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sophocles

MODDER
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Everything posted by sophocles

  1. Oh Yeah!! Centurion-1 that is a really good start! Glad you're adding polys
  2. Outstanding work!!!!! You have a pm ....
  3. Ooooooh! I'd love to see it! Coming from you it'll be darn good!! Maybe we could talk about commonality? I'm thinking of super-detailing mine .. perhaps we could avoid duplication of labour?
  4. Oooops!!! I know the legend ... ehm "The Wrench" Sorry, just not good with 1st names .. ok; I'll stop putting my foot in my mouth now .... I too am seriously looking forward to Centurion's A-37!!!!
  5. Forgive me Veltro2K, but who is Kev? (I know I'm an ignorant bastage.. How do I contact him? Thanks for the encouragement Muy bien, but it'll be months before I get the model anywhere near release..
  6. Also, does anyone know a site which details modern era (1960s-70s) us aircraft gauges and graphics? Thanks in advance
  7. Hello all! After suffering some burnout for about 6 weeks I've fallen in love with my project again. Here's a first glimpse of the cockpit .. Anyone know what the standard gunsight was for one of these? All the pics I have show different ones?
  8. Absolutely Drop-dead Gorgeous!!!!!!! Ablolutely love the colors on the HAF camo scheme; is it based on a real example of a HAF paint-scheme or is there some artistic license?
  9. Thanks to all for your encouragement Weekend's here! hope to have an initial view of the cockpit by Sunday. Regards
  10. Hello all, Just a little update; I've got the animations sorted out and the plane now sits nicely on the ground (now just to unravel the rest of the flight model .. I know next to nothing on this so may take a while..) Also nearly finished this version's external model. I think I'll start on the cockpit for a bit of a break before modelling the other versions. I've also just added the wing pylons and some 150/275 gallon tanks. Regards
  11. Looking absolutely gorgeous!!
  12. Yes, I see it would look odd. I am going to try with the 3 separate animations. Thanks again
  13. Oh great! Thanks Florian, this is the type of info I'm looking for .. I'll try a separate animation for the gear compression; you mean 3 different sets of 10 keys (41-50, 61-70, 71-80) one each for left gear, right gear, nose gear? Can't I just assign all 3 to one set? say 41-50,animation id 5? Regards
  14. Thanks, // Landing Gears --------------------------------------------------------- [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=2 DragArea=0.25 HideGearNode=TRUE ModelNodeName=NoseGearStrut InsideNodeName= ShockNodeName=NoseGearHydraulics02 ShockAnimationID=2 ShockStroke=0.275 SpringFactor=2.0 DampingFactor=0.75 WheelNodeName=NoseGearTire RotationAxis=X-AXIS RollingRadius=0.50 CastoringWheel=TRUE CastoringNodeName= Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=75.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=115.75 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=LeftMainGearStrut InsideNodeName= ShockNodeName=LeftMainGearHydraulics01 ShockAnimationID=1 //ReverseShockOrientation=TRUE ShockStroke=0.20 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=LeftMainGearTire RotationAxis=X-AXIS ReverseModelOrientation=FALSE ReverseWheelRotation=TRUE RollingRadius=0.50 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=RightMainGearStrut InsideNodeName= ShockNodeName=RightMainGearHydraulics01 ShockAnimationID=1 ShockStroke=0.20 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=RightMainGearTire RotationAxis=X-AXIS ReverseModelOrientation=TRUE RollingRadius=0.50 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75
  15. Just to make it clearer; I'm only getting this problem on the ground. Once the bird has cleared the runway, everything goes back to normal and the retractions are fine .. I'm just wondering if there's something in the data.ini that may be causing it?? Thanks for the replies Raven and Blackbird!
  16. Hello all, I've finally unwrapped and animated all moving surfaces. Although the gear animations work perfectly in the air, when on the ground I get this (see pic). Once I get into the take off run and the nose rises, the gear look normal again and retract properly. The co-ordinates (pivot point) of my parent fuselage mesh are at pecisely 0,0,0 Any ideas?
  17. Checked .. and hat's off to you! You're a real gentleman
  18. Russouk, that would be great I've been fumbling along trying the get the animations working.. and its really disheartening. Sophocles
  19. Thank you all so very much I'll check everything and see it is in order. Regards
  20. Thanks for the tips RAVEN; just to be clear, what do you mean exactly by "waterline" .. a line running parallel to the ground, but centred along the aircraft? If so, where does the game place the aircraft .. at 0 + something?
  21. Hello all, sorry for a couple of stupid questions but I'm trying to get my F-5a into the game starting on the runway, but it just blows .. I mean "up" I figure the aircraft is sitting too low on the ground .. so on to the question.. Is the ground in strike fighters at z =0? Like, at which position should the bottom of my wheel be in max for them to be on the ground in-game? (does this make sense?) .. and, which in your experience would be the ideal stock aircraft.ini/data files to start with (I'm only just getting my head around these files .. so any help would be greatly appreciated. regards
  22. Hello all, I've not posted in a while .. been busy re-mapping the fuselage, mapping the remainder of the external model, re-doing the fuselage textures in higher res , discovering that my trailing edge flaps were cut out incorrectly and having to model the best part of the wing .. again, and finishing up the panel line/rivet/stencil templates. To add to that I was having a few problems exporting, but that's now taken care of. Here's a couple of in-game shots. Still have plenty to do, just thought I'd post an update. Cheers!
  23. Very impressive! The new bumpmaps make it a whole new aircraft.
  24. Brain32, you got me thinking and while in edit pivot mode I started playing with the snap tools and either my hand was extremely steady or the snap to edge toggle did it .. most probably the latter; I'm currently experimenting. Thanks a heap
  25. I was thinking the same thing .. it was actually this project which inspired me to start my F-5 .. very inspiring!
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