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WhiteBoySamurai

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Everything posted by WhiteBoySamurai

  1. From the album: WBS's stuff

    Leahy class update with bump-mapping
  2. Nice work! Makes me want to relive the opening of Macross Zero.
  3. Glad you have the original file! I know you're busy, and everyone (including myself) is eager to get their hands on your Apache above all, so if there's anything I can do to help with the F-2, let me know. In the mean time, I'm almost finished with a JASDF weapon pack with new and updated missiles, and a targeting pod exclusively for the Viper Zero. Anyway, consider me at your disposal.
  4. View File CG-16 Leahy class cruiser This model represents the Leahy class, in service from 1962 to 1995. The Leahy class was dedicated missile cruiser, equipped with fore and aft twin SAM launchers, and primarily tasked with defending fleet elements. This package contains three versions of the Leahy, separated into the major refits the class underwent during its service life: As built in 1962: Equipped with Terrier missiles and two 3" twin turrets AAW refit circa 1968: Terriers replaced with SM-1ER, electronics updated to support new missiles NTU refit circa 1988: New radars, 3" guns replaced with Harpoon launchers and Phalanx CIWS, SM-1ER replaced with SM-2ER Each version has its own names.ini list, so each variant will appear in task forces in the correct era. Each version of the ship is substantially different in their anti-air and anti-missile capability, which I have attempted to simulate as best as I can. The Harpoons on the NTU version are fully functional. SRBOC launchers (as on my other USN ships) are included on the model but disabled by default for simplicity's sake. 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. When setting up a task force, using the USNgrey texture will allow hull decals based on the ship number. If placing the model as a single ship instead of a task force, please use the different texture sets to get a specific hull number. 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 09/29/2011 Category Cruisers
  5. Okay, I'll try. To be honest my computer is pushing 5 years old and my graphics card doesn't seem to support many DX10 features, so I'm not sure if I'll even notice it on my end. Maybe I'll have to get someone with a more modern rig to take the screenshots for me.
  6. WhiteBoySamurai

    AAM 5 WIP

    From the album: WBS's stuff

    JASDF Type 04 AAM-5, one of the most advanced heatseekers in the world
  7. Version 3.1

    746 downloads

    This model represents the Leahy class, in service from 1962 to 1995. The Leahy class was dedicated missile cruiser, equipped with fore and aft twin SAM launchers, and primarily tasked with defending fleet elements. This package contains three versions of the Leahy, separated into the major refits the class underwent during its service life: As built in 1962: Equipped with Terrier missiles and two 3" twin turrets AAW refit circa 1968: Terriers replaced with SM-1ER, electronics updated to support new missiles NTU refit circa 1988: New radars, 3" guns replaced with Harpoon launchers and Phalanx CIWS, SM-1ER replaced with SM-2ER Each version has its own names.ini list, so each variant will appear in task forces in the correct era. Each version of the ship is substantially different in their anti-air and anti-missile capability, which I have attempted to simulate as best as I can. The Harpoons on the NTU version are fully functional. SRBOC launchers (as on my other USN ships) are included on the model but disabled by default for simplicity's sake. 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. When setting up a task force, using the USNgrey texture will allow hull decals based on the ship number. If placing the model as a single ship instead of a task force, please use the different texture sets to get a specific hull number. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!
  8. I finally got around to retrofitting the Bainbridge into a Leahy class. I'll put together the install package for upload after I do some final testing. Should be a day or two at most.
  9. The original files were lost?? (>_<) I was going to volunteer to update the F-2, if only to fix the tractor beam shadows, add integrated drop tanks, etc.. So much for that idea.
  10. WhiteBoySamurai

    CG 16 WIP

    From the album: WBS's stuff

    Leahy class cruiser
  11. From the album: WBS's stuff

    JMSDF J/AAQ-2 targeting and navigation pod, alternate production model
  12. From the album: WBS's stuff

    JMSDF J/AAQ-2 targeting and navigation pod
  13. From the album: WBS's stuff

    JMSDF J/AAQ-2 targeting and navigation pod
  14. This is a very good point. The only time ECM is not an absolute necessity in modern warfare is if the enemy has absolutely no fighters and no radar-guided SAMs. Even then, I think of ECM like a prophylactic: I'd rather have one and not need it than need one and not have it. Speaking of the Viper, though, I was reasonably sure that (at least some) USAF F-16C Blk50/52 had an internal AN/ALQ-178, as do the ones that went to Turkey. Perhaps I am mistaken, but why would the US provide only foreign nations with such a system while leaving the USAF's own planes stuck using fat, draggy pods that take up a drop tank slot?
  15. From the album: WBS's stuff

    Early preview of weapons pack containing AAM-4, ASM-1C, ASM-2, and J/AAQ-2
  16. I'm 99% sure that "seeker slave" and "seeker uncage" only matter for heat seekers. At least, in my extensive testing of SAMs for my Aegis ships, it's had no noticeable effect. The problem the OP described is a combination of seeker parameters and missile motor parameters. If the target is too low and/or too close, the missile either won't be able to keep it in its field of view, or it just won't be able to turn hard enough. Anyway, the stats colmack posted should be good.
  17. I'll put the monster idea on the back burner for now, as I'm working on a few more practical mods. This is an early WIP of a Seahawk skin. Mostly I just need to finish the decals. The main sticking point here is that I can't seem to get decals to show up on the model nodes "Panel_L" and "Panel_R." There are supposed to be large numbers there. If anyone familiar with this model can think of anything, I'd appreciate it. Also, I'm doing some Japan-specific ordnance, including a targeting pod as per a friend's request. Those will probably be done sometime next week.
  18. From the album: WBS's stuff

    JMSDF Seahawk skin
  19. View File Komar class missile boat pack This is a conversion and improvement of the Komar patrol boat for the Strike Fighters 2 series. Included are the Komar with Styx missiles, and Type 024 (Hegu), a Chinese-built derivative with a steel hull (as opposed to the wooden hulled Komar) and Silkworm missiles. Modifications include additions of working anti-ship missiles for each variant, adjustment of the object data for accuracy, and userlists for the various operators. Thanks to Pasko for the original model and Crusader for the upload. If you have any questions, comments, concerns, or constructive criticisms regarding this modification, please do not hesitate to contact me. Thank you! Submitter WhiteBoySamurai Submitted 08/17/2011 Category Patrol Craft
  20. Version 2.1

    648 downloads

    This is a conversion and improvement of the Komar patrol boat for the Strike Fighters 2 series. Included are the Komar with Styx missiles, and Type 024 (Hegu), a Chinese-built derivative with a steel hull (as opposed to the wooden hulled Komar) and Silkworm missiles. Modifications include additions of working anti-ship missiles for each variant, adjustment of the object data for accuracy, and userlists for the various operators. Thanks to Pasko for the original model and Crusader for the upload. If you have any questions, comments, concerns, or constructive criticisms regarding this modification, please do not hesitate to contact me. Thank you!
  21. Sorry to drag this old topic up, but I'd like to find out how to properly use this "GroupAnimation" thing. I was doing some aftermarket mods on the F-22 to enable support for both JDAM/JSOW (as in the SF1 version) in addition to the SDBs (as in the SF2 version). The only problem is that I can only get the bays to animate for one or the other. Like FastCargo said, there just aren't enough animation slots, and I can't get the bays to animate for both weapon types. So how exactly do we use this GroupAnimation thing? I just can't get it to work. I tried "GroundAnimationID=1" to match the StationGroupID: Nope. I tried "GroundAnimationID=4" to match the animation ID number: Nope. I tried both of the above both with and without individual BombBayAnimationID entries: Nope and nope. Any ideas? Here are the relevant entries, with the broken parts commented out. [WeaponBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-10.0 LoadLimit=1340 AllowedWeaponClass=EOGR,EOGB AttachmentType=USAF NumWeapons=8 AttachmentPosition001=-0.486,4.6998,-0.3513 AttachmentPosition002=-0.246,4.6998,-0.3513 AttachmentPosition003=0.246,4.6998,-0.3513 AttachmentPosition004=0.486,4.6998,-0.3513 AttachmentPosition005=-0.486,2.3984,-0.3513 AttachmentPosition006=-0.246,2.3984,-0.3513 AttachmentPosition007=0.246,2.3984,-0.3513 AttachmentPosition008=0.486,2.3984,-0.3513 DiameterLimit=0.21 LengthLimit=3.61 AutomaticDoors=TRUE ModelNodeName=WeaponBay NoJettisonWeapon=TRUE BombBayAnimationID=4 BombBayOpenTime=0.50 BombBayCloseTime=0.75 //GroupAnimation=TRUE //GroupAnimationID=??? [WeaponBay2] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-10.0 LoadLimit=1340 AllowedWeaponClass=EOGB,NUC AttachmentType=USAF NumWeapons=2 AttachmentPosition001=-0.366,3.8,-0.26 AttachmentPosition002=0.366,3.8,-0.26 DiameterLimit=0.488 LengthLimit=4.0 ModelNodeName=WeaponBay NoJettisonWeapon=TRUE AutomaticDoors=TRUE BombBayAnimationID=4 BombBayOpenTime=0.50 BombBayCloseTime=0.75 //GroupAnimation=TRUE //GroupAnimationID=???
  22. I'd like to try that at some point, but unfortunately I don't have Photoshop. (Simply can't afford it, as I've already sunk too much money into overpriced graphical software for what is nothing more than a new hobby for me.) So I'm stuck with GIMP, which has no functions to blend/multiply layers. Hell, this program doesn't even take advantage of a second mouse button, and requires a careful multi-step workaround just to draw a simple circle. I try to make do. I can always add more fine details later, anyway. Probably not too much dirt, though-- As I mentioned, I've been aboard the real thing. These ships are less than 10 years old and kept astonishingly clean by their crew. :3 You know, I was thinking about that the other day. Hundred meters tall, 60k tons, that's one helluva ground target. Make his head swivel and pitch like a gun turret, complete with atomic fire effects, maybe make a section of his tail into a dummy radar so it would look like it's flopping around... But how could we animate walking??
  23. This is a really nice boat! I tweaked the data file to add working Styx missiles (like I did with the Osa), and made an alternate Chinese-built Type 024 Hegu class as well. With Crusader's permission, I'd like to upload those mods.
  24. DDG-173 Kongo class Aegis destroyer View File This model represents the Kongo class destroyers (DDG-173~DDG-176), in service with the JMSDF from 1993 to present. They are based on the Arleigh Burke class, with a significantly longer hull, higher superstructure, and indigenous Japanese systems. The Kongo and successor Atago (coming soon to SF2) are the most advanced and powerful warships in Asia and among the largest destroyers in the world. This model has been almost completely rebuilt and retextured compared to my previous version (3.7), and like the real thing she can now lead JMSDF task groups comprised of the Takanami, Murasame, Asagiri, and Hatsuyuki. As with my other vessels, I have included authentic name and hull number decals for each ship of the class, plus the necessary sounds, guns, and weapons. See the readme file for full details. An experimental data file is included, labelled "DDG-173_EX.ini" (The "EX" stands for "experimental" as well as "extremely dangerous.") This sacrifices the cool-looking vertical launch for a significantly more accurate multi-target system that better reflects the actual performance of an Aegis destroyer. Use whichever you prefer, depending on if realistic visuals or realistic performance is more important to you. An optional assisted takeoff mode for helicopters is also included on the flight deck. 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 08/12/2011 Category Destroyers
  25. Version 4.0

    703 downloads

    This model represents the Kongo class destroyers (DDG-173~DDG-176), in service with the JMSDF from 1993 to present. They are based on the Arleigh Burke class, with a significantly longer hull, higher superstructure, and indigenous Japanese systems. The Kongo and successor Atago (coming soon to SF2) are the most advanced and powerful warships in Asia and among the largest destroyers in the world. This model has been almost completely rebuilt and retextured compared to my previous version (3.7), and like the real thing she can now lead JMSDF task groups comprised of the Takanami, Murasame, Asagiri, and Hatsuyuki. As with my other vessels, I have included authentic name and hull number decals for each ship of the class, plus the necessary sounds, guns, and weapons. See the readme file for full details. An experimental data file is included, labelled "DDG-173_EX.ini" (The "EX" stands for "experimental" as well as "extremely dangerous.") This sacrifices the cool-looking vertical launch for a significantly more accurate multi-target system that better reflects the actual performance of an Aegis destroyer. Use whichever you prefer, depending on if realistic visuals or realistic performance is more important to you. An optional assisted takeoff mode for helicopters is also included on the flight deck. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!
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