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FastCargo

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Everything posted by FastCargo

  1. Flanker, I may take you up on that. Okay folks, thanks to Capun from the A-Team, he fixed the ALCM animation issues and taught me to not make the same mistake later...another shot of the ALCM launching: But notice something else? Yep, prototype '4-pack' SDB rack with the current (bright orange!) SDB models. I'm already finding limitation issues though. For instance, anyone know how to mount a EOGB (current guidance for all JDAMs) on a multi rack? Because I don't think any of the rack options will let you do that. I had to cheat and make the SDBs LGB guided so I could mount them on the rack. This could be a problem for things like a rotary launcher, and an external Weapon Pylon for things like ALCMs, SRAMs, etc. FastCargo
  2. Sign me up! FastCargo
  3. Yes...and no...(I think). I think you could build the rotary rack as a MER, and have the weapons 'mount' properly. But I don't think you could get it to 'rotate'. You could still 'drop' weapons...just the visual model wouldn't move and the weapons would drop directly from their 'mounted' positions. FastCargo
  4. Y'all can thank Capun from the A-Team for this picture: He pointed out my noob mistake and got me heading in the right direction! "If you have a problem, if no one else can help, and if you can find them, maybe you can hire... The A-Team." Now to start skinning! :) FastCargo
  5. Two cats that look a LOT like Abbott and Costello. WWII days. Abbott-cat (bottom of the ladder) - "Get the bird, stupid!" Costello-cat (up on a ladder trying to get Tweety) - "Woahhhh!" Abbott-cat - "Give me the bird! Give me the bird!" Costello-cat - "If the Hayes office would let me, I'd give him the bird allright!" (whistles) That just cracks me up! FastCargo
  6. Also folks, just to let you know, I'm primarily doing this to gain experience in working with 3ds max, but instead of tutorial objects, using similar type objects that I can use to contribute directly to the community. So I'll be learning as I'm doin... FastCargo
  7. Okay, lots of responses so far. Let me respond to some of the responses specifically: "Some JP 233's for the Tornado would be a useful addon....if you've got the time." I like that! Maybe treat it like a like a giant rocket pod...I guess I would have to make the submunitions too. You know, that plus the AGM-86C would go nicely with a DS mod... "...Me-109's need a 20mm gun pod for under the wings..." "...a WWII cluster bomb that would be useful for the P-47 crowd..." I would need some more info...I'm not smart on WWII variants... "I dont know if these are weapons persay but I think it would be great to be able to drop active troops into a battle via helicopter or parachuted in by a large transport aircraft. It would also be cool to be able to drop tanks from transport jets that would activate and start firing and moving around once they hit the ground. Is this at all possible?" I thought someone was working on paratroops, and that might just be outside the scope of my current abilities. And I'm pretty sure you can't drop tanks that transform into tanks that fire...but I could be wrong. "How about a dual bomb rack (like the BRU57) that allows ROCKET PODS to be mounted." I think that's already been done. I remember Sag posting a screen shot showing a CF-188 with exactly that. "I guess I don't have to continue working on the SDB now. (I had just started modelling, was mostly still planning.) Don't forget, it does flip over after it drops, it's carried with the wings down and flies with them up. I did get a few orthographic pictures and such of it, I can send them to you if you need them." Well, it's up to you on that. If you'd rather finish them, that's great! One less thing I would want to work on...I was still at the research stage. I just wanted to redo them because the orange color was driving me insane...plus they don't flip over when you drop them. "ALARM anti radar missiles would be nice too." I was wondering about that...can the engine support 'up and over' weapon flight profiles? I'll see into it... "I have a Talos model done a while back. I thought I had sent it to Bunyap for inclusion in the pack. I think it uses his Terrier texture" Cool! I'll see if the Weapons Pack already has it...if not, does anyone still keep in touch with Bunyap? Or has he gone "hands off" with the Weapons Pack? I don't want to step on any toes... "AGM-114 Hellfire variants with M229 and M279 rail system. M279 Rail system with Stinger Tubes and AGM-1148 Air-to-Air Stinger." I'm unclear here...is it the missile (Hellfire,which I think we already have) or the rack that we need? "There could also be a triple rocket pack like the one the phantoms used to carry" "Couldn't you just modify the Triple Ejector Rack to make those?" I'm unsure...do they look the same? If so, then a simple ini addition/edit would work. Thanks for the inputs so far folks! FastCargo
  8. Ooooo...Talos. You know, there's a model rocket version somewhere around...I wonder if I can dig up a plan which would have some nice 3 view drawings. I thought someone was already working on a SA-10? I saw a post around somewhere.... Also, just to let everyone know, if someone is already working on a weapon system I mentioned, bring it up...I hate redundant efforts. And, just to be clear, Wrench is still the 'Keeper of the Loadouts', so I'll be running a lot of my stuff by him for a final sanity check. FastCargo
  9. Now that I have your attention, As part of getting familiar with 3ds Max, I've decided to start small and work on weapons and weapon racks. So far, I've got the AGM-86B/C under development...though I've hit a snag in that I can't get it to animate (unfold) after it drops from the aircraft. Check my other thread for details. Also, as some of you know, I've been trying to fix weapon errors in the Weapons Pack to fix visual conflicts, etc. My question is, what weapons and/or weapon racks would you like to see available? I don't mean ones that require simple ini adjustments...or need different colored stripes, etc. I'm talking about weapons that have missing or incorrect LODs, or are not mentioned at all. Here are what I'm planning to work on as of right now: Finish the AGM-86B/C variants The AGM-129 ACM The AGM-28/A Hound Dog The GBU-39/40 SDB (redo to use external bitmaps, and to give the GBU-40 mobile attack capability) The French ATLIS external designator pod The BRU-61A rack ("4-pack" SDBs) The external racks for the B-52 variants (ALCM, Harpoon, Big Belly mod) Anyway, this is a start for me. Anyone have requests or noticed glaring errors in the Weapons Pack? Again, I don't mean bitmap issues...I mean either no weapon at all or an incorrect/missing LOD file? Speak now or forever hold your peace. FastCargo
  10. I have an Extra 300 (by Gullows) nearly complete...actually only needs for me to glue on the canopy, and decal it. I have a Space Shuttle plus boosters in 1/72 scale in progress.... I have 3 LARGE (as in a cubic meter plus) boxes of models remaining...mostly in 1/72 scale. Everything from a P-51 to an XB-70...plus several model rockets, and some vacu-form kits of some of the "never produced" century series aircraft. Who knows when I'll EVER get to those... FastCargo
  11. You do realize that as long as the skins have a TextureSet.ini file in the skin directory that it will automatically add that entry into the (aircraft).ini file the next time you start up the sim...right? FastCargo
  12. You did use the Weapon Editor as per the knowledge base....right? FastCargo
  13. Well, what exactly have you changed about it? If you start fooling around heavily with the FM (which it sounds like you are doing), you're going to get some strange results. FastCargo
  14. Okay, my first question. Been working for the past 3 days on the AGM-86B ALCM, got it looking good (sans texturing), mounts right, even has the exhaust emitters in the right place. I've even got it animating...in 3ds Max. I can't seem to get it to animate in my WOE install though. This is what I've done: 1. Animation frames are 1-10 2. Animation Position/Rotation/Scale are all TCB 3. WeaponsPack data updated with ReleaseAnimationID=1 Anything obvious I'm missing? FastCargo
  15. Hey guys, I've finally been able to jump into modeling for the TW series of sims. But I'm starting out SMALL! Weapons, launch racks...no vehicles for a while. I've been doing a search, but haven't come up with a definite answer. For you modders out there, what would be a good round number for polys for a cruise missile? I don't want to bring systems to their knees with some vertex nightmare just because someone would like to go all 'Dr. Strangelove'... Anyway, my first project: I've been getting a whole new appreciation for what you guys do... FastCargo
  16. Yep, I found that out a couple of nights ago when I was in WOV and tried to play with just the enhanced tiles. That didn't work unfortunately... FastCargo
  17. FastCargo

    We're...

    ...We dance when'er we're able...
  18. The Weaponsdata.ini file is only used by the Weapon Editor to build the Weaponsdata.dat file. That's what the program actually uses. FastCargo
  19. Craig, Sure, it's just an ini edit. You can make one on any aircraft. Just add this in the [Fuselage] or anywhere you want: SystemName[xxx]=LaserDesignator Then (as an example) put this in: [LASERDESIGNATOR] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 CameraPosition=0.000000,9.500000,-0.650000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 PaveTackNarrow.tga EODisplayFlags=268501249 SeekerRange=27.000000 SeekerGimbleLimit=120.000000 SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga That's it...pretty much works like a charm. FastCargo
  20. Oh you so deserve being smacked! Are you back from the sandbox? FastCargo
  21. Hey, I like that idea actually. It would make a great place for non combat ops...where new guys can learn the basics. Have the 'IP' do chase. FastCargo
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