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Posts posted by SidDogg
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...As you may know, I kinda live this.
...so for ya'll Air Force and Army folk out there, I'll make it basic for you.
...And that's it.
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In Naval Aviation Maintenance, our occupations are divided into Workcenters(W/C).
...These, of course, designated by their own numeric/letter combination:
W/C 110 - Powerplants. Engines, Propulsion apparatus, and all things thereof.
W/C 120 - Airframes. The AIRFRAME (duh!), landing gear, hydraulics, flight controls,
and all things of the like(etc.).
W/C 12C - Corrsion! Keeping it dead is their job. A.K.A. Paint and Body.
W/C 13A - Paraloft. All flight suits, helmets, survival gear, etc.
W/C 13B - LOX. Liquid Oxygen. Need I say more?
W/C 210 - Avionics. Radars, computers, you get the deal.
W/C 220 - Electricians. Lighting, circuits, relays...wires, wires, and more wires. Nuff said.
W/C 230 - IYAOYAS. Yeah, I said it.
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And THAT, ladies and gents, is all you will ever need to know about that.
SidDogg
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Why, thank you very much, ST0RM.
Looks like the 12C over there's outdoin' themselves...
I WILL look into this.
SidDogg
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...ohhh!!!
...fanbase.
hopefully this works this time, for those whom it may concern...
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...For SF2, of course.
more to come... of course.
SidDogg
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OOOOH! OOOOH! LET ME JOIN IN!!!!!
HAPPY BERF-DAYYY!!!!!
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...alrighty then.
I will find some other way.
SidDogg
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Hello once again, all.
SidDogg Here.
Just one question.
In SF2, can you make pilot textures native to specific aircraft skins, the same way you do fuel tank textures???
Holler at me about that.
Thanks in advance.
SidDogg
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That's decal bleed. Use the alternate LOD included in the Super Hornet download to get rid of the bleed issue...but your frame rates may suffer.
(Instead of FA-18E.LOD, use FA-18Ed.LOD).
FC
THANK YOU SO MUCH FC!!! Much love to you.
...bwoiii... it is ON.
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Methinks I found an interesting bug.
...Decals on active drop tanks. In SF2.
anyone think they can tackle it???
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I did some investigating.
...Maybe it's because the meshes in the .OUT file and the actual mesh of the weapon are completely different...
FA-18E.OUT
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CenterDT (1188 polys, 3564 verts) 'Standard_9'
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Tank480_FA18EFG.OUT
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ExternalFuelTankShape (1188 polys, 3564 verts) 'Standard_1'
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...see what I mean?
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Well, check it out, Eric.
I may have found a bug.
Decals will show on the Rhino's tanks in-game....just only on the INSIDE of the tank...
how do I attach images again?
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...so basically, they work just like the aircraft's decals when functioning in-game?
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Hey.
...does anybody know if there is a way we can "serialize" the fuel tanks with decals?
...had something in mind.
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...OHH.....EMM.....GEE.
:mega_shok:
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weebly wobbly wooobly... lol
naw naw naw, just kidding!!!
for real, that's got to be some skill right there.
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well, I would...
...I'm not an ace at programming, though.
SidDogg
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Hey, Guys.
I was practicing on the Range again with an A-7B, lookin at the Weapons Delivery Manual, and I thought of something.
...What about making a Strike Geometry Calculator, for the whole community?
Kind of with a GUI, like AeroConvert or something...except it uses variables llike the ones used in the WDM?
This, of course, would be mainly for aircraft without Avionics70, but could be used with later A/C as well.
...just a [bright?] idea.
SidDogg
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...Okay.
After backtracking my steps again through the forums, I have found the solution.
It involves posting Effect entries from the missileobject.ini DIRECTLY into the individual weapon's data.ini.
Another case [already] solved.
SidDogg
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...Okay.
I ended up goin to my SF2V to check things out...but to no avail.
...anyone got anything else???
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Yes.
It was supposed to be MKFlyingDust.
All the rest of the emitters in the effect belong to the stock particlesystem.ini
So, I made sure to add the appropriate material, along with the shader FX, which was missing.
But when I fly with it like that, the bomb drops, hits the circle...but still no "dust", "smoke", "explosion" or anything.
...so I'm wondering if perhaps it has something directly to do with the new DX10 Shaders.
Did I mention I'm using Dec 2009 version, by the way?
I'm going to see if I can't Just use the options.ini to Force DX9 to get it to work.
If that doesn't work, I'm going to try the same weapon in my SF2V, which is still reverted to an earlier version.
...Did I also mention that This was part of Killerbee's new Weapons Pack?
I'm NOT putting anyone on blast there, just providing information that may prove useful.
SidDogg
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Hello, Again.
I've been practicing strike geometry over the Range in SF2, and I found something strange.
With the new weapons pack, most all the effects work...except for BDU weapons.
I've searched the forums, attempted edits by myself, but to no avail...
Is there any way I could get the smoke effect at least?
Kind of like the picture in the WDM???
SidDogg
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Hello again, everyone.
I know it has been a long time.
but I do have a question about this spiffy new SF2 patch.
When I install it regularly , over a regular install...
...all my aircraft that use HUD's and/or Afterburners, have NEITHER.
LUUUV the LOMAC-esque graphics, by the way.
SidDogg
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...wow.
...RIP, bpao.
Back in the skinning business...
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
Like I said, Vamp. BASIC. But yeah, how could I possibly for get 310?!
[...SO sorry
]