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daddyairplanes

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Everything posted by daddyairplanes

  1. what else needs done on the Canuck? if the model is solid, could release for further fix up (although then again that didnt work as well as hoped for the Super Tweet..)
  2. Airliners

    DC-10 is based on the KC-10 from the ODS mod. it should work ok in SF1 as all i really did was ini edits to remove the boom and eburger(?) did some tweeking so i flies better. the A310 in SF1 section is the old version, Florian hooked me up with a new version for Gen2 so the skins wont work i think. being the main jumbo skinner i will point out i have Gen 2 not 1 anymore and so thats what i work in. sorry but is what it is. lemme know if the DC-10 works for you
  3. as a USAF bird could be interesting. USN highly unlikely though in game, too much rework needed to navalize (single wheel mains, ditch the thrust reverser for weight, change and strengthing the nose gear for catapult use) at least for a realistic venture USMC would be interesting too tho since many features for the Flygvapnet would play to what the Marines like in equipment
  4. Florian's Airbus A310 Family

    Version

    430 downloads

    Airbus A310 Family by Florian This mod brings the A310 and it's variants into the game. As with most of my airliners, the skins are divided by eras and the airlines are the serials. I have represented airlines that are typically found in European and Middle Eastern skies. This time aroundI have also included the psd for the skin itself andthe xcf file to create airlines in Gimp. BIG Thanks to Florian who reached out with a new model when he heard I was giving this bird some new clothes! Includes Airbus A310-100, -200 and CC-150 aircraft with multiple skins each (and multiple airlines per civil skin) Flight folder with adjusted Nations and Formation inis Templates for the skin and tgas Instructions unzip and install. place folders where they go and allow overwrite. IF... you should have the old version, delete and upload this one. It has Florian's new models. SHOULD work with all version of game, created on a full 5+2 merged install. Known Issues the cockpit is the C-47 pit to make it flyable no not realistic, but until we have at least a generic modern airliner pit or better its what is avail. besides, this is meant for eye candy on the airfields or intercepts not as a main mission bird. Credits Florian - model and time to rework said model DA - skin layout, airline tga work, airliner nation and edits needed for that, minor data.ini adjustment mue - his LOD viewer deserves mention on all skin projects for the time it saves TW - the original game Veltro2k, Muesli, Viggen, Flogger23, whiteknight06604, Stary, - checking this dummies work
  5. Navy'lize a plane a what if?

    Skystrike, the topic was navalized not Marine, in the Sea Apache case it was billed an anti ship add on to the fleet. while the cannon is useful for CAS and small craft, at the time this was pitched the thought was more weapons carriers against Moskvas, Slavas and Kievs. the top was the closest to service acceptance due to minimal change up (equalling lower development cost) and for the record the one i thought most introduceable in game. but replacing TADS and the cannon would make some sense for a platform mainly used for torpedoes and harpoons esp. given sea conditions and corrosion on those items.
  6. i cant make the model, but if anyone does i will skin it. low production run i can probably get every airframe minus fatal crashes represented even
  7. Navy'lize a plane a what if?

    i always thought the Sea Apache held promise (and would be easy in game on the top version)
  8. Did anybody get a P-47 for Christmas

    soooooo...... what kinda batteries you gotta buy for that kit?
  9. awesome to have you back! would some models from the pm's help at all? i know its not the max files but most were pretty far along and it would be better than nothing/ locked up elsewhere yes im thinking the Twin Hueys but im sure im not the only one you PMd. that way you could maybe see what you can or want to wrap up
  10. reworking the below deck spaces to accomodate the catapults and arresting gear would be what makes it cost prohibitive. the INS Vikramaditya was the equivalent of fixing up an old 70s muscle car to look and function like it did out of the factory(body work, engine rebuild). This project would be more like taking the same muscle car and trying to make it a RV camper. anything could be done, but the ones that would want second hand couldnt afford it. IRL much better bet would be to refurb and sell as Harrier Carriers. most of the Foreign Military Sale money would actually be for McDD AV-8s to equip the air wings, better fit to the smaller coastal navies that would pick them up, and you dont have the rip up the ship to install alot of new bulky gear. in game however do what you do!
  11. looks great. one drawback of the decal as skin method is it will highlight any model irregularities. had similar working with the Galaxy and Starlifter. one got fixed by setting postion to front rather than top (probably not applicable) the other by putting a patch decal if you will over that spot in the very bottom of the decal.ini. and some just never worked out (tried putting "Qatar" title on bottom of C-17, shot a skewd version of same on the sides as well as clear version on bottom. wound up leaving it off) one other note, your left outer wings seem abit lighter than the inner. are you using different tga for both parts?
  12. last ones til after the weekend. some RL to take care of and got to quit being lazy and finish the decal.ini (i always put off plugging in the landing gear until the first skin or 2d one. cant go to far in though or would have many ini's to edit)
  13. texture size not so much with placement. but mue's viewer saves ALOT of time in finding mesh name (most important) and where that mesh is in space and time (extremely close second) ive had huge meshes not show for being .025 off a measurement, and definately had fun in the older days trying to figure out what a mesh was called ( remember the old days of messaging and meshname threads?) for those less software savvy. slight bit more detail on that... center of a tail is generally something to the tune of say -15.0,8.0 or -23.50,9.75. setting coordinates to 0,0 and hoping it covers all as a 1:1 only works if the tail portion is at one extreme side or the other of the tga. and that would be bigger still. to cover an airliner or cargo plane right now i use two fuselage (1024) two tail (512) and two engines as well as some times one radome that's reversable (usually 256). thats to pack a fairly appropriate amount of detail into each one, esp given in the case of jumbos they are really more at a distance eye candy and not main attractions.
  14. more action at the Dhimari Paint Works.. GOOOOOOD bye DYE- MAR! this post brought to you by Combat Ace, the smoothest tasting sim site on the internet...
  15. amariani, yes and no. the decal ini dance is individual level of difficulty, i've grown quite accustomed to it myself. as for details (esp panel lines) there are tricks to it. with the heavies i've been working on, doors and windows are a layer of the template up on the top (so its easier for them to show of course) and other parts such as cargo doors or exhaust ports can also be added on near top level. though they usually start on the skin, i plug em into the tga for reference on other parts in relation to the doors and windows. the bottom levels of the template are the colors, stripes, words etc that change plane to plane. as for the panel lines the main bare metal skin itself has darker than necessary panel lines throughout and try to remember to set opacities to around 75-80% for main colors and 85 to maybe 90 for stripes, text and logos. i'm experimenting with some panel lines on the side of yeyeye's 757 this time around but it's not a main focus. also it helps to have as much on each decal as possible (meaning fewer decals per plane). Using the Phantom as an example, a right upper wing decal with the camo, insignia, stencils if from the late 70s, and weathering. that level of detail would need at least a 1024 size tga. again, it is doable, you just have to be a millionaire with nothing else to do to have the time to work it
  16. oh yeah (Gibbs slaps self on back of head...) need more units. one day maybe
  17. nice. any plans to do USAF squadron hacks?
  18. i've thought of simlar for the naval phantoms, making a weathering pattern tga to go over the skin (naval paint patterns are the same aircraft to aircraft, it the amount of corrosion control touch ups that is different). do 6 and repeat in different orders across the 12 or 14 birds assigned. CAG bird and XO bird would be the best looking as they were the best maintained USAF Phantoms would be a PITA as you would have to 1. line up the camo for the major types 2. make 2-3 variations for the major schemes 3.assign a major scheme as primary (camoLwin etc) then the vairations for the others (camoLwing003) 4. redo the decal.ini so the camo's are up at the top of the ini, and squadron specific stuff overlays on top of that. 5. unless your do it all in 512, the decal folder will be freaking HUGE. i know from experience as 7 airlines for one skin produced a 84MB folder for one era. yes thats just decals for a mid 80s skin alone on a project that will feature 5 time periods it is possible, and the results would be outstanding esp with random generation (look at how many squadrons in 1983 had SEA, SEA Wraparound and Euro 1 on the flightline). to get there might turn one off from modding though!
  19. Super Hunter

    wondering if any of our Indian friends can clear up if this is fact or internet fiction, though it does seem more plausable as an Indian LWF http://zittara.com/2016/04/23/super-hunter-jet-to-be-in-production-in-india/
  20. Super Hunter

    rugged yes. cheap? well cheaper than the F-35 anyhow. and look at Brazil's AF-1s, also known previously as the A-4 Skyhawks for example of how it is being done already
  21. looks good, now i'm wondering how far off the DAT Strikemaster is from a Tudor for the current team
  22. yakarov beat me to it. game selects main skin first, then based off of start year. i have multiple units or airlines on my multi engine skins because of setting the unit or airline as the serial number. in the case of the airliners i create a bare metal or white skin, then add the airline markings (2048 sized for the fuselage ones; they run the whole length). so there is a work around, it is just time consuming the pic is the same skin on all Airbuses (L90 iirc) to show what im talking the hardest part is the first one, getting everything lined up. after that, if you make a template like with a skin its just pluggin in the different items.
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