Jump to content

WhiteBoySamurai

+MODDER
  • Content count

    960
  • Joined

  • Last visited

  • Days Won

    25

Everything posted by WhiteBoySamurai

  1. EdgeofSpace

    From the album WBS's stuff

    "Like the moon over the day, my genius and brawn are lost on these fools" -King Koopa
  2. I second this request. Would love to see this model updated for NA, and I don't think I'd be able to do it myself. It's got Phalanx as well, which the stock Nimitz is missing, and it's a damn nice looking model too.
  3. Same here. I actually keep a regular backup of my entire mod folder, plus a separate archive of all the zips and rars I downloaded just in case. Also, I want to recommend to all modders who use Max to back up your work constantly. Paranoia pays off. I was so happy to build my new PC, as it opens Max in 5 seconds (as opposed to nearly a minute on my 5 year old computer), but I've been getting way more fatal crashes, and would have lost hours and hours of work if I didn't make regular backups of my models.
  4. It supposedly can, though I don't know if they have been operationally used so far. Anyway, I wanted a proper ARM instead of Apache/SCALP because cruise missiles don't perform perfectly over land in this game (often crashing into terrain, wingmen refusing to launch, etc.) Cluster bombs or LGBs would probably be fine for SEAD too.
  5. Great model, thanks! Here's a fix for the weapons rack so that the AASMs line up better (less fin overlap), and adds proper mass/length/diameter limits to prevent huge missiles from showing up on there: [WeaponData001] TypeName=TR_AASM FullName=Triple Rack AASM Rafale ModelName=TR_AASM Mass=43.090000 Diameter=0.280000 Length=2.652000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=FRANCE SpecificStationCode= NationName=FRANCE StartYear=2005 EndYear=2040 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=2012 ExportEndYear=2040 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TLR NumWeapons=3 LoadLimit=350.000000 DiameterLimit=0.300000 LengthLimit=3.500000 MaxFuelAmount=0.000000 Attachment01Position=-0.370000,0.150000,0.100000 Attachment01Angle=0.000000,0.000000,0.000000 Attachment02Position=0.370000,0.150000,0.100000 Attachment02Angle=0.000000,0.000000,0.000000 Attachment03Position=0.000000,0.575000,-0.140000 Attachment03Angle=0.000000,0.000000,0.000000 Asymmetrical=FALSE AttachAtZero=FALSE HideStationPylon=FALSE Radar display isn't working right. In the avioncs.ini, delete these: [RadarDisplaySearch] PPI=FALSE Symbol[01]=B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=ACQUISITION_SYMBOL Symbol[05]=TARGET_SYMBOL [RadarDisplayAcquisition] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=RANGE_GATE_STROBE Symbol[05]=RANGE_STROBE [RadarDisplayTrack] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=RANGE_GATE_STROBE Symbol[05]=RMIN_STROBE Symbol[06]=RA_STROBE Symbol[07]=AIM_DOT Symbol[08]=ASE_CIRCLE Symbol[09]=BREAK_X Symbol[10]=RANGE_RATE_CIRCLE [RadarDisplayBoresight] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=TARGET_SYMBOL [RadarDisplayGround_Map] RangeSetting=2,3,4 PPI=TRUE MapBackgroundLevel=0.2 MapHighlightLevel=0.6 ScanRate=140 ScanBeamAngle=2.5 ScanArc=60 GroundSearchStrength=50 Symbol[01]=RangeScaleText Symbol[02]=AzimuthCaret // [TargetTrack] SymbolType=TARGET_SYMBOL TextureName=cockpit\RADAR\Radar_Halftarget.tga IFFTarget=cockpit\RADAR\Radar_IFFTarget.tga Hit1Target=cockpit\RADAR\Radar_TrackTarget.tga Hit2Target=cockpit\RADAR\Radar_Fulltarget.tga ImageSize=0.10 RotateToHeading=TRUE [TargetLocked] SymbolType=LOCKED_TARGET_SYMBOL TextureName=cockpit\RADAR\LockedTarget.tga ImageSize=0.10 RotateToHeading=TRUE And add these instead: [TargetSearch] SymbolType=TARGET_SYMBOL TextureName=cockpit\RADAR\Radar_FullTarget.tga IFFTarget=cockpit\RADAR\Radar_IFFTARGET.tga ImageSize=0.10 [TargetTWS] SymbolType=TARGET_SYMBOL TextureName=cockpit\RADAR\Radar_Halftarget.tga IFFTarget=cockpit\RADAR\Radar_IFFTarget.tga Hit1Target=cockpit\RADAR\Radar_TrackTarget.tga Hit2Target=cockpit\RADAR\Radar_Fulltarget.tga ImageSize=0.10 RotateToHeading=TRUE [TargetPDT] SymbolType=LOCKED_TARGET_SYMBOL TextureName=cockpit\RADAR\LockedTarget.tga ImageSize=0.10 RotateToHeading=TRUE Scroll down to the bottom, and change these entries: [HUD_SteeringCue] SymbolType=STEERING_CUE ImageFilename=cockpit\HUD\SteeringCue.tga ImageSize=0.055 // <-- was a gigantic 0.5 [HUD_Steerpoint] SymbolType=STEERPOINT_SYMBOL ImageFilename=cockpit\HUD\Steerpoint.tga ImageSize=0.055 // <-- same here Also, let's make some more conservative/realistic loadouts and separate them by year. Perhaps something like this: [AirToAir] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[08].WeaponType=MICA_EM Loadout[08].Quantity=1 Loadout[09].WeaponType=MICA_EM Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=Rafale-1250_FT Loadout[06].Quantity=1 Loadout[07].WeaponType=Rafale-1250_FT Loadout[07].Quantity=1 Loadout[08].WeaponType=MICA_EM Loadout[08].Quantity=1 Loadout[09].WeaponType=MICA_EM Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=BGL400 Loadout[06].Quantity=1 Loadout[07].WeaponType=BGL400 Loadout[07].Quantity=1 Loadout[08].WeaponType=BGL400 Loadout[08].Quantity=1 Loadout[09].WeaponType=BGL400 Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 Loadout[05].WeaponType=Atlis II Loadout[05].Quantity=1 [strike_late] Nation=FRANCE StartDefaultDate=2010 DefaultFor=STRIKE Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=Rafale-1250_FT Loadout[06].Quantity=1 Loadout[07].WeaponType=Rafale-1250_FT Loadout[07].Quantity=1 Loadout[08].WeaponType=SBU-54 Loadout[08].Quantity=3 Loadout[08].Racktype=TR_AASM Loadout[09].WeaponType=SBU-54 Loadout[09].Quantity=3 Loadout[09].Racktype=TR_AASM Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [Attack] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=BLG66C Loadout[06].Quantity=1 Loadout[07].WeaponType=BLG66C Loadout[07].Quantity=1 Loadout[08].WeaponType=BLG66C Loadout[08].Quantity=1 Loadout[09].WeaponType=BLG66C Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [Attack_late] Nation=FRANCE StartDefaultDate=2010 DefaultFor=CAS,ARMRED_RECON Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=Rafale-1250_FT Loadout[06].Quantity=1 Loadout[07].WeaponType=Rafale-1250_FT Loadout[07].Quantity=1 Loadout[08].WeaponType=SBU-54 Loadout[08].Quantity=3 Loadout[08].Racktype=TR_AASM Loadout[09].WeaponType=SBU-54 Loadout[09].Quantity=3 Loadout[09].Racktype=TR_AASM Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [sEAD] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=ARMAT Loadout[06].Quantity=1 Loadout[07].WeaponType=ARMAT Loadout[07].Quantity=1 Loadout[08].WeaponType=ARMAT Loadout[08].Quantity=1 Loadout[09].WeaponType=ARMAT Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [sEAD_late] Nation=FRANCE StartDefaultDate=2010 DefaultFor=SEAD Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=ARMAT Loadout[06].Quantity=1 Loadout[07].WeaponType=ARMAT Loadout[07].Quantity=1 Loadout[08].WeaponType=SBU-54 Loadout[08].Quantity=3 Loadout[08].Racktype=TR_AASM Loadout[09].WeaponType=SBU-54 Loadout[09].Quantity=3 Loadout[09].Racktype=TR_AASM Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=Rafale-1250_FT Loadout[06].Quantity=1 Loadout[07].WeaponType=Rafale-1250_FT Loadout[07].Quantity=1 Loadout[08].WeaponType=AM39 Loadout[08].Quantity=1 Loadout[09].WeaponType=AM39 Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [strikeNaval] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=AM39 Loadout[06].Quantity=1 Loadout[07].WeaponType=AM39 Loadout[07].Quantity=1 Loadout[08].WeaponType=AM39 Loadout[08].Quantity=1 Loadout[09].WeaponType=AM39 Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [CruiseMissile] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[06].WeaponType=Apache(HE) Loadout[06].Quantity=1 Loadout[07].WeaponType=Apache(HE) Loadout[07].Quantity=1 Loadout[08].WeaponType=Apache(HE) Loadout[08].Quantity=1 Loadout[09].WeaponType=Apache(HE) Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1 [TOPGUN] Loadout[01].WeaponType=Rafale-1250_FT Loadout[01].Quantity=1 Loadout[02].WeaponType=MICA_EM Loadout[02].Quantity=1 Loadout[03].WeaponType=MICA_EM Loadout[03].Quantity=1 Loadout[08].WeaponType=MICA_EM Loadout[08].Quantity=1 Loadout[09].WeaponType=MICA_EM Loadout[09].Quantity=1 Loadout[12].WeaponType=MICA_IR Loadout[12].Quantity=1 Loadout[13].WeaponType=MICA_IR Loadout[13].Quantity=1
  6. I'm using the 1.02 version for GermanyCE, and it's still giving me Soviet Land Carriers. Sorry, I'm sure you're tired of fixing bugs by now... The watermap is based on the one extracted from the .cat file, right? Maybe there's a problem with the original, and we're only noticing it now that the game can spawn task forces on that map.
  7. I noticed this too! Ships will show up at the designated area, but none are marked as Primary Target and the mission won't be completed even if they're sunk. On my end, it seems like if I start a mission on the ground or carrier, the ships won't be marked as Primary Target. But, if I start in the air (near target), they will be, and I can finish the mission. It doesn't seem to be related to 3rd party ships, in any case. The stock cargo ships. tankers, fleet oilers, AK class, trawlers, and the like all share this issue.
  8. Unless it's been updated since I downloaded it, no, you need to update that one yourself. BUT, it's really easy! 1) In the aircraft's main .ini, set AvionicsDLL=AvionicsF14A.dll like MigBuster said. 2) In the avionics.ini, look for an entry called [TargetTWS]. Add the following lines that I've put in bold: [TargetTWS] SymbolType=TARGET_SYMBOL ShowPriorityTarget=TRUE ShowTargetDesignation=TRUE FlashOnShootCue=TRUE FlashRate=0.2 TextureName=cockpit\RADAR\Radar_TrackTarget.tga IFFTarget=cockpit\RADAR\Radar_IFFTarget.tga Hit1Target=cockpit\RADAR\Radar_HalfTarget.tga Hit2Target=cockpit\RADAR\Radar_FullTarget.tga ImageSize=0.10 RotateToHeading=TRUE 3) That's it! However, just be warned that an aircraft you modify like this will lose its Ground Mapping radar. Still, it's perfect for air superiority fighters like the F-15, F-22, and perhaps a few others like the Typhoon, Su-35, or MiG-31.
  9. F-22 Cockpit

    I must say, this is one of the best looking cockpits I've ever seen. Thank you for releasing it. May I humbly suggest the avionics.ini be modified with the F-14avionics.dll to allow some semblance of the aircraft's real capabilities? Like so: [TargetTWS] SymbolType=TARGET_SYMBOL ShowPriorityTarget=TRUE ShowTargetDesignation=TRUE FlashOnShootCue=TRUE FlashRate=0.2 TextureName=cockpit\RADAR\Radar_TrackTarget.tga IFFTarget=cockpit\RADAR\Radar_IFFTarget.tga Hit1Target=cockpit\RADAR\Radar_HalfTarget.tga Hit2Target=cockpit\RADAR\Radar_FullTarget.tga ImageSize=0.10 RotateToHeading=TRUE Also, Search/Track Strength and max range need to be significantly higher (as it stands the F-15's in-game radar is superior). More scan bars can also be added, and with a higher scan rate it offers a better representation of an AESA set. Just some simple .ini edits, no big deal.
  10. New Battleship film

    I'm shamelessly reviving this thread from the dead because I just saw the movie today and thought I'd give a quick, spoiler free review. Battleship was... tolerable. Basically a big dumb action movie. The premise was full of holes; the script and acting was weaksauce. The main character (Taylor Kitsch) is an attempt at a blatant ripoff of Kirk from the 2009 Star Trek, except without any of the charisma (or any positive attributes at all, really). The JMSDF captain is cool, though, and at least he (Tadanobu Asano) can act. Everyone else is forgettable. Alien tech is wildly inconsisent. Their main weapons are apparently 1) dumb-fire mortar rounds that tumble through the air for no reason, and 2) mechanical remote-controlled Sonic the Hedgehogs. No explanation why this species capable of FTL travel and 500km diamater forcefields has such hilariously lame weapons and sensors. Worse, the movie feels "small" despite the huge budget, because the film gives the impression that no one else in the entire world aside from the main characters do jack squat when hostile extraterrestrials arrive. On the other hand, it's (sadly) the only movie I know of where you can see modern surface warfare elements (mostly DDGs and one very famous BB) do their thing. Think of it as "Warship porn," ignore the dumb story, plot holes, and bad acting, and you can still enjoy the visuals. >_>
  11. I'd very much appreciate that Wrench, thanks! And on a side note, I'm really looking forward to the JSDF Hawkeye skin you posted in the screenshot thread.
  12. GG on the GG, colmack! I'm trying to update the existing Sea Harriers. Getting it to show up on carriers was easy, but no matter what I do I can't get anything to display on the HUD. Maybe I didn't put in the shader texture statement thing right? Here's what I have so far (using Avionics60.dll as before): [TextureData] RadarTexture=cockpit\f-4e_radar.bmp RWRTexture=cockpit\RWR.bmp [AvionicsData] AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT,GROUND_MAP RangeUnit=NM RangeSetting[1]=5 RangeSetting[2]=10 RangeSetting[3]=20 RangeSetting[4]=40 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=60 MinAltitude=1000.0 MinReturn=0.1 SearchRangeSetting=1,2,3,4 ScanPattern[1].BarElevation[1]=3.75 ScanPattern[1].BarElevation[2]=0.0 ScanPattern[1].BarElevation[3]=-3.75 ScanPattern[1].ScanRate=60 ScanPattern[1].ScanBeamAngle=4.7 ScanPattern[1].ScanArc=60 SearchStrength=70 SearchTargetTime=5.0 AcquisitionSymbolSpeed=0.3 AcquisitionTime=5.0 LostAquisitionTime=1.0 TrackRangeSetting=1,2,3 TrackCapabilities=TARGET_MEMORY TrackStrength=50 TrackMemroyTime=5.0 BoresightRangeSetting=1 BoresightElevation=-2.0 BoresightAzimuth=0.0 BoresightBeamAngle=2.8 GroundMapRangeSetting=1,2,3 [RadarDisplay] FadeImageIntensity=0.3 TargetFadeTime=0.25 ImageFadeTime=0.30 SweepIntensity=0.4 StrobeIntensity=0.6 ElevationScale=100 ElevationStrobeSize=0.07 TargetStrobeSize=0.07 TargetShadowIntensity=0.1 AcquisitionSymbolHeight=0.05 AcquisitionSymbolSize=0.07 NoiseLevel=0.1 DitheredSweepWidth=0.05 DitheredSweepIntensity=0.35 RangeStrobeWidth=0.07 RangeStrobeHeight=0.04 RangeGateWidth=0.05 RangeGateHeight=0.05 RangeGateIntensity=0.25 MissileRStrobeWidth=0.07 BreakXSize=0.50 BreakXIntensity=0.8 PPIArc=35 GroundReturnFadeTime=2.0 GroundClutter=0.7 MapBackgroundLevel=0.2 MapHighlightLevel=0.6 RangeRateCircleSize=0.86 RangeRateCircleScale=926 RangeRateCircleTexture=RadarVcCircle.tga HorizonBarSize=1.00 HorizonBarTexture=RadarHorizon.tga [RWR] Type=3_RING AirSearchTexture=cockpit\RWRair3.tga AirTrackTexture=cockpit\RWRair4.tga AirLockTexture=cockpit\RWRair4.tga GroundSearchTexture=cockpit\RWRground3.tga GroundTrackTexture=cockpit\RWRground4.tga GroundLockTexture=cockpit\RWRground4.tga SearchPosition=0.90 TrackPosition=0.55 LockPosition=0.15 SearchSize=0.075 TrackSize=0.075 LockSize=0.075 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=RWRTrackSound.wav LockSound=RWRLockSound.wav [RadarDisplaySearch] PPI=FALSE Symbol[01]=B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=ACQUISITION_SYMBOL Symbol[05]=TARGET_SYMBOL [RadarDisplayAcquisition] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=RANGE_GATE_STROBE Symbol[05]=RANGE_STROBE [RadarDisplayTrack] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=RANGE_GATE_STROBE Symbol[05]=RMIN_STROBE Symbol[06]=RA_STROBE Symbol[07]=AIM_DOT Symbol[08]=ASE_CIRCLE Symbol[09]=BREAK_X Symbol[10]=RANGE_RATE_CIRCLE [RadarDisplayBoresight] PPI=FALSE Symbol[01]=DITHERED_B_SWEEP Symbol[02]=HORIZON_LINE Symbol[03]=ELEVATION_STROBE Symbol[04]=TARGET_SYMBOL [RadarDisplayGround_Map] PPI=TRUE Symbol[01]=PPI_SWEEP Symbol[02]=HORIZON_LINE // Is this correct? [HUD] HUDMaterial=HUDMaterial HUDColor=0.0,1.0,0.0,0.7 BoresightOffset=0.0,0.0 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  13. I was thinking about making aircraft models in the future, so I'd like to know-- How does one calculate those empty inertia values?
  14. Let's talk about submarines. I'm aware that there have been a few submarine models released long ago for SFgen1, but their weapons and detection systems were not modelled at all, and I really doubt they got much use. (I recall an Akula with nothing but an invisible deck gun... ಠ_ಠ) But I think we may have a way to better implement certain modern subs. Here's my proof-of-concept: A Los Angeles class (that I whipped up last night) launching an UGM-84 Harpoon at a target over the horizon. As you can see, the missile is actually emerging out of the ocean ahead of the ship, as it would when fired from a torpedo capsule. It's actually a bit close to the ship (so I could take screenshots of the whole thing), but the launch point can easily be changed. If there's interest in attack subs like this, I'll skin up and release the LA. Virginia, Seawolf, and others wouldn't be too far behind. I'm not sure if "WarshipClass=SUBMARINE" is a valid entry, but maybe they can be assigned placeholder values and still get integrated into task forces. As targets, subs would be kind of tricky. They can't submerge, of course, but that would make things unfair anyway. In testing the 688 so far, anti-ship missiles usually pass right over because they're so low in the water. I guess we could make simple ASW torpedoes as guided bombs. Ship- and sub-launched torpedoes might be possible, perhaps by making a cleverly positioned, very slow sea-skimming missile with a wake trail as its movement effect, but they might end up missing like ASMs anyway. Any thoughts?
  15. Thanks a lot for this, Kodiak! All of the watermaps are working great for me, but there's a strange bug that I'm seeing with Soviet ships in Germany sometimes: LOL. Doesn't seem to happen in any of the other terrains (stock or third party). Any idea what's causing this?
  16. wtflandcarrier2

    From the album WBS's stuff

    Bug, or Soviet super-weapon?
  17. wtflandcarrier1

    From the album WBS's stuff

    Bug, or Soviet super-weapon?
  18. Yeah, I know that the SA-19 had a weapon system like that, for example, but I wasn't sure if individual gunners could also do gun/missile combos, and especially with a half dozen of them on the same object,even with the updated game engine.
  19. Submarines

    I dunno, I kinda that Juliett class. Reminds me of some over-the-top G.I. Joe vehicle with pop-up spring-loaded missile launchers. I got around to trying the Mk46 and other ASW torpedoes, and I think they work well enough. I was thinking, though, instead of/in addition to designating submarines as cargo ships, what about patrol boats? How does the game engine assign/spawn patrol boats in missions, exactly?
  20. File Name: Royal Navy frigate update pack File Submitter: WhiteBoySamurai File Submitted: 06 April 2012 File Updated: 06 April 2012 File Category: SF2 Series Add On Objects This package includes the Type 12M Rothesay class, Type 21 Amazon class, and Type and Type 22 Broadsword class frigates updated to SF2:NA standards. These include updated weapon and data entries, ship names and numbers, collision meshes, radar frequencies, and so on. Thanks to: Hinchinbrooke for original Type 12 model Banidos Team for original Type 21 and 22 models Click here to download this file
  21. Yes, I'm still working on this. I'm about 1/3 of the way through texturing now. Still have to make different hull number decals... Maybe I'll provide some for the Slava and other Soviet capital ships as well. Here's the ship intercepting ASMs with layered defenses.
  22. Finally finished building a new computer so I can run NA properly. For now, I have no environment/tileset mods at all, just trying to get a sense of what the game is actually supposed to look like with all the settings maxed out. Still looks pretty good to me, I guess. How a lot of 80s action movies seem to start: I always get excited when I see my ships show up in a battle group. Maybe a little too excited.
  23. That can be arranged...
  24. KirovWIP09

    From the album WBS's stuff

    Kirov missile defense
×

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..