weapon loadout capabilities and performance make sense...though the F-100 obviously forms the basis for the FM, this bad boy could go Mach 2.35 (actual test number) so the performance has to reflect that. In addition, if she had won the competition against the F-105, at some point, she would have taken on some of the F-105 duties, including SEAD...which means ARMs as a capability is a must. Finally, there are some tweaks needed (right now, the pilot's head JUST bumps the canopy, needs a tailskid, some strange shadowing on the wings, etc). And, she needs a readme! Oh, and a warning...you will need to have a game that has the F-100 to get the fuel tanks, and the F-105 or F-104 to get a cockpit. Those with WOI only may be out of luck. FC
  14. FastCargo

    BSG

    What kind of frakked up world is it when Tigh is the voice of sanity... FC
  15. Windows fixed. FC Addendum: Flight control issue fixed...I guess that's why they tell you to do a Reset XForm on all the parts before you start linking them. Apparently, the sim takes the 'pivot point' of each part as the center of mass for that part. For some reason, all six of my pylons pivot points were concentrated in the left outer pylon...which meant anytime I had anything hanging out there, the center of mass for ALL of the pylons was calculated at the left outer pylon. Guess the sim doesn't take that into account in 'normal' mode. Learn something new everyday...this was the main problem keeping this one from heading toward release. Now I can get somewhere...
  16. You know High Flight by John Gillespie Magee Jr: What you may not know is the Bone drivers' version: Low Flight FC
  17. Bringing up some old memories... Well, this and the fact I just found a buttload of B-1B stuff while cleaning out the garage, including my old checklists, T.Os, regs, and patches...hehe...some good patches... FC
  18. My opinion, it can be worth using as a learning tool to get familiar with 3ds max and 3d modeling in general. But converting models requires some hoop jumping. It's better to buy 3ds max if you can. Kind of a pain about that limited license thing....sounds like rent. FC
  19. Making an engine nozzle move in any direction isn't hard, you don't even have to make an invisible link. The F-15 ACTIVE nozzles' pivot points are in the middle of a 'ball joint'...so you could make them pitch linked, or rudder linked or both. However, this doesn't fix the 2 essential problems (and a smaller problem). 1) The thrust is still only adjustable Harrier style...you cannot link the thrust to any flight control and have it work properly. 2) The flame goes in the direction of the thrust only...so since you can't have any other type setup than a VTOL setup, that's the limits of your flame. 3) The AI only uses the thrust vectoring in the default thrust angle...it doesn't do VTOL/STOL. Also, the thrust flame/angles has nothing to do with the LOD...it is not attached to the LOD in anyway. What you do to make a nice looking TVC setup is make sure that the range of motion (either hardcoded animation - F-35B or clever ini edits - F-22/F-15 ACTIVE) for the LOD matches the ini range of motion exactly...otherwise, you will get mismatched flame/nozzles. FC
  20. FastCargo

    BSG

    Dude! So totally didn't see Dee planning that! FC
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