
drdoyo
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Everything posted by drdoyo
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Hmm, I know it's just the media, but I have to ask. Captain and XO relieved of duty.......so what happened to the sailor who was breaking the rules and policies by smoking in the unauthorized space? Theres no mention of that in the artical. I hope that person didn't just walk away for THEIR neglegence.
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Comin Soon, Baby! ^_^
drdoyo replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Someone was burning the midnight oil Looks really great SidDogg Nice job! -
Comin Soon, Baby! ^_^
drdoyo replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I just compared the out file to the mesh names in the lod using a hex editor. The out is good. The mesh for the outer LE flap must be one of the pyl entries. -
Comin Soon, Baby! ^_^
drdoyo replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Here's what 've come up with by beginning a process of elimination. LeftFrontFlap = Left inboard TE flap RightFrontFlap = Right inboard TE flap LeftOuterFlap = Left Flaperon RightOuterFlap = Right Flaperon This I established the day after the download because I modified the flaps to have a maneuver position of 10 degrees plus a 1/2 flap and full flap setting to smooth out the flap transitions. Like I said, some experimentation is in order. That out file might be for an earlier rendition of the model, perhaps one which was not complete. I've aready ruled out the mesh entries for the L/R slat and L/R outer slat. -
Comin Soon, Baby! ^_^
drdoyo replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
To answer that question I'd direct you to the flight control section of the FA-18F_data.ini. At the bottom of the [XxxxOuterSlat] section is the name of the mesh you want eg. [LeftOuterSlat] SystemType=HIGHLIFT_DEVICE CLiftdc=-0.0062 CDdc=0.0017 DeltaStallAlpha=2.39 AreaRatio=1.010 DeploymentMethod=AUTOMATIC_ANGLE_OF_ATTACK Setting[1].Angle=10 Setting[1].DeployValue=9.7 Setting[1].RetractValue=7.7 Setting[2].Angle=30 Setting[2].DeployValue=13.8 Setting[2].RetractValue=12.7 MaxDeflection=30.0 MinDeflection=0.0 ControlRate=3.0 AnimationID=5 ModelNodeName=LeftOuterSlat <================ It should be this. The entry ModelNodeName is telling the game engine which part to move, and therefore which part your decal will go on. This works for the flight controls and moving parts. For the rest of the parts, the out file is where all the mesh names are for the model, so either way can be used. However, compareing the two (out and data.ini), I'm going to guess you want RightFrontFlap and LeftFrontFlap. You may have to test the different mesh names and node names one or two at a time (left, right). I'm guessing 'pyl' refers to weapon pylons. I'm going to look in game to see what's moving there. Comparing the out and data.ini something looks strange, obviously it works though. -
Comin Soon, Baby! ^_^
drdoyo replied to SidDogg's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Check the .out file with notepad. all the mesh names are there -
F/A-18F
drdoyo replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Those dark areas between the tails are supposed to be bare metal areas. I found a pic of #103 from VFA-103 which clearly shows the area to not be painted. However, other pics from other squadrons show the same area is painted. -
Thanks for the explanation Ravenclaw. Again, no offense was intended. I didn't realize they weren't mapped at all. Is there someone who could map them? I'm going to be re-qualifying on the company's 19 seat airplane throughout August, so I might have a little time for some projects requireing no more than an hour or two in between memorizing emergency procedures and limitations.
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Well guys and lady, I know sometimes I can seem to be harsh or come off in a manner that I never intended. I do not intend to be harsh, negative or attack anyone now. I'd just like to offer the views of a skinner to some of the newer model makers out there in the interest of expanding their abilities, MY ability, and as a whole creating a much better ...ahem... free product for the entire community. Lindr2, again NO offense meant! I'm using your KH-59 model as an example here to illustrate my point. Thank you for your modeling work on the missing and sorely needed eastern weapons!! I was going to try to add some color to the KH-59 series. I thought I could complete a nice skin in an hour or so in my limited time today. This was my project of the day, chosen above others in work (sorry Simon, I have made some slow progress on yours!). The following three screens show a very nicely detailed model with a one tone skin. Clearly this is screaming for attention from someone who can give it some life in the form of shades, lines and highlights. The first step is to find the parts on the bmp image. To do this I use an image IIRC I obtained from simmerspaintshop called a PanelFinder. Now the idea is apply this bmp to the model and using the numbered and colored grid you can find where that pesky part is hiding in the bmp texture. There are limits to its use however. How the 3d model was built, or UVmapped is an important factor in skinning as you will see in the following screenshots. NOW, I'm NOT a model maker. I can't afford the programs, and hence have little knowledge (and none practical) about making a 3D model. I would urge the newbies to the trade to draw from the experienced guys like the TMF model makers, Julhelm, FastCargo, and all the others for pointers with their work and how to overcome issues. Note in the six screens the KH-31 variants. This is a model from Bunyap's 2006 weapons pack. It's a good model, though it seems the texture is slightly stretched, but not so much that I couldn't create lines on the surface. Those lines are 1 pixel. On FastCargo's P-270 model, I just added some shadeing, the blue band, and a metallic nose cone to bring out some depth. Now compare the KH-31s to the R-77s (Bunyap 2006), R-27s (TMF), and R-73s (TMF). The R-77 suffers a bit more texture stretching, but was still doable in low detail to break up the bland empty white. Before anyone says anything I installed the TMF R-77, but the waffle fins seemed to be missing. Again the lines are 1 pixel wide. By comparison, the R-27 and R-73 have no texture stretching and all detail is very crisp, down to the serial numbers and data. Here's what happened when I applied the PanelFinder to the model. The bottom line is this; I don't think I can do anything for the KH-59 given what the PanelFinder shows. The body texture is so stretched that one can't even read the numbers to locate its position on the texture, let alone try to draw a line for a structural seam, or add data. Like I said, I'm not a model maker so I don't know how to correct this. There are plenty of great modelers here to ask. I just paint em, and I'm still developing in that regard as well. I hope this helps us all to work towards an understanding of both our skills, and those skills of others which we are ourselves weaker in. We all have to work together for a better game. Help me make a better product, and I'll gladly help anyone in turn.
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A-10C
drdoyo replied to rovert97's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Will that be completely authentic with the hole below the airspeed indicator and left of the RMI? -
J-10 centerline fuel tank
drdoyo replied to Svetlin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Now y'all did it LOL, you got me interested in this. I realized that I hadn't installed the tanks yet, so I went and did that. What I found is this. the entries in the inis are correct. 1) One thing to make sure of is that you don't end up with a weapons folder inside of the weapons folder. 2) In the loadout screen (as should be) the tank is in the dropdown menu for the centerline station, and the black dot (indicatiog it is loaded) is on the loadout chart. 3) click fly, wait for the game to load, go external......no center tank. It seems to me that everything game related is there and it's trying to load the center tank, but the 3D model just isn't working for whatever reason. -
Streakeagle is correct. The Germans developed the technique in WWII. They discovered more damage can be caused by detonating a torpedo just under a ships keel, thereby breaking its (reinforced spine structure) and most likely causing a cascading structural failure of the weaker remaining structures. It proved to be a very effective tactic reducing the number of shots required to make the kill, as well as reducing the vulnerability of the attacker considering the vastly increasing danger to German U-Boat crews from 1943 to the end of the war.
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I don't remember where I found this, but it was while searching for info on the SU-33 and was right along the lines of what I was looking for reguarding loadouts so I saved it. It displayes as two pages. The first page has the 10 pylon loadouts, the second is the 12 pylon loadouts. Flanker_Armaments.doc As for the pylons. Can I suggest the lod be of just one pylon shape and added like one of those permament fuel tank parts (similar to the ones in Capuns "Dummy_Weapon_Station_Packag")? That way it can be used on any aircraft, and in any position or any number of times (example 4 seperate pylons on the same wing).
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J-10 Upload
drdoyo replied to Canadair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Cool Canadair. That's great news for those who don't have this model. I'm really enjoting it myself, though I slightly modified the JAS-39C cockpit for my install. Many thanks to Erwin_Hans and team for their work. -
Fair-Use Modding
drdoyo replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'm in, always have been :yes: -
New Nations
drdoyo replied to CaptainCA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Um no. It should go in the WingsOverX/OBJECTS/DECALS folder. The stock insignia decals are in the OBJECTS.CAT file in the OBJECTS folder. -
From the readme file of "the Dragon" campaign, the very first line. QUOTE "This is my war over Taiwan, The Dragon V1.1. It is for WOE." Now, as for the Typhoon, it works in WOE. I'm running it in a merged install of WOV + WOE + SFP1 odds and ends + latest Third Wire patch + Bunyap's2006 weapons pack + select weapons from the TMF weapons packs. Aside from some understandable flight model anomalies the EF-2000 is just fine. How about a description of what is happening when you try to fly the Typhoon? A CTD probably indicates a problem with your install of the aircraft. My first question would be does it have a cockpit in the aircraft folder with the proper cockpit and avionics ini files? As for vehicles not showing up, read the campaign's readme file. It lists required downloads for the campaign to work. EDIT: Bongodriver is correct. I forgot about that little issue. IIRC it was discussed in the Typhoon's release thread.
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MiG-31BM Foxhound
drdoyo replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Kevin, you can use mine if you want, red or blue. They just have the white boarders. They're in my naval flanker skin pack. -
New afterburner effects
drdoyo replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
2 Weeks edit Sorry, couldn't resist! -
That sounds about right MigBuster. We started recieving Hahn AFB and Shaw AFB F-16C-25s in July 1991 and took delivery of the last in October 1991. We wouldn't have gone operational until sometime in 1992. We trained for AMRAAM from the beginning. I remember the weapons guys practicing loading them before most of the pilots were checked out to fly the F-16s.
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If AMRAAM was operational during your campaign's timeframe I agree with Viggen. I'd have to look as to when the AIM-120 became operational, but I know when we recieved our F-16Cs in 1991 in the 122 FW Indiana ANG they were AMRAAM capable. AIM-120s could be carried on the tip rails as well as the outboard and middle wing pylons at least. Also it became standard to put the AIM-120s on the wingtip rails instead of the AIM-9 due to better aerodynamic qualities of having the AMRAAM mounted there, though I don't remember 'exactly' what was said in that reguard. You might also try to get in touch with Weasel Keeper here. He is an F-16C Crew Chief with the 122 FW Indiana ANG. I bet he can give you a very accurate idea of proper loadouts.
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Another little trick for Laser Guided Bombs and Electro Optical Guided Bombs that is not in the manual is knowing when to drop them from a level run. I use the rule 1/2 RELEASE ALTITUDE = RELEASE POINT. So if I'm dropping from 18,000 ft = 9 miles from the target is where I drop. They hit every time, unless there was a nearby obstruction they didn't clear.
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Mirage Factory A-7E Corsair II
drdoyo replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep, that's part of why I almost cried