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Everything posted by CrimsonRoamer
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Thrust reversers and the countermeasures suite work fine, having trouble with the bombays though (CTD when trying to open) Upon further consideration maybe a 120 Mk.84 2000lb bombs are a bit much if a single bay. If I put several weapon stations (bom-bay) and link them to the animatio it'll work. Right now the main bay is set up for conventional bomb loads (up to 1m diameter each), while the rear bay handles nine outsize weapons (up to 2.5m diameter). so you can have five times the conventional bomb-load of the B-52 up front and nine Tsar bombs in the back.
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Apparently they invented English too, but thats just crazy. http://en.wikipedia.org/wiki/Origins_of_ba...ames_in_England http://en.wikipedia.org/wiki/Colossus_computer
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Oh yeah, souped up 30mm autocannons with radar gunsights to fend off anything that gets within visual range of the formation. Edit: And on the more mundane side of things, I made the engine pods a more realistic size and added thrust reversers, since cargo craft to stop quickly and usually don't have air-brakes
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FastCargo you are incredible, thanks a lot EDIT: Inflight pics "This your first time in a heavy?" The size is simply astonising, the ingame camera has difficulty keeping up. The internal bomb bays might best be described as cavernous, there's room for several BLU-82s and a Tsar bomb to spare. As a conventional bomber it could probably level a city, the design payload is a million kilograms. The are still some problems with the flight model to sort out. It tends to pitch down uncommanded, and the large wings should generate more lift. I'll get to work on those, but great job getting it into the game FastCargo. Maybe I'll incorporate flaps and slats, How would you guys feel like a gunship version? a next generation flying fortress, with howitzers and autocannon like the Spooky
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Oh dear, this is turning into a very realistic development program. drawn out and over budget. Modelling is mostly done, animations are done and its sufficiently skinned for testing, now the only problem I have is getting it to work in game. If anyone has some advice I'd be happy to hear it. And now for the only you're reading this. the pics
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http://www.youtube.com/watch?v=YEIB4baOSd8...feature=related
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When I hear that it was the benevolent Catholic Irish Barrister and the tenant against the Evil Protestant Landlord during the famine. These jokes are very well travelled
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Not altogether wise to startle someone learning how to use a firearm
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Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I uploaded it with the wrong skin by mistake, either re-download the pack or rename "thirdenginefoxhound.bmp" to "foxrocket.bmp" -
Thunderwarrior
CrimsonRoamer replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I resent that remark, I fly my products all the time. Admittedly they are SUPPOSED to be ground vehicles... -
Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
That was the problem, if its set as a ground object the missile will lock onto the point on the ground, if its set as a bomber it'll be manuvering. Then again maybe a little work with the terrain editor to make a Shimoji Island map and place it as a ground object on a very high point? THe best solution is still to use WOI, or possibly wait and see if TK patches WOE and WOV to WOI standard -
Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
File uploaded http://forum.combatace.com/index.php?autoc...p;showfile=7020 Does not contain a comet model, which I am unable to test due to lack of WOI. In case someone with WOI wishes to do so I have uploaded the LOD and skin for the comet here. Comet_BETA_model_only_.rar You may wish to try replacing the Tselina from the ASAT mission with this. The objective at this point is to find a way to add a large plume to simulate a comet tail. -
432 downloads
Stratos 4 MIG-31MS and Trident pack Pack contains: 1; A .ini fix to change the MIG-31BM into the MIG-31MS Meteor Sweeper from the anime Stratos 4, and a LOD model for the add-on booster. 2. The LOD model for the Trident anti-comet missile, with two weapondata entries representing a guided and unguided version 3. A nations.ini entry for the Meteor Sweepers and a name list with the names of the characters from the anime you will need -101tfs's MIG-31 BM Foxhound http://forum.combatace.com/index.php?autoc...p;showfile=6951 -Wrench's field fix for same http://forum.combatace.com/index.php?autoc...p;showfile=6965 -Fast Cargo's asat mission is currently the closest thing to a comet interception http://forum.combatace.com/index.php?autoc...p;showfile=6311 -You really, really must have Lexx Luthor's 3D rocket exhaust http://forum.combatace.com/index.php?autoc...p;showfile=5998 Installation instructions are in the readme, standard disclaimers apply. Good Hunting -CrimsonRoamer EDIT: Seems that I accidently uploaded the wrong skin for the booster, correct skin is now included. or just rename "thirdenginefoxhound.bmp" to "foxrocket.bmp" -
View File Stratos 4 MIG-31MS and Trident Anti-Comet missile pack [Fixed skin] Stratos 4 MIG-31MS and Trident pack Pack contains: 1; A .ini fix to change the MIG-31BM into the MIG-31MS Meteor Sweeper from the anime Stratos 4, and a LOD model for the add-on booster. 2. The LOD model for the Trident anti-comet missile, with two weapondata entries representing a guided and unguided version 3. A nations.ini entry for the Meteor Sweepers and a name list with the names of the characters from the anime you will need -101tfs's MIG-31 BM Foxhound http://forum.combatace.com/index.php?autoc...p;showfile=6951 -Wrench's field fix for same http://forum.combatace.com/index.php?autoc...p;showfile=6965 -Fast Cargo's asat mission is currently the closest thing to a comet interception http://forum.combatace.com/index.php?autoc...p;showfile=6311 -You really, really must have Lexx Luthor's 3D rocket exhaust http://forum.combatace.com/index.php?autoc...p;showfile=5998 Installation instructions are in the readme, standard disclaimers apply. Good Hunting -CrimsonRoamer EDIT: Seems that I accidently uploaded the wrong skin for the booster, correct skin is now included. or just rename "thirdenginefoxhound.bmp" to "foxrocket.bmp" Submitter CrimsonRoamer Submitted 07/24/2008 Category Fictional Aircraft, Experimental and UAV's
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Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
The trident and Foxhound are just about finished, here are the latest pics. Proceed to intercept area. First stage ascent using turbofan engines Roll over and engage third engine LAUNCH! There's one more fix I want to try first, to allow conventional take off, Also, can anyone recommend a better effect for the rocket engine? EDIT: Okay, the fix works, you can take a Trident up from take off and land again with it safely Current Mission profile 1. Take off normally, but do not enage throttl to full as this will immediately engage the rocket and slam you into the runway 2. At around 10,000 feet, flying straight and level, roll inverted and go to full throttle to engage the rocket engine (the rocket pushed your nose down. 3. push forward on the stick until you are vertical underneath the target. 4. Lock on and launch the rocket 5. After launch chop throttle and pop speed brakes before reaching 90-100,000 feet. the rocket engine is very powerful and you will quickly ascend to 120,000 and out of the map. The pack will contain the modified files for the foxhound, the LODs for the third engine, and two forms of the trident, one using the TV guidance from FastCargo's ASAT, and one unguided version. The center station is also equiped to handle nuclear warheads if you are so inclined to modify it. EDIT2: In fact, I may even try a little effects work and include this; though since I do't have WOI, someone else will have to test it. -
Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Mecha Musume are kinda like cutesy mascots, girls dressed up as millitary hardware, ranging innocent to indecent. What we actually mean for the pilot model is this: Sure its excessive, but its part of the anime Experience -
Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Most of the modelling work is done, now It's really just a matter of INI editing Known problems so far: The reason they used Zero length launchers becomes obvious, while the missile just clears the ground with gear down, it is destroyed during rotation on takeoff or landing. For some reason the plane leans heavily to the right with the missile attached, my guess it that the centerline of the Mig does not coincide wit the center of gravity, or that my model is very slightly of kilter. It's fairly easy to manually correct though -
Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Actually you beat me to it, I'm looking into some free programs like Daz 3D to attempt it -
Stratos 4
CrimsonRoamer replied to CrimsonRoamer's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
As it is in the ASAT mission you only have a limited amount of time to shoot down the satellite. As for the Zero-length launch system, something like it exists in the form of the carrier catapaults, so maybe we could adapt that, for now I'm working on the booster and missile. -
With the recent release of the Mig 31 and the more or less imminent release of Craig's TSR-2, now seems like a good time to start on a stratos 4 mod Fastcargo's already done most of the groundwork for the Anti-Comet mission profile with his ASAT (I don't have WOI so unfortunately I can't test it) I've already played around with the necessary rocket boosters, so it should be fairly simple to do