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Dels

+MODDER
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Everything posted by Dels

  1. In real life, that Viper would only be able to taxi from it's parking position to the holding point and back before it called BINGO fuel.
  2. I have found that you generally have to animate flight control surfaces and gear extension in 3dmax, but you can also .ini edit to get the canopy, gear shock absorbers and airbrakes to animate.
  3. Yeah, change the Right Gear max deploy speed to 125. It's 12 at the moment.
  4. Sorry this is OT, but I have a hard drive with a mechanical failure of the motor. I would love to get that info off there, but the only places I could find that do it cost $2000+. Do you know of anywhere cheaper?
  5. Yep, it has Wingtip rails, three underwing pylons on each wing and a centerline pylon. Pretty much the same as the F-16.
  6. Yeah, I was going to "age" some of the things in the F-23 pit and make it less modern. Re: PSD's, I will upload them to the skins section when the aircraft is released. I'd be happy to help with the X-31 and 32.
  7. While we're all deciding on a name, I thought I might put up some pics. Still to do: 3d model - Cockpit, some animation, texture mapping Flight model - Almost done, but still some little tweaks Skins 3d cockpit - I'll be adapting my F-23 cockpit for this so it won't take that long Dels
  8. Yeah, I was hoping that some input from the forum might make the decision easier but I think the opposite was true. The release is still a way off, so we have some time still. :yes:
  9. Good point. Might be something to consider.
  10. FYI, the General Dynamics FSW proposal based on the F-16 was nicknamed the "Saberbat". During testing, the X-29 picked up the unofficial nickname of "Polecat." Not sure about that one.
  11. Ok, it seems that one thing is for sure...we can't agree on anything. Thanks to everyone for their continued input an support of this thread. Please continue to make suggestions as we might come up with a name that really fits. Just for stamps, here's a little info regarding the X-29 and it's relationship to other aircraft: The nose section is off an F-5E. The main landing gear and control surface actuators come off an F-16 and the engine is the F404-GE-400 out of the F-18A/B. The rest of the aircraft was purpose built. For my F-29A I've decided on the F404-GE-402 out of the F-18C/D because it's the same size but more powerful.
  12. Ok, well at this stage I'm leaning toward Warhawk II, but what do people think of Rapier?
  13. I agree about Razor. If I included Hellcat II in the poll would people prefer that to Warhawk II? Or am I
  14. Geez, I really stirred up a sh*t storm here didn't I? Do we need a new poll, or should I just decide on a name myself?
  15. Here's a pic from Max of the gun port.
  16. It's decision time. You can vote for more than one name. Name with the most votes wins.
  17. Sure, I'm not at my computer at the moment, but I'll upload a pic later.
  18. About the cannon, no. I have replaced them with a M61 in the lower right side of the nose. Let me take the time now to make this disclaimer: As this aircraft never went into service and consequently was never fitted with weapons etc. I have taken some artistic licence. If anyone is overly miffed by this, I'm happy to discuss.
  19. I also don't have a problem with it.
  20. While we're on the topic. AFAIK the X-29 was never given an official name other than FSW (Forward Swept Wing). This is pretty lame. So, could everyone come up with some suggestions for names and we'll do a poll to see which one wins. Grumman F-29A "????????" Sound like a good idea? Dels
  21. Just a preliminary pic of the X-29 model so far.
  22. You'll need to set up a heirarchy in 3dsmax based on what needs to move and how. If we use this B-2 for example, this is what I'd expect the heirarchy to look like (minus all the other meshes): Fuselage Left_Wing Left_Aileron <-----------------------(this is a dummy mesh) Left_Airbrake_Top <-------------(this is a dummy mesh) Left_Rudder_Top <------------(this is the actual visible control surface) Left_Airbrake_Bottom <---------(this is a dummy mesh) Left_Rudder_Bottom <--------(this is the actual visible control surface) You will need to animate the airbrakes splitting in 3dsmax but the rest will move from the entries in the Control Surface section in the _DATA.ini.
  23. Mate, You can see the copilot in "mid-air" because the mesh that the pilot's are linked to is set as ShowFromCockpit=TRUE in the _DATA.ini. To fix the height/position of the pit, you will need to go into the _COCKPIT.ini file and change the OffsetPosition=x.xx,y.yy,z.zz. This is the position of the virtual cockpit reference the external model (and consequently eveything you can see from inside the cockpit). You can change this to the pilot's position from the _DATA.ini and work from there. Dels
  24. Dude, You're correct about the FM. You will have to set up a standard rudder which will act as the aerodynamic rudder in the game. As for the animation, you will need to create a set of dummy/helper meshes to animate the split ailerons. These control surfaces will have no aerodynamic values and will be purely cosmetic. If you need some help, have a look at the _DATA.ini of the F-23A I built. I had to do pretty much the same thing (except the split ailerons). Good luck. Dels
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