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Everything posted by WhiteBoySamurai
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	By separate node, do you mean one of the central components like this? [GroundObjectData] //blah blah Component[001]=Hull Component[002]=Turret Component[003]=Machinegun I tried that, but it still has the same muzzle position glitch. (And this also causes the tank to be destroyed easily as soon as the tiny unarmored machine gun component is hit.) The Abrams model's MG cupola is indeed fully animated (YawModelNodeName=MGTurret, PitchModelNodeName=MG). You can sort of see it in the screenshots above. According to the .OUT file it's linked to the turret in the hierarchy. Same with the T-80's machine gun, and my Type 90. The thing about the stock tanks is that their machine guns are just static parts, and only the main gun is operational. So either TK didn't think MGs were needed (even though it would make it more exciting if those ground objects could take shots at low-flyers on CAS missions), or maybe even HE can't get it to work right. >_> Russo, could you tell us how the model hierarchy is set up for that tank model? Specifically, what are GunPitch and MG01 connected to? And can you confirm that the machine guns aren't having the same sort of problem I described? Here's the relevant data from my tank at present: [GroundObjectData] DamagedModel= DestroyedModel=Tank_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=50200.00 Component[001]=Hull Component[002]=Turret ... ... [WeaponSystem] TargetType=GROUND GunRange=3200.0 PitchAngleRate=16 MaxPitch=15.0 MinPitch=-12.0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=24 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=100 GunStabilization=TRUE GunRadarTracking=FALSE RangeFinder=8 BallisticComputer=6 YawModelNodeName=turret PitchModelNodeName=maingun ... [Hull] ModelNodeName=hull ... SystemName[001]=Engine [Turret] ParentComponentName=Hull ModelNodeName=turret DetachWhenDestroyed=TRUE ... SystemName[001]=MainGun SystemName[002]=Gunner2 SystemName[003]=HMG DetachNode[001]=HMGmount ... [MainGun] SystemType=GUN GunTypeName=120MM_L44J MuzzlePosition=0.00,5.53,1.714 MaxAmmo=35 EjectShells=FALSE [Gunner2] SystemType=GUNNER GunnerID=2 TargetType=AIR_AND_GROUND GunRange=1200 PitchAngleRate=15 MaxPitch=70.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=30 MinYaw= MaxYaw= DefaultYawAngle=0 GunMinAltitude=0.0 GunMaxAltitude=1200.0 YawModelNodeName=HMGmount PitchModelNodeName=HMG VisualSearchTime=8.0 ViewportPosition=-0.08,0.375,2.62 IndependentSearchChance=100 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 ParentComponentName=turret DetachWhenDestroyed=TRUE [HMG] GunnerID=2 SystemType=GUN GunTypeName=50CAL_M2 MuzzlePosition=-0.075,1.45,2.62 MaxAmmo=1500 TracerLoading=2 BurstAmount=6 EjectShells=TRUE There's another stange thing about tanks I noticed. All else being equal, main guns are very accurate if set as the WeaponSystem, but tend to wildly overshoot or undershoot if set as an individual Gunner. (From my experience with ships, this could potentially be corrected with adjustments to pivot points, viewpoints, etc. etc.) Also, ground vehicles tend to stop and shoot rather than fire on the move if using a WeaponSystem.
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	I'm going to be making a whole line of ground objects for the Asian theaters, especially Korea, but I've run into a sticking point with tanks. I want to make a working .50 cal in addition to the main gun. I'm also trying to get things working on existing tanks where possible. But it seems like having a gunner on top of a node which is also a gunner messes things up. Everything works fine when either the main gun is at its neutral position (yaw 0). But when the turret turns, the machine gun's muzzle position also rotates. Since that probably makes no sense, I'm attaching some pics of the M1, T-80, and finally my own model: It doesn't seem to matter which component I put the machine gun under in the data.ini. The only workaround I've found is to link the machine gun to the chassis instead of the turret in the model hierarchy, but that's no good unless the machine gun is positioned right above the turret's pivot point (otherwise the gun will float around the turret when it rotates). Any ideas?
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	MOST IMPORTANT BUSINESS OFFER EVER Good day my friend: Please to meet your acquaintance. I am Prince Teekay Austin, Head Minister of Three Wires Product co ltd. I write to you with very pressing proposal. We at Three Wires are now develop "Strike Project 3." It will be amazing airplane simulator software enjoyable all over the world. But our hundreds of busy programmers have already make too much new content. Now we do not have hard disk space to backing up our files. I humbly request that you, our close and wonderful friend, help us in this matter. Please kindly allow us to put new airplane models on your hard disks. These planes are MiG-25, Su-24, Su-33, Su-34, Su-35, Su-47, T-50, and Saeqeh (for some reason). These are new perfect models and you can enjoy to fly them for free in "Strike Project 2" while we prepare the new software. You will also be put on a special list and receive new software from us. It is a wonderful deal for you and almost too good to be true. So, please hurry to send us your address and passwords so we can intercourse with your machine and insert the models into your disk. I beg that you don't hesitate! If our files can't back up soon, it may be lost in some accident and our software will delay. Three Wire's future is in your hand. What do you say my friend? With warm regards, Teekay
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	I don't have the DLC, but i do have all the squadrons from them (plus everything else included in the squadronlist that daddyairplanes mentioned), and they're showing up correctly on all my JASDF jets, even including custom decal sets for your old F-2. Texture set for that one looks like this in my case: [TextureSet] Name=8SQ Nation=JAPAN Squadron=8JASDF Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 DecalNumberRandomize=TRUE It could be something really simple but easy to overlook, like the nation name or squadron name not matching up exactly to the entries in the nations.ini or squadronlist.ini. (Remember that the stock files use "JAPAN" as the nation name and not, say, "JASDF" for example.) Little things like that cause problems for me all the time.
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				Strike Fighters 2 Screenshots
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Wow, I can't wait! All the animations are a really nice touch, just like on your Sea King model. My new favorite thing to fly recently: - 
	New version has been uploaded with the correct position for the RBS15II missile launchers (they shoot from hatches on either side of the ship). Textures and data have been improved, and I've included a new data set so you can assign the ship as a frigate in task forces. (...Not that there are a lot of other Swedish ships yet, but consider it planning for the future.)
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	I won't give away any more right now, but let's just say that it'll be a nice treat for anyone playing in the near future (2015) time frame. Kongo update is going up tonight. I finally managed to find some pics of the Visby test-firing its anti-ship missiles, and apparently they launch from hatches in the sides, so I'll take a bit of time to change the model accordingly. After that I'm going to be focusing on the Sovremenny, a few Japan-specific items, the Essex, and maybe something flyable.
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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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	New version uploaded with various overall improvements. Unless there are some emergency fixes needed, this is the last updated I'll be doing for my Aegis ships for a long while. Thank you for downloading!
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	In the spirit of Halloween, I have a scary story for you all, complete with pics, which are totally not meant to be a teaser for one of my long-running secret projects. Honest. - - - - - "I'm not crazy. I am the only survivor of the Yuxi. She went down that night with all 200 hands. Still I wonder why I was spared. Let me tell you what happened." "I was a radar technician. I studied at university in America, and then came back home and ended up using what I learned against them. A common story here. But perhaps I didn't study enough, or perhaps they didn't teach us everything." "We were persuing a ship carrying a vile traitor who decided to defect with party secrets. We thought they were headed for the wayward province, but instead they turned north-east. Order came through to follow them, and we did so cautiously. Tensions are already much too high with the other powers in the region." "It was around midnight and I was asleep in my bunk. We had just passed the Diaoyu Islands when my bunkmate came back from watch and woke me up suddenly, saying there were unusual lights in the distance. I rubbed the sleep from my eyes and stepped out on deck. They looked like shooting stars, unusual for such a cloudy night..." "But then these stars fell and struck our ship. The first hit the helicopter deck. Shrapnel tore through the hangar doors; the Z-9 was wrecked. Right away I knew there was meant to be no escape." "My training overcame the shock, and I dashed to my station in the CIC, even as more stars fell and destroyed our long-range search radars and communication antennas." "The radar showed absolutely nothing on the horizon, nothing in the air. What on earth was doing this to us? Was it too far away? Or invisible to radar? Both?" "Barely a few minutes had passed and the ship was in utter chaos. We were taking on water, and fires were spreading towards ammo holds. I desperately attempted to find something, anything, to shoot back at, if only to give our crew some hope. But any such chance at that was lost when another blast turned the bridge, and our captain, to ash." "The acting first officer, trying his best not to panic, ordered maximum speed and evasive maneuvers. Somehow, despite having to steer using the emergency controls in engineering, we managed to evade some of the stars of death." "Yes, I persist in calling them that-- What else could they be? Cannon rounds? Ha. Everyone knows that it is physically impossible in our world for guns to hit a target more than a couple of kilometers away." "Whatever they were, they were lethal. And in the end, the Yuxi's final acts of bravery counted for nothing. Our fate had been sealed before we even knew we were in a fight." "With our last operational radar, I finally picked up something. By its shape, size, and speed, I knew what it was, and I knew that with our ship in ruins there was no hope of stopping it." "I tried to shout 'abandon ship.' I swear that I tried. But like the horrid nightmare that this was, my voice could not escape my mouth. So I ran. I fled the CIC, abandoning my post and my crew mates, grabbed a life raft, and jumped overboard. I made it just in time." "I should have died along with my brave friends, but I was picked up by an American corvette when dawn broke. It couldn't possibly have been the ship that attacked us. I'm not so sure it was a ship at all, or anything man-made. Our unknown enemy was something that struck us from tens of kilometers away, defying known physics and eluding all detection. A furious sea monster? An alien vessel? I no longer want to know the truth."
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				Viper Zero reborn
WhiteBoySamurai replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Wow, amazing detail all over. And you even made the brake chute! - 
	
	
				Strike Fighters 2 Screenshots
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Presenting every Michael Bay movie ever: Scene in a big command center with lots of important-sounding jargon-- Over-the-top action scene involving US military hardware-- Ridiculously huge explosion-- And of course helicopters flying into the sunset-- (The last shot would really benefit from the sun that ikon71 posted though.) - 
	I think the best way is to give those aircraft nation-specific and date-specific loadouts. For example, I got sick of seeing IAF F-5s show up with AIM-9L/M/X and other weapons they couldn't possibly have, so I made separate loadouts for them with more appropriate export weapons like so: [AirToAir_Iran] StartDefaultDate=1976 DefaultFor=CAP,INTERCEPT Nation=Iran Loadout[01].WeaponType=AIM-9P Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9P Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-9P Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-9P Loadout[04].Quantity=1 Loadout[07].WeaponType=F-5E_CTFUEL Loadout[07].Quantity=1 I think "Nation=Merc" would be the entry to use in your case. The other more drastic solution, of course, is to make a copy of the aircraft in question so you can make a more finely-tuned nation-specific version. This takes up more hard drive space, though, and you'll have to edit the campaign files to use the aircraft version you want.
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	I'm considering doing an Akula since it can launch SS-N-16 missiles. Some versions even have an SA-16 SAM launcher in the sail! An Oscar is another possibility. MarcFighters had some nice Soviet submarine models, but unfortunately they're not designed to have proper armament. The main thing is that to be useful in the game series, the sub in question has to be able to use missiles of some sort. Surface-to-surface torpedoes have been attempted before on another boat, but they either self-destruct in the launcher or fall uselessly in the water.The only way I've found to make torps behave like torps is make them into very low and slow sea-skimming ASM-type weapons... but then they can be intercepted by missiles or guns, and that's not very realistic. Argh, I always forget something! Here's the missing file: SS RWR.rar
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	View File Los Angeles class attack submarine This model represents the Los Angeles class, in service from 1976 to present. The Los Angeles is America's most widely produced nuclear attack sub, with a long service history and proven design. This package contains two versions of the Los Angeles: Original version (688) commissioned in 1976, armed with Harpoon missiles (deployed from its four torpedo tubes). Improved version (688i) commissioned in 1985, using Harpoons, plus Tomahawk missiles in twelve vertical launch tubes. Note that the initial batch of eight "Flight II" VLS-equipped subs have been grouped together with the 688i models for simplicity's sake, as any performance differences can't really be modelled in this series. If there is sufficient demand for it, I'll made separate mods for each flight. Each version includes a full names.ini list, in case you want to use these boats in a task force, plus individual decal sets for each boat if you need to place them as single objects. SF2: North Atlantic is required for this mod as it uses some stock number decals. Please see the readme for full details, credits, and instructions for use. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you! Submitter WhiteBoySamurai Submitted 10/26/2012 Category Submarines
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Version 1.0
557 downloads
This model represents the Los Angeles class, in service from 1976 to present. The Los Angeles is America's most widely produced nuclear attack sub, with a long service history and proven design. This package contains two versions of the Los Angeles: Original version (688) commissioned in 1976, armed with Harpoon missiles (deployed from its four torpedo tubes). Improved version (688i) commissioned in 1985, using Harpoons, plus Tomahawk missiles in twelve vertical launch tubes. Note that the initial batch of eight "Flight II" VLS-equipped subs have been grouped together with the 688i models for simplicity's sake, as any performance differences can't really be modelled in this series. If there is sufficient demand for it, I'll made separate mods for each flight. Each version includes a full names.ini list, in case you want to use these boats in a task force, plus individual decal sets for each boat if you need to place them as single objects. SF2: North Atlantic is required for this mod as it uses some stock number decals. Please see the readme for full details, credits, and instructions for use. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!- 6 reviews
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	All ships have now been updated with new details like riggings, a flag, redone gun barrels, and so on. Weapons have also been updated with more effective guns (including a permanent fix for the sporadic CIWS jamming), plus more improved missile performance and sounds. (In particular, I made the distinctive VLS launch effect from actual footage, so I'm certain you'll like it.)
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				tutorial needed
WhiteBoySamurai replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I had no idea they could be in color! Thanks, that's really interesting. I tried some basic techniques with a tank I'm working on (pictured below). To save polygons like on the stock tanks, I just drew the road wheels and treads rather than make them 3D objects. But the light was reflecting off of that area like a regular flat surface, which looked weird. So I made that area all black in the specular map and now it doesn't reflect light. I also made the headlights extra shiny. Hopefully I'm getting the hang of it. 
