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Cliff7600

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Everything posted by Cliff7600

  1. Deviant Art , French Navy

    Congrats for your 200th post! \0/ My guess is that in french a very young mariner is called a "mousse". This may have been confused with mouse. Just my guess... ; ) (retract the airbrakes or extend the hook! Do something! xD)
  2. From this book F-100D/F Super Sabre en service dans l'armée de l'air by Jean-Pierre Calka et Eric Moreau the only french loads carried are practice targets. All is US Bombs 1000 lbs : M-65A-1 750 lbs : M-117 (T-54) M-38E1 (T-28) cluster bomb M-129 (58E3 leaflet bomb) MC-1 (chimical) 500 lbs : M-64 250 lbs : M-57 100 lbs : M-30 25 lbs : M-76 (practice bomb) Napalm : M116A2 750 lbs BLU-1 Nuke : Mk28 EX mod0 or mod1 Mk28 RE mod1 M-21 (practice bomb) Mk-7 (practice bomb) DUB 19 (practice bomb) DUB 20 (practice bomb) Rocket pods MA-3 LAU-3/4 (Aero 7D) LAU-32 LAU-32A LAU-10/A ECM AN/ALQ-31 Chaff dispenser AN/ALE-2 IRM GAR-8 (AIM-9B) Target TDU-10/B Soulé Drop tanks (US types) 200, 275, 335, 450 US Gal ...in November 1970, 8 french air force F-100s performed an "airstrike" over french navy base at Hyères, dropping toilet paper loaded in the airbrakes ; )
  3. It's a long way... to the top if you wanna rock'n'roll Still on it ; )
  4. Geary, thanks for the F-86K skin : ) screenshot :
  5. This quick fix works for both, IIN and IIB : )
  6. Light quick fix : ---------------------------------------------------------------------------------------- [Engine1] ... ThrustPosition=-2.42,-3.043,0.0 [Engine2] ... ThrustPosition=2.42,-3.043,0.0 ----------------------------------------------------------------------------------------- [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 DragArea=0.560 AnimationID=1 HideGearNode=TRUE ModelNodeName=fStrut InsideNodeName=FGWELL ;ShockAnimationID=2 ShockStroke=0.23 SpringFactor=1.8 DampingFactor=2.0 WheelNodeName001=fw1 WheelNodeName002=fw2 RollingRadius=0.54 CastoringWheel=TRUE CastoringNodeName=fshock Steerable=TRUE MaxSteeringSpeed=11.0 Locking=FALSE MaxSteeringAngle=55.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 MaxLoadFactor=3.0 [MainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 DragArea=0.560 AnimationID=1 HideGearNode=TRUE ModelNodeName=Mstrut InsideNodeName=RGWell ;ShockAnimationID=3 ShockStroke=0.2 SpringFactor=1.8 DampingFactor=2.0 WheelNodeName001=rw1 WheelNodeName002=rw2 ;ReverseWheelRotation=TRUE RollingRadius=0.54 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 MaxLoadFactor=3.0 [LeftOutriggerGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 DragArea=0.460 AnimationID=1 HideGearNode=TRUE ModelNodeName=Loutrig // LoutriggerLeg ShockNodeName=LoutriggerStrut InsideNodeName=LEWELL ;ShockAnimationID=5 ShockStroke=0.15 SpringFactor=2.5 DampingFactor=1.8 WheelNodeName=low RotationAxis=X-Axis RollingRadius=0.28 CastoringWheel=FALSE HasBrakes=FALSE RollingCoefficient=0.005 MaxDeploySpeed=115.75 MaxLoadFactor=3.0 [RightOutriggerGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=6.0 DragArea=0.460 AnimationID=1 HideGearNode=TRUE ModelNodeName=Routrig // RoutriggerLeg ShockNodeName=RoutriggerStrut InsideNodeName=REWELL ;ShockAnimationID=6 ShockStroke=0.15 SpringFactor=2.5 DampingFactor=1.8 WheelNodeName=row RotationAxis=X-Axis RollingRadius=0.28 CastoringWheel=FALSE HasBrakes=FALSE RollingCoefficient=0.005 MaxDeploySpeed=115.75 MaxLoadFactor=3.0 Edit : If you try to park the plane, stay away from everything. Some collision points are wrong and don't fit the model, and you will hit something.
  7. In order to avoid a low quality release, I'd like to ask : is there somebody who would finish those skins? They're one sheet bmp only, no photoshop file. They need anti-aliasing, noise and weathering. If not, I'll release them as they are : )
  8. It needs some work to be finished Then yes it could be released no problem.
  9. I did that years ago, but I'm not the only one. panelling is awful lol
  10. This time I lost... This time I won...
  11. Here's my attempt [Tail] ... SystemName[004]=DummyTailWheel [DummyTailWheel] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=10.0 Setting[1].DeployValue=0.0 Setting[1].RetractValue=400.0 MaxDeflection=10.0 MinDeflection=0.0 ControlRate=1.0 AnimationID=4 [TailGear] SystemType=LANDING_GEAR Retractable=FALSE DeployTime=4.0 DragArea=0.25 HideGearNode=FALSE ModelNodeName=TailGear ShockAnimationID= ShockNodeName= ShockTravelAxis=Z-AXIS ShockStroke=0.11 SpringFactor=1.0 DampingFactor=2.0 WheelNodeName=TailWheel RotationAxis=X-AXIS RollingRadius=0.205 ReverseModelOrientation=FALSE CastoringWheel=TRUE CastoringNodeName= Steerable=TRUE MaxSteeringSpeed=41.15 Locking=TRUE MaxSteeringAngle=25.0 InputName=YAW_CONTROL ReverseInput=TRUE ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxLoadFactor=3.0 IsSkid=TRUE ContactPoint=0.0,-6.12,-0.575 The wrong thing is the tail wheel is not rolling anymore
  12. For the bomb bay, I draw a cross on it ; )
  13. Manoeuvre au sol

    I need to become a super sniper ...or stick with the "ram it" tactic lol
  14. @NeverEnough There is an issue on take off with the tail dragging the ground, and it should have been quite tricky for the real pilots. I use a trimming device and it's ok like that (never released yet, but almost all the planes I'm doing now have it) @Coupi If you ask me, I would say the tools are pencil, paper, calculator, protractor... a pen maybe? Seriously : ruler tools by FastCargo http://combatace.com/files/file/6314-ruler-tool-for-the-thirdwire-sims/ all the notes from thirdwire and from the knowledge base, already made planes and internet. Books as well : ) And 1 000 000 000 000 000 000 000 tests ...at least for a start. Much more after...
  15. I suggest to add this to the "SPITFIRE9E_COCKPIT.ini" (it won't change much) Instrument[026]=Canopy [Canopy] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyFrame MovementType=Position_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.6 Set[02].Value=1.0 ItemNumber=10
  16. I'd like to say that because the multiple skins for AI aircrafts are used by the data.ini file of the campaign [AirUnit032] AircraftType=CanberraBmk2 UnitName=No. 617 Squadron ForceID=1 Nation=RAF DefaultTexture=RAF1 <-- you could change here the skin for AI aircraft BaseArea=Köln-Wahn Airbase BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=10 MissionChance[CAS]=10 MissionChance[sEAD]=10 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=90 UpgradeType=NEVER
  17. ... Sea planes for Strike Fighter : ok it doesn't work, but.. What would you expect from a sea plane? I'm planning to re-release the Veltro2K's PBY-5, with Paulopanz's skins for Norway and/or Sweden, for WOE 08. The aircraft is already available in the JonathanRL's mods for SF2. So far, it has an alternate pit, and the ability to land and take off from water (not at full weight). The FM is edited. What about a fake bombsight? Sea planes, bombsight... things that are not really needed here. Just for fun...
  18. Thanks!!! I missed it You're right, it doesn't work for 1st gen install (both 06 and 08 patches) But with minor changes it's much better like that. Now it's awesome! (WOE 08) Lowest pass ever
  19. It's the same way in SF1 or SF2. (oops, edit : not the same exactly for the extracting of the file...) But don't mix the files, they're too different. Don't use files that are not exactly what you want. Open the files, look in them... if you understand what's going on you'll do it your own way. The canopy MUST be animated at the start, in the 3D model. It cannot be added later. Look at the link in the first post of this thread, download some files from the SF2 section, and try some little edits (back up your files before) And post your question in the SF2 forum, you'll have more views or answers for SF2 issues. In the data.ini file [Nose] (or fuselage... or something else...) ... SystemName[???]=Canopy and further in the data.ini file you have : [Canopy] SystemType=ANIMATION InputName=ANIMATION_?? DeploymentMethod=MANUAL AnimationTime=?,?? AnimationID=? You must know what the right number for each ? [???] next number in sequence ANIMATION_? is the toggle you want to use AnimationTime is in second AnimationID is the animation of the canopy, sometime you just don't have the right number 1 to 9 (maybe 10? but no more), sometime there's no animation at all. Sorry Wrench, we wrote at the same time and I took longer than you ; )
  20. If you use 1st generation mods for SF2... it might not work at all! Not a weight issue anyway. There should be SF2 entries that are different in the "open canopy file". According to your screenshots, check the LeftMainGear and RightMainGear parts in the [...]data.ini file [LeftMainGear] ... AnimationID=1 [RightMainGear] ... AnimationID=1 (Don't know if it will solve the problem...)
  21. I agree with you With Mk82 500lbs 1000 feet above ground level 450 knots 1 nautical mile Mk82 500 lbs x 6, 160 ms 10 000 feet above ground level 350 knots (417 knots true air speed) 3.3 nautical miles Mk82 500lbs x 4, 160 ms 20 000 feet above ground level Mach 0.75 5.5 nautical miles ...bomber pilots make History
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