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Posts posted by ErikGen
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i am not very experienced with modeling for games,thats why i ask help.
i know how to mod and i already have 1 year experience with modeling.
the knowledge base is not helpfull and im kinda stuck.i make the f15 tactical model for taro8,its really working out,but im stuck at animating and linking.people say the gear,evelator etc. need to be 10 frames long,my animation is 100 frames long and they are all at the same time.im not sure if i do it right.
about linking,when i link animated objects to the base,they move really weird and they are out of shape.
what is wrong?
thanks
BTW sorry for bad english
Frame 0 is the aircraft as in normal flight, animation 1 goes from frame 1 to frame 10 , animation 2 from 11 to 20, .... and so on till animation 10 from 91 to 100 --> 10 animation available.
For the wrong animation you need to check pivots alignment and mesh hierarchy.
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Erikgen, did you go to the RAF Hendon museum?
Yes i did ... the Museum at Colindale near Hendon.
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Thanks a lot , recieved the photo's and they will sure come in handy . Great photo's aswell btw
You are welcome ... taking the photos i got so close to the missile that a guardian asked me what i was looking for.
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Sure that would be great , i'll be starting the .ini work soon so the more info the better
thanks .Bigal, i have some photos (with details) of a BloodHound that i took at RAF Museum (just out London) 3 years ago. Do you want them?
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lindr has made the R-4 missiles, IR and SARH, shown here...
That is fine ... although i have made my own.
...and K-9 missile too.
Never knew the Fiddler could carry other missiles than AA5-ASH.
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RF-101A Voodoo V1.0
RF-101A v1.0
Installation:
This aircraft is for WoV, WoE and WoI patched Oct2008b.
1) Copy the Object folder into your main game folder (\Wings Over ...\).
2) Copy the P&W J-57P.wav into your ...\sounds\ folder.
3) Add the lines you find in the "add_to_WeaponDataIni.txt" to the end of your "weapondata.ini" file, change the xxx with sequential numbers and recompile using the last WeaponEditor.This adds 450 gals tanks (two version of metal, grey and green finiture).
The screen in the center of the main panel is the viewfinder of reconnaissance cameras , in order to switch it on use your radar keys.
The Med_res_textures folder contains 1024x1024 resolution texture for better fps.
Credits:
- Column5 for the FM
- Spillone104 for the J57 sound
- Dave decals and ROCAF skin and various support and help
- mppd for the new fuel tank models (thank you Mike)
Thank you very much guys.
Every part of this mod can be used into others mods only if the final product is free of charge for the community and proper credits are listed into the product itself.
If you find problems with this aircraft , PM me or post at CombatAce in the proper section.
Have fun.
Enrico "erikgen" Gennari
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Submitter
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Submitted01/03/2009
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Category
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My Tu-128 is almost done ... it needs FM adaptations and a pit ... may be , when Voodoo series is complete, i'll put my hands on it again.
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... Any idea of how can I carry for example 4 Falcons or 6 Mk82?
It's simple ... use 10 Voodoo.
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Hi, Jug! Happy New Year!
In the Voodoo data.ini i have added the line "SpecificStationCode=AIM4" so in your weaponsdata.ini you should have your Falcons set with the code "AIM4" in order to have them available. Use the last weaponeditor for this ... when you open the Falcon missile data the "station code" entry is on the right below the "attachment type" list. Another way is to erase the "SpecificStationCode=AIM4" entry in the Voodoo data.ini for both stations.
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erikgen,
Not sure if your intrested or even care, but If you would like some original F-101B patches for all your hard work, let know..
-Rollan
Thank you Rollan, really i am not very interested in this kind of things , save them for peoples who can appreciate this stuff much more than me.
Thanks again for the offer.
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The Voodoo without IRST is a stand alone version... i will release it soon as "Early F-101B".
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About the radar range of early versions ... i have read that the improvements done on the MG-13 FCR had doubled its search and lock capability ... so it is reasonable to think that early Voodoo-B had a max range of about 30 miles ... have someone something to say about?
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Radar range on the Voodoo. I've looked all over the place looking for the Radar range of the F-101B VooDoo to include radar settings. Does anybody have the hammer on this? I called my F-106 Crew Chief to model the F-106 radar correctly, but not a clue on the One-O-One.!
Let me understand ... you have no clue about the real radar ranges of the Voodoo-B ... but you are sure that the ranges i have set in the avionics.ini are wrong !?

However ... coming soon ...

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If your weaponsdata.dat is not corrupted ... well ... I dont know how to help you ... sorry.
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Im playin on WOV latest patch for everything including weapons. The INI edits are just going in and trying to change weapon types and stuff just too see but so far all I got now are bombs still no missiles. Yes I did install weapons correctly at first I thought that was the problem as well but after rechecking I found that they were installed correctly which got me scratching my head
No bomb are allowed for the VoodooB ... i think you are doing some error setting the weapon type.
Return to my original data.ini ... if Falcon doesn't appear, you can try removing the "SpecificStationCode=AIM4" entry in the data.ini stations section (or adding the AIM4 code for all Falcon missiles in your weapondata.ini).
When you say "no missiles" i hope you means that only Falcons does not appear but fuel tanks and Genie rocket are available.
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I tried even more .INI edits and still a no go cause I am not showing any weapons in the F-101B loadout screen it ticking me off cause I really want to fly this bad mamba jamba with the skin I created for it
With some more information i could try to focus the problem. What Game are you playing with? Is it up to date with last patch? Have you installed the weapons in the correct way? What kind of ini edit you did?
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It's already there, this is how my stations look:
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You need to add the code to your SuperFalcon data in order to load it on the Voodoo. In the image you have posted the code box is empty.
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Mha ... io resto sempre basito di fronte a queste cose ... non sarebbe più furbo per TK se ce lo desse direttamente lui il programmino adatto? L'unico motivo per cui questo gioco sopravvive è per la sua architettura aperta ma sembra che il giallonese faccia di tutto per complicare le cose.
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Ah... bè, l'accelerazione in questo caso è parecchio diversa da 9,81 m/s^2 perchè la distanza è molto grande... 9,81 è un valore più o meno costante solo sulla superficie terrestre (anche se varia a seconda della latitudine, perchè la Terra non è sferica ed è più "allargata" attorno all'Equatore, e dell'altitudine).
Si daccordo ... ci stiamo allontanando da quello che volevo dire io ... la luna subisce l'attrazione terrestre e l'accelerazione è diversa perchè la distanza è maggiore ... ma la luna non attrae a sua volta la terra? e in termini accademici non è applicabile il concetto anche a oggetti più piccoli?
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Sostituendo a m2 la massa della Luna e a r il suo raggio, viene l'accelerazione di gravità lunare
Hehehe ... non fare finta di non capire ... intendevo m1=luna e m2= terra.
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Quindi:
m1*a=G*(m1*m2)/r^2
m1 si semplifica:
a=G*m2/r^2
et voilà, l'accelerazione di gravità dipende solo dalla massa del corpo celeste e dalla distanza tra i 2 corpi

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Ma se il secondo corpo fosse la luna?
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Visto che ci siamo aggiungo anche io la mia ... accelerazione di gravità terrestre 9,81 m/sec2 ... ma siamo sicuri che sia una costante e dipenda solo dal "posto" in cui la misuriamo (terra, luna, equatore, polo nord ...)? In realtà la legge che definisce la forza di attrazione tra due corpi varia in ragione delle caratteristiche di entrambi i corpi.
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Ciò detto vi faccio notare che ora ci sono DUE fanciulle britanniche nel forum internazionale (anzi USA) e nessuna italiana!
Se mi trovi due volontari nel forum , i bilgietti per Casablanca li procuro io ... e la risolviamo così
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Pesa piu' un chilo di acqua fredda o un chilo di acqua calda
E non e' una domanda demente!
Non mi cimento ... io e te ne abbiamo già discusso via MSN e sai che non sono molto convinto della definizione.

MODDERS!I NEED HELP!
in Mods/Skinning Discussion
Posted
Gear doors are part of the gear animation so YOU have to calculate the timinng. An animation have a max of 10 frame but you can start from frame 2 or 3 or 4 ... and end the animation before the 10th frame. Gear needs only 1 animation for gear down and the game use it for the retraction too (reversed of course) ... for the suspensions i use 3 separate animations , one for each wheel. Suspensions can be animated by data.ini if your landing gear have a linear movement only. 3DS Max animations should be used only for complex movements ... simple rotation OR linear movements can be performed by data.ini (ailerons, rudder, elevators, canopy, brakes, steerable wheels...).