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Everything posted by FastCargo
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Hey, landing is easy when you don't have to flare! :) Just kidding... FastCargo
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It will include the AGM-114A,F,and L models. From what I could tell, those were the big LOD differences models in terms of length and type of sensor (laser guided or radar guided). All the other variants seemed just to have internal differences which could be adjusted with ini edits. I figure what I'll do is release these versions, and for anyone who is more a do-it-yourselfer, they can use the skin templates to make different skins, and use ini edits to make different sub variants. I'll include instructions on how to do that (will involve a little hex editing of the LODs to make them reference a different skin...no biggie though). FastCargo
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Okay, after much wailing and nashing of teeth (expected working with Hellfire and Brimstone, heh) I finally figured out the transparency thing: Everything is done, including the 2 pack and radar guided versions: Expect the upload soon...gonna need a BIG readme for this one. 4 missile models, 4 rack models, 10 Weapondata.ini entries, plus the texture templates to create all the sub-sub-varients of the HellFire for you more adventurous types. TiredCargo
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Solid nose missiles (radar guided) and all launch rails done. I may add the older 4 pack rail (symmetrical) as well...relatively easy edit. Still trying to make laser guided missile noses transparent and/or shiny...not quite at hair pulling stage yet. FastCargo
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1. The F-22 and F-35 are WIPs. If you had done a rudimentary search you would have known that. 2. This part of the knowledge base will help you: http://forum.combatace.com/index.php?showtopic=11879 Again, a rudimentary search would have netted you the information you need. This thread is closed. FastCargo
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What, you mean like this? Okay, enough teasing...I've got LOTS of work to do. FastCargo
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Talos, I was going to say something similiar regarding extruding. I usually will extrude to get extra faces...then weld vertices if I need to. I don't 'edge' my fins anymore because I kept getting 'shimmer'. FastCargo
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I've been building my fins as REALLY thin boxes. Then reset the rotate point so it's the center of the model. Each clone I make of the fin I can then rotate perfectly around the model. FastCargo
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Ah...I'm just a bit cranky is all...:). Actually, the new rack does look significantly better than the old one. Also, it seems more recent versions of the rack, the lower missiles are closer together than the upper pair of missiles, so that is reflected in the new rack. Now to get building the 3-pack for the Brimstone...then all the HellFire variants...then skin everything! Also, I'm going to play with transparency for this missile for the nose area...so we'll see how much hair I pull out trying to get it to look right... FastCargo
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Why should the fast movers have all the fun? This will take a little while...some serious Weapondata.ini crosschecking is needed. Just found out that a 4 pack rack for Hellfires ALREADY EXIST in the Weapons Pack. Of course this is after I build one...thanks whoever said we needed one. That's what I get for not doing a through check first. Sheesh. But, my efforts make it dirt simple to build a 2-pack rack....and contribute directly to the 3 pack Brimstone rack. FastCargo
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This is the picture I used (I had to cut it down a bit). I don't remember where I found it, so it probably belongs to someone. Anyway, you can see the detail pretty clearly: FastCargo
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Thanks guys, Weapons WIP thread updated. http://forum.combatace.com/index.php?showtopic=22260 FastCargo
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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
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View File ALARM for SFP1/WOV/WOE (Version 1.1) Readme for ALARM for SFP1/WOV/WOE (Version 1.1) ********************************* Version 1.1 Update List ************************************* 1. Texture updated and resized. 2. If you already have the previous version of these files, just copy the Objects directory into your SFP1 install as per Instruction step 3, allowing overwrites. 3. Reference materials included. ********************************* 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 ALARM is a BAe Systems Anti-Radiation missile designed to kill SAM/AAA radars. The real missile has a 'up and over' capability that allows it to descend on a parachute to wait for a radar to light up. The ALARM uses it's own specific pylon...you will see them on the pylon until you fire, then the pylon will disappear. 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. 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 6 Oct 07 Submitter FastCargo Submitted 10/07/2007 Category Single Ordnance Files
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2,104 downloads
Readme for ALARM for SFP1/WOV/WOE (Version 1.1) ********************************* Version 1.1 Update List ************************************* 1. Texture updated and resized. 2. If you already have the previous version of these files, just copy the Objects directory into your SFP1 install as per Instruction step 3, allowing overwrites. 3. Reference materials included. ********************************* 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 ALARM is a BAe Systems Anti-Radiation missile designed to kill SAM/AAA radars. The real missile has a 'up and over' capability that allows it to descend on a parachute to wait for a radar to light up. The ALARM uses it's own specific pylon...you will see them on the pylon until you fire, then the pylon will disappear. 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. 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 6 Oct 07 -
Wakey, wakey... Final INI tweaks, then release. FastCargo
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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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Work in progress: Just a few ini tweaks and a skin and should be done! FastCargo
