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russouk2004

+MODDER
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Everything posted by russouk2004

  1. Few Q`s

    Im gonna buy model kit of it...I loved the series when was kid
  2. # Thunder....you`ve been, Thunderstruck...
  3. Few Q`s

    fek it tried as internal weapon station even with co ords for the front right they now sit middle of rear fuselage behind intake...ignoring the co-ordinates...F**K it cant be arsed anymore
  4. Few Q`s

    no m8 its deffo the missile...on other a\c when set points in 3dsmax they are still way off....I made the missile in max exact size so its deffo not scale issue...made fuel tanks and what not and never had this...unless had to xform reset summat I missed before...its mistifying
  5. Few Q`s

    Getting there but im gonna be bald soon if tear out any more hair... remade the missile from actual sized new mesh...its fine... made single pulons..Hidden and transparent but work... everything afaiks is scaled properly... all the co-ords are ok but they refuse to sit in proper location they are in right place for left to right in game ( in max X Axis) but they dont sit right in Z axis in game... im stumped
  6. check its data.in under fuselage and or nose....and where it says showfromcockpit= add FALSE
  7. Just found I still have the folder in my SF2....took for spin...guess what My memory is deserting me...forgot what I had already done... bit of flutter on stailisers but thats fixable....seems vectorthrust ok
  8. all the nozzles need is animating he set up the pivots already...I originall did the spec and bump maps but somehow couldnt find the model I did,luckily H has the one I did too still I ll look at the nozzles later on today
  9. ive looked thru 6 105 pdfs i have but no measurements...best i have is Republics own measurements of the G and guess you could scale it to find measurements in max. if it comes to it.
  10. China Syndrome....hint...buy some cleaner fluid and a cloth ?
  11. usually means summats missing...check cockpit isfiles are ok...plane etc...usual culprits...
  12. Make a radial blurred l layer transparent enough to your liking...and copy the area of the blurred prop...then in layers toolbar bottom right add as alpha channel heres basic idea of it
  13. Thnx m8...im thinking of adding a launch booster thats invisible,then it fires up as its left tubes...I was thinking after that the missiles might be set off by hitting the launch tube cheers m8 will try that
  14. HMS By Jove

    It was a real ship its hulk is in Canada... ships of similar class.
  15. YGBSM

    Green Woodpecker and weasel...wood peckers are quite capable of defending themselves ...beaks like a hammer drill.
  16. The S-97 Raider

    Bet you its in SF" before summers out lol nice looking thing...looks russkie inspired lol...they stole ideas from the USSR makes a change lolz...kamov look to it a bit.
  17. pissing me off now....in max its fine...in game comes out back invisible and just goes nuts more like flare any ideas ?...base it on aim 9L smaller so fits the launcher the angel has...in tv show it was just a shell like rocket. im missing summat but aint seeing it.. selection and country etc works ok [WeaponData001] TypeName=Angel-AA1 FullName=Angel-AA1_Wraith ModelName=AA1 Mass=12.450000 Diameter=0.800000 Length=1.416000 SubsonicDragCoeff=0.724000 SupersonicDragCoeff=2.136000 AttachmentType=UK SpecificStationCode=Angel-AA1 NationName=WAAF StartYear=1978 EndYear=0 Availability=2 BaseQuantity=40 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=9.400000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=90 MaxTurnRate=32.000000 MaxLaunchG=9.000000 LockonChance=85 LaunchReliability=95 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=45.000000 SeekerTrackRate=20.000000 SeekerRange=18000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=400.000000 MaxLaunchRange=18000.000000 Duration=60.000000 CounterCountermeasure=80.000000 NoiseRejection=80.000000 CapabilityFlags=0x000004c0 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=4.700000 BoosterAccel=19.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-0.75,-0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.75,-0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000
  18. Few Q`s

    sorted loadouts etc internal way to go....add dorrs ets works but they still dont show,think its issue with 3d model need check... n ow this fkin mesh dissapeares on ai wwwwtttttttfffffffffffffffffffffff ? lol Disregard the mesh vanishing...its because it was set as pylon so ai have no weaps so thats why it didnt show DUH... launch tubes are now standard mesh and made transparent inner poly as pylons...should work now. shadow problem when I think about it was simple...Double sided texture in max makes game gfx engine cast light from both sides of mesh as gfx engine being "told" the mesh has two sides to affect hence shadows showing thruogh objects...single sided texture is correct.
  19. Few Q`s

    cheers kev...loaded it up on an f4 and summat wrong with my editing lol...will look later ,been in work all night got home tried this too tired gotta get some zzzz`s lol..
  20. yeah....looked at some lgbs data and sussed it thnx yakarov m8
  21. Just what I was looking for....if I want fins to open just after launch do I set animid=anim slot obviously...and Time= how long after its fired the animation starts ?
  22. my old idea of underground 3d base...silos for nuke ICBM`s
  23. MIGgldy piggldy.....into the blue yonder...FAST
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