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daddyairplanes

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Everything posted by daddyairplanes

  1. just another sunny day.....
  2. its more commonly refered to as TACAN, and it would be a great addition. in addition to airbases, it could be set up as a stand alone in the Vietnam terrain https://en.wikipedia.org/wiki/Battle_of_Lima_Site_85
  3. well my usual anti ship weapon for the Soviet battle groups in the North Atlantic is a triple shot of AGM-69s so.........
  4. would need to make the current airliners ground objects, and different models for each airline. ground objects cant use my tga based skins, and its no garuntee in the airfield data ini that planes park at the gates, or even that the correct type plane park (F-4G from Spangdahlem, now arriving at Gate 23C) in theory not hard. there is a thread in the SF1 KB about making aircraft models into trucks so they taxi around the airbase, including instructions on setting a path for them like the trucks in a convoy get. have not seen if this works in SF2 however, plus as said many of the SF2 airliners would need skinned to the model rather than tga. not hard, just apply the tga layers to the jpg skin. but time consuming esp depending on how many different airlines you would want. btw, not saying i wont do this, just not saying i'll get right on it either
  5. Thunder Thursday

    Virginia ANG off experiencing the English countryside and accompanying weather so this is a Thunder themed thread ......
  6. thinking about it i dont think it does even for aircraft. ground objects get even less love (no serial numbered decals for example) on the new pics, like the roof holes and the close in debris as well as doors blown out. might want to just jaggedly darken the windows on the skin, rather than cut out the holes. that is based on looking at the white/light lines around the building on the second floor, which im guessing would be a part of the structure. color selecting the windows in PS or GIMP then darkening should work quicker than doing every single window individually, and hopefully enough pixels would be different than selected color the make it jagged at the edges. even if not the structure would be preserved but windows "blown" out devils advocate FOR the side holes, reminds me of some buildings in Urosevic(?) Kosovo that we were told were strafed by A-10s so i guess it depends whose attacking the airport
  7. a more knowledgeable guru will probably weigh in and prove me wrong, but i think its the particlesize entries. from the J57 water injection ini ParticleSize[01].Time=0.00100 ParticleSize[01].Value=0.120000--------------------- ParticleSize[02].Time=0.00770 ParticleSize[02].Value=1.200000----------------------- ParticleSize[03].Time=0.00770 ParticleSize[03].Value=1.500000---------------------- ParticleSize[04].Time=0.07700 ParticleSize[04].Value=10.00000----------------------- ParticleSize[05].Time=0.77000 ParticleSize[05].Value=25.00000---------------------- these all grow as time progresses, and the longer it runs the bigger around the smoke gets until that generated particle dies i played more with emisson volume and particle lifetime when i messed with this tho, trying to make a thick, long trail from the aircraft to the point of takeoff.
  8. the good: i like how the roof collapses in like a bomb hit and explosion damage to the holed section would do. sped up to near instant ( im guessing slowed down for peer review) and wow the bad: a long building would have more localized damage, not three sets of holes generating. perhaps segment the building so each part takes a hit? the ugly (or you want how much level of detail!?!?!?!?!?!): windows and doors would blow out with weapon detonation (weak points in construction). at game scale, it would look like short range confetti i think. if not the pieces blown out then at least holes on the sides, even rectangular for doors blown out and jagged holes for windows. but thats just my two cents on it(nit picking more than anything), and its still way better than anything i could do with modelling
  9. for a game, looks nice. IRL it would not be so big and scattered, more of a collapsed in on itself and any pieces that fly will be smaller and flatter. i dont mean to discourage, just observation of how damage buildings look. they actually stay together fairly well, i recall an apartment building in Kosovo that had one side missing like a dollhouse but otherwise was in use (including residents watching SKY News on satellite TV). perhaps if you are able to bring the pieces together back to the main building, to give that part crumpled and burnt look esp go for burnt, its what actually kills buildings and ships (if you cant cause complete instant structural failure)
  10. Humpday Heavies

    when you tryin to be civil, but that DoD money is looking mighty good
  11. waiting to align the astro inertial nav system.......
  12. discovered the hard way, but thank you for letting us know its not just me. still an excellent tool for rapid adjustment when skinning/decalling
  13. well, have come into a decal problem thats baffling me. trying to put numbers on the nose gear doors on the FB-111A, and it shows up in Mues LODviewer, but not in game. have made sure names match, numbers are in range for the mesh, and tried every variant of DecalMaxLOD= from 1 to 4 and even completely removed. any ideas? these are the entries in the decal.ini [Decal012] MeshName=RightNoseGearDoor DecalLevel=2 DecalFacing=RIGHT FilenameFormat=FB-111A/SAC/D/noNumR Position=5.95,-1.075 Rotation=0.0 Scale=2.20 DecalMaxLOD=4 [Decal013] MeshName=LeftNoseGearDoor DecalLevel=2 DecalFacing=LEFT FilenameFormat=FB-111A/SAC/D/noNumL Position=5.95,-1.075 Rotation=0.0 Scale=2.20 DecalMaxLOD=4
  14. well in this case negative typo. oh wait........
  15. ok got it fixed. i had tried to do bottom as well, but forgot that the right side is positive not negative, so my coordinate of -0.32,5.95 was tryin to put it on the wrong door! still gotta dial in but problem solved it would have been really bad if i couldnt get that workin right, as the 509th BW put their nose arts on the doors! and nice gear doors amariani, but how long til the brass says to cover them up?
  16. will play some but changed only the right side to BOTTOM and adjusted numbers, and both disappeared in LODviewer!
  17. S-A-T-U-R-D-A-Y night! S-A-T-U-R-D-A-Y night! why pick on the slow guys? cantchya run with the speedier ones?
  18. after the onset of night blindness, he embarked on a career with the Judge Advocate General, including a famous case involving the Commanding Officer of Guantanamo Bay. He later had corrective surgery and was able to return to flight status. However, due to reverting career fields so late, he is effectively stalled in his career not to rise higher than O-6. Donald Bellasario also did a successful TV show based on his legal career, although the Marines were changed from litigants to co-stars There are rumors of a successful sheep dipped career with the intelligence community as well, but to date FOIA requests have all been denied.
  19. SAC Twilight: B-52G/H Stratofortress

    Nam BUFFs are actually well represented by other modders. but anyone that knows me knows i like post Nam, and the F served up until 1978, the D until 1983. so yes, i am looking at another set further down the line.
  20. View File SAC Twilight: B-52G/H Stratofortress SAC Twilight B-52G/H Skinpack and Upgrade Package This is a package that adds several historical skins with nose arts to the B-52G_89 and B-52H_88 aircraft. Several skins also include my skin as tga method to allow several camo schemes in one skin. It also upgrades the weapons loadouts and data.ini's for better historical accuracy Included - B-52G_89 and B-52H_88 aircraft with new loading screens, data ini, loadout ini, historical serials and nose arts - weapons including a new B28FI_350 nuclear bomb and upgraded data inis for others - effects and sounds for aircraft and weapons Installation unzip package, put into mod folder, allow overwrites for items that you already have AIRCRAFT NOTES several skins have tga based skin to represent SIOP mod, Strategic, and all grey camo. this leads to the decal folder being large (over 3.5GB). B28 NOTES the B28FI weapon included is to represent a laydown delivered weapon. it should not be released lower than 1600 ft AGL and slower than 515kts. the B28RI weapon should not be released lower than 6000ft AGL. not responsible for fragging is these guidelines are not met. Credits daddyairplanes - much ini work, tga work, hours of research, and minor tweeks to base skins wpnssgt - original model Dels - cockpit russouk2004 - model for B28 family of weapons KJakker - data.ini edit assist,cockpit revisions, countermeasure strength, revised weapons (ODS contributor) yakarov79 - ini edit assistance(weapons grouping)(ODS G contributor) spillone104 - model for Hound Dog pylon(ODS contributor) baffmiester - technical assitance with FM Third Wire - for the original game Test Team - Nightshade/PR, Stratos, allenjb42, EricJ, Sheriff00 Reserch Sources Painted Ladies: Modern Military Aircraft Nose Art and Unusual Markings by Randy Walker More Painted Ladies by Randy Walker B-52 Aging BUFFs Youthful Crews by Rene Francillion and Peter Lewis image searches on Google, Pinterest and Facebook Huge Thank You to the FaceBook B-52 Stratofortress group as a whole. This group is predominantly BUFF veterans, and was a tremendous help to finding out a lot of information on BUFF markings, loadouts, and operations in the late 1980s. special mention goes out to Jay Scales, Andrew Ferguson, John Mueller, Anthony Spencer I hope you enjoy this mod Kevin Unruh aka daddyaiplanes Submitter daddyairplanes Submitted 10/17/2019 Category B-52  
  21. keep it up and you'll be able to make a modern SF2 version of this
  22. Two-Seater Tuesdays

    hmmm, this threads quiet. lets liven it up some, low level
  23. Why must you insist on carrying...

    because the background check on these is just too long....
  24. its the G_89 and H_88 model B-52s, both of which were missing LandingSpeed= entries. just set one up for the H at 0.5 below stall speed and works good now.
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