Jump to content

logan4

+LIFETIME MEMBER
  • Content count

    699
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by logan4

  1. Version 1.0.1

    501 downloads

    This aircraft mod represents Mikoyan-Gurevich's Ye-8 experimental fighter and its fictional updated "M" variant. There are slight variations compared to the actual prototype and the pits are pure fictional as there are no pictures that show how that looked in its original form, so its a mix of various systems used or developed in that time frame that the aircraft was developed. This package comes with 3 skin set for each variant, with decals for Soviet aircraft, since birds for LSK and Czechoslovakia use stock decals. This model is meant for SF2 games only, and SF2 Europe is required as some of the skins use stock decal numbers. Install is the regular dropping the contents in their respective places. Please note: The model might gets heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lod "_nd" as lod1. New weapons are provided - some type specific - beside these the model uses the general Soviet weapons. Be aware - In the 1970's and later when AA-8 can be selected, manually double loadout of these can happen. Make sure to read the manual included with the package. -------------------------------------------------------- Creators of these Aircraft mods as members of CombatAce site: Aircraft 3d work: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Gepard, Cliff7600, Logan4 Aircraft avionics: Cliff7600, Logan4 Skin files and decals: Gepard, Logan4 Cockpit files: Logan4, Cliff7600 There are certain texture sections that were borrowed from the Su-17 project which were originally created by Stary Thanks for 76.IAP-Blackbird for the original KS-3 seat, a modified version of it used in the cockpit file. Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement.
  2. Add these to the air brake entries: MaxDeflection=50.0 <---- supplementing with the value you used in the animation MinDeflection=0.0
  3. Not sure how you have it now. There should be 2 mesh/pivot to have it work properly. The way I would make is have the actual pivot of the mesh being used with the gear animation and an extra mesh as Airbreak In hierarchic way the following Fuselage AirbreakL/R <---- can be a simple flat 1*1cm single poly item. This is used for the Airbreak animation, AnimationID=7 MainGeardoorFrontL/R <---- actual door mesh as part the gear animation, AnimationID=1 or the proper one you have for gears. Might have to set up a gear down limitation, but that is just a guess.
  4. We can give him the chance to remove the link to the piracy sources then replace them with links to the TW store, how should have been done the first place. He sounds to be mature enough in the videos, so should be no reason to advocate unethical behavior..
  5. If you are the fan of this bird I recommend to read it, gives some very rare unique info on it, but also gives a lots of political background, get braced for those....
  6. Hi, Yes, it seems to keep the animation. One thing needs to be checked in game is - that since it is mirrored - the X-axis of the meshes faces the opposite compared to the world pivot. Not sure if it effects anything in game - gear rotation for example. A thing to keep in mind though - you can not apply "X-form reset" on the animated parts nor on the highest mesh in that group as that will throw everything back/or around like it usually does.
  7. The way I see it working currently, serials only show if you have the numbers.lst in the skin folder. Of course I can be wrong.
  8. Sometimes people read or overthink things and get false conclusions, and probably make more damage with their ignorance than they can comprehend. TK never said he abandons mobile games. He tries to put a little extra life in the SF2 world so he can still sell them after 2020 when win7 support stops and most will migrate to win10 if not already there.
  9. In this game it is not 3d mesh/object based, it is driven by ini files that lists the timing, duration, deviation, velocity, volume, etc parameters, various textures used and effect names that control the "look" of the explosions. Of course I can be wrong, since I'm not an "effects" guru.
  10. Sparrows (and many others) are usually not set up in their weapon's data.ini with launch rail load requirement. RailLaunched=FALSE So if it is only for sparrows and/or large missiles, I advice you to merge the rail to the pylon, alternate route leave out the launch rail name, that way always will show. In case you want to use the pylon also for a2g stuff like bombs then duplicate the pylon and set up a separate station for those.
  11. If you read Erik's reply carefully he gives you the way you can have limitless pictures uploaded... From there you can link them to the topics you want to include them. So instead of going multiple rounds what and how should be changed, etc, use the data people give you to solve issues, its right there just have to read it, understand it and apply it.....
  12. Yes, as soon I can get to wrap up the last few bits. I know its been extremely long , but had been busy with life and other projects that slipped up on the priority lane.
  13. Unidentified

    I don't think, we have a very different purpose in the life and existence of this galaxy. We are just not mature enough for wide broad contact by the more advanced civilizations. They show themselves from time to time so the ordinary people can change and adjust to their existence, since the governments keep every information as wrapped up as tight they can with dez-information or just simply making a liar out of someone whom dare to come out into the open. Through mass sightings the balance is changing for the better, though the broad majority is still bogged down, wondering in the life or just too smart to look and see....
  14. Hi Gents! TK re-released SF2 in an all in one package, including all versions, expansion packs and all DLC-s. Costs 99,99USD, compared to the individual title prices, does not seem to be a bad ratio. https://store.thirdwire.com/project_sf2_complete.htm
  15. Unidentified

    Unfortunately I did not see this program yet, so can not relate to the exact contents. In my view and line of thinking, we still coexist with some of them here on the planet and regularly getting visited by others. Like v.Deutchmark mentioned, our "current" human spices is approx 200k years 'jung', what most places forget to mention, that all other 20+ types of sapiens (from 30cm short, to 3,5+m high) and in fact all living spices on the planet all had/have 24 pairs of chromosomes, suddenly 200k ago the only leftover homo sapiens type has only 23 pairs of chromosomes...so did we de-evolved suddenly:??... In actual fact we still got the 24, but number 23 and 24 was fused together, that is not an 'evolutionary' step, it is a genetic modification from an outside source. One race from the many in this sector (lets say 500 light years wide), that is approximately 1million years ahead of us on the evolutionary path. Also many races can be quite older than that... Our current 5th civilization on this planet has only 12000 years "known" time, the other 4 always ended with some disaster, occasionally with nature interference and half the time almost complete genocide, we ourselves almost run into it at the end of last century, if the soviet union not falls, we would not write this discussion as most of our planet would be a radioactive ball of stone, as we burned it up, eliminating all human and most of other life for quite long time. Our 3-4 dimensional 20-30% active consciousness can not fathom at the moment, where the evolution of consciousness can really advance. We did have and even today we got people around the planet whom have access to 40-70% of their abilities in this field, some can walk on water, some manifest objects from out of thin air, some has the power to grow plants from a simple seed in just minutes in their palm, etc.. These are not humbug, these are real things, but as was mentioned above, everyone can only perceive what is "real" for his/her thinking and point of consciousness in all aspects of life and existence. Where a 4-12 dimensional consciousness can go or what can we do with access to 100% of power is unimaginable by us. It is a sad thing, that the powers in control keep the proper and true information away from people saying it might cause panic. If it is given factually and in proper manner - not like our hysteric and sensation driven manipulating half truth and often fake news filled 'opinion leading' media empires do today (not to mention the several film that were created implicating that people need to panic and cause chaos in an alien race contact, thus creating a subconscious behavioral imprint) - then there will be no panic, in fact there would be proper realization and change in mindset and line of thinking. Thus stopping to kill each other for whatever reasons and turn any finances to actual technological and existential well being and advances. It is very simple to solve starvation, overpopulation and a host of other issues we have today, one key element is we have to stop using any and all inventions for military and killing purposes and start to cooperate with each other and share resources instead of pulling apart and try to make loads of money out of everything and from pure greed. The moment we stop weaponize everything we will have the publicly open contacts from most of the visiting spices or from those already living among us. Then we will also be able to access the technology by our inventions that enables us for to create our own gravitational propulsion and environmentally safe limitless energy creation source that will be available anywhere. Tesla actually touched it already back in the early 1900-s this effect and energy, yet he could not manage to control it as the level of everyday technology was not there yet, not even mention the consciousness of the time, where even scientists made fun of his ideas instead of investigating them further, that maybe he was onto something, but the greed and ivorytower/old-fashioned logical attitude to advancements and what possible or not limited them to get access that technical advancement... We also still missing basic laws of the universe, there are more than the Newtonian ones, which will actually answer many of the current questions about the galaxy and the forces/energies/masses that created or keep it in one (no such thing as dark mater... only unknown/unexplored natural laws). We still not understand gravity and magnetic by themselves, we just know they exists because we can observe/experience them, but where their energy comes from and why can last for eternity... Back in the mid 80-s and early 90-s I witnessed on several occasions things moving around that were not our technology, from daylight events to night ones, and being alone or with few and even group of 10 people. In our area there was a peak of 'incidents' in those years, but things still happen recently too, just not in that volume. In my view it can not be a question that there are other planets with life evolved in our galaxy and even more in the whole universe, and many visits our planet in current days or prior millennia. The building blocks of life are plentiful in every corner of space where material form exists. One of the limit to find 'them' is our supposition that living planet can only exist around stars standing alone/lonely in a certain range from it. If someone thinks a bit, over 60% of this galaxy has 2 or 3 star pairs/triads where each have several or plenty of planets on their own, but having a twin heat/light source is actually increases the field area which can provide 'livable' quarters, thus life can actually 'flourish ' around them. Also not necessarily all life is carbon based, just because on our planet most of them are such. Even our planet has non carbon or oxygen based life forms in deep oceans. Our current technology can only find those whom are at the same or similar level of technical advancement. To communicate or find spices that evolved or exists for millions or billions of years we need to step out from our current level of consciousness. There will come an invention that will enable us to see and detect all lifeforms in our solar system and in the galaxy (material or multidimensional) without having to travel the stars for thousands of years to see and meet them. Communication will be real time, just like calling someone on the phone these days. It will be a big realization for most of the planet and a major kick/boost for advancement... Not sure what degree we use re-engineered technology, would be nonsense to say none, but can not say either which items that we copied from crashed objects, most of them probably top secret and used for military purposes which we common people will only have access in the next 50-100 years - if at all with current logical attitudes.... Sorry for the length of it, but this subject have several aspects....
  16. I normally not work with tail gunners, so just a wild guess, since your models gun faces backward, an your Y pivot faces front then the deffaultyawangle=180 turns the gun around( or vice versa). If you make the gun's pivot facing the other way to the current one, it might work as you intend it. But like I said it is only a guess .
  17. I have AC with 6 separate lods and shows up fine, so should be no problem. Usually beyond 300-400m you don't see much changes visually, only the system load can vary on fighter sized AC. The bird I have has a step from 300 to 800 then to 8000, between this last 2 values I think lod steps can be skipped.
  18. An easier, add an ejectvelocity parameter to the pylon "EjectVelocity=0.0,0.0,2.0" - though not sure which numbersection corresponds to what axis (x,y,z?), so those might need to fiddle with - this way you don't have to mess with the effects. Hard way is, probably will have to make a new booster effect that has clear tga-s so not to create smoke and flame - or leave empty the effect name in the missile's data.ini and add a short period sustainer setting with the 'missilefireeffect' to imitate the ignition.
  19. Maybe nothing but if you give it a bit more releaseanimation time. ReleaseAnimationTime=3.000000 ReleaseAnimationDelay=0.500000 Alternative, might be adding a sustainer entry to see if changes anything. SustainerDuration=5.000000 SustainerAccel=19.000000 For testing purpose you can also set up an external pylon on the wing to see how it is loading - position, facing,etc and look at launching behavior. That might give some additional clue for you about what is happening.
  20. Version 1.0.0

    210 downloads

    This aircraft mod represents Dassault's what-if Mirage 4000BA fighter and its trainer BB variant in the Belgian Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 1 skin set for each variant, with decals for BA (18 planes), and for BB (8 planes). This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. In case you have the prototype or French A and B variants you can skip the overwrite prompt of weapons as those 6 items are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french and NATO weapons, either as part of weapon packs or the Mirage 2000 family. Important: The BB variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000BB_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000BB_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000BB_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement.
  21. View File SF2 Mirage 4000BA & BB - Belgian Air Force This aircraft mod represents Dassault's what-if Mirage 4000BA fighter and its trainer BB variant in the Belgian Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 1 skin set for each variant, with decals for BA (18 planes), and for BB (8 planes). This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. In case you have the prototype or French A and B variants you can skip the overwrite prompt of weapons as those 6 items are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french and NATO weapons, either as part of weapon packs or the Mirage 2000 family. Important: The BB variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000BB_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000BB_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000BB_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter logan4 Submitted 04/07/2019 Category What If Hangar  
  22. Next in line is for the Belgian Air Force, fighter and trainer birds.
×

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..