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WhiteBoySamurai

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Everything posted by WhiteBoySamurai

  1. TicoGame15

    From the album WBS's stuff

    CG-59 (baseline 3)
  2. TicoGame14

    From the album WBS's stuff

    CG-59 (baseline 3)
  3. Not a problem. This model is close enough to the real thing that I was able to guesstimate the extents and coordinates. Just add these lines into the data.ini file under the [Hull] section: SystemName[003]=flightdeck SystemName[004]=Cat1 SystemName[005]=Cat2 [Flightdeck] SystemType=FLIGHT_DECK FlightDeckHeight=7.25 FlightDeckLength=263.3 FlightDeckWidth=31.8 LandDeckAngle=0 LandingAimPoint=0.0,-92.4,7.25 CollisionMesh=boatdeck MinExtentPosition=-15.9,-110.1,0.0 MaxExtentPosition=15.9,153.1,7.25 [Cat1] SystemType=CATAPULT CatapultID=1 StartPosition=7.25,-88.5,7.25 EndPosition=7.30,-88.0,7.25 LaunchTime=0.5 LaunchEffect= CatapultEffect= ReadyAnimationID=1 ReadyAnimationTime=2.0 [Cat2] SystemType=CATAPULT CatapultID=2 StartPosition=-7.25,-88.5,7.25 EndPosition=-7.30,-88.0,7.25 LaunchTime=0.5 LaunchEffect= CatapultEffect= ReadyAnimationID=1 ReadyAnimationTime=2.0 As you can see, there's enough room on the deck for two helicopters. Harriers will also fit, FYI, but taking off with one is much trickier. Don't let the sailors on deck get sucked into your intakes!
  4. BB 61 helo Ops

    From the album WBS's stuff

    Testing the flight deck on the Iowa class
  5. Awesome ship! Thank you for your hard work. I've been on the Mighty Mo, and this mod brings back a lot of memories. I had plans to attempt to make an Iowa class in the near future, but I'm glad you beat me to it, since I don't think I could have done these vessels the same justice your team did. P.S. The way you implemented the UAV was extremely creative! P.P.S. Would you mind if I use the included Tomahawk model in the next update for my Ticonderogas?
  6. The launch issue with the Tomahawks sounds like what happens when the ship tries to attack a flying target with them. Try the RadarMaximumAlt mod or TargetType=Ground on that version and see how it goes. As for the missiles not being visible, I'm not sure why that could be. It's the same model included in "MGunny 331KillerBee's Ordnance Shop." As for the SM-2s not launching, it sounds like an issue with the weapon parameters and not the ship data. It's apparently handled differently between the two series. Try using the ship and missiles exactly as included in the package in your SF2 install. Also, make sure your "Weapons" settings in the option menu are set to Hard. That's the only setting I use and thus the only setting I've tested these missiles on. It might make a difference. As for the first gen version, try replacing the SM-2MR data with this: [WeaponData001] TypeName=SM-2MR FullName=RIM-66M Standard Missile 2 ModelName=AGM-78 Mass=612.000000 Diameter=0.350000 Length=4.730000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=USN StartYear=1986 EndYear=2030 Availability=3 BaseQuantity=2 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=137.000000 FusingDistance=3.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=98 MaxTurnRate=44.000000 MaxLaunchG=5.500000 LockonChance=100 LaunchReliability=100 ArmingTime=3.000000 SeekerFOV=180.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=180.000000 SeekerRange=160000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=1000.000000 MaxLaunchRange=160000.000000 Duration=450.000000 CounterCountermeasure=90.000000 NoiseRejection=100.000000 CapabilityFlags=0x1000003c LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=3.500000 BoosterAccel=16.500000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.280000,0.000000 SustainerDuration=180.000000 SustainerAccel=6.000000 SustainerEffectName=SAMFlightEffect SustainerSoundName=Missile SustainerPosition=0.000000,-2.280000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Hope this helps.
  7. I left a line in the CG-53_data.ini from testing in case someone requested this. Under the [DetectSystem] section: //RadarMaximumAlt=500.0 If you un-comment out the line (delete //), this version of the ship will ignore everything above 500 meters --the vast majority of enemy flights-- and thus focus entirely on ground targets. If that's not enough exclusion for you, you could always change TargetType=AIR_AND_GROUND to TargetType=GROUND. As a side note, you can change how frequently the ship launches Tomahawks under the [WeaponSystem] section: MissileLaunchTime=12.0 (Time is in seconds.) With default settings, the vessel will exhaust its missile supply in 24 minutes. Unlike the anti-air version, which won't launch a second missile until the first hits (or goes ballistic), the TLAMs will keep launching before they even reach the initial target. Feel free to customize these numbers however you like.
  8. Okay, sounds like a LOD compatibility problem. I re-exported the model using an older version of the ThirdWire exporter plugin, which I'm certain was working with my old SF1 installation, so maybe this will work for you. Just extract the two LODs from this attachment and drop them into your CG-52 and CG-53 folders, overwriting the previous ones. Let me know if the ships are visible after that. CG-52 LOD alt.rar
  9. I'd love to get it working for you. Could you tell me more about the problem in detail? Can you get the ships to appear in-game? Or are they showing up, but just not shooting? if you have a mission editor like kmd, try putting one in a mission and see what happens. If it's an issue of them not launching, it could be a difference in how ground object engagements are handled between the two sims, like PureBlue said, or it could be the way weapon parameters are handled. To make it up to you in the mean time, here's a preview of the next incremental upgrade, "baseline 3," with improved radar (SPY-1B, Shipboard Advanced Radar Target Identification System) and SM-2 Extended Range. ...Because, you know, a ship that's already a floating radar farm totally needed even more sensors. :3
  10. TicoGame13

    From the album WBS's stuff

    Tico Baseline 3 preview
  11. CG-52 Ticonderoga class Aegis cruiser

    Version 3.5

    476 downloads

    This model represents the Baseline 2 Ticonderoga class cruisers (CG-52~CG-58), in service from 1986 to present (upgrades and refits notwithstanding). These were the first vessels to be equipped with a vertical launch system (VLS), granting vastly increased capability and adaptability. With over 120 long-range highly accurate missiles, this vessel is by far the single most dangerous GroundObject ever released for the ThirdWire games. Both air defense and land attack versions of the ship are included, as well as name and hull number decals for each ship of the class, plus the necessary sounds, guns, and weapons. Note: The weapon systems, collision mesh, and decals have been updated for compatibility with SF2: North Atlantic and the March 2012 patch. If you have not installed/do not plan to install either, this model will not work properly. See the readme file for full details. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!
  12. Sorry guys, I wanted to have this uploaded before the weekend, but there's a bug making me delay the release. I have the Tomahawk version's WeaponSystem data set to TargetType=GROUND, naturally. But if I keep the ship's DetectSystem as TargetType=AIR_AND_GROUND, then it inexplicably attempts to launch RGM-109s against air targets as if they were SAMs. Needless to say, that doesn't work out very well. I could set the DetectSystem to Ground only as a workaround, so that it only launches Tomahawks against surface targets, but then it has no air search radar at all and can't feed data to other Aegis ships. Right now, the Tomahawks are GPS-guided, so I don't even see how the game could think they should be launched at air targets. Any ideas? Are there any possible parameters that I could add or adjust to force the ship to engage surface only without blinding her radar?
  13. File Name: Basic naval threat library for RWR displays File Submitter: WhiteBoySamurai File Submitted: 26 May 2011 File Category: Avionics This mod supplies generic RWR symbols that modders may use to represent ships. Until now, all ship radars would show up as <U> ("unknown") on TEWS-equipped aircraft. With this you will be able to distinguish between general categories of vessels. This symbology is not meant to be 100% realistic, and does not display individual radar names or ship class names. Once you install the mod, when flying applicable aircraft around radar-emitting ships, you will see the following symbols on your RWR display: PT = Patrol boat FF = Frigate DD = Destroyer CC = Cruiser LS = Amphibious assault ship CV = Aircraft carrier BB = Battleship Æ = Aegis-equipped vessel Please see the readme file for complete installation instructions and more details. Enjoy! ***Note that this ONLY works for the SF2 series; the first gen games don't support this sort of mod.*** As a bonus, I included a tga file with the official US Navy hull number fonts. Perhaps any other modders making ships will find it useful. Click here to download this file
  14. Basic naval threat library for RWR displays

    Version 1.0

    446 downloads

    This mod supplies generic RWR symbols that modders may use to represent ships. Until now, all ship radars would show up as <U> ("unknown") on TEWS-equipped aircraft. With this you will be able to distinguish between general categories of vessels. This symbology is not meant to be 100% realistic, and does not display individual radar names or ship class names. Once you install the mod, when flying applicable aircraft around radar-emitting ships, you will see the following symbols on your RWR display: PT = Patrol boat FF = Frigate DD = Destroyer CC = Cruiser LS = Amphibious assault ship CV = Aircraft carrier BB = Battleship Æ = Aegis-equipped vessel Please see the readme file for complete installation instructions and more details. Enjoy! ***Note that this ONLY works for the SF2 series; the first gen games don't support this sort of mod.*** As a bonus, I included a tga file with the official US Navy hull number fonts. Perhaps any other modders making ships will find it useful.
  15. Sneak preview of CG-52 and CG-53, with fully-functional Vertical Launch System. In one round of testing, I sat on a carrier deck and watched this one ship exterminate five separate enemy flights all over the desert map. As promised, the Tomahawk version. Also really fun to watch in action, even if I can't tell what she's shooting at on the other side of the map half the time...
  16. TicoGame11

    From the album WBS's stuff

    USS Mobile Bay launching a Tomahawk
  17. TicoGame10

    From the album WBS's stuff

    USS Bunker Hill launching a Standard Missile
  18. TicoGame09

    From the album WBS's stuff

    CG-52 (VLS Ticonderoga) preview
  19. TicoGame08

    From the album WBS's stuff

    CG-47 final version
  20. HH-60 Pave Hawk

    Looks great! And the custom loading sound is a really nice touch.
  21. Yes, definitely. I'm testing the VLS system right now, and it's performing even better than I expected. I'll release the Baseline 2 Ticos next. CG-52 (Bunker Hill) will have Standard Missiles, and CG-53 (Mobile Bay) will have Tomahawks. They're almost ready to go, actually; the textures just need to be updated.
  22. I just made one last update to the file. Just recently I realized that if you have the textures in the parent folder of a ground object, you don't need to put them in the individual texture folders, even if you're using decals! So the new version of this file will save everyone like a hundred megs of disk space. If you've already downloaded v1.5, just update the CG-47_data.ini and CG-48_data.ini files from the latest version, and remove the hull.bmp and super.bmp from the individual texture folders if you like. In any case, enjoy!
  23. Just uploaded a big update to the file. Sorry I couldn't get this out in time for the end of the world. Changes include: -Added Anti-surface/Anti-sub warfare version with RGM-84A -Added the excellent high-resolution skins by JimBeamer#5 -Added a couple .ini tweaks suggested by Wrench -Cleaned up the decals a bit -Made slight imporvements to model -Added textures for the SPY-1 arrays This will hopefully be the definitive release of the ship. Enjoy!
  24. I haven't tested this extensively, but it seems like ships added in the targets.ini (i.e. as fixed objects) don't emit radar signals. They'll still shoot guns, and I'm pretty sure I've seen some of them launch (supposedly radar-guided) missiles. Is this an accepted thing or could there be something wrong on my end?
  25. That is an absolutely gorgeous skin! I am in your debt, JB5. And thanks for the tip, Wrench. I'll add the SinkTime for the next release, which should be reasonably soon. To dtmdragon: In my experience, ships equipped with a flight deck still cannot be properly sunk. You can damage systems on board the ship (blow off guns, radars, missile launchers, etc.), and you can even get the game to consider the ship "destroyed." But, it won't ever sink, and you don't get points or mission success for any of it. So if you want to fly some red anti-ship missions against the Tico, you might want to comment out the flight deck entry under [Hull] in the data file. Just remember to put it back if you want to do helo ops.
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