Jump to content

nuni

NEW MEMBER
  • Content count

    18
  • Joined

  • Last visited

Community Reputation

13 Neutral

1 Follower

About nuni

Profile Information

  • Gender
    Male
  • Location
    Spain
  1. Not crazy at all my friend! I already used it in my Battlecruiser, it is a little bit glitchy but it works, it is a giant invisible box around the ship that sometimes withstands several tactical nukes and sometimes allows a TU-95 rear turret to destroy everything hahaha, anyways I don't fully understand the damage mechanics of the game. Also, good news everybody! The carrier take off at 1000 meters of altitude works! I haven't try landing since the BC-304 has a little design failure... there is no back door to the hangar bay, you have to land from the front, I don't know how AI handle this... Here is some pictures of 16 F-302 taking off from both hangar bays! I used another invisibilty trick, the collision mesh for both decks extends way beyond the hangar bay so the planes have more distance to accelerate or land.
  2. Bad news, I made two tests with hovering groundobject, here are the results: 1. I used the LOD from my battlecruiser with the landing gears at Z= -300 meters as I used in the aircraft and I obtained this: The square is located in the coordinates origin of the model, despite having parts in Z - (which means that the rest of the model, even the landing gear is underwater). I made sure that the object data had at least one of the landing gears including the min max extentions. 2. I moved all the model 1000 meters above the origin in the 3DS file, and I obtained this, which I believe it confirms my theory: In a ground object the center of the ground object is always attached to the ground and it corresponds always the coordinate 0.0,0.0,0.0 in the 3DS model. This explains the second picture: a starship above and all the Mavericks shot going directly to the water hahahaha. Conclusion, we can make starbases and I guess we can take off and land from them, but AI strikes and directed air-to-ground weapons are likely to be an issue.
  3. I remember that I tried to Z offset groundobjects in SF1, but I think there was a problem because the center of the vehicle is always near to the ground. That is a problem because that could mean a flying carrier at 10000 meter above the ground but the target remains very close to the ground, which means that a strike to the carrier results in shooting at ground where there is nothing hahaha. However, I must recognise that my knowledge of modding was veeeery limited, I would like to give it a try in SF2 and review what an object_data.ini contains. Maybe I try it with the battlecruiser I made. In the case we make it work also means that AI would attack with air-to-ground weaponry, not air-to-air. We can try to put an invisible, static, aircraft dummy just to have an air target in the same spot of the space station hahaha.
  4. Hello everyone, I must say that this idea sounds great, I always wondered if terrains like these were even possible! and I am glad to see that there is people thinking and working on it. It is correct, the way I introduced the hovering was by making an invisible landing gear in the 3D model at the desired altitude, in my case 300 meters above the ground. I also wanted to implement vertical take off and landing (reason why I used an F-35B flight model). I also wanted to use that to make flying static targets by making separated models of the ships but without engines in the game so I could get a starship statically hovering a city in the middle of a ground and aerial battle hahaha. All of this can be perfectly implemented to make stations and motherships (taking into account that they would not be "really orbiting" unless they were in an geostatic orbit). Eventhough I am not investing too much time in modding right now I was thinking that my next ships would be more from Stargate franchise or The Expanse, and after seeing this post I would like to contribute with ground objects or whatever!
  5. View File BC-304 Daedalus-Class Battlecruiser Hi there everyone, I joined combatace almost 10 years ago and, after several attempts I finally managed to make this monstrosity. The mighty BC-304 Daedalus-Class battlecruiser from the Stargate franchise. It is the second generation of interstellar Earth warships made integrating alien reverse engineered technology obtained in the operations of the Stargate Command during the previous 8 years. It includes: - 28 automatic railgun turrets around the ship. - 16 VLS missile in the front deck silos, armed with conventional HE warheads or tactical nuclear ones. The range of this missiles are 150+ km. Since there is no name for these missiles I made it up as SSM (Standard Space Missile). - Advanced Trinium-Naquadah alloy armour (Steel with lots of hitpoints). - Reverse engineered sublight engines (that uses this naquadah as fuel, making the TSFC=0.01 as it possess a huge amount of energy so don't worry about consumption :) ). - Antigravity drive which substitutes the landing gear allowing you to hover at about 300 meters above the ground. Now you can stay above the tanks shooting down Beagles, watching how enemy AAAs fail trying to shoot you down muahahaha. - Shield generator that covers the entire ship, "theoretically" absorbing the damage before it reaches the ship itself. For those who are also like stargate franchise, no, I haven't made the also mighty Asgard Plasma Beam upgrade, but I will try to do something in future releases. I also included several skins of the different ships that appeared in the franchise: U.S.S. Daedalus - The first to be commissioned for USAF which is assigned to assist Atlantis expedition in Pegasus Galaxy. U.S.S. Odyssey - The second to be finished which remains in Earth. B.F.R. Korolev - Commissioned almost simultaneously with the Odyssey, given to the Russian Federation in exchange for the operations of the stargate. U.S.S. Apollo - The second to be assigned to Pegasus Galaxy. C.N.S. Sun Tzu - The first ship to be given to People's Republic of China. U.S.S. Hammond - The last known to be commissioned for United States, originally was going to be called Phoenix but they changed the name to honour the first General in charge of Stargate Command, George Hammond, after passing away. U.S.S. Phoenix - The name given to that ship in alternate realities. Some notes about this model: I don't fully understand the damage mechanics in this game, so despite of the fact that this ship have "advanced force fields" that withstand several tactical nukes, sometimes you can get shot down by the rear gun of a Tu-95. Since it is a very big ship (650m long) all the 28 railguns have difficulties aiming at small targets due to the offset of the guns. But they still hit big targets such as other spaceships of the same size, and sometimes big bombers like Tu-95. Anyways, if someone knows how to improve this, suggestions and ideas are very welcomed! The flight mechanics have been "developed" from FastCargo's F-35B, my goal was to have vertical takeoff and landing functioning but I have not managed to achieve that properly. This "plane" is quite special to fly, it has a 100+ times bigger inertias than the F-35 so don't expect to dogfight with fighter jets, just wait until they crash in your force fields :) Also, take into account that the size of this aircraft is such that you can not fly in regular squadron formations as it crashes with the other ships. It is ment to fly alone in air combat missions (however I would like to implement air to ground warfare in next versions). It has no cockpit, I just put it in the place of the bridge. I will try to do my own cockpit in the future. If you are wondering where I took these F-302 of the screenshots, they are from the A-Team Skunkworks. They also have the Death Glider so if you get it from there you can recreate some pretty good stargate battles! ********Any commercial use of this mod is CLEARLY FORBIDDEN!!! CREDITS for the material that made this possible: - FastCargo's F-35 that I used as a base for the INIs. - Effects included in Stary's EE3 for SF2 series used for the nuclear explosions in both ground and air. I know that this material also involve more people who put their best effort on it, I want to thank them sincerely, and also the people involved on the Viper afterburner effect that I was unable to track. I hope I haven't missed anybody! Also I would like to thank the modding knowledge in combatace which helped me to make this possible. And finally! The model itself is incomplete, I still have to add some parts like the communication deck and the sensors array and many more things, but Christmass time is over so I decided to upload what I have made. It is my first serius mod after having joined Combatace 10 years ago, after several attempts of doing sci-fi stuff, and now I finally managed to make this "living insult to aerodynamics". I really hope you enjoy it and of course I am opened to suggestions and feedback as this model is not perfect by far (a lot of things are not adjusted, it lacks more testing, it is like flying two carriers in a simulator not ment to do that, etc.). All things said, have fun! :) Submitter nuni Submitted 01/12/2020 Category What If Hangar  
  6. Version 1.0.0

    73 downloads

    Hi there everyone, I joined combatace almost 10 years ago and, after several attempts I finally managed to make this monstrosity. The mighty BC-304 Daedalus-Class battlecruiser from the Stargate franchise. It is the second generation of interstellar Earth warships made integrating alien reverse engineered technology obtained in the operations of the Stargate Command during the previous 8 years. It includes: - 28 automatic railgun turrets around the ship. - 16 VLS missile in the front deck silos, armed with conventional HE warheads or tactical nuclear ones. The range of this missiles are 150+ km. Since there is no name for these missiles I made it up as SSM (Standard Space Missile). - Advanced Trinium-Naquadah alloy armour (Steel with lots of hitpoints). - Reverse engineered sublight engines (that uses this naquadah as fuel, making the TSFC=0.01 as it possess a huge amount of energy so don't worry about consumption :) ). - Antigravity drive which substitutes the landing gear allowing you to hover at about 300 meters above the ground. Now you can stay above the tanks shooting down Beagles, watching how enemy AAAs fail trying to shoot you down muahahaha. - Shield generator that covers the entire ship, "theoretically" absorbing the damage before it reaches the ship itself. For those who are also like stargate franchise, no, I haven't made the also mighty Asgard Plasma Beam upgrade, but I will try to do something in future releases. I also included several skins of the different ships that appeared in the franchise: U.S.S. Daedalus - The first to be commissioned for USAF which is assigned to assist Atlantis expedition in Pegasus Galaxy. U.S.S. Odyssey - The second to be finished which remains in Earth. B.F.R. Korolev - Commissioned almost simultaneously with the Odyssey, given to the Russian Federation in exchange for the operations of the stargate. U.S.S. Apollo - The second to be assigned to Pegasus Galaxy. C.N.S. Sun Tzu - The first ship to be given to People's Republic of China. U.S.S. Hammond - The last known to be commissioned for United States, originally was going to be called Phoenix but they changed the name to honour the first General in charge of Stargate Command, George Hammond, after passing away. U.S.S. Phoenix - The name given to that ship in alternate realities. Some notes about this model: I don't fully understand the damage mechanics in this game, so despite of the fact that this ship have "advanced force fields" that withstand several tactical nukes, sometimes you can get shot down by the rear gun of a Tu-95. Since it is a very big ship (650m long) all the 28 railguns have difficulties aiming at small targets due to the offset of the guns. But they still hit big targets such as other spaceships of the same size, and sometimes big bombers like Tu-95. Anyways, if someone knows how to improve this, suggestions and ideas are very welcomed! The flight mechanics have been "developed" from FastCargo's F-35B, my goal was to have vertical takeoff and landing functioning but I have not managed to achieve that properly. This "plane" is quite special to fly, it has a 100+ times bigger inertias than the F-35 so don't expect to dogfight with fighter jets, just wait until they crash in your force fields :) Also, take into account that the size of this aircraft is such that you can not fly in regular squadron formations as it crashes with the other ships. It is ment to fly alone in air combat missions (however I would like to implement air to ground warfare in next versions). It has no cockpit, I just put it in the place of the bridge. I will try to do my own cockpit in the future. If you are wondering where I took these F-302 of the screenshots, they are from the A-Team Skunkworks. They also have the Death Glider so if you get it from there you can recreate some pretty good stargate battles! ********Any commercial use of this mod is CLEARLY FORBIDDEN!!! CREDITS for the material that made this possible: - FastCargo's F-35 that I used as a base for the INIs. - Effects included in Stary's EE3 for SF2 series used for the nuclear explosions in both ground and air. I know that this material also involve more people who put their best effort on it, I want to thank them sincerely, and also the people involved on the Viper afterburner effect that I was unable to track. I hope I haven't missed anybody! Also I would like to thank the modding knowledge in combatace which helped me to make this possible. And finally! The model itself is incomplete, I still have to add some parts like the communication deck and the sensors array and many more things, but Christmass time is over so I decided to upload what I have made. It is my first serius mod after having joined Combatace 10 years ago, after several attempts of doing sci-fi stuff, and now I finally managed to make this "living insult to aerodynamics". I really hope you enjoy it and of course I am opened to suggestions and feedback as this model is not perfect by far (a lot of things are not adjusted, it lacks more testing, it is like flying two carriers in a simulator not ment to do that, etc.). All things said, have fun! :)
  7. I started modeling not long ago, but when it comes to putting animations to the airplane model i don't know what to do. I mean, I actually know how to make animations in 3Ds, but in the data file of the plane i'm confused with ''animation ID''. It only works with the first animation but the rest doesn't work. So how can assing animations properly in an aircraft made in 3Ds?? Thanks anyway hahaha
  8. small oil rig

    Great job!
  9. you need Strike Fighters Project One, Gold or Wings over Vietnam or Europe
  10. i havent a model of f117 to change
  11. I thanked them in the readme, i think. Well i would like to thank the whole raptor team for the model.
  12. File Name: F-22C Raptor II File Submitter: nuni File Submitted: 30 May 2010 File Updated: 30 May 2010 File Category: Fictional Aircraft, Experimental and UAV's This is a modification of the F22A that I have done. It is the futurist F-22 that appears in ace combat 3 electrosphere. It is faster and it can carry more fuel and ammo. I tried to make it a cockpit like in the game but i couldn't. Enjoy it I would like to thank usafmtl to allow me to use his work in this mod. Click here to download this file
  13. Version

    1,386 downloads

    This is a modification of the F22A that I have done. It is the futurist F-22 that appears in ace combat 3 electrosphere. It is faster and it can carry more fuel and ammo. I tried to make it a cockpit like in the game but i couldn't. Enjoy it I would like to thank usafmtl to allow me to use his work in this mod.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..