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serverandenforcer

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Everything posted by serverandenforcer

  1. My New Toy

    Actually, if you're in the military, just take a vacation to Texas or another state that virtually has not limits, where you have been stationed at before, buy your weapon there and drive back home with it. If anybody asks where you got your weapon from, just tell them the truth, you're in the military, you were stationed over at that state for a while and picked up the gun over there. As long as you don't go into the specifics of the time period of when you were stationed and when you got the gun, you'll be essentially telling them the truth. I know, shame on me for giving up that tip, but I hate California and like to get them in every loop hole possible.
  2. My New Toy

    In the words of Jack Nicolson as the Joker in Batman... "Where does he get those wonderfull toys?"
  3. My New Toy

    It's issued to me, but it's not really mine to keep. It stays in the armory at the unit and is only on my person when I'm working. And that M-203 launcher only gets attached if I'm deployed in Iraq or Afghanistan, and only if I get deployed as a grenadier. Besides, the last time I had it attached, the only thing I fired were flares.
  4. My New Toy

    Jealous
  5. Take a Guess

    I couldn't find one at their site.
  6. Actually, don't save to JPG. save to PNG... better quality.
  7. Found out what the problem is... The values for the integers for the ClbAlphaDataTable and the ClrAlphaDataTable for both vertical tails needed to be reversed (switching the negatives to be positives and visa versa) except for 1.000 - that has to remain as a positive integer, and everything after it has to be a postive integer The same issue for the rudders... reverse the value of the integers for CldcAlphaDataTable. However, there is another problem... The integers for those entries (and possibly others) are set to such a high value, that the aircraft will now roll immediately to whatever rudder input that you will apply, untill you go over 400 knots. Then it becomes a lot tighter and less crazy like. Since these are the same values for the other hornets, including the legacy hornet, fine tuning these integers will give us the solution that we've been looking for. I was able to figure this out by comparing with other aircraft that were similar to the hornet with a twin "V" vertical tail (I used the eagle and the tomcat as references). I will also note that both the tomcat and the eagle have values under the entries for their vertical tails at a significant lower value than whats in the hornets, but at the same time have values that are higher for the entries for the rudders. So I would say that the values for the Super Hornet should be less than those of the eagle and tomcat but not by a significant degree, and the legacy hornet should be less than the super hornet. However, this will take a lot of understanding on what those entries are supposed to be, and what would be the ideal setting for the aircraft - and I'm not the person that can do that... yet. EDIT: Ugh... this is going to take more work than I thought. A lot of entries throughout the entire data file have values that need to be reversed. There are even some entries that need to be added that were never entered in. Most of it is pretty similar to the legacy hornet, so once this is figured out, it can easily be used to replace the legacy hornet's data.ini file.
  8. Is it possible to have the left elevon pitch up for left rudder input to compensate for the right roll that would be made without it, and visa versa for the right elevon for right rudder? I don't think we experimented with that yet. EDIT: The idea works! With minor elevon compensation, it counter-balances the opposing roll when applying rudder input. Copy this and replace it for the entries for LeftStab and RightStab... [LeftStab] ParentComponentName=Fuselage ModelNodeName=LeftElevator DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DISABLED MassFraction=0.007 HasAeroCoefficients=TRUE LiftSurface=TRUE CL0=-0.0185 CLa=0.1809 CD0=0.0004 CDL=0.0001 Cmq=-2.4983 Cmad=-1.1778 Clp=-0.0038 CL0MachTableNumData=6 CL0MachTableDeltaX=0.40 CL0MachTableStartX=0.00 CL0MachTableData=1.007,1.000,0.379,0.200,0.179,0.136 CLaMachTableNumData=6 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=0.903,1.000,0.831,0.772,1.000,0.932 CD0MachTableNumData=6 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.420,1.000,1.066,1.820,1.890,1.972 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=27.547,19.958,13.589,8.441,4.512,1.804,0.316,0.048,1.000,3.172,6.564,11.177,17.009,24.062,32.335 CmqMachTableNumData=7 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=0.971,1.000,1.110,1.244,0.866,0.689,0.571 ClpAlphaTableNumData=15 ClpAlphaTableDeltaX=4.00 ClpAlphaTableStartX=-28.00 ClpAlphaTableData=1.475,1.368,1.274,1.194,1.128,1.076,1.037,1.012,1.000,1.002,1.018,1.047,1.090,1.147,1.217 XacMachTableNumData=7 XacMachTableDeltaX=0.40 XacMachTableStartX=0.00 XacMachTableData=-7.160,-7.168,-7.188,-7.599,-7.766,-7.866,-7.955 Ymac=-1.20 MovingSurface=TRUE ControlSystemID=1 StructuralFactor=1.2 MinExtentPosition=-3.613,-8.422,-0.02 MaxExtentPosition=-1.002,-4.399,0.097 CollisionPoint[001]=-3.613,-8.422,-0.02 CollisionPoint[002]=-1.002,-4.399,0.097 DummyComponent=TRUE SystemName[001]=LeftStabilizer SystemName[002]=LeftStabilizer_Aileron SystemName[003]=LeftStabilizer_Rudder HasArmor=TRUE ArmorMaterial=ALUMINUM Armor[FRONT].Thickness=4 Armor[RIGHT].Thickness=4 Armor[LEFT].Thickness=4 Armor[REAR].Thickness=4 Armor[TOP].Thickness=4 Armor[BOTTOM].Thickness=4 [RightStab] ParentComponentName=Fuselage ModelNodeName=RightElevator DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=TRUE DamageRating=DISABLED MassFraction=0.007 HasAeroCoefficients=TRUE LiftSurface=TRUE CL0=-0.0185 CLa=0.1809 CD0=0.0004 CDL=0.0001 Cmq=-2.4983 Cmad=-1.1778 Clp=-0.0038 CL0MachTableNumData=6 CL0MachTableDeltaX=0.40 CL0MachTableStartX=0.00 CL0MachTableData=1.007,1.000,0.379,0.200,0.179,0.136 CLaMachTableNumData=6 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=0.903,1.000,0.831,0.772,1.000,0.932 CD0MachTableNumData=6 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.420,1.000,1.066,1.820,1.890,1.972 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=27.547,19.958,13.589,8.441,4.512,1.804,0.316,0.048,1.000,3.172,6.564,11.177,17.009,24.062,32.335 CmqMachTableNumData=7 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=0.971,1.000,1.110,1.244,0.866,0.689,0.571 ClpAlphaTableNumData=15 ClpAlphaTableDeltaX=4.00 ClpAlphaTableStartX=-28.00 ClpAlphaTableData=1.475,1.368,1.274,1.194,1.128,1.076,1.037,1.012,1.000,1.002,1.018,1.047,1.090,1.147,1.217 XacMachTableNumData=7 XacMachTableDeltaX=0.40 XacMachTableStartX=0.00 XacMachTableData=-7.160,-7.168,-7.188,-7.599,-7.766,-7.866,-7.955 Ymac=1.20 MovingSurface=TRUE ControlSystemID=1 StructuralFactor=1.2 MinExtentPosition=1.001,-8.422,-0.02 MaxExtentPosition=3.612,-4.399,0.097 CollisionPoint[001]=1.001,-8.422,-0.02 CollisionPoint[002]=3.612,-4.399,0.097 DummyComponent=TRUE SystemName[001]=RightStabilizer SystemName[002]=RightStabilizer_Aileron SystemName[003]=RightStabilizer_Rudder HasArmor=TRUE ArmorMaterial=ALUMINUM Armor[FRONT].Thickness=4 Armor[RIGHT].Thickness=4 Armor[LEFT].Thickness=4 Armor[REAR].Thickness=4 Armor[TOP].Thickness=4 Armor[BOTTOM].Thickness=4 Copy this and paste it under the Control Surface section (I place it as the next entry under RightStabilizer_Aileron). [LeftStabilizer_Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL MovingSurface=TRUE MaxDeflection=1.0 MinDeflection=-1.0 HasGearDownSetting=TRUE GearDownMaxDeflection=10.0 GearDownMinDeflection=-10.0 CDdc=0.0191 Cldc=0.0249 Cndc=-0.0011 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.433,0.685,0.913,0.999,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.999,0.913,0.685,0.433 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.076,1.532,1.817,1.741,1.495,1.247,1.000,0.753,1.000,1.247,1.495,1.741,1.817,1.532,1.076 ControlRate=5.0 //MaxControlSpeed=205.8 ModelNodeName=LeftElevator ReverseModelOrientation=TRUE MinExtentPosition=-3.613,-8.422,-0.02 MaxExtentPosition=-1.002,-4.399,0.097 [RightStabilizer_Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL MaxDeflection=1.0 MinDeflection=-1.0 HasGearDownSetting=TRUE GearDownMaxDeflection=10.0 GearDownMinDeflection=-10.0 CDdc=0.0191 Cldc=0.0249 Cndc=-0.0011 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.433,0.685,0.913,0.999,1.000,1.000,1.000,1.000,1.000,1.000,1.000,0.999,0.913,0.685,0.433 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.076,1.532,1.817,1.741,1.495,1.247,1.000,0.753,1.000,1.247,1.495,1.741,1.817,1.532,1.076 ControlRate=5.0 //MaxControlSpeed=205.8 ModelNodeName=RightElevator ReverseModelOrientation=FALSE MinExtentPosition=3.613,-8.422,-0.02 MaxExtentPosition=1.002,-4.399,0.097 Disregard, I forgot I was flying in a normal flight model difficulty level.
  9. Ship Wake problem

    I think he is talking about the carrier and the ship on it's starboard side, how the wake is visible from the first pic, then becomes slightly visible on the 2nd pic, and then basically disappears on the last pic and wants to know what keeps it from being constantly visible and if there is a way to make it constantly visible.
  10. This is a common issue with ALL the hornets (inlcuding the legacy hornets) here at CA. I did some serious experimenting on them when the other F/A-18F was released last year to see if I could find a solution to the problem but wasn't able to come up with one.
  11. Considering the design of the main wings of the rapier and the wing's overall surface area, I would think it would be able to be a bit more manueverable at higher altitudes than the foxbat.
  12. Take a Guess

    I agree, but considering the fact that it's a $745.00 program, before taxes, it's not a smart way on spending my money.
  13. Take a Guess

    Another shot with it facing the "sun".
  14. Take a Guess

    Well, here's a pick of a group of them, making a better looking cloud seen from below at a distance. I changed the setup with how I'm making them. It's almost like the original setup, excep the smaller ball doesn't have it's faces inverted, and it's about 10% transparent.
  15. Take a Guess

    Well, I'm thinking of setting up several groups of bubbles, each group an individual LOD varing in quantity of bubbles to form basic cloud shapes of various sizes. With these groups collected together through a mission editor (or maybe some other way), you can setup large cumulous cloud families. However, it might be very demanding on system resources, maybe almost on the verge of a CTD. I'm hoping that with the lack of textures being used, it will hopefully not be much of a concern. But never you know until you try.
  16. Quick question, has anybody else had problems with getting Lex's cirrus cloud mod to work in the Black Sea terrain? I have it working in every terrain that I have, but it doesn't seem to work in the Black Sea. I'm a bit confused on what the problem might be.
  17. Take a Guess

    I tried that and it's actually a lot harder to do than it sounds. I mean, how do you free build an object that has no stable form? The thing that I like about using the "bubble" method (which is basically three cylinders shaped into a simple sphere like shape, one sphere, with it's faces flipped (inverted) is smaller than the other two and is centered inside of them; the larger ones are slightly transparent but one has it's faces inverted) is that you can have a whole bunch of them grouped together (via mission editor) to form a more cloudish shape and they can be setup to move independantly from each other, making the overall cloud very dynamic. Also, I can build more than just one size bubble. Smaller or larger ones, with slightly different shapes can be made to form additonal variety of clouds. Infact, I can make a very large bubble as the main "head" for a cumulous cloud,and then have smaller bubbles grouped around them to enhance the detail figure of the cloud, yet at the same time to reduce poly count levels. No idea bro. If it is possible, it's way beyond my skill level.
  18. Take a Guess

    Well, obviously, for creating a nice looking cumulous cloud, you'll need more "bubbles" than what I had shown. Each bubble that I'm using has a diameter of 15 meters. So that last pic I have would probably be just a little puff floating by. The thing is though, it increases the poly count very quickly as you add in more bubbles. But without needing any textures for them, I don't know if it would be much of an issue to consider. I'll continue experimenting with poly reduction though
  19. Take a Guess

    Experimenting with creating a storm cloud...
  20. Take a Guess

    Nope, here's a hint. It'll be very easy to texture (if not needing any texturs at all). Roger that... 3D clouds
  21. Take a Guess

    You wish don't ya? Try again.
  22. I missed that!?!?!? I better re-read it before I start posting anything else. I really must've been tired last night. :whistling:
  23. North Dakota folks...

    Security guards, barbers, and bankers just to name a few require permits in order to work in California. For security gurards though, they need an extra permit to carry a firearm.
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