Jump to content

PureBlue

+MODDER
  • Content count

    1,437
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by PureBlue

  1. This site has almost everything!
  2. T-38 stuff?

    Yes a lot of squadrons are getting new paint jobs, camo schemes and tail art. The Talons are being upgraded to T-38C and will have this new paint.. Also the RF-4E's are undergoing an upgrade, coupled with a cool camo. I'm going to try painting a few of these soon, but I'm sure an experienced skinner would do a much better job
  3. Oh shoot, I'm never gonna graduate now! (Engine/electrical fire right at takeoff)
  4. I think this only happens in Campaign mode, which has interesting features of its own. Like parked aircraft are actually fighters/bombers based on that airbase. And the more you destroy, the less planes that enemy squadron will have. Same for you. Supply of equipment becomes important as it all unfolds.
  5. Thanks Ed Let's see who makes the first skin for this beast.
  6. Got a seperate SF2V Mod installation folder ready for this Hope to find the time to enjoy it, thanks Malibu!
  7. Thank you, this is a very fun and capable little bird.
  8. Thanks! I think I figured out how to texture the bridges. They don't look much plain now. Now if I could only add some kind of collision.. I think I need to check the mesh hierarchy. The object has about 120 named meshes, if I attach all these to one mesh, a huge collision box covers the bridge, I'll do some more experimenting.. Oh and there's still one other fantasy idea I'm playing with, if that works...! Well it's a surprise.
  9. Thank you all. Soulfreak, that's today's job, I'd been meaning to do that. I've already added Parked aircraft for comprnt's Stock/Lighted Airfields and the ones I created. ;) Wrench, yeah that's the Golden Horn, it's C-RivT tile. And SC75's wouldn't fit at all. Some new tiles are desperately needed, like SG/SR tiles on the seaside with road winding through, and again River tiles with roads going parallel. I want to take a crack at this but I don't want to redo them after Stary releases the new goodies :) The Bosphorus bridge is alright, a straight conversion from Google Sketchup, normals corrected, scaled, no texture. I think I might play with the material color, specular values, to make it look acceptable. Also there are a few more monuments which aren't quite visible in the screenshot. And there's a bosphorus ferry in the works too :) Hey Gabriel, did you see the Camlica Hill, it's actually filled with various towers/antennas.. [eankhilous, dostum sagol, bu cennet vatani oyuna aktarmak imkansiz ama elimden geleni yapiyorum!]
  10. Small update; Populating central Anatolia now, a road network connecting cities, towns, factories and industrial areas. Couple of lakes between mountains, and some rivers winding through hills :) The road tiles are painted in red/green just for easier development inside TE, they look normal in the game.. TE shot: Lake Burdur: Where two continents meet (My Italian friends are helping out with objects, thank you guys!)
  11. Good work, thanks for this Fubar. At first I couldn't get it to work with the old WOE. No problems in SF2E. I had to open the oiler ini files and save them as ANSI, using notepad++. It's that PITA unicode change in 2nd gen games I think. This makes me want to completely switch over to the new games, too much work to mess with compatibility issues.. I've been converting a few Sketchup models myself w/ amateur results... Is there an easy way we can make LODs to be used for further distances? Or would that be too much work, or needless maybe, this model didn't cause any slow downs anyway..
  12. Yes I like it too, thanks ataribaby. One thing I noticed, the afterburner glow effect inside the can, is visible all the time, shutting the engine, cutting thrust won't make it go away. Not sure if the sf2 stock Mig21s were like this.
  13. Fubar is right, objects that are created using the terrain types/targets.ini , that have radar, will not paint in the RWR. Except of course generic SamRadar, SamLauncher, EWR definitions. For example none of the Meko Frigates that I put in a harbour will paint your RWR, nor a hand placed specific Hawk/Nike Radar Site.. This is different from creating a single mission and placing them yourself, then they do work correctly. I've already checked old versions of the game and it works in v08.30.06, so it got broken after the Oct2008 patches I think. Still broken in 2nd gen.
  14. Ok this is my experience from trying to implement it. Just like for reds, the SamRadar and SamLauncher definitions will pick Networked Radar/SAMs, from the blue side. I've been getting Hawk HIPIRs coupled with HAWK Launchers, and if there is also a EWR in the same target_area, it might put the Hawk CWAR in there too. Now this is the behavior I see most of the time. On the other hand, if you put these in the types/targets.ini of the terrain as HAWKL/etc. they will show up and work correctly but they will NOT paint in your RWR. :( Weird thing, I've read that others have experienced this and it might be considered a bug. (saw at a thread in thirdwire forums). Checked this in ODS too. Specific HAWK won't register in my RWR. This bug is actually very annoying and I wish TK takes care of it sometime in the future.
  15. No CWAR or HIPIR to take down and shut the whole site? At one point a version like this was created.. But currently it's working with the radars included too. Or is there a reason why you did this way.
  16. So I'm still working on the Zipper S family, trying to figure out the correct RWR/ECM. The question is; Now that we got the new radar/sam values, are you guys setting the internal jammers? (eg, from newly released 2S6) RadarSearchFreq=7.0 RadarTrackFreq=14.5 RadarMissileGuidanceFreq=14.5 (eg, from stock A-4F) [ALQ100] SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=35.0 MinFreq=2.0 MaxFreq=6.0 CanJamCW=FALSE For the F104-S I'm still searching for the correct equipment properties. Also; I set the RWR as a Vector type, now that the 3_Ring seems to be gone (?) and the TEWS might be to advanced for its time. (I'm no expert, pls correct if necessary) Some reference in Fubars KB article : http://forum.combatace.com/index.php?showtopic=37457
  17. I love the creativity of this project.. Baltika
  18. That file history. Not used anymore. Basically you just drop the object in the groundobjects folder. Check out KB for details.
  19. This is gonna be some experience! Time to start reading up on the B-52 Cockpit. Thank you Dels.
  20. Are you sure you got latest version? Mine is trouble free working from the Installation Folder. I have all the terrains copied in the same Mod Folder (it's a merged install) So KMD has access to all terrains.
  21. they are in the terrain cat file. Extract it using the tool. (its in the downloads area) or join the kmd cult, i can't give support to both of them (not to mention knowledgebase has all of these answered already)
  22. First one is Mod Folder, second one is Installation folder. But Agostino, you surely must know this by now
  23. have a beer while doing these, it helps The F-104S models are looking good, with the new AB effect and all. This is one badass Zipper! Got the RWR in there too. Now working on getting it to work correctly. The loadouts need to be changed, now that we got one less StationID. And according to the books I read the centerline pylons will be edited to take bigger bombs. 750 pounders. Also the AutoPilot take offs end up in flames, need to somehow modify AI to rotate earlier.. Then I will be uploading I hope, sorry it's taking a few days
  24. First of all put kmd.exe in your installation folder. And rename it if you have multiple installations and using kmd in each of them. (Eg: I renamed it kmd_sf2e.exe for my SF2E install and kmd_woe.exe for WOE) For SF2 games, first time you run KMD, it will extract aircraft ini files that it needs to function. Then you are good to go. Open KMD, Load terrain map. (MAP2.bmp works good, higher resolution map looks stretched.) Make a new mission, it will create the msn file. The small mission/aircraft/object window will appear. (shortcut ctrl+d) Right clicking on the first aircraft will give you options to add an aircraft or ground object. then to place it on the map, double click on it. the small window will close taking you back to the map. Now holding down CTRL and clicking on the map will place it on that spot. After that, add waypoints again while holding down CTRL. Then you can use the waypoint editor (inside the ctrl-d window) to adjust speed/altitudes.. Make sure to click APPLY after you change stuff. And if you want to take off from a base, click that box and it will choose the closest airbase.. Now there's one more thing to do. Inside waypoint manager the first waypoint "command' must be takeoff. Sometimes KMD forgets to set this, and your planes will blow up , when you start the mission.. give a go with these in mind, and if you have specific questions after that, will try to answer. KMD does things different than LeMis. It will take time to adjust. but I think it's more powerful in certain aspects.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..