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FastCargo

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Everything posted by FastCargo

  1. Boeing has had the frieghter version up and running for sometime already. Actually was down in Fresno doing approach tests with a 747-400 following it around back before the beginning of the year. It surprisngly doesn't look that different until you notice the engines. I have to admit, the 747 has always appeared more graceful than the A380 to me. The A380 always seems to look a bit 'stubby'. FC
  2. Zur, I tried something similar and ran into the same issue. I think only bmps will work...I was trying to make a 'fused' display but couldn't get it to work. FC
  3. FastCargo

    Taxi

    Of course it's cool...it was written by Luc Besson and released in 1998. You may know Luc Besson as the director of the films 'The Professional' and 'The Fifth Element'. FC
  4. Well, if you want them to perform like later models, you could simply copy over all the relevant lines from the later models (except the lines that refer to the physical LOD file, such as the dimensions, model name, exhaust position,etc). However, you may want to consider that you were not putting the misslies into proper parameters...or you were having a random chance bad day. The closer you leave it to realistic settings, the better idea you have of what it might have been like trying to fly and fight in your chariot of choice. Otherwise, you're basically playing an arcade game if you arm yourself with weapons from the future.... FC
  5. I don't know if ANY air to air missile will fit into the F-103s bays other than the AIM-4s. It would be easier to adapt the Lighting to carry the AIM-4s. Make sure for the Lightings to use the SpecificStationCode (best way is to duplicate the missile weapon stations to carry the AIM-4s). FC
  6. Plus there is a Hornet on a cat...with about 8 Hornets sitting directly in front of him. Pretty sure that wouldn't be happening on a carrier... FC
  7. You know, if you didn't know a lot about military aircraft, especially history, you wouldn't know what a lot of aircraft were designed to do by just seeing a clean (no ordinance) picture of it. F-4, British Lighting, Harrier, F-15, B-52, etc. Not so with the F-103 (and aircraft like the Concorde, U-2, etc). You look at it and instantly know it was designed to go really fast in a straight line.... FC
  8. There may not be one. In other words, those small sensors may be part of the nose mesh. FC
  9. FM, I'm going to make this very simple. The TW modding world has moved on. There are big features in the newest exporter (specular maps) that won't be supported in Gen 1 sims, period. And there are smaller things in the newest exporter that make the LOD files smaller, run faster, and help save disk space. The only reason I used an earlier exporter at all is that the combination of lower polys, exporting without decals and lack of support of the newer features make the LOD files even smaller. In addition, TK made it easy by giving the newest exporter a different name so you can have more than one exporter in the same version of 3ds MAX...it literally is 2 clicks to export in the newer or older format. But, even those LODs will need end user hacks to be able to be used in the Gen 1 sims. I won't do those hacks because I have no interest or time to spend doing so...there is enough work just keeping track of all the files that go into a typical aircraft release. And if I find exporting 2 different types of LODs starts causing problems in the sim (something I have noticed to some extent with the B-70), I will drop the earlier exporter completely. You can do 2 things: 1) Accept that this is the way that it is, and stop bitching about it, or 2) Continue to make snide comments and complain...with the result of taking an enforced vacation from the website. Your choice. FC
  10. Well, it wouldn't be stealthy in the modern sense, but would make a good carrier based long duration aircraft...maybe a good sub hunter. FC
  11. View File Republic F-103A Thunderwarrior Republic F-103A Thunderwarrior by FastCargo ********************** Version 1.0 (Initial Release) *********************** SF2 Version for Jan 2011 Patch and later. Aircraft Model - FastCargo Aircraft Textures/Templates - EricJ Decals - Wrench F-106 Cockpit - Kesselbut from Pasko F-106 package Some textures and FM work - FastCargo Weapons - Bunyap, adapted for SF2 by 331KillerBee Any errors are mine... Information on XF-103: http://en.wikipedia.org/wiki/Republic_XF-103 The Republic XF-103 Thunderwarrior was an American project to develop a high speed interceptor aircraft to destroy Soviet bombers. Despite a prolonged development, it never progressed past the mock-up stage. In 1949, the USAF issued a request for an advanced supersonic interceptor to equip the Air Defense Command. Known formally as Weapon System WS-201A, but better known informally as the "1954 Interceptor", it called for a supersonic aircraft with all-weather capability, intercept radar and air-to-air missile armament. Republic was one of six companies to submit proposals. On 2 July 1951, three of the designs were selected for further development, Convair's scaled-up XF-92 that evolved into the F-102 Delta Dagger, a Lockheed design that led to the F-104 Starfighter, and Republic's AP-57. AP-57 was an advanced concept to be built almost entirely of titanium and capable of Mach 3 at altitudes of at least 60,000 ft (24,400 m). A full-scale mock-up of the AP-57 was built and inspected in March 1953. A contract for three prototypes followed in June 1954. Work on the prototypes was delayed by continued problems with the titanium construction, and more notably by continued problems with the proposed Wright J67 engine. The contract was later reduced to a single prototype. In the end, the J67 never entered production and the aircraft it had been chosen for were forced to turn to other engine designs, or were cancelled outright. Republic suggested replacing the J67 with the Wright J65, a much less powerful engine. The project was eventually cancelled on 21 August 1957 with no flying prototypes ever being completed. The design was given a brief reprieve as part of the Long-Range Interceptor - Experimental (LRI-X) project that led to the XF-108 Rapier. Part of this project was the development of the advanced Hughes AN/ASG-18 pulse-doppler radar and the GAR-9 missile. Republic proposed adapting the F-103 as a testbed for these systems, although it wouldn't be able to come close to meeting the range requirements of LRI-X. Some work was carried out adapting the mockup to house the 40 inch antenna, which required the nose section to be scaled up considerably. Nothing ever came of the proposal, and testing of the ASG-18/GAR-9 was carried out on a modified B-58 Hustler instead. Information on F-103A (this release): This aircraft is based on heavily on the mockup at the time of cancellation, with 6 of the smaller AIM-4 Falcons and 36 FFAR rockets. Performance is based on reasonable speculations and closely matches what was in the offical USAF proposed Standard Aircraft Characteristics document. Some specific things to note include - This is a point interceptor...designed to give you enough gas for maybe two passes at bomber type targets. It is recommended to be between 250 and 500 knots indicated for your attacks, as your FFARs and AIM-4s will tend to aim exactly at what the nose is pointing at within those speeds (this includes the AI). To activate the front 'viewport', cycle through your radar modes...be advised while you are using the 'viewport', the radar will not work. To extend the periscope on the external model, use the 'Arresting Hook' key. The front missile bays are automatic, the rear missile bays/FFAR pods are manual...you must open them with the 'Bomb Bay' key before you can fire either the rear missiles or FFARs. This model uses the newest ThirdWire exporter, and as such, the LOD files (except for the lowest 2) are not compatible with any version of the sim older than Jan 2011 (Exp 2 with the Jan 2011 patch). You have been warned... This will be a difficult aircraft to fly and be successful on a regular basis in 'Hard' mode. If you want an air-to-air challenge, this aircraft will give you one. Good luck and report any 'serious' issues (ie game crashing or grevious errors) to me at CombatAce. FC 12 Feb 11 Submitter FastCargo Submitted 02/13/2011 Category What If Hangar
  12. 776 downloads

    Republic F-103A Thunderwarrior by FastCargo ********************** Version 1.0 (Initial Release) *********************** SF2 Version for Jan 2011 Patch and later. Aircraft Model - FastCargo Aircraft Textures/Templates - EricJ Decals - Wrench F-106 Cockpit - Kesselbut from Pasko F-106 package Some textures and FM work - FastCargo Weapons - Bunyap, adapted for SF2 by 331KillerBee Any errors are mine... Information on XF-103: http://en.wikipedia.org/wiki/Republic_XF-103 The Republic XF-103 Thunderwarrior was an American project to develop a high speed interceptor aircraft to destroy Soviet bombers. Despite a prolonged development, it never progressed past the mock-up stage. In 1949, the USAF issued a request for an advanced supersonic interceptor to equip the Air Defense Command. Known formally as Weapon System WS-201A, but better known informally as the "1954 Interceptor", it called for a supersonic aircraft with all-weather capability, intercept radar and air-to-air missile armament. Republic was one of six companies to submit proposals. On 2 July 1951, three of the designs were selected for further development, Convair's scaled-up XF-92 that evolved into the F-102 Delta Dagger, a Lockheed design that led to the F-104 Starfighter, and Republic's AP-57. AP-57 was an advanced concept to be built almost entirely of titanium and capable of Mach 3 at altitudes of at least 60,000 ft (24,400 m). A full-scale mock-up of the AP-57 was built and inspected in March 1953. A contract for three prototypes followed in June 1954. Work on the prototypes was delayed by continued problems with the titanium construction, and more notably by continued problems with the proposed Wright J67 engine. The contract was later reduced to a single prototype. In the end, the J67 never entered production and the aircraft it had been chosen for were forced to turn to other engine designs, or were cancelled outright. Republic suggested replacing the J67 with the Wright J65, a much less powerful engine. The project was eventually cancelled on 21 August 1957 with no flying prototypes ever being completed. The design was given a brief reprieve as part of the Long-Range Interceptor - Experimental (LRI-X) project that led to the XF-108 Rapier. Part of this project was the development of the advanced Hughes AN/ASG-18 pulse-doppler radar and the GAR-9 missile. Republic proposed adapting the F-103 as a testbed for these systems, although it wouldn't be able to come close to meeting the range requirements of LRI-X. Some work was carried out adapting the mockup to house the 40 inch antenna, which required the nose section to be scaled up considerably. Nothing ever came of the proposal, and testing of the ASG-18/GAR-9 was carried out on a modified B-58 Hustler instead. Information on F-103A (this release): This aircraft is based on heavily on the mockup at the time of cancellation, with 6 of the smaller AIM-4 Falcons and 36 FFAR rockets. Performance is based on reasonable speculations and closely matches what was in the offical USAF proposed Standard Aircraft Characteristics document. Some specific things to note include - This is a point interceptor...designed to give you enough gas for maybe two passes at bomber type targets. It is recommended to be between 250 and 500 knots indicated for your attacks, as your FFARs and AIM-4s will tend to aim exactly at what the nose is pointing at within those speeds (this includes the AI). To activate the front 'viewport', cycle through your radar modes...be advised while you are using the 'viewport', the radar will not work. To extend the periscope on the external model, use the 'Arresting Hook' key. The front missile bays are automatic, the rear missile bays/FFAR pods are manual...you must open them with the 'Bomb Bay' key before you can fire either the rear missiles or FFARs. This model uses the newest ThirdWire exporter, and as such, the LOD files (except for the lowest 2) are not compatible with any version of the sim older than Jan 2011 (Exp 2 with the Jan 2011 patch). You have been warned... This will be a difficult aircraft to fly and be successful on a regular basis in 'Hard' mode. If you want an air-to-air challenge, this aircraft will give you one. Good luck and report any 'serious' issues (ie game crashing or grevious errors) to me at CombatAce. FC 12 Feb 11
  13. Wait...ROYAL United States Air Force? FC
  14. Well, other than contacting Skype, I don't have any suggestions. FC
  15. Why? Does he keep calling you? Or was it a one time deal? FC
  16. Thanks Eric...I'm using the skins as a basis for the Normal and Specular maps, so the PSDs will help a lot. Plus I did some additional tweaks to the model and I'm converting everything over to DDS to save space. Basically, I'm using as much new stuff as I can to get practice for the KAW mod models. FC
  17. I'm not seeing the issue here...Skype is a VOIP service that you can use like a typical chat/webcam client, and/or you can use it to call phone numbers like an actual phone if you have a paid account. FC
  18. Detroit's has always been a tough town, but right now it's especially bad. On the upside, houses are REALLY cheap at the moment... FC
  19. Copy...I'll PM you the details. FC
  20. Still have it? I can even pay for shipping... FC
  21. Couldn't watch any more of the movie after that scene. That should tell you something. FC
  22. Yea...bump mapping and full DX10 support. It's real simple...Intel intergrated graphics are notorious for not being able to run SF2 with all the bells and whistles (mainly advanced shaders). I've seen this several times in several threads. Try going into your options.ini file and find these 2 lines: Set them to: If things work okay, then do this: If things still work okay, then reset the UseAdvancedShaders parameter to 1. If the problems come back, that's your issue. You may just have to accept running in DX9 mode, and/or without the advanced shaders. FC
  23. A final update. As of Jan 2011, the newest exporter for 3ds MAX 2009 (exporter Dec2010-C), has added specular mapping support, plus a few other features. Any LODs created with this exporter will NOT be compatible with ANY version of the Gen 1 sims (SFP1/SFG/WOV/WOE/WOI/FE). In other words, any models created with this exporter cannot be back converted into the Gen 1 sim. This pretty much marks the end of official Gen 1 support. FC
  24. That's probably the issue right there. Intel integrated graphics are notorious for not being able to run SF2 properly at higher graphics settings. FC
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