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Monty CZ

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Everything posted by Monty CZ

  1. Go Cocas GO!!! :-) I am slowly upgrading Avias B-534 to the current standard (FM mostly and bump mapping) and I am still taking break from modding, but it looks that rainy weekend is comming and I am thinking...of something :-) Ju-87A or Do-17 ? I dont know, it is too much work for about 100 downloads and the comunity is not growing much more after SF2NA release... Monty CZ
  2. Heinkel He-111E View File Heinkel He-111E for Thirdwires Strike Fighters 2 Monty CZ Submitter Monty CZ Submitted 04/06/2012 Category Other
  3. 525 downloads

    Heinkel He-111E for Thirdwires Strike Fighters 2 Monty CZ
  4. I offered my models to guys from Il-2 community but my latest bombers have too many polys for them. Anyway I managed to finnish decals for He-111E (german and spain) so I will release it this evening after work. Maybe I will finnish Bk-534 because it needs only few ini touches. then I can pack some ground objects together and I think it is all I have on my HD for this title... (I dont count my "what-if just for fun plane" AST-2 Phoenix flying pancake for which I cannot make good FM) Monty CZ
  5. View File Avia B-71 By Monty CZ Avia B-71 plane for Strike Fighters 2 by ThirdWire B-71 was license build Tupolev SB-2 used by czechoslovakia unfortunately it came too late Czechoslovakian Air Force received 60 Russian-built SB with Hispano Suiza 12Ybrs engines in April and May 1938. Another 101 bombers and 60 reconnaissance aircraft were license-built Avia B-71 but only 101 were built. Credits: Cockpit used in this package is build by Stary and it is not 100% correct for this plane but close enough. Thank you Stary ? Monty CZ send any suggestions to tosovsky.pavel(at)seznam.cz Submitter Monty CZ Submitted 04/02/2012 Category Other Origin
  6. 276 downloads

    Avia B-71 plane for Strike Fighters 2 by ThirdWire B-71 was license build Tupolev SB-2 used by czechoslovakia unfortunately it came too late Czechoslovakian Air Force received 60 Russian-built SB with Hispano Suiza 12Ybrs engines in April and May 1938. Another 101 bombers and 60 reconnaissance aircraft were license-built Avia B-71 but only 101 were built. Credits: Cockpit used in this package is build by Stary and it is not 100% correct for this plane but close enough. Thank you Stary ? Monty CZ send any suggestions to tosovsky.pavel(at)seznam.cz
  7. small update of list of the finished things German planes: Bf-109 B,C,D (ready) He-111 B,E (ready) Czechoslovakian planes: B-534 (ready) need upgrade to SF2 last patch standard Bk-534 (ready) S-328 (ready) need upgrade to SF2 last patch standard B-35 (ready) B-71A (ready) Ground units already finished: Panzerkampfwagen II Ausf. A Flak 36 (88mm) AAA Flak 30 (20mm) AAA Skoda vz 37 AAA LT-34 tank LT-35 tank LeFh 18 105mm artillery Škoda vz 35 105mm artillery support vehicles czechoslovak fortifications (4 types) few hangars, buildings trains, wagons etc Monty CZ
  8. Ok Avia B-71 was ready so I polished He-111E-3 a little bit needs new numbers Monty CZ
  9. I am ready to upload Avia B-71 but again there is some error message when I try to upload it I am tired of the changes so if you want to upload it at combatace thank you the file is here: http://leteckaposta.cz/786228584 montyCZ
  10. If you want to experiment here are the files I added xls file with my script to generate line of targets ctrl c and ctrl v makes the rest Trains objects.rar Monty CZ
  11. Wrench I was waiting what SF2NA brings us in this case but after the release I think that the best solution is to make unmovable trains as a targets on map (yes they are set as ground objects but I set them as a target types too - using groundobjects) In real life the train stopped if it was attacked and people run away If they are made movable and you destroy the engine did the formation stop? dont think so :-( So my trains are from groundobjects in transport role (I hope it would affect campaign somehow) tracks are groundobjects too (armored so they are versatile enough) When AAA car is attached it is a hard work to attack a train in SF2 :-) I like it! I will pack my objects and can send it to you if you want to use them Monty CZ
  12. This is not a fighter-bomber theme but I dusted off some ground objects (how I was hoping that SF2NA makes trains possible - ships or wagons, it is the same :-) ) still hoping and waiting for THE patch Monty CZ
  13. Hello all, I know that here are few specialists who could answer my question. I was lately a little bit surprised watching SF2NA action view (after my death) that ARM are widely used in game against "radar" planes (soviet reckon, planes with jammers on etc) Do the missiles this capability in real world too? Can you use HARM against planes? or other ARMs Thanx for the info Monty CZ
  14. Ok I bought SF2NA and found that this title is going nowhere or I cant imagine the future of it... I somehow lost an interest in it but if somebody wants to use anything, I did, just PM me. untill something really interesting will change, Monty´s out CU Monty CZ
  15. It looks that with that auto texturing feature we can say goodbye to european fields, bigger towns etc. Or not? Monty CZ
  16. My way to make bumpmaps: after finishing textures in photoshop (layered) I save them as new file then I delete all markings, weathering, colors etc. from panel lines and rivets I delete all layers but the basic one (delete all shadows and 3D effects) panel lines should be black or dark grey, rivets should be light grey if they are above the surface or medium grey if they were on the surface. Then I add basic collor layer under that all - RGB 128/128/128 Some panels are above the surface make them lighter If you want to deform surface between rivets (sag the surface) make transition from grey-white-grey to bulge the surface or grey-black-grey to squeeze the surface if you have all that save it as BMP and then apply some plugin (Nvidia for Photoshop) to make it "blueish". I dont use DDS because transitions arent smooth in that format Monty CZ
  17. We need that extractor, I dont believe that TK chosed to add trees via targets (or other terrain) ini. If yes I can write macro in excel to place "n" trees randomly around some point (but I cant detect previously placed objects like airfield :-( ) Monty CZ
  18. Seriously, what is now mising for good and updated Malvinas mod? Vulcan maybe? and some Argentinian ships? Monty CZ
  19. ILS is nothing new in SF2 ...or is it? I had ILS in L-39 cockpit and it worked well So the question for today "should I buy or should I go" (it was some song wasnt it?) this mean is it good enough today or do I need to wait for patch to be satisfied? I want to run the game for the first time and say "Whoa!" :-) Monty CZ
  20. Do I understand that now the task force is a formation? and the movement is controlled by the ShipNumber=0? what about trains then? sort of type mixed formation and movement controlled by train engine? Monty CZ
  21. Hello all, I want to let you know that there is a way how to tune AI advantage if it looks too much for you. I edited AIData and changed some of the numbers (bold here if I remember all) the numbers might look ridiculously small but in game AI rolls more etc (I dont know why) it needs more testing but now I can sneak behind fighter from six o clock if he is alone and kill him before that every plane started to turn towards you if you reached some distance. [AIData] TakeOffRotationAngle=10.0 AileronDeltaRoll=1.1 AileronRollRate=-1.0 ElevatorDeltaPitch=1.0 ElevatorPitchRate=-0.1 ThrottleDeltaSpeed=0.05 ThrottleVelocity=-0.01 DeltaSpeedForAfterburner= DeltaSpeedForAirbrakes=-50 MaxPitchForAltitude=30.0 MinPitchForAltitude=-20.0 PitchForThrottle=0.005 PitchForAltitude=0.001 PitchForVerticalVelocity=-0.001 RollForHeading=10.0 RollForHeadingRate=-0.2 MinRollHeading=5.0 MaxRollForHeading=25.0 MaxRollCombat=30 MaxPitchCombat=10.48 PitchForRoll=0.13 FormationSpeedForPosition=0.8 FormationSpeedForRate=0.5 LookoutAngle=120 DefensiveAngle=100 ChanceDefensiveTurn=90 ChanceBreakTurn=90 ChanceHardTurn=90 ChanceTurnDirection=50 ChanceContinue=25 ChanceCheckNewTarget=57 ChanceUseVertical=50 MinAIQuality=Green [DogfightNovice] MaxCannonRange=600 OptimalCannonRange=200 MinCannonRange=150 CannonBurstLengthShort=1.5 CannonBurstLengthLong=2.0 [DogfightGreen] MaxCannonRange=600 OptimalCannonRange=150 MinCannonRange=120 CannonBurstLengthShort=1.0 CannonBurstLengthLong=2.0 [DogfightRegular] MaxCannonRange=600 OptimalCannonRange=150 MinCannonRange=100 CannonBurstLengthShort=0.7 CannonBurstLengthLong=1.4 [DogfightVeteran] MaxCannonRange=500 OptimalCannonRange=150 MinCannonRange=75 CannonBurstLengthShort=0.6 CannonBurstLengthLong=1.4 [DogfightAce] MaxCannonRange=400 OptimalCannonRange=150 MinCannonRange=50 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 BTW I just had the best dogfight in SF2 it was looong and I had to fight in the tree top but I survived 4 groups of green pilot in Bf-109 I ran out of fuel 10meters above airstrip when landing :-) Monty CZ
  22. It was nice from TK that he released SF2NA this weekend bud I had a plan so I didnt downloaded it yet :-) My plan was to make my graphical stuff working in game properly You don believe but I had to learn excel and VBA at the end :-) I made some tools for better object placement for myself. Just now I have 2 macros one can place repeating object in given direction (good for trenches, walls, train tracks etc) and then I choose the way how to model bunkers. Because buildings cannot be armed (or I dont know how to do it) each bunker is building with up to 4 separate gun in it. I still have some issues vith collision modelling but it is good for damage moddeling. You can destroy guns one by one or destroy whole building (in case you have luck and few 500kg bombs). So the second macro places the whole object in map armed with guns. With the help of that and pencil with old good paper to draw a simple map I did this in 10minutes 77 targets in the area :-) In case you are interested in that XLS (not user friendly) I can send it to you Monty CZ
  23. Hello all, do anybody knows that it is possible to show metric units in debugmode=true (via editing huddata.ini) thanx Monty CZ
  24. Hello I wrote it in work and now I checked I have version num 2.49 so if you have newer one try it with 3DS and let me know the results Monty CZ
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