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WhiteBoySamurai

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Everything posted by WhiteBoySamurai

  1. From the album: WBS's stuff

    Flight II Tomahawk VLS launch
  2. From the album: WBS's stuff

    Flight I SM-2 VLS launch
  3. From the album: WBS's stuff

    Arleigh Burke now commissioned for Strike Fighters 2
  4. Version 3.5

    993 downloads

    This model represents the Arleigh Burke class destroyers Flight I (DDG-51~DDG-71) and Flight II (DDG-72~78), in service from 1991 to present (upgrades and refits notwithstanding). They are among the largest and most heavily armed destroyers in the world. As with my previous Aegis vessels, two different versions are included (air defense and land attack), as well as name and hull number decals for each ship of the class, plus the necessary sounds, guns, and weapons. An optional data file allowing multiple simultaneous engagements is included. See the readme file for full details. 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. This is bugged in single missions (as the ship number can't be changed in the mission editor), so select a specific texture set with the hull number you want. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!
  5. It looks like gerwin beat me to the upload. I didn't see the Waterworld_water.bmp in the package, though-- do you still need that? Or were adjustments to the ini file sufficient to fix it?
  6. You bet! She's already shooting bad guys out of the sky, too. In retrospect, it seems that most of the newer ships have dark grey lettering on the name plate rather than traditional white (pictured above), so I may just redo those for consistency. With regard to the model itself, the mesh is basically done except for railings and flight deck nets... which is a sticking point for me. The ones from the original model no longer fit and would add many thousands of polygons even if I rearranged them to match the new hull. The transparency trick I did for the Bainbridge isn't an ideal solution because these ships are constantly bathed in missile smoke and tga transparencies don't look quite right in those conditions. I could just build new (polygonal) ones by hand, but that will take time. I'm open to suggestions!
  7. From the album: WBS's stuff

    Arleigh Burke class flight deck
  8. From the album: WBS's stuff

    Arleigh Burke class (USS Cole) weapons testing
  9. This is true. You want to know about real dedication? I lived in Hawaii for about 10 years-- There are even goths there! I'm pretty sure I met both of them. Also? Goth chicks can be smokin' hot, so don't knock their quaint counterculture too much.
  10. Problem fixed, thanks! ...But, I ran into another issue. (Sorry for being such a pain!) I couldn't get the mission editor to place ships on the terrain except a lone target for anti-ship missions. But I could add tanks and stuff... It seemed to be treating the water as solid ground. I read through the knowledge base and posts and found that the issue was the waterworld_water.bmp file. (The RGB was 108/0/10 instead of 128/0/0 like other terrains.) I edited and re-saved the file, and now I can place ships and ground vehicles appropriately.
  11. This will certainly be a terrain I'll be using quite a lot from now on. Thanks! Unfortunately, I'm getting the "ships floating above the water" issue. Could this be a HeightMapScale issue? It's set to 25 in the Waterworld_data entries; should I try adjusting it? I'm running a full merged install with the latest patch, if that helps.
  12. I'm well underway with texturing. This will be a single 2048x2048 skin, with room for growth for the Flight IIA and other modifications. I have to go on a business trip next week, which will take me away from my computer for a while. Therefore I'll try my hardest to get this ship released in some form before then.
  13. From the album: WBS's stuff

    Arleigh Burke class painting in progress
  14. Yes, but that in turn limits us to a single spot on the ship that has missiles. I know that the game seems kind of finicky about which way the missiles are "facing," even pointing straight up, so allowing them to yaw fully on a single axis probably gets better performance. But if you do so on a ship with more than one launcher, you either have to sacrifice half the missiles or put them all in the same spot, which isn't very realistic. So, I think it's a trade-off either way. I'm open to both methods, though, and hopefully TK will give us more options for ground objects in some future update.
  15. My solution is a bit more time-consuming, but it's worked well for me since my very first project: (This is with ShowMissile=TRUE and each one elevated slightly so you can see where they are.) In my experience, the game's single-launcher axis limit is actually a bigger limitation for traditional arm/box launchers than VLS. I found that if you don't assign a pivot node, the game assigns the exact center of the model as a default pivot. (An actual model pivot can help you to visualize how the weapons will be rotated on the model, or to re-position all the missiles at once via max.) From there it's just a matter of locking weapon pitch and yaw, and positioning each round where you want it. The WeaponSystem is only half the issue, though, since the missile's parameters make or break the VLS. I had trouble getting the Slava to shoot properly when I first downloaded it until I modified the Grumbles it uses. Also, it seems like SF1 and SF2 handle these parameters a little differently when it comes to high-off-boresight shots. Also, many VLS launchers, including my Tico, have a tendency for missiles to go stupid and explode after going straight up depending on where the target is located. While doing my Arleigh Burke, though, I found one simple tweak that fixed this problem completely. You'll see it in a week or so.
  16. I'd give nearly anything to be able to do that in a sim. I mean JDAM-ing 80 targets from 40,000 feet, mind you, not bombing a teenybopper pop star. ...Okay, honestly, I'd like to do both. >_>
  17. I'm embarrassed to admit this, but I don't know how to read dll files. It just looks like gibberish to me in notepad. >_> I'll just give the animation a try and see what happens. Thanks. There's actually a lot of different variations of this weapon mount. So it wasn't just a matter of catching the details, but choosing which details to catch. Here's the nearly-completed model. I'm going to try to finish it up and start skinning this week. And here's a close-up on the VLS. Again, these are going on the Tico someday too.
  18. Wow! "Conquest" is right, 'cause your Apache Longbow owns.
  19. From the album: WBS's stuff

    Mk41 VLS closeup
  20. From the album: WBS's stuff

    Arleigh Burke, mesh near completion
  21. Humanity's last truly reusable spacecraft... It makes me really sad to see her go, especially without a replacement. I still remember watching the shuttle launches growing up. Just to put things in perspective... NASA's total annual budget in 2011: $18.7 billion (*1) Annual costs of air conditioning for US forces in the Middle East: $20.2 billion (*2) ಠ_ಠ Sources *1 National Library of Congress, bill S.3729 *2 retired general Rachel Martin, former chief logistician in Iraq
  22. Here's my new Phalanx model I just completed and installed on the Burke. I spent a lot of time on it so I hope you guys like it. It'll be retrofitted to my Ticonderogas as well along with other visual improvements at some point in the future. Quick question: Is it possible to do weapon animations for ground objects? It would be cool to make the barrels spin when it shoots like the GAU-8 on the A-10.
  23. From the album: WBS's stuff

    New high-detail Phalanx model on the Arleigh Burke
  24. Yeah, I'm really excited about doing the Japanese Aegis ships. I'm probably the only person on this board who's actually been aboard a Kongo, so I like to think that makes me uniquely qualified. Here's a render of the new Mk41 VLS hatch I made for the high-detail LODs of the Burke and Tico. Each one is a modest 68 polygons, but of course that means they'll add thousands to the completed model. (96 and 128 cells) I think it might be worth it for anyone who likes to zoom in real close to the ships (or fly helos off of them, for that matter).
  25. Thanks for the support, everyone. Just an FYI, I eventually intend to do the following variants, complete with decals for each ship (because I'm a masochist): Arleigh Burke FltI (DDG-51~71) Arleigh Burke FLtII (DDG-72~78) Arleigh Burke FLtIIA (DDG-79~90) Arleigh Burke FltIIA+ (DDG-91~115) Kongo (DDG-173~176) Atago (DDG-177~178) Sejong the Great (KDX-III) (...maybe) These won't just be copy-pasta jobs, mind you. There are significant structural differences in the ships and they will be properly represented. I tried to message you, but your inbox is still full I guess. Could you send me a PM explaining this and how to use it, please? I love learning new tricks!
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