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Everything posted by FastCargo
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Both actually. They're considered a single type for flying purposes. FastCargo
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What, no FedEx A310s? :) FastCargo
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The other option is seeing if you can adapt using the Range/Red Range terrains. FastCargo
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Chaff and Flares
FastCargo replied to Viper6's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I don't understand this attitude. Unlike a lot of mods which mess with core game files, TW sims mods usually don't mess with anything. The core game files are either in .CAT files or in dll files. As long as you don't use a hex editor on either one, typically the worst thing that happens is you get a CTD. Plus you don't need a special editor to edit the ini files...notepad works just fine. And finally, using the CAT extractor is as easy as using WinZip. Just remember three rules when you mod: 1. BACKUP the file you are going to mod (rename the backup). 2. Mod the file and save it. 3. Test it out. Delete if it doesn't work...or tweak it if it does. If you can post in a forum, you already have more than enough skills to mess with an ini file. The biggest problem with ini modding (other than not backing up) is not taking the time to figure out WHY you are doing something. If you know WHY, figuring out HOW is a piece of cake, assuming you can read English easily. FastCargo -
Next TK flight sim?
FastCargo replied to Luiz Carlos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No. DOD as in the United States Department of Defense. TK is a US citizen who lives and works just up the street (figuratively) in Austin, TX. FastCargo -
Actually Sparky, I've been wrapping my head around this issue (the bombbay) myself. Here's what I've come up with so far: First, forget about rotary launchers. You could do them...even make them a pylon that rotates, but you can't control how much it rotates (all or nothing) and any weapons that are dropped at an rotational angle will still 'fly' at that angle. Prime example is dropping an ALCM from a B-52 pylon on the outer stations...it will fly in a bank the whole way to the target. Now, some other limitations. You can only have 6 selectable loadout groups, and only 32 weapon stations total. Anymore loadout groups will not be visible...and any more weapon stations won't show up at all. So, working within those limitations, what I've come up with is the following: Each bay you divide lengthwise into four spaces. Each space conforms to a loadout group. The 'spaces' are 'paired' across the bays, so you end up with 4 loadout groups. Now, each space has room to fit either: 10 small weapons (SDBs, mk82 class weapons) or 4 medium weapons (CBU class weapons) or 2 large weapons (mk84 class weapons, JSOW). Which equals = 80 smalls, 32 medium, 16 large weapons...pretty close to what you want. Now, taking a page from what Gocad put up: Now, here's where guys get into problems with visual conflicts (making it look right). Note how all the entries are in the same loadout group. There isn't a problem here if you want to load large weapons. Say for a weapon that is 3.75 meters in length, you can look and see that it only fits in one weaponstation (StationID=3) because it's too long for the others. No muss, no fuss. The problem is when you start loading smaller weapons. Say you want to load mk82s that are only 2.18 meters long. It's also a BOMB AllowedWeaponClass. Well, the problem is that it will fit in all three weaponstations. So the engine will fill all of the weapon stations with that weapon. Which means if you used the same coordinates for your large weapons as well as the others, you'll now end up with multiple weapons in the same visual space. So, how to build? Here's a picture representing how to do it: Red is small, Green is medium, Blue is large. The upper group of 3 colors is the relative spacing each weapon takes. You can visually see the problem. The reds will still fit into spaces made for the greens. And the reds and greens will still fit into spaces made for blues. The lower group of 3 represents how to build the weaponstations. Build the smallest stations that can fit 6 weapons in spaces noted in red. Build the medium stations that can fit 2 weapons in the spaces noted in green. Build the large stations that can fit 2 weapons in the spaces noted in blue. You now have a setup that can fit your 10, 4 or 2 weapons as appropriate, and will look right too. Now, your weapons bay may not be big enough to fit 10 small weapons as you see them. You may have to play around with 'stagger' to get it to work. I would recommend getting the exact dimensions of the bay. Also, if a weapon has large fins, that will throw the 'spacing' off. The nice thing about this kind of setup is now you can have 'mix and match' weapons in the same aircraft (even the same bay). Little bit of Mk82s for runway denial, little SDBs for anti tank action, little JDAMs for shelter plinking, and a little CBU for soft targets... FastCargo
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Well, the question also becomes...can you control the throttle by something other than...well...the throttle? I think that it's actually possible for separate engines to use separate inputs for throttle control. Assuming thats true, I couldn't see why it couldn't be possible to have a thick white trail of smoke not tied to AB use. I plan to do this for a possible X-15 mod that I've been playing with. FastCargo
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VISTA:(
FastCargo replied to Hubertus's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Have you looked in the ThirdWire downloads section under 'Utilities/Editors'? FastCargo -
Sparky, For chutes, like for the MOAB, I used vertex scale animation. What you do is place an invisible vertex some meters ahead of your drag chute and include it as part of the drag chute mesh. Then select all the vertices and scale them. It's a similar technique to the 'flexible wings' I did as an example. I can send you my MOAB MAX file as an example of what I did. FastCargo
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Actually guys, I've sort of narrowed it down. I reordered the missiles so that the C model comes before the B and A models in the weaponspack. Guess what now shows as loadable in the loadout screen? You guessed it, the C model. It's weird...it will select the first missile that comes up in the weaponspack, at the exclusion of any others that might be available. And it seems to only affect the internal bays. Also, I'm not seeing the problem with the JDAMs you're having USAFMTL...I can get them to load normally. FastCargo
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Was just showing that I'm WAY too much of a geek. I love Vancouver...I would like to live here (my wife's from around here), except housing prices are INSANE!! Yep, most of the stuff you see (except for the joystick) goes into my flight/laptop bag. Laptop is a Dell XPS Gen 2 (modded to m170 standards and overclocked) and a Saitek ST90 joystick. Plenty of stuff to do around here...downtown Vancouver has a very nice cosmopolitan nightlife. And plenty of beer to drink... Maybe next time. Right now, I need to catch up on my modding! FastCargo
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Looking for a weapon
FastCargo replied to allenjb42's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, looking at a few pictures of the launch tubes...you could use the Stinger launch system I built and put up on here on CA as model for it. You'd just have to come up with a new weapondata.ini entry for the rack and missile itself. http://forum.combatace.com/index.php?autoc...p;showfile=5479 FastCargo PS Oh, wait, you said that....duh! Anyway, try that one out for size. -
Kesegy is correct. You REALLY need to start at the beginning and do a few tutorials that are out there for 3ds MAX. Then look at some of Mustang's videos (located here at CA) that give you basic ideas...including learning about texture mapping. Then start with small objects...weapons maybe. Then you can work up to bigger items. And there is no way at present to reverse engineer LOD files. With aircraft files, you can do some ini tweaks and 3dsmax additions to tweak. FastCargo
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Why sim of course! A close up of the area around the laptop: Nope, this isn't my home setup...this is my 'long layover in a hotel' setup. Bonus points if you can figure out what everything does. FastCargo
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Ah...very nice...just like I flew down to Brazil... FastCargo
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Low FPS in cockpit, WoI
FastCargo replied to GhostAR's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Mirrors? FastCargo -
What do I do next?
FastCargo replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, the ABL would be REALLY cool. But since we can't shoot down missiles...makes it sort of moot. -
Hi Skinners
FastCargo replied to snapper 21's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Not a 'new' model...just a F-111A with the appropriate bits added and deleted, painted, and new data.ini work. I'm still trying to get the basic addon shapes correct. Hopefully, once that's done, snapper21 can take em and use them. FastCargo -
What do I do next?
FastCargo replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Satellites! Oh wait...we've already got that... FastCargo -
The math is wrong. Lets start with the total - 30 dollars = 3 x 10 dollars per. Now, the new total - 25 dollars = 3 x 8.3333333... dollars per. (Difference of 1.666666 per person) Add 1 dollar for each person - 28 dollars = 3 x 9.3333333... dollars per. (Difference of .6666666 per person) Add 2 dollars (which is .666666666 x 3) for bellboy - 30 dollars = Original total. FastCargo
