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FastCargo

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Everything posted by FastCargo

  1. Have you tried actually using them in game? FC
  2. Also, if you were measuring in IAS, unless you're at sea level, you were probably already supersonic (IAS decreases for a given Mach the higher you go). And a lot of aircraft that are supersonic up high may not be able to go supersonic low level. Also, what externals did you have loaded? FC
  3. Good question...I know that I can make the bump map bitmap a different resolution and that the sim will load it. BUT, I don't know if the sim will 'scale' the bump map on it's own like it does with the skins. FC
  4. Doing more research... The bump mapping is not tied to the LOD file. In other words, as you can see I deliberately renamed the body bump map as the wing bump map. I then also deleted the body bump map. So, the dark fuselage is the result of not having the bitmap at all, and the bad lines are the result of having the wrong bump map match. What this does mean is that skinners can determine the bump map appearance of the model. But, the bump map bitmaps need to be posted in the main aircraft directory...they don't work posted in the skin directory. So, if a 3d modeler is inexperienced in bump mapping, a good skinner can take up where they left off. Also, here's a better skin to show off the bump mapping: FC
  5. Please check this post...new Eagles released. http://forum.combatace.com/topic/51826-f-15-super-pack/page__view__findpost__p__390735 Of course, that means, not including the Baz versions, the F-15 Super Pack now takes up 3 GB on your hard drive... FC
  6. Okay folks, F-15 Super Pack updated with several early variants of the Eagles. You will need SF2E to take full advantage of these Eagles. Please read the updated release announcement for more detail.
  7. We've had steerable F-15s since before the F-15 Super Pack... FC
  8. For those who said bump mapping, you are correct! The latest patch has implemented bump mapping (If you run Object Texture at 'Unlimited'). Also, TK has released the newest 3d Max 2009 exporter to support bump mapping. I've just been playing with the parameter...it's pretty easy to implement. The hard part is doing it well...my attempt here was a 3 minute 'use the panel line layer' bitmap to see if the effect worked. The absolute best way to make a bump map bitmap from what little I understand is building an ultra detailed mesh, then using a program that builds the bitmap from that model. Then taking the resultant bitmap and bump mapping it onto a lower detailed mesh. But that's currently beyond my skill and effort interest. I'd much rather hire a decent skinner to give me good panel lines and wells and build the bump map off of that. FC
  9. Notice anything different between these 2 AT-38B talons? Look close...the effect is very subtle... FC
  10. I don't have access to the F-18 at the moment. Let's keep it simple. If you want 4 AMRAAMs on the underwing pylons, you will have to use the stock TMF loadout. Do not use any missile racks. Use stations 9, 10, 11, 12. If you want 8 AMRAAMs (ie 2 pair where the drop tanks are), then you will need to use the LAU-115CA racks. Stations 1, 2, 9, 10, 11, 12 In AllowedWeaponClass, you will need to add 2AR,AHM to the pylon line for stations 1 and 2. Without looking at the stock TMF FA-18A, I think this is what you need. Loadout[01].WeaponType=AIM-120C Loadout[01].Quantity=2 Loadout[01].RackType=LAU-115C Loadout[02].WeaponType=AIM-120C Loadout[02].Quantity=2 Loadout[02].RackType=LAU-115C Loadout[09].WeaponType=AIM-120C Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-120C Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-120C Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-120C Loadout[12].Quantity=1 Loadout[13].WeaponType=Tank300_F18 Loadout[13].Quantity=1 Loadout[14].WeaponType=AIM-120C Loadout[14].Quantity=1 Loadout[15].WeaponType=AIM-120C Loadout[15].Quantity=1 Loadout[16].WeaponType=AIM-9X Loadout[16].Quantity=1 Loadout[17].WeaponType=AIM-9X Loadout[17].Quantity=1 This assumes: Stations 1 and 2 are the inner pylon Fuel Tank stations. Stations 9-12 are the AMRAAM missile stations. Station 13 is the centerline station. Station 14 and 15 are the fuselage AMRAAM stations. Station 16 and 17 are the wingtip stations. Because you haven't provided the full list of stations, I can only guess as to which stations are what. FC
  11. Those inner rails on the TMF FA-18A are meant for one missile each. You loaded the racks on those rails...that is incorrect. Those racks (LAU-115CA) are for the outer pylons which do not have built in missile rails. It looks like you tried to combine the Super Hornet loadout.ini entries into the FA-18A loadout.ini. Not a good idea unless you know exactly what you are doing. FC
  12. It could be something internal to the file. FC
  13. No. We do not have the time to adapt these aircraft to the eariler Generation 1 series (SFP1/WOV/WOE/WOI). If someone wants to do it on their own, that's fine. FC
  14. And there are more changes coming for the other F-15s... FC
  15. Not according to my wife! Did I mention she's Canadian? FC
  16. Yep, a real bromance.... FC
  17. Nice to see ya 'the Don'. Come back whenever...we'll be hangin around... FC
  18. Yes, if you know: 1. How to work with the weapondata.ini 2. How the directory structure for the weapons are arranged. 3. What specific files you need for each weapon. 4. How to work with the weapons editor. 5. How to arrange the files so that the weapon is 'visible' to the player and the weapons editor. You must know these five things. If you do not know any one of them, you are doomed to failure. I would suggest VERY strongly to get familiar with how your weapons work in your current install. And then start with small changes. FC
  19. Anyone notice the gun case actually strapped to the wing strut? That's some funny stuff there...even markered the registration on the duct tape! "Ya gotta do what you gotta do"... FC
  20. And speak WELL and sound good...'cowboy' speak is bad enough...poor sounding native speak isn't a whole lot better. FC
  21. What I thought was interesting was finding out that a lot of the light grey variants didn't get the MFD until the mid-80s...they initially came off the line with the same armament panel as the A models. In addition, the Baz models needed different rails for the Python 3 missile (which the stock TW Baz actually has wrong). And that non-USAF light grey Eagles couldn't carry AMRAAMs until the late-1990s, long after the USAF could...a distinct disadvantage had there been a large conflict in the mid-1990s for Israel or Japan. Also, if you want to use the early light grey models, you will need to have at least SF2E or SF2I (you MIGHT be able to get the WOE or WOI F-15A cockpit to work instead). FC
  22. Maybe we can call it the "F-15 Ultra Pack"... Of course, it'll take up at least 4.36 GB on your HD...still working on decals for a few versions... Except for the R, ACTIVE, and any one off special versions (Streak Eagle, prototype #1 before the wing and stab mods, etc), I think we'll have every version of the Eagle ever built... FC
  23. Because the file you downloaded was OLD, back before the aircraftobject.ini alterations weren't needed anymore. FC
  24. No such thing as too many Eagles... FC
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