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Everything posted by WhiteBoySamurai
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				Strike Fighters 2 Screenshots
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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				Kamov Ka-27
WhiteBoySamurai replied to dsawan's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the assistance, Snailman. My plate is pretty full, and the Kamovs will take a while, but I'll do my best on them. I've never built a cockpit before, especially not one with Russian instruments, so that will probably be a separate project. Maybe Marcfighters' Mi-8 cockpit will be an okay substitute in the mean time. - 
	New version is being uploaded with working flight deck, as requested by JonathanRL. Enjoy! (Be sure to switch to the frigate version, "Visby_DATA_FF.ini", in order to make use of it.)
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Version 1.0
356 downloads
This is a Korean People's Air Force skin for the Mirage Factory MiG-29, complete with authentic serial markings and propaganda slogans seen on actual NK aircraft. This skin may be used for B and C model Fulcrums as you prefer. The MiG-29 Fulcrum is North Korea's most modern and potent fighter, primarily tasked with defending Pyongyang. The DPRK has approximately 35 MiG-29B and 5 MiG-29UB in their inventory, plus an unknown number of MiG-29C models first photographed in 2003. Credits: MiG-29 by the Mirage Factory Original skins and templates by Sundowner NK skin and decals by Nengajyou Aki - 
	View File JGSDF Vehicle Pack 1 This is a package of 18 ground objects for the Japan Ground Self Defense Force, representing many of the significant combat vehicles from the 1970s to present. Four additional non-Japanese variants are included as a bonus, for a total of 22 distinct ground objects. All-new guns and missiles are included. Note that these are all new models and not stand-ins or re-skins of existing ones. While they are relatively low-poly and low-res, if there is sufficient demand, I will update these models with more detail and improved textures at some point in the future. Featured JGSDF vehicles include: Type 74 MBT: Cold war era tank armed with a 105mm L7 gun Type 90 MBT: Modern tank equipped with a 120mm gun, composite armor and advanced electronics Type 87 Recon: Modern 6-wheeled armored recon vehicle with excellent sensors and a rapid-fire 25mm gun Type 89 IFV: Modern armored infantry fighting vehicle with a 35mm autocannon and anti-tank missiles Type 73 APC: Cold war era tracked APC Type 96 APC A: Modern 8-wheeled APC (automatic grenade launcher) Type 96 APC B: Modern 8-wheeled APC (heavy machine gun) Type 87 AAA: Mobile anti-aircraft vehicle with twin 35mm guns Type 93 SAM: Mobile short-range SAM Type 75 MRL: Cold war era 130mm rocket launcher Type 75 SPA: Cold war era 155mm mobile howitzer Type 99 SPA: Modern 155mm mobile howitzer Type 96 MPMS: Truck-mounted multi-purpose missile system designed to defeat tanks and landing craft M110 SPA: License-built version of cold war era 203mm howitzer M270J MLRS: License-built version of the US 227mm rocket launcher L-90 AAA: License-built variant of the Swiss 35mm towed AAA system Komatsu LAV: Modern light armored truck Komatsu LAV-AT: LAV equipped with anti-tank missile launcher International vehicles include: GDF-001: Popular Swiss 35mm towed AAA system; used by many countries GDF-002: Upgraded 35mm towed AAA system; used by many countries M270 MLRS: US 227mm rocket launcher M270A1 GMLRS: US 227mm GPS-guided rocket launcher Two texture sets, default camo and green, are included for each vehicle. (US MLRS are Green and Tan instead.) Additional vehicle packs for the JGSDF, ROK, and PLA may follow if this mod is well-received. (Don't worry, I'll still keep on making ships.) These ground objects are recommended for use with Wrench's latest Korea terrain, as well as Kamchatka and other East-Asian theaters. Please see the readme for full details. If you have any questions, comments, concerns, or constructive criticisms regarding this package, please do not hesitate to contact me. Thank you! Submitter WhiteBoySamurai Submitted 12/18/2012 Category Ground Object Mods
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	I just want to confirm-- does ground radar range actually have any effect on being able to select a target? I was under the impression that it solely depended on the ground object's MaxVisibleDistance. If we could visual-target among blobs showing up on ground radar display, at least that would be something. In the mean time, I use the mash-F7 trick a lot, but it feels kind of dirty. The other thing that works well is hitting R when another flight (often the EW birds) call out "sam launch," since that allows you to select whatever's shooting at them, usually a member of the enemy battle group, even if they're extremely far away.
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	From what I've seen of TK's and third-party deck LODs, they should be extremely simplified (basically just one object, a flat untextured surface). You don't want to just copy the main LOD for it if at all avoidable, because even if it works, the game engine has to calculate all those polygons and stuff all over again. FYI, the Ulyanovsk actually has a custom flight deck LOD, which is only 167 polygons compared to about 70000 for the model itself. On the subject of carriers, how does the stock Nimitz have lights at night? I know how to do self-illuminated objects, but this seems like something different, and I can't find any references to lights in the data.ini.
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Version 1.0
574 downloads
This is a package of 18 ground objects for the Japan Ground Self Defense Force, representing many of the significant combat vehicles from the 1970s to present. Four additional non-Japanese variants are included as a bonus, for a total of 22 distinct ground objects. All-new guns and missiles are included. Note that these are all new models and not stand-ins or re-skins of existing ones. While they are relatively low-poly and low-res, if there is sufficient demand, I will update these models with more detail and improved textures at some point in the future. Featured JGSDF vehicles include: Type 74 MBT: Cold war era tank armed with a 105mm L7 gun Type 90 MBT: Modern tank equipped with a 120mm gun, composite armor and advanced electronics Type 87 Recon: Modern 6-wheeled armored recon vehicle with excellent sensors and a rapid-fire 25mm gun Type 89 IFV: Modern armored infantry fighting vehicle with a 35mm autocannon and anti-tank missiles Type 73 APC: Cold war era tracked APC Type 96 APC A: Modern 8-wheeled APC (automatic grenade launcher) Type 96 APC B: Modern 8-wheeled APC (heavy machine gun) Type 87 AAA: Mobile anti-aircraft vehicle with twin 35mm guns Type 93 SAM: Mobile short-range SAM Type 75 MRL: Cold war era 130mm rocket launcher Type 75 SPA: Cold war era 155mm mobile howitzer Type 99 SPA: Modern 155mm mobile howitzer Type 96 MPMS: Truck-mounted multi-purpose missile system designed to defeat tanks and landing craft M110 SPA: License-built version of cold war era 203mm howitzer M270J MLRS: License-built version of the US 227mm rocket launcher L-90 AAA: License-built variant of the Swiss 35mm towed AAA system Komatsu LAV: Modern light armored truck Komatsu LAV-AT: LAV equipped with anti-tank missile launcher International vehicles include: GDF-001: Popular Swiss 35mm towed AAA system; used by many countries GDF-002: Upgraded 35mm towed AAA system; used by many countries M270 MLRS: US 227mm rocket launcher M270A1 GMLRS: US 227mm GPS-guided rocket launcher Two texture sets, default camo and green, are included for each vehicle. (US MLRS are Green and Tan instead.) Additional vehicle packs for the JGSDF, ROK, and PLA may follow if this mod is well-received. (Don't worry, I'll still keep on making ships.) These ground objects are recommended for use with Wrench's latest Korea terrain, as well as Kamchatka and other East-Asian theaters. Please see the readme for full details. If you have any questions, comments, concerns, or constructive criticisms regarding this package, please do not hesitate to contact me. Thank you! - 
	As far as I know, you need both a separate "flight deck" LOD and some careful .ini editing to make a ship capable of supporting aircraft. My major ships (Tico, Burke, LCS, Kongo, Kirov, etc.) can land a helo if you have the latest versions. I tried to do the same with other third-party models, but it's been hit-and-miss. You should be able to land on the Iowa, but the Slava and Udaloy are buggy, and I don't think I can get them working perfectly without the original max files. (The collision deck LOD can be built separately, but it has to line up with the model just right.) If someone has more info on making collision decks, though, I'd love to hear it. The JGSDF pack is taking a bit longer, as I'm adding a few more vehicles, making some last-minute fixes, and so on. I'll probably be concentrating on the Sovremenny after that.
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	I made excellent use of Brain's trick when I uploaded the F-15JKai skins. Without it, the skin folders alone would total more than 800MB! By the way, you can still have other skins even when using this method. And you can also put textures that are common to all variants (i.e. turbine blades, canopy glass, etc) in the main folder. Anything in individual skin folders will override the base texture in the main aircraft folder when chosen, so you can mix it up freely. Obviously the same thing works for Ground Objects too,
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				Pacific Rim Trailer hot off the presses! HHHHHHNNNNNGGG!
WhiteBoySamurai replied to FalconC45's topic in The Pub
Okay, this looks totally awesome and is obviously an homage to Japan's kaiju (giant monster) movies. Del Toro never disappoints as director, so I'm sure it'll be worth the admission price. But! Could someone tell me why so many Hollywood movies lately have a hate-on for 5th generation fighters? The F-22 and F-35 keep getting smashed to pieces in absurdly low-altitude close-range clusterf**ks and it's getting on my nerves. Hulk (the Ang Lee one): An F-22 flies low enough for the big green guy to jump on top of it. Die Hard 4: F-35B flies under a bridge (which collapses and FODs the engine, naturally). Iron Man: F-22s engage an unidentified superweapon from point blank, and one drops from a resulting mid-air collision. Transformers 1: "F-22 pilots would never fly that low!" Yet moments later they're zooming between buildings and get stomped on by a shapeshifting robot ape. Transformers 2: F-22s are flying so low, in the desert, for no reason, and get taken out by levitated rocks. ROCKS. And then in this trailer they're shooting a 300 foot tall monster point-blank with their 20mm? Come on. It doesn't necessarily ruin the movie, but I just wish directors would do even a tiny bit of research before they include modern military hardware. - 
	View File C-130H JASDF This is a mod of Dels's C-130H for the Japanese Air Self Defense Force's 401st Tactical Airlift Squadron, based in Komaki AB, Nagoya. Authentic squadron markings and serial numbers for each aircraft are included. Credits: C-130H model, cockpit, textures, and templates by Dels JASDF skin, decals, and hangar/loading screens by Nengajyou Aki Pilots modified from Geo's WWII Pacific Navy/Marine pilots Submitter WhiteBoySamurai Submitted 12/08/2012 Category C-130
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				Strike Fighters 2 Screenshots
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Version 2.0
189 downloads
This is a mod of Dels's C-130H for the Japanese Air Self Defense Force's 401st Tactical Airlift Squadron, based in Komaki AB, Nagoya. Authentic squadron markings and serial numbers for each aircraft are included. Credits: C-130H model, cockpit, textures, and templates by Dels JASDF skin, decals, and hangar/loading screens by Nengajyou Aki Pilots modified from Geo's WWII Pacific Navy/Marine pilots - 
	View File F-15J Kai skin pack This is a package of high-resolution (4096x4096) textures for the F-15J Kai in its current JASDF livery. Authentic squadron markings and serial decals for each of the 153 currently operational F-15J aircraft are included. As the texture is designed exclusively for the F-15J_97 from the F-15 Super Pack, you need to download and install that pack first if you haven't already. IMPORTANT NOTE: In order to save CombatAce's bandwidth and your hard drive space, the main texture files have been placed in the aircraft folder instead of each skin folder, since every squadron has identical skins aside from decals and markings. This will not overwrite or override any existing skins. Any textures placed in individual skin folders will take precedence over what's in the main folder, so other texture sets should still work fine. Credits: Textures, decals, and hangar/loading screens by Nengajyou Aki Original skins and templates by the F-15 Super Pack team (please see the download page for full credits of all involved) Special thanks to EricJ for uploading the templates Submitter WhiteBoySamurai Submitted 12/03/2012 Category F-15
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				Strike Fighters 2 Screenshots
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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	I already made the missiles for my PLAN frigates, so the HQ-61 and HQ-7 are logical choices for new ground objects. I plan to do some slightly more modern air defense systems like the Type 88 (mobile version of the twin 37mm) and the PGZ-95 (25mm guns plus short-range IRMs), so they'll be plenty of things to shoot at you in SE Asia.
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	Yeah, Canada's ADATS comes to mind. Not sure how effective a laser-guided missile with a heavy anti-tank warhead would really be against fast movers, but I wouldn't want to risk it in an attack helicopter. I agree with WhiteKnight in that we really need an option for making mixed formations. Given how fleets are set up, it shouldn't be very hard for Thirdwire to do. The more realistic and dynamic the ground war is, the more immersive the campaign.
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Version 1.0
208 downloads
This is a package of high-resolution (4096x4096) textures for the F-15J Kai in its current JASDF livery. Authentic squadron markings and serial decals for each of the 153 currently operational F-15J aircraft are included. As the texture is designed exclusively for the F-15J_97 from the F-15 Super Pack, you need to download and install that pack first if you haven't already. IMPORTANT NOTE: In order to save CombatAce's bandwidth and your hard drive space, the main texture files have been placed in the aircraft folder instead of each skin folder, since every squadron has identical skins aside from decals and markings. This will not overwrite or override any existing skins. Any textures placed in individual skin folders will take precedence over what's in the main folder, so other texture sets should still work fine. Credits: Textures, decals, and hangar/loading screens by Nengajyou Aki Original skins and templates by the F-15 Super Pack team (please see the download page for full credits of all involved) Special thanks to EricJ for uploading the templates - 
	Sadly, I wasn't able to get it to work the way I wanted. I'll either have to leave the machine guns as-is, or move them to just above the turret's pivot point (hoping no one notices) and attach them to the hull in max hierarchy. I'd like to see what you're working on, in any case! For the 37mm, do you mean the Type 65? I should be able to make that, maybe reusing the barrels from my PLAN frigates. Glad you like them. When I read your idea, i couldn't resist trying it for myself: "MLRS used Steel Rain. It's super effective. Type 053H1S fainted."
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	I was under the same impression. At least, I'm not seeing them show up randomly unless I change them to Mobile_AAA. It looks like the SA-8 is the only stock Mobile_SAM object. It also, for some reason has a maximum speed of 64mps (200+ kilometers per hour!)... which is probably irrelevant, since I've never seen them move on their own, either. I've got a similar setup on my end (and having trucks that shoot back makes armed recon much more interesting!), but so far I've left the third party red vehicles like BMPs with the APC/RECON tags they came with. I'd still like to know what the game is supposed to do with APC and recon objects. Has anyone seen either type appear in a CAS mission before, for example?
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	I feel like there's not enough solid info about how ground objects are used by the game engine. For the benefit of modders who make things other than airplanes, it would be useful to summarize everything currently known. Also, I'd like to get some questions answered about certain rarely used/unused types of vehicles, if possible. GroundObjectRole= Tank: Appears on friendly and enemy sides during CAS missions. Transport: Appears in enemy convoys during Armed Recon missions. APC: ??? I was previously under the impression that these also appeared in Armed Recon missions, but after testing it out recently, they never show. So what are APCs for exactly? Recon: ??? A few stock vehicles like the BRDM have this classification, but I'm not sure when and where they're supposed to show up. I could have sworn that I've seen a few spawn in/near bases before. Artillery: ??? I've never seen them show up in game (aside from deliberately placing them with the editor, of course). Can these be assigned by type in terrain's target list like SAMs are? EW_Radar, SAM_Radar, SAM_Launcher, Fixed_AAA, Mobile_AAA: Appear as dictated by terrain target list. Is Mobile_SAM a valid/working entry? Naval units are a subset of ground objects and consist of the following types. Cargoship: Appears as a target during anti-shipping missions. Patrolboat: I've seen them appear a few times in random missions, but I have no idea what triggers their appearance. Warship: Friendly warships will appear in single missions only if you are flying as a faction that has enough ships to form a task force. Hostile warships will appear if the terrain's primary enemy faction (Enemy01 in the _nations.ini list) has enough ships to form a task force. WarshipClass= Carrier: Can lead a task force. In random single missions, only one carrier per side (Blue/Red) will spawn on a map. Battleship: Can appear as escorts for carriers OR leading their own task force. Transport: Can lead a task force (separate from CV and BB groups). Cruiser: Can lead a task force (if no CV/BB/LS available) OR act as escorts for carriers and battleships. Destroyer: Appears as escort. Frigate: Appears as escort. Submarine: This type apparently exists somewhere in the game code, but currently unused?? The bare minimum for a randomly generated task force is one "capital ship" (carrier, battleship, transport, or cruiser) and one or two types of escorts. Any capital ship leading a task force can be designated as a target for a randomly generated strike mission. However, if an aircraft carrier is able to appear on a map, it will get top priority as a strike mission target, taking precedence over all other ships or land targets. That's all I've got at the moment. More data would be greatly appreciated.
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	Recently I've taken a break from shipbuilding to make some ground objects. I've been playing around on the new Korea terrain, and decided that since half of Japan is on the map, they need some proper representation. As soon as testing is finished, I'll be releasing a package of at least 15 different vehicles for the Japanese Ground Self Defense Force. I took this opportunity to try out a lot of different things in terms of modelling and texturing to make things as graphically efficient as possible. These won't be artistic masterpieces by any account, rather my goal is to make them as functional and authentic as possible. Here are preview pics of some of them. In addition to the above indigenously-designed units, I made an all new M270, which is license-built in Japan. US Army skins will be included as a bonus (pictured below). The M26 rockets are also new, and faithfully replicate the "steel rain" effect. If these ground objects are well received, I'll eventually make additional packs of vehicles for South Korea, China, and maybe North Korea if I find enough reference material.
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				Strike Fighters 2 Screenshots
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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				Just a Preview
WhiteBoySamurai replied to Heberth's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
First the F-2, and now the F-22 -- my two favorite aircraft -- are now getting an overhaul? Seriously?? Looks incredible. At 0:22 in the video, I thought for a moment that you cheated and used some real-life footage. 
