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ravenclaw_007

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Everything posted by ravenclaw_007

  1. my SF2 got hijacked

    thanks to all and yes it is my joystick , the computer is not even recognizing it anymore my problem is now that i need a new HOTAS Warthog and in the moment i dont have the money for it , so all my projects are stopping right now until i have figured out how to use my key bord again
  2. the new F-4E model is coming hopefully before the year ends , F-4E up to F-4E_78 are done including the respective cockpits always good to look at the pictures , just notice a small problem on the walkway outline on the front / air intake ( is fixed already )
  3. i´m working on some new F-4E cockpits and came across of some AN/ALE-40 info , based on that info did most F-4s get an ALE-40 CHAFF dispenser by 1974 and the FLARE dispenser by 1978 , the AN/ALE-40 control panel in the cockpit is first showing in the 1979 flight manual in SF2 we have the AN/ALE-40 chaff and flare dispenser on the F-4E _75 what would be wrong if my info is correct , it would be interesting to know wehr the chaff only dispenser was mounted on the pylon , on the inner or the outer or on both sides or are this the chaff bundles that was carried in the air brake housing , and how was the chaff deployed given that no AN/ALE-40 control panel was in the cockpit until 1978/1979 i think i have to change that F-4E-75 model AN/ALE-40 control panel in the rear F-4 cockpit
  4. hi , the light is on the wrong position , you need the node name of the object the light is linked to and than it is possible to move it , but in this case i think you can only solve it with the original max file and 3ds max or you wait until my cockpits are done
  5. AN/ALE-40 dispenser

    just found the answer by going true the T.O. 1F-4E-2-30 , there is right on top a list of changes made to the F-4E and i found something else that i was searching for , what year did the IP-1310 azimuth indicator appear in the F-4E cockpit , it is 1983 and not 1978 as it is with the TW cockpits i will change now my cockpits and the IP-1310 will appear in my cockpits with the F-4E_85_ANG
  6. i´m searching pictures or drawings of the Mark 11 , Mark 91 nuclear bomb , all i got are the 2 pictures below but this pictures showing no details what makes it a bit difficult to make them maybe somebody has pictures or a drawing in a book , any help is welcome
  7. my F-4E_70 cockpit has now his ejection seat , still early and some items are still missing
  8. Nope , i have very little on books about nuclear weapons but i have a lot of pictures
  9. i´m searching for pictures or drawing of the MC-30 side delay fuze and the MC-32 nose delay fuze extension all i have is this drawing and this picture just showing where the side and nose fuze belongs but no pictues of the fuze it self , any help is welcome
  10. i try to get rid of this seam , i try Edit Normals in 3ds max and in max it looks like it works no more seam but as soon as i have the lod in game the seam is back any idea what i do wrong ???? in 3ds max is no seam visible in game the seam is there
  11. i exported it with decals and i try a lot with this Edit Normals function but no luck so far , may be its time that i give it to an other modder to see if he has more luck , i think i miss something important but no idea what it is
  12. this are to different objects , the upper part belongs to the Inlet / Fuselage the lower part to the Wing i remember that someone posted that we can remove this seam by using the " Edit Normals " function in 3ds max and in max it works the seam is cone , but not in game the red ray´s are the one i fixed , before editing them the ray`s for the Inlet and the ray`S for the wing where showing in different directions now both showing in the same direction and in max the seam is cone
  13. Hallo may be you know it already but in case you dont i work on a early F-4G cockpit , in the moment i make complete new side panels the left side is almost done the right panels will be next i still have one problem that is the threat warning panel , on that panel are 4 warning lights LF , RF , LA and RA this lights should show the threat from a certain direction , for example the LF from 270° up to 360° and the RF from 0° to 90° and so on , but in game i dont get them to work so now i wonder how do the guys who work on russian jets get this russian warning panel to work , this one is showing even more directions ??? i realy need some help here by the way is there a way to get the range and direction counter working , the should show the range and direction to the threat i have try all now but in both cases i have no success
  14. GPU-2A gun pod

    that is not correct , the GPU-2A in that picture is from the Navy and on the left side you dont have the ribs , the ribs are only on the battery access door on the right side, i collored the door red so you can see it better and check the 2 picture above who are showing how to open the door by rotating it by 180 deg. left side view right side view view from behind access door red
  15. i´m working on a GPU-2A gun pod and as usual i´m searching pictures , in this case pictures of the rear part , i found one of a GPU-2A on a Bronco showing 2 handles on the rear part but know i found the NAVAIR 11-95GPU-2A-1 showing some ribs on the right rear , and i found a video of that gun pod showing that the right rear is an access door for the battery , that door can be rotatet by 180 deg. so that you have full access to the battery the second pod with the rotating access door is a Navy version , question is what is the pod with the 2 handles on the rear ??? is it a Marine or Air Force version or a specific version for the Bronco ??? by the way on the first pod with the 2 handles you have to remove the complete rear cover to get access to the battery like you can see on the picture below if any body has an idea what version the pod with the 2 handle is an if it was used may be with the Marine or Air Force would be very helpful
  16. GPU-2A gun pod

    nope the rear part of the GPU-2A is wrong , there are only 3 ribs on the right rear battery access panel not 8 like they have it , with this 8 ribs you can not rotate/open the access panel any more
  17. Weaponspack 3

    don't think so but i`m working on one , still some details missing and the skin has to be made to
  18. try this one and let me know if you need any changes to it Skyflash_3000_Blue.7z
  19. would that be ok should i remove the cable trays as well ????
  20. i was searching for a picture of that all blue missile , but i could not find any are there any stencils on them or is that just a missile body filled with concrete and painted blue ???
  21. Sorry did not know that i just made this skin for the Skyflash 3000 , you can have it with or with out the fins , just have to make the weapons folders for it
  22. i made this one here the front looks like an AIM-7F the rest like an AIM-7E , on the Motor it says E , dont know what it realy is almost all of the AIM-7 Inert missiles have " DO NOT FLY " on them so i´m not sure if a AIM-7 inert missile was ever in air , thats the reson i did not made them by the way total blue colored AIM-7 are normally a Japanese feature
  23. Ghost Recon Breakpoint videos

    nice videos i´m still on Ghost Recon Wildlands
  24. if you make the following changes to the FLIGHTENGINE.ini you will get details to a very far distance as you can see in the picture , but do so only if you are sure that your computer can handle it you may get a FPS drop on my computer it works fine , Windows 7 , CPU I7-4790k , RAM 32 GB , ASUS ROG STRIX GTX 1070 OC 8Gb [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=4096 MaxModelType=2024 MaxMeshPerScene=4096 MaxModelPerScene=2024 MaxLightPerScene=256 AspectRatio=1.333333 MinPixelSize=1.0 [BackgroundSceneClip] FarClipDistance=80000.0 NearClipDistance=3000.0 [ForegroundSceneClip] FarClipDistance=14000.0 NearClipDistance=0.45 [InsideSceneClip] FarClipDistance=250.0 NearClipDistance=0.01 [LowDetailOption] HorizonDistance=30000.0 DetailMeshSize=2 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=52000.0 DetailMeshSize=2 DetailLevel=1 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=60000.0 DetailMeshSize=14 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=512 [UnlimitedDetailOption] HorizonDistance=72000.0 DetailMeshSize=19 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1
  25. testing the GBU-8A/B with IR seeker
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