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Everything posted by daddyairplanes
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own personal experience, when i did a redux of the TW DLC USAF Phantom skins, i was told in here (CA) that so long a some noticeable change was made to the jpeg, it should be fine to include them. I opted not to in the end because they were the main feature of that DLC, but the consensus as told to me was that if it had a significant difference from the original and the lod was not included it was fine. was many moons ago (2013, iirc Dave being the one sayin go for it) but i think still applies
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Template for Su-47 by ivanbasic
daddyairplanes replied to zachtan's topic in Mods & Skinning Discussion
because those of us who have created things for this game, shared, and then seen them passed off by someone else as their own work tend to get annoyed. the game and many models used in it are in fact old, but the people who work on it still are keeping it somewhat fresh (and with many more player flyable options than other combat flight sims) if you've never had anything stolen from you, we really cant explain it to you. if you've had so much as a coin stolen from your lunch money, then its the same principle on a different level thats why people care -
Template for Su-47 by ivanbasic
daddyairplanes replied to zachtan's topic in Mods & Skinning Discussion
Capun: You'll be shot for this! certain CA members: Nah, I don't think so. More like banned. I've been banned before -
wind storms in spring. when in Ft Bliss (El Paso) in May of 2012, walked three blocks through a dust storm to get dinner. watched a SQUARE pallet rolling like a wheel down the street next to me. called for a ride back. them trees wouldnt have phased me at all during those few weeks
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Philippine Sabres in camo, anyone have more pics?
daddyairplanes replied to Stratos's topic in Military and General Aviation
cursory searches of airliners.net, flickr, and photobucket are suprisingly empty. try searching out PAF veterans groups on FB. the similar groups for USAF have been very helpful when researching my recent projects -
the N version has been done some years ago, tho i need to update it (better understanding of how serials work now than then). its available for DLC and STORMs version. I have an S buried in the toughbox of uncompleted projects. mean to get to it soon. tga inspired by myTai's work. and as i do, would be a complete everybody start to finish right after SAC Twilight (all the planes SAC used in 89-91), upgraded nukes, functional ASW, 747-100/200, and possible 737 and airport ground object support (airliner models), and eventual ODS(two months not two weeks) funny thing is I phirst got into this sim because of Phantoms. admittedly got a bit burnt out after the N released, but S is still somewhere on the todo list
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unfortunately not until someone makes a new pit. our BUFFs are similar to the real thing tho; old model but getting constant upgrades
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Nuclear Weapons Redux (70s and 80s)
daddyairplanes replied to daddyairplanes's topic in Mods & Skinning Discussion
AGM-129 is in here https://combatace.com/files/file/13046-cruise-missile-update-pack-for-sf2na/ but its extremely basic, with no intake even (its intake was flush on the underside) will look at the Genie later this evening -
Nuclear Weapons Redux (70s and 80s)
daddyairplanes replied to daddyairplanes's topic in Mods & Skinning Discussion
well dammint, thought someone had fixed it couldnt remember who do you know if theres a Genie and/or ACM thats fixed up as well? -
Nuclear Weapons Redux (70s and 80s)
daddyairplanes replied to daddyairplanes's topic in Mods & Skinning Discussion
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Why didn't the World War 2 era take off for SF2?
daddyairplanes replied to swambast's topic in General Discussion
the time is the big killer and that takes it back to interest. with the ability to use blender to make models now, someone hopefully will - have the interest in the subject - put in the effort to learn blender effectively - have the spare time for the two above -
Why didn't the World War 2 era take off for SF2?
daddyairplanes replied to swambast's topic in General Discussion
a clarification on turrets: they all shoot at the bad guys. but you cant switch positions like some games and man a gun. at least thats how i read the question, sorry if im being knuckleheaded again. and consistency issues on the prop FMs? thats a polite way to put it (esp looking at the site that bans) -
Nuclear Weapons Redux (70s and 80s)
daddyairplanes replied to daddyairplanes's topic in Mods & Skinning Discussion
update the B83 isnt looking as bad as i thought it was, even before playing with it. amazing what some strategically placed lines will do to alter the nose shape the Hound Dog proved to have bad mapping tho, with several parts overlapping like a canard over the back end of the fuselage (lower left corner). shame cause i wanted to make a camoflaged one like the last 5 years or so of operations -
lookin good so far. patience and practice, everyone starts somewhere
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Tactical Air Navigation System
daddyairplanes replied to GKABS's topic in Mods & Skinning Discussion
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 -
Nuclear Weapons Redux (70s and 80s)
daddyairplanes replied to daddyairplanes's topic in Mods & Skinning Discussion
well my usual anti ship weapon for the Soviet battle groups in the North Atlantic is a triple shot of AGM-69s so......... -
so i've been going through KB331's old weapons kit and looking at the nukes. there are some issues noted, and once again im asking for any modeler to help out and knock out some simple yet more accurate shapes. by the numbers B28RE this is the parachute retarded version of the B28 external carry bomb. current version in game does not have a chute, and has four fins to 3 IRL B53 9 megaton special weapon back end needs corrected with wedge shape, fins thicker B43 70kt and 1.1MT nuclear weapon this actually looks ok in game. however, the original max file had the bmp named as B-58pods and the white areas next to and on the orange chute? thats all the mapped space for the weapon(not any of the stuff in the upper half) given its a 256x256 bmp, its a very small space to detail. it also needs a parachute retarded version, as well as regular. in photos seems to be no difference in shape between the versions B83 Nuclear weapon it just seems a bit off in the fin shape, and the nose is stepped rather than smooth. not a high priority compared to others. a redux would also need a chute to retard it B57 nuclear bomb and depth charge we dont have this at all as far as i can tell. B28FI, RI, and EX models are good to go, the Mk41/B41 bomb and Hound Dog missile are good with light reskinning, B61 has been updated in depth recently, and SRAM probably good to go with reskin. i can do major skinning once a map (even all one color) is provided, and aim to release a post 1968 pack (after all MKxx weapons became Bxx). this was originally to be a release of all the B28 models (KB331s updated and russouk2004s new models) but once again im getting ambitious. ini work i can also handle, just not the models (esp those needing chutes) thank you in advance for any help you modelers can give, and hopefully this one can get knocked out fairly quickly
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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
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Virginia ANG off experiencing the English countryside and accompanying weather so this is a Thunder themed thread ......
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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
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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.
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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
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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)
