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saint aj

+MODDER
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Everything posted by saint aj

  1. Uh... there is no standard in-game F-14A. All the F-14s are user mods. Also, have you tried using the "Page Down" key to increase your radar range and "Page Up" key to change radar modes?
  2. F-14 horror movie

    Tragic but maybe necessary on some level, as F-14 parts were winding up on the black market.... and we all know who would be interested in lots of black market Tomcat parts... ::glares at Iran for ruining things::
  3. new: Warhawk (Masakari) finished, see the original list for the attached screencap
  4. Rudder pedals

    CH Pro Pedals work brilliantly for me. I'm so fond of them I started using them to control my character's movement in Oblivion instead of the WASD keys, lol. I do enjoy using Saitek's sticks though better than any I've tried. Current setup is Saitek ST290pro + CH Pro Pedals USB, and I've never had a problem.
  5. Well I'm trying to go for a hardcore oldschool BattleTech mod, or at least as close as I can realistically get within the confines of the sim. Which means that unlike in the MechWarrior PC games, aerospace fighters will pwn 'Mechs most of the time. So far the plan is to create a Battle of Tukayyid campaign from the Clan perspective (taken from the Blood of Kerensky novel series) and possibly a Battle of Luthien campaign from the Inner Sphere perspective (again, from Blood of Kerensky). Both will be set in 3052. If time and other obligations permit I might also try to make a campaign set during one of the battles of the 3057 Refusal War (the subject of MechWarrior 2) Thus far, I have this much in the pipeline: Inner Sphere 'Mechs to be used as "tanks" in-game: 35-ton JR7-D Jenner (Complete) 35-ton PNT-9R Panther (Planned) 40-ton STN-3M Sentinel (Planned) 45-ton WFT-1 Wolf Trap (Planned) 50-ton CRB-27 Crab (Planned) 70-ton WHM-6R Warhammer (In development) 70-ton GLT-5M Guillotine (Planned) 100-ton AS7-K Atlas (In development) 100-ton KGC-000 King Crab (Planned) 'Mechs to be used as "AAA" in-game: 60-ton RFL-3N Rifleman as mobile AAA (Planned) 65-ton JM-6 JägerMech as mobile AAA (Planned) 65-ton CPLT-C1 Catapult as mobile SAM (Planned) Other BattleMechs (for now just targets in-game): 20-ton MCY-97 Mercury as Recon vehicle (Planned) 20-ton LCT-1V Locust as Recon vehicle (Planned) 70-ton ARC-5R Archer as Artillery vehicle (Planned) 65-ton CPLT-C3 Catapult as Artillery vehicle (Planned) 90-ton CP-10-Z Cyclops as Command vehicle (Planned) known AeroSpace Fighters (player flyable): 25-ton Swift (planned) 35-ton Sholagar (planned) 35-ton Zero (planned) 50-ton Hellcat II (planned) 65-ton Shilone (planned) 75-ton Hammerhead (planned) 80-ton Slayer (planned) 85-ton Rapier (planned) plus additional fighters from BattleTech Technical Readouts 2750 and 3025 as time permits known Ground Vehicles: Shreck PPC Carrier (in development) Demolisher Heavy Tank (planned) Rhino Heavy Tank (planned) Vedette Medium Tank (planned) Pegasus Hovercraft (planned) Chapparal Artillery Tank (planned) Savannah Master Hovercraft (planned) Mobile HQ Vehicle (planned) Other Vehicles: (as time permits) Union-class DropShip (static ground object) Leopard-class DropShip (transport aircraft) Overlord-class DropShip (static ground object) Fury-class Dropship (transport aircraft) Avenger-class Dropship (bomber) 'MechBuster Fighter (player flyable) Guardian VTOL Fighter (player flyable) Warrior H-7 Attack Helicopter Karnov UR Transport Helicopter Clan 'Mechs to be used as "tanks" in-game: 30-ton Kit Fox (In Development) 30-ton UrbanMech IIC (Planned) 55-ton Stormcrow (Planned) 75-ton Timberwolf (Finished) 85-ton Warhawk (Finished) 'Mechs to be used as "AAA" in-game: 65-ton Rifleman IIC as mobile AAA (Planned) 65-ton Glass Spider as mobile AAA (Planned) 100-ton Bane as mobile SAM (Planned) Other BattleMechs (just targets in-game): 20-ton FireMoth as Recon (Planned) 60-ton Mad Dog as Artillery (in development) 95-ton Executioner as Command Vehicle (planned) player-flyable AeroSpace OmniFighters: 20-ton Bashkir (In Development) 35-ton Avar (In Development) 40-ton Batu (Planned) 45-ton Sulla (Planned) 50-ton Turk (Planned) 60-ton Visigoth (Planned) 70-ton Jagatai (Planned) 75-ton Sabutai (Planned) 80-ton Jenghiz (Planned) 90-ton Scytha (Planned) 100-ton Kirghiz (Planned) known Ground Vehicles: Epona Pursuit Tank (Planned) Huitzilopochtli Artillery Tank (Planned) Mars Assault Tank (Planned) Elemental battle armor Point (Status unknown) Other Vehicles: Broadsword-class Dropship (Transport Aircraft) Lion-class Dropship (static ground target) Union-C Dropship (static ground target) Overlord-C Dropship (static ground target) Weapons Energy Weapons Lasers, Extended-Range Lasers, and Pulse Lasers all in development PPCs and ER PPCs planned Flamer status unknown Ballistic Weapons Autocannons, Ultra Autocannons, and LB-X Autocannons finished Machine Gun finished Gauss Rifle planned Anti-Missile System status unknown Missile Weapons Long-Range Missiles and Short-Range Missiles for ground vehicles in development LRMs and SRMs for aircraft in development Artemis IV FCS guided missiles (ground-attack only) in development Streak missiles (air-to-air only) in development Listen-Kill Missiles (anti-radiation) in development Medium-Range Missiles planned Arrow IV Artillery Missile planned Other Weapons Various Bombs planned Guardian ECM Pod planned Beagle Active Probe status unknown Heavy Lasers, Light Gauss Rifles, Rotary Autocannon, ER medium and small lasers for the Inner Sphere, and most Ultra and LB-X autocannons for the Inner Sphere aren't going to be included right now because they don't fit the timeline of the campaign. Due to limitations of the game engine, all missiles are going to be implemented as "Thunderbolt" one-shot missiles instead of the multi-shot missiles that have been part of BattleTech since the beginning.
  6. Any chance we might see a Q-5 Fantan?
  7. Boeing To replace A-10 Wings

    The A-10 is like the Chuck Norris of fighter planes. Sure it's a terrible actor, but it can roundhouse kick you backwards in time!
  8. It looks to me, MacGalin, as though the problem is due to the AIM-4D having a later service date than the AIM-9B. The game should pick the most recently developed missile available if it can't find the default one, which in this case means it will pick the AIM-4D. You could solve the problem by changing the default loadout for the plane to the AIM-9B, but then it would load the AIM-9B even when later model Sidewinders became available. Unfortunately there's no way (to my knowledge) to inform the game that it should look for other Sidewinder variants to the exclusion of other types.
  9. I think the sim is going to select the first bomb rack in alphabetical order that will fit the plane and weapons, in this case the rack called "2BR" that's in the weapons pack because it starts with a number instead of a letter. *grumbles something about the weapons pack naming system*
  10. Sidewinder Impact Video

    ur Phantom a splode!
  11. well if I'm not mistaken the animations are numbered by the highest TCB keyframe, not the lowest. 1-10 = 1, 11-20 = 2 and so on, so if your canopy isn't open until TCB keyframe 60, you need to set it as animation 6, not 5
  12. Is there a Gas shell mod?

    seems simple enough, just copy the napalm bomb effect and change the color of the fire to greenish yellow, and probably modify it so it doesn't go as high into the air
  13. I don't see why the sidewinder thing is even a debate. Rig the appropriate pylons for IRMs and leave the Sidewinders out of the default loadouts. You don't get AI planes carrying AAMs and the rivet counters don't have to worry about their precious historical accuracy being spoiled. Problem solved.
  14. File Name: L-39ZA Albatros File Submitter: saint aj File Submitted: 19 May 2007 File Updated: 9 Sep 2007 File Category: Trainers Aero Vochody L-39ZA Albatros Soviet-era light trainer that has become popular around the world for aerobatics, training, light attack, and sport flying. The version reflected here is the L-39ZA light attack aircraft, with strengthened wings, four outboard weapon pylons, and an optional 23mm cannon pack on the centerline. Two skins are available, Soviet/Czech tactical camouflage, and modern Czech grey. Click here to download this file
  15. New russian stealth fighter

    a friend of mine and I had an idea for busting stealth a while back. the idea was to set up a linked array of radars connected by powerful computers, with some radars being set to extremely high return sensitivity (high enough that background noise would be a problem) and others being set to a much lower level of sensitivity. The radars would also be set to different frequencies and pulse rates. The computer cluster would then examine the data from the various radars as they swept a given area, and attempt to distinguish through comparitive analysis those radar returns which didn't behave like background noise--by moving at 500 knots, for example. The idea being that a stealth aircraft might have a very small radar signature, it can't actually be invisible, and it is still going to behave the way an aircraft behaves in terms of speed, altitude and direction. Such a radar configuration should be able to pick out even extremely small radar signatures and display them to the operator if they match the operating characteristics of an aircraft. Not to mention the multiple perspectives would allow for a form of Inverse Synthetic Aperture Radar (ISAR), which can generate 3-dimensional images of the contact.
  16. New russian stealth fighter

    no idea about it being done with a Fencer, but there was a report from just last year about some Tu-160 Blackjacks entering Canadian airspace completely undetected during a Russian exercise...
  17. New russian stealth fighter

    Active Electronically Scanned Array, it means Phased Array Radar. Anyway I have a feeling the Russians are probably not fully developing stealth because they're concentrating on methods of defeating stealth technology---a lot more cost effective in the long run than developing multi-billion dollar stealth fighters. Also, with regard to the wide variety of F-22 clones, it may not have much to do with a lack of originality on the designers' parts. If you think about it, stealth aircraft require a LOT of effort to find the ideal configuration to make aerodynamics meet radar avoidance. Why waste your effort on researching a new platform when your enemies have already done the work for you? Chances are if the Pak-FA or J-XX programs go anywhere, the airplanes will be completely different on the inside than the F-22.
  18. Roll Call

    Coming in low and fast, keep your heads down!
  19. if the LOD for the gunpod isn't showing up, make sure you don't have the file "l39gunpod.ini" in your objects/weapons folder. the game will think the file is specifying levels of detail for the weapon and, upon not finding the information, makes the weapon invisible.
  20. uhhh, yeah, I don't think that was quite what he was asking... NGHENGO, you might want to try, in your model's heirarchy, making "dummy" mesh nodes for your elevons elevation (a single vertex or very small cube would work) and attaching the roll motion to the real elevons, which have the dummy elevons as parents. Example, in your model's heirarchy: Wing ---->Elevon_Elevator (the dummy node) --------->Elevon_Roll (the real elevon piece in the model) Another way to do it, without having to create dummy nodes, is to use the SECONDARYINPUTNAME= command. For example, an all-moving canard that does pitch and roll: [RCanard] SystemType=CONTROL_SURFACE InputName=PITCH_CONTROL SecondaryInputName=ROLL_CONTROL MaxDeflection=10.0 MinDeflection=-10.0 MovingSurface=TRUE ControlRate=5.0 ModelNodeName=right_canard ReverseModelOrientation=TRUE RotationAxis=X-AXIS ReverseInput=TRUE However there is a problem with the SecondaryInput: a control can only respond to one type of input at the same time, meaning the control can't act as elevator and aileron simultaneously. EDIT ---- Uh, oops! I seem to have responded to a thread that's about a year old. D'oh!
  21. I gotta back up Tristan on this one, the ECM and some of the flares are not enabled on the model. The problem is that there are no "SystemName=" entries in the MiG-21MF_Data.ini file for FlareStation_1 thru FlareStation_4 and ECM. Adding these to the fuselage section should fix it. However, the ChaffDispenser system should be functional. O_o
  22. Thanks guys for the fast praise. :blush2: Guess I can't be a lurker around here anymore, haha.
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