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Everything posted by Fubar512
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Version Beta 1.0
914 downloads
Yak-38M Beta Version by: Krizis This model represents the "improved" variant of the Yak-38 Forger, the Yak-38M. Work on the '38M began in 1982, with an eye towards minimizing, if not eliminating, the deficiencies of its predecessor. By the time of its introduction in June of 1985, the improvements included a more potent power plant, the Soyuz-Tumansky R-28-300, as well as more powerful lift engines (2 x Rybinsk RD-38 turbo-jets). A steerable nose wheel, an increased load-carrying capacity on all wing hard points, and enlarged intakes rounded out the list. All the improvements resulted in a marked improvement in the aircraft's reliability and overall performance, and some of the earlier models were rebuilt to the updated standards of the 'M. TO INSTALL: Simply drag the two supplied folders, "Sounds" and "Objects", into your User Name/Saved Games/Thirdwire/SF2x folder. RELEASE NOTES: This model will not by available in any in-game missions or campaigns until late June of 1985, and will be unavailable after July of 1991. The loadout provided is as correct as I could make, given the limitations of the series, and the availabilty of some models (namely multiple ejector racks and missile guidence pods) The flight dynamics model is based on the Thirdwire flight model, with a few tweaks to reflect the up-rated capabilities of the M-model, as well as tweaks in thrust placement, thrust values, and flap values to allow for a smooth transition from vertical to horizontal flight, even under hard mode. Despite this, I recommend using a full HOTAS in conjunction with rudder pedals, or at least a HOTAS with a "twist" rudder axis. KNOWN ISSUES: 1) There is no wing-fold, nor canopy animation for this model, as Krizis never sent me a completed LOD file with animation IDs defined for those features. Hopefully, he will see this release and come back to finish the model. 2) The Cockpit, which was provided by Stary, presently lacks a working gunsight. This may be resolved sometime in September of 2014, as which point I'll release a revised model. 3) The model is set up by default for SF2NA, which considers strike missions to be anti-ship missions. Otherwise, electing an "anti-ship" mission in SF2NA, may result in a game crash. The loadout.ini file that is provided with this release is configured for easy editing, so that you can enable conventional strike and anti-ship missions in the other SF2 titles. 4) The AI in this series will not use the VTOL capabilities of any aircraft model, so this aircraft is equipped with a virtual tail-hook to allow it to land on the 1143-series aviation cruisers (Kiev, et all). CA-member Snailman has a fixed data ini for the Kiev in our uploads section, that simulates a VTOL "launch". CREDITS: Krizis: 3D model and grey texture-set. Stary: Cockpit Fubar512: ini work and sound effects. Lindr: Kh-23 ASM model. The Trooper: Red7001 pilot model This model is freeware, and may not be redistributed for profit without the express consent of its owner, Krizis -
Flying cows? Large, wooden badgers?
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As I recall, the GeForce6200 came out in mid - 2004. You can try scouring through the download archives at Guru 3D. Keep in mind that the early drivers were XP (32-bit) only. If you're running Vista or Win7 64-bit, you're limited to 64-bit drivers. http://www.guru3d.com/files-archive
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Question about battle lines and SAM sites on stock terrain
Fubar512 replied to jmarso's topic in Mods & Skinning Discussion
The Iceland terrain is missing several parameters that prevent one from setting up a ground campaign, as well as limiting the mission types that some aircraft can fly. Try selecting a close air support mission in another terrain, and then on the default Iceland terrain, and you'll see. The best one can do for SAMs, is to select those that are mobile (SA-8, SA-9, SA-11, Tunguska, etc.), and if necessary, redefine their object roles, from "Mobile_SAM", to "Mobile_AAA". -
Wrench told me about this yesterday. It is a must-see for any Star Trek fan.
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Oh, you're selling one..... Sorry, but we already have several of those.
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Unfortunately, no. They're just eye candy, even the one hovering just above the port side.
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I spoke to Marcelo recently. He requested that I complete and upload his Kiev and Kuznetsov models. The former would be great for those that do not own Sf2NA, and the latter would be a nice addition, in general. Here's the Kuznetsov:
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Are you giving one away?
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Easiest way to add stationary aircraft to an airfield.
Fubar512 replied to Boresight's topic in Mods & Skinning Discussion
Well, for one, by learning how to create your own stationary 3D models, like the one you pictured above. Software-wise, that either requires 3DS Max 2009 (a very expensive proposition), or a freeware 3 modeling application, such as Blender. If you choose the latter course, you will then need to find someone willing to import the Blender model into 3DSmax 2009, and export same into Thirdwire's LOD format, which is a pretty straightforward procedure. You then set the model up as a terrain object, and place it by hand. Of course, you can always ask someone to create one for you, but you'll most likely find that the majority of the modelers here are pretty busy, either with their game-related, or real life issues. BTW, there are some excellent tutorials on our site, and on Youtube, on how to create 3D models. -
Krizis's Yak-38M performing a vertical takeoff from the Kiev. If you must ask, the answer is.....TWO WEEKS!
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I've spent all weekend tweaking this masterpiece. Check out the attention to detail that Krizis lavished on just the damage modeling alone.
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Are you running with, or without vertical synch?
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Yak-38 VTOL video, this is under hard mode with no external load out and 50% fuel:
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Adjusting navigation and landing light positions and values. As I'm essentially using TW's flight model (albeit with a few subtle tweaks), this model is pretty much ready for release.
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The Gloster Meteor in an alternate post-war Poland
Fubar512 replied to Spinners's topic in Sci-Fi/Anime/What If Forum
Czarny900, Your avatar seems to be almost the same as the logo for Clay Smith Cams....lol -
You need to install the latest version of DirectX 9.0, even if you're running DX 10 or later.
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All you're looking there are tables and values that are in part derived from the surface area, the leading edge wing-sweep angle, and the mean-area chord of that specific surface. The wing area is stated in total under the aircraft data header, as the "reference area". Each surface is then assigned a fraction of that total value. In the case of the F-4, let's say that it's 30% of the total for each inner wing, and 20% of the total for each outer wing.
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The coefficients and surface areas are determined from real world data. Generally, the more data points in a given table that one makes available to the game engine, the closer that flight model comes to behaving accurately. That being said, as was mentioned earlier, there are parameters that aren't modeled due to the limitations of the game engine, and certain liberties must be taken in order to simulate them. One example is wing warp, another is the effects of compressibility on control surfaces.
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Only because there are too many "pretend" macho-men out there today. You know the type, the "pretty boys" who act tough, and then cry like babies when they get hurt. When I was in elementary school, I recall our music teacher being the subject of derision among my classmates, mostly behind his back. Then, one of the class "toughs" decided to openly mock him, which earned him a detention session with our gym teacher. The very next day in gym class, that same gym teacher sat us down and told us that our music teacher was a decorated WW II combat veteran who had fought alongside Patton in Sicily. You can bet your ass that we viewed him in a different light after that.
