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Posts posted by ravenclaw_007
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32 minutes ago, russouk2004 said:with my F4`s chutes ive set them on ground only and carrier based false chute only opens on land then afaik
that is waht i was looking for thank you
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i´m working on a new F-4B model for SF2 and need a bit help
1. based on the tactical manual from September 1972 for the F-4B was the AERO-3B launchrail used on early F-4B versions , antil when was this Aero-3B / AIM-9B used in the Navy ??? i assume that with the AIM-9D service start ( about 1966 ) the LAU-7A launchrail was used also for the AIM-9B
2. the F-4B was able to carry 1 AIM-7 on the inner wing pylon , did that continou for all Navy versions of the F-4 , i have pictures showing the AIM-7 on inner wing pylon on F-4N dont know with later versions
3. is there a way to limit the drag chute to be used on land based airfields only , i now that we have some entrys so the chute can only be dployed with a certain air speed dont know if there is a way for land based airfields to
if anybody knows some answers please let me know
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its funy , i dont have that on my R.550 Magic 2 , maybe you got an early version but i cant remeber to have that problem on any of my Magic 2 versions
can you please try this one and let me know if the problem is still there
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1 hour ago, Svetlin said:Hi ravenclaw_007, I noticed some tractor beams coming from the Matra R.550 Magic 2.
Would it be possible to fix that if/when you have some time?
i will check that
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i have material ( fligth manuals ) for many different F-4 Cockpits , some are in work already
F-4B cockpits , early and late
F-4C cockpits , early
F-4D cockpits , early
F-4E cockpits , early , mid and late
F-4F cockpits , early and late
F-4G cockpits , early , mid and late , and single windscreen
F-4J cockpits , early and late
F-4N cockpits , early and late
still searching more F-4 Phantom flight manuals
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that picture is great , Thanks
i may start making all F-4 Cockpits based on my F-4G cockpit , but you may have to wait a long time until they are done
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in the original TW cockpit are no tga objects assigned to this lights , so sorry but no
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22 minutes ago, yakarov79 said:Thanks.
As you can see there was at least 3 type of underbelly launchers in use.
NATO catamaran - Denmark, Norway, Germany...
double Aero-3B used by Japan/USAF.
and Italian/Turkish fixed pylons with BRU and attached Aero launcher.
the AERO-3B is the one on the Danish F-104G , dont know what type or manufacturer the Japanese launcher is
by the way the italian and the japanese have different mountings but the same launch rail
AERO-3B launcher
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Thanks , i will give it a try
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the hierarchy looks ok but i have somebody who is checking it again , the change in the material maps happen automatically when i delete the not needed parts
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45 minutes ago, Sundowner said:Double check your .lod and .LOD name entries mate, if the dont match the model they wont show.
Thanks , i changed the names but still no show of LOD2
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13 minutes ago, sophocles said:ini files look ok Volker, have you checked the mesh hierarchies of the two lods; the problem is most likely there.
yap but i cant find any error
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23 minutes ago, Crusader said:Game detail setting issue., maybe ?
where can i change that ??? the only detail setting i know of is the object detail and there i´m on high
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i changed the name to a shorter one , still not showing up
what puzzels me a bit is that LOD1 is using the distance setting from LOD2 and if i add a LOD3 he is taking that distance setting as well
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i only removed the details from LOD2 everything else is as in LOD1 , cant find any problem there , and i have this problem with other weapons as well
[WeaponData]
ObjectFullName=AN/ALQ-184 3-Band ECM Pod
ObjectDataFile=ALQ-184_3Band_data.INI[LOD001]
Filename=ALQ-184_3Band.lod
Distance=3[LOD002]
Filename=ALQ-184_3Band_LOD2.LOD
Distance=10[Shadow]
CastShadow=TRUE
ShadowCastDist=10000
MaxVisibleDistance=100 -
i´m trying to get the distance lods i made for some of my weapons to work but what ever i try the only lod that gets displayed is the LOD1 all other lods are ignored , although every distance change i made on the LOD2 entry is regognized and the LOD1 is displayed on the respective distance i enter for LOD2
i check if the LOD2 is displayed at all by removing the the LOD1 and changing the entry , and yes it is displayed but as soon as LOD1 is back the LOD2 will not be displayed anymore
anybody with a good idea what is wrong here , or do distance lod´s only work for aircrafts ????
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looks like in december 03 the HOTAS Warthog will be available againe including the throttle for about 450 Euro´s , at least here in germany
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some more detail pictures of the R-13M that i made at the Wehrtechnische Studiensammlung Koblenz , check the last picture that missile has russian and english warnings on the wings and instead of a nozzle there is a cast ring with holes , maybe Gepard knowse what this part is for , on life missiles this part is not present
also interesting is the holding mechanism for the front wings on the launch rail
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the extendet nose gear is a pain in the a... , i try it several times but in game it will not work , modeling it in 3ds max is not the problem but to get it working in game is , the nose gear should be only extendet on launching from the carrier not on landing
one way i got it somhow working is removing al the unneccesary animations like open canopy , wing fold etc and use this animation slots for the nose gear
maybe ant gets it working
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22 minutes ago, starfighter2 said:If you can, pls make "low" version of lods too--- for new weapons onwards. BTW keep up with excellent job.
the poly heavy weapons have distance lods , will try to add them to the others as well
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13 minutes ago, Crusader said:Jams the game with zillion trillion polys
it just has a lod size of 759 KB
Num Nodes: 97
Total: (22958 polys, 18484 verts)
Mesh Max: (2744 polys, 2004 verts)Otto it is time for a new computer
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F-4B Phantom II
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
working on the tail getting the panel lines right , rivets are next