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sophocles

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Everything posted by sophocles

  1. Bloody fantastic!!! Volker you're my hero! Can't wait to fly this bird. obligatory screenie..
  2. I Published My First E-Book!

    Congratulations brother!! I hope it does well.
  3. F-5C_Skoshi Tiger_Ver1.0.7z

    I just noticed the problem .. I see from your screenshots that you have a pilot folder directly into your strikefighters2 directory instead of in the objects directory. The fake pilot should be in the following directory: Users/Hani/saved games/Thirdwire/Strikefighters2/Objects/pilots/fake pilot
  4. F-5C_Skoshi Tiger_Ver1.0.7z

    It looks like it's in the correct place .. This is weird! Can you post a screenshot of the pilot hanging in game?
  5. F-5C_Skoshi Tiger_Ver1.0.7z

    Can you take a screenshot of your Mods directory pilot folder and post it here. the F-5a and consequently the C model didn't have a radar; so it's natural that you don't have one.
  6. F-5C_Skoshi Tiger_Ver1.0.7z

    You haven't put the fake pilot from the package's pilots folder into your Mods pilots folder . In case you can't find it here it is.. FakePilot.7z
  7. Hello all! I've been working on getting some functionality to the Recon variant of the new Norwegian RF-5a variant and have set up a "fake" gun to act as a camera so that when you fire the secondary guns, you get a neat "whirring" film projector type sound. I've subsequently set up the camera frame counters on the Recon panel in the cockpit to count down the camera frames as the camera "fires". Although the counters work just fine as I "fire" the secondary guns, the problem is that the counter dials count back even when I fire the primary guns! How do you get the game to use the GUN_ROUNDS_INDICATOR to refer only to the secondary gun? Here is the cockpit.ini entry for the camera frame counters.. [CameraFrameCounter] Type=GUN_ROUNDS_INDICATOR => How do I get this parameter to refer only to the secondary gun? CounterNodeFormat=gun_dial%d MovementType=ANALOG_COUNTER Would appreciate some help!
  8. some pics .. the first showing the camera selected in the gunsight as per the flight handbook .. and the second showing the switch turned to "ON" when the camera is selected, and the counter rolling back the frames..
  9. You know .. most of you are probably thinking WGAF .. but it's now infinitely more rewarding when you can fly Recon missions - and instead if just pretending it all, you get to 1. activate the camera, 2. get an image of the camera view in the top right corner, 3. get a sound of it operating .. and 4. have the camera frame counters on the left console of the pit rolling backwards as you run out of film.. Huge shout out to @Cliff7600, @logan4, @paulopanz and @yakarov79 for helping me put it together!
  10. I just seperated the primary guns and the "camera frame" secondary gun as different gun groups in the data.ini and it worked!!!!!! By selecting the secondary gun group, the counter now only counts back when you fire the secondary gun! Good job @yakarov79!!!!! BTW I also added "item number in the cockpit .ini as you said.. [CameraFrameCounter] Type=GUN_ROUNDS_INDICATOR itemnumber=2 => This now works!!!!!!!!! CounterNodeFormat=gun_dial%d MovementType=ANALOG_COUNTER
  11. Thanks @yakarov79 I tried "_2" but it didn't work. I fear you're right about the total number of rounds .. never mind it's still cool!
  12. F-19 Stealth Fighter

    Aaah!! .. the good old days .. I remember playing the microprose variant during the Desert Storm and loving the immersion; this package is beautifully done! Congratulations!!!
  13. some more cockpit progress pics for the Recon Norwegian birds (RF-5a) ..
  14. Hello all, I've been working on an F-5a freedom fighter, and I'm almost finished the model. Still have to map it, do animations etc.. but I'm new to strike fighters modeling and am trying to get all the information I can. How many polys are too many? I reckon the external model will take about 35K polys .. Is this too many? There are plans for much smaller lods. Regards
  15. F-5C_Skoshi Tiger_Ver1.0.7z

    I see.. @baffmeister, who has done all the flight models has done so using using "medium' settings for the flight model.. so perhaps there's the problem.
  16. F-5C_Skoshi Tiger_Ver1.0.7z

    No problems on my system @madvad , maybe you need to recalibrate your joystick?
    Excellent package!! Congratulations to all involved.
  17. View File F-5C_Skoshi Tiger_Ver1.0.7z August 2022 =============== United States Air Force F-5C Skoshi Tiger Volume III VERSION 1.0 ------------------------------------------------------------ We are proud to present the F-5C Skoshi Tiger, a combat veteran of the Vietnam War, and one of the most enduring American military aircraft designs ever produced during the Cold War period. This third Volume depicts the following variants; the USAF F-5C and the VNAF F-5C. It has been our goal to provide to the simmer a highly detailed model and texture base which preserve the beautiful lines of this aircraft; and to engineer flight model files and a cockpit/gauge file-set that are authentic and add to the immersion of the flying experience within the Strike Fighters 2 series. INSTALLATION INSTRUCTIONS: -------------------------- 1. Copy the contents of the "To Mods Folder(s)" to your SF2 Mod directory. Allow directory merging and overwrites, provided the overwrites pertain to "fake pilot" entries, as well as weapons made by ravenclaw_007, which are included in this and many other releases. 2. Add the entries of "ADD_TO_SOUNDLIST.txt" to your SOUNDLIST.INI (located in the "user\Saved Games\ThirdWire\StrikeFighters2\Flight" folder).If one does not exist, then you will need to extract it using the 3rdWire CAT extract utility. You are simply required to substitute the "XXX"s with the next sequential number in the sound file section of the file. NOTE 1: ------------ Both Regular and Higher resolution cockpit textures are included in their own distinct folders in the package. The user may alternate between the two by "commenting out" the relevant line in the F-5C_COCKPIT.INI [CockpitData] Directory=cockpit <---This is the default //Directory=cockpit_Lo-Fi In order to "activate" the higher resolution textures you would decomment the previous line and comment out the next line, thus: [CockpitData] //Directory=cockpit Directory=cockpit_Lo-Fi <---This is now Low-Res NOTE 2: ------------ Another frame-rate friendly option for those with older hardware is to use the Next level of Detail Model as the primary external model. This simply involves changing the first line in the F-5A_HAF.ini from this.. [LOD001] Filename=F-5C.LOD to this.. [LOD001] Filename=F-5C_002.LOD Much effort was made to provide those with lower end systems an alternative lower poly-model to be able to enjoy the F-5a, so please take advantage of this _002.LOD model should you experience frame-rate issues. While not as "rounded" as the Higher poly version, it is nonetheless just as detailed and extensive. NOTE 3: ------------ For those who may find loading times excessive, the .jpg files in the texture folders can be reduced to 50% of their size without sacrificing too much surface detail. Keys: ------- SHIFT+0 -> canopy open -/= (Default thrust vector Keys) -> elevator trim CREDITS: Sophocles - 3D Model, Cockpit, textures Ravenclaw_007 - Project "God-Father" 3D Modeling, Animations, Weapons, Research, Beta testing Baffmeister - Flight model, weapons edits, Avionics, Beta testing Crusader - Avionics and data tweaks, Beta testing Guuruu - Sounds and Afterburner effects, Beta testing Guest contributors: Gkabs - pilot figure Cliff7600 - Avionics tweaks, functioning horizontal trim indicator Special Thanks to the staff and members of Combatace.com whose passion and efforts have enabled this game to endure, and to provide so much fun and excitement! Additionally, many thanks to the following Combat-Ace Modders, who either actively contributed to the project over the years, or who invested their time either providing much needed hints and help, or researching various aspects of the model. Brain-32 - Modeling advice, initial cockpit.cfg + more NeverEnough - Initial work on the Flight model Russouk2004 - Always answering questions when I needed help..Cheers!! Derk - Many, many references!!! Blade - Excellent mini-tutorial on damage textures Finally, thanks to TK and Thirdwire for creating such a fantastic game. **************************************************************** FEATURES: * A highly detailed external 3d model, including all features specific to the F-5C including...Aerial refueling probe and external armor plates under the cockpit and engine areas * Specular color and Normal (bump) maps. * Seven Level of Detail models (LODs), providing an almost seamless transition from distance to distance; and perhaps more importantly, ensuring that the frame-rate "impact" of the aircraft is as low as possible. * Two sets of highly detailed external Fuel Tanks by ravenclaw_007; both the 150 gallon Factory tanks and the 275 gallon variants; the NF-5A being the only F-5a variant to carry them. * Extensively fine-tuned flight parameters in the aircraft data configuration files, emphasizing the F-5A's agile and highly maneuverable characteristics - courtesy of Baffmeister. * 3 high resolution texture sets; thoroughly researched historic depictions of the Aircraft fielded by both the USAF and VNAF Squadrons. *Accurate serial numbers and pilot name decals for both the 4503rd Tactical Fighter Squadron and 110th commando squadron. * Quality sound-set included. Base sounds, by Guuruu, were sourced from existing recordings of various aircraft at air-shows and were modified to match the prominent characteristics of the F-5A General Electric turbojets, the "buzz" of the M39 Pontiac 20mm machinegun, and the flap/Air-brake, undercarriage deployment and retraction sequences of the Freedom Fighter. * Super detailed dedicated F-5C 'Virtual Cockpit' with animated throttle control, rudder pedals, control stick, landing gear lever, canopy, canopy lever, drag-chute lever, weapons selectors and weapon station arming flick switches, flap position indicator..and more. * A full complement of highly (or should I say "insanely" detailed weapons carried by the USAF F-5C, all by ravenclaw_007. * Comprehensive F-5C Skoshi Tiger Loadouts representing the weapons carriage evolution of the F-5C in USAF service from 1965 to the 1967 by Sophocles. * Complex animation of canopy opening mechanism, and animated Turbine blades; both thanks to ravenclaw_007. * GKAB's superb highly detailed crew figure with authentically modeled oxygen mask and flight helmet. * All new afterburner, emitter, and engine smoke effects by Guuruu. * Functioning elevator trim controls and gauge, using the Thrust Vector Controls; courtesy of Cliff7600. ****************************************************** PILOT NOTES ----------- F-5C Limit and Reference Speeds. [Indicated Airspeeds] FLAPS (FULL DEFLECTION): 300kts for both leading and trailing edge. FLAPS (MANOUEVERING): 450kts for both leading and trailing edge NOTE: The F-5A uses full flaps for take off but due to a game bug you must manually select full flaps for take off when player flown. The AI will use full flaps although you can hear the flap sound cycling between flap 1 and flap 2. LANDING GEAR: 240kts DRAG CHUTE: 165kts CANOPY: 50kts NOSE WHEEL STEERING: 65kts MAXIMUM INDICATED AIRSPEED: 710kts [redline] MAXIMUM MACH: 1.72 Mach design limit but thrust/drag limited to about mach 1.50 in a 60deg dive from 50,000ft. -------------------------------------------------------------------------------------------------------------------------------- TAKE OFF ROTATION SPEEDS 13500lbs: 155kts [full internal fuel and two sidewinders] 20500lbs: 195kts [about the maximum weight possible with included stores] NOTE: Use full flaps for take off! Adding 6kts for every 1000lbs above 13500lbs should give good aft stick/rotation speeds. -------------------------------------------------------------------------------------------------------------------------------- CLIMB SPEEDS Military Power 13500lbs: 375kts with a transition to mach 0.89 20500lbs: 310kts with a transition to mach 0.74 Maximum Power 13500lbs: 595kts with a transition to mach 0.93 20500lbs: 480kts with a transition to mach 0.85 ------------------------------------------------------------------------------------------------------------------------------- FINAL APPROACH SPEEDS With 500lbs fuel remaining and some empty racks use 160kts. Add 5kts for every additional 500lbs of fuel. NOTE: Target touch down speed is 20kts less than final approach speed. ---------------------------------------------------------------------------------------------------------------------------------------- The Gun Sight -------------------------------------------------------- The designers of the F-5A elected the simplest and most reliable gunsight conceivable. The low-cost, optical-mechanical reticle display was manually adjustable from 0 to 200 mils depression. It was collimated to avoid sighting errors. The gunsight was acceptable for aiming AIM-9B missiles, guns, rockets and bombs. It was possible to "replicate" this simple, mechanical operation within Strike Fighters 2 series parameters, and thanks to Crusader's cockpit.ini entries, we have the following functionality: The site itself is animated so that the Mils lever and thecombining glass of the site move according to the Mills selected (activated when cycling through air to air weapons ; and more importantly, air to ground weapons with "Backspace" and "\" Backslash accordingly). ************************************************************* Agreement _________ THIS AIRCRAFT MOD OR ANY PART OF IT ARE TO BE EXCLUSIVELY HOSTED BY COMBATACE.COM AND MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE. THIS PACKAGE AND ANY PARTS HEREIN MAY NOT BE UPLOADED AS PART OF ANOTHER MOD NOR MUST THEY BE SOLD OR OFFERED FOR SALE EITHER IN PART OR AS A WHOLE WITHOUT MY EXPRESS PERMISSION. ************************************************************* Sophocles August 2022 Submitter sophocles Submitted 08/20/2022 Category F-5  
  18. ..and the 1966 cockpit variant..
  19. BTW, can someone please tell me the proper way to imbed the name of a fellow member in the threads?
  20. ..and there I was gearing up for the F-5B when @paulopanz came along with several new skins for a dedicated Norwegian AF variant .. I couldn't resist and dusted off the 2 RNoAF cockpit variants I'd started so long ago ..
  21. Yes, but that will be a long while down the road.. the F-5B with both cockpits modelled is going to take some doing.. The time for the F-5E will come though..eventually
  22. I'll be posting progress in this thread a little at a time.. the "B" had a really weird nosewheel forward cover.. What's going to be challenging is getting the interior of the canopies fleshed out properly and the dividing internals between the instructor and student stations.
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