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Nuni

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Everything posted by Nuni

  1. Tactical Laser System Pods

    Thank you! And yes, the cockpit view is an issue, it appears that the closer you get to the beam the less visible it becomes... I don't know how to fix that actually hahaha
  2. Tactical Laser System Pods

    Then I hope you really enjoy it!
  3. View File Tactical Laser System Pods **** Tactical Laser System Pod (TLS) **** _______________________________________________________________________ This mod contains the Tactical Laser System from Ace Combat franchise. You will be able to fly with a powerful laser beam generator, that can tear a carrier up, blow up half of an airbase, or split in two bombers from 10+ km of distance. The pack includes three versions of the TLS pod: - TLS-01: A generic POD available to all countries - TLS-01_F-15: Specific for F-15E - TLS-01_Su-37: Specific for Su-37 (The exact F-15E and Su-37 are detailed below, they must be downloaded) _______________________________________________________________________ *Installment: Drop the content into your mod folder (C:\Users\[User Name]\Saved Games\ThirdWire\[ModFolder]) as usual, taking into account a couple of things: 1. There are two aircraft (F-15_14 and Su-37 Terminator), both folders only contains two modified INIs. One is the DATA.INI from each aircraft and the other is for LOADOUT. Both aircraft are the ones having its own dedicated TLS Pod in Ace Combat 7, thus I picked both of these aircrafts from the excelent Add-on mods that we have here. In case you don't have them, you can download them from these links, install them and then copy the modified INIs which includes the laser pod and loadout (AirToAirLaser). The links to download them are: F-15_14: https://combatace.com/files/file/16161-sf2-f-15-strike-eagle-super-pack-redux-2018/ Su-37 Terminator: https://combatace.com/files/file/15049-su-37-flanker-f/ 2. Once you install the Red Laser Gun and copied some lines into the BulletObject.INI there is a chance that the laser wont appear while you are firing it. In order to solve this you should copy these lines in the R-TLS_Data (inside Guns folder) [RedLaserEffects] TracerEmitterName=RedLaserBeam GroundHitEffectName=20mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=20mmObjectHitEffect ObjectHitSoundName=Impact3 ArmorHitEffectName=20mmObjectHitEffect ArmorHitSoundName=Impact3 AirBurstEffectName=FlakEffect AirBurstSoundName=FLAK3 Then it should work fine. ________________________________________________________________________ TO SOUNDLIST SoundFileXXX=TLS //---------------------------------------- [TLS] Priority=HIGH Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=3000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 ________________________________________________________________________ KNOWN ISSUES 1. The generic pod may not be visible during the loadout screen, this may happen because the measures of the pod exceeds the limits from the Gun Pod station of the aircraft. It can be fixed by adjusting the length/diameter/weight limit in the weapon station of the aircraft. Measures of the Pod (estimated from images of the AC7 pod and the real measures of a SUU-23 Gun Pod): Mass: 1406.7 kg Length: 7.312 m Diameter: 0.92 m (moreless) 2. Also, I have not managed to fly with the full loadout of the Su-37, in my case It only loads the laser pod and the rest of the pylons are empty (I have to select the weapons manually), I guess this may be a problem of my installation, if anybody has this problem tell me. ________________________________________________________________________ Special thanks to: F-15: viper63a Su-37: denissoliveira Effects from which I developed the laser beam effects, I took them from Stary Unified Effects Pack. And everyone who contribute in these projects, which are truly masterpieces. ________________________________________________________________________ And as always, this is a FREEWARE, any distribution under payment of these files are strictly forbidden. Finally! If there is any problem or you want to give me your feedback I will love to hear it, I hope it works well and enjoy! Nuni Submitter nuni Submitted 03/03/2020 Category Weapon Packs  
  4. Nuni Orbital Industries Advanced Energy Systems has the pleasure to present two new weapon system prototypes. 1. The tactical laser: Implemented as a gun system with more than 10000m/s muzzle velocity, and continuous fire capacity. (Just need that good old laser sound from AC) Its lightweight design will allow its installation in ground stations and even fighterjets! A major contract has been already signed with Boeing and Airbus to install a prototype adapted to space, another step towards the promised Colonial Fleet! 2. The Asgard Plasma Beam: Equivalent to a 90000kg penetration warhead, fast enough to reach the designated target in a matter of seconds. Our brightest scientists and engineers will continue to work on the projects. Soon our outer colonies will have more news from Earth!
  5. Hi there, also an AC fan! I truly love AC5, also 2, 3, 4 and 0! I remember when I started making 3D stuff, I tried to make the super fighters like ADFX-01 Morgan, or some of the cool looking futuristic ones from AC3 like the R-101 Delphinus and the R-211 Orcinus, but they are either lost or lame hahaha. I also tried to make a R311 able to reach Mach 4 but that was too ambitious by then Totally agree! I have been using every AC soundtrack during studying sessions for years hahahaha I always wondered if there was a way to put AC music into SF series. I also remember putting it in my headphones meanwhile I was flying with my F-4 over Paran hahaha
  6. Unfortunately it is impossible for my PC to handle this game, in the future I will fly over Usea again! (actually I rescued my brother's PS2 and I am currently looking for AC4 and a functioning controller, and I already finished AC2 hahahah)
  7. Awwwww maan, an Arkbird was my dream also, but lasers are a thing! And one of my first plane attempts was an ADFX-01 Morgan. Just for the record, I am a huge fan also, from Air Combat to AC infinity, yet I don't have a console to play AC7 :(
  8. Hey guys I just open my old external hard-drive and I came across with some old designs I made for SF2 and SF1 during almost a decade, almost none of them have been concluded but there is a lot of work done. They could be implemented on this mod I think (changed to belong to the different nations of this mod): First we have the always-ready-for-combat Terran marine with a generic texture. It managed to be in the fields of Dhimar with a flamethrower (firebat) version that I couldn't find. With their power-suit and gauss rifle it could also be the leading infantry in the Moon and Mars. But the marines need some help breaking the trenches on the planet surface, so I also made the Crucio siege-tank also from Starcraft (I had a time obsessed in doing starcraft stuff hahaha). This one also made it into the battlefield but without skin, both in tank mode and in siege mode (static and armed with an artillery gun). Even in other planets, air superiority will be a priority, a stellar fighter must be deployed as well: The terran wraith, which I managed to make it fly (with the obvious landing gear issue) and shot some cool red lasers around. Also without textures or decals... The cockpit was a problem because I have to estimate the size of the spacecraft and once I put the pilots on it turned out to be incredibly big. As I had to make it smaller I also discovered that it becomes very small with the right adjusment in scale for the pilots, which means, normal air to air missiles were too big to fit them inside the inner part of the wing. And finally here comes the big stuff... The mighty battlecruiser, which I used to learn how to make skins. It is more than a kilometer long and my idea was to make a missile to look like a huge plasma volley so it can shot its spinnal plasma cannon (along with a handful of automatic defense turrets of course!) at very long ranges. Before the starcraft stage I also had the Halo stage, when I made my first big boy, the typical human frigate, my intention there was to also make its spinal magnetic cannon work by a very fast and powerful missile with a huge fire effect hahaha. This one made its maiden flight lots of years ago in SFP1 with its automatic turrets functioning. But that was much for me to handle by the time... I didn't even know I made it flight in the first place! And last but not least, I also have a Ace Combat stage (the first one of all actually), so in order to defend a lunar/martian capital city from enemy battlecruisers there must be a mighty and powerful anti-aircraft system that is worthy of the name "planetary defense". The Stonehenge cannon! I remember making an early stonehenge facility in Desert terrain, far away in the south were there is a magnificent cannon, deep enough to fly it through avoiding a lot of air defenses until you reach the other side of the mountain range near the facility! I simply used them as a SAM site (I think I took the Patriot missile launcher .ini) and made them shoot very fast, nuclear missiles with a waaaaay oversized shitty explosion effect made by myself since I didn't know aerial nuke effect existed... I dreamed of making a whole stonehenge facility and put them in the middle of Paran, so you could see squadrons disappearing from the radar as the stonehenge cannons attacked them (obviously at enoooormus ranges). Dhimar and the United States will send them several raids to destroy them little by little (as they could be replaced). And if you were lucky enough to conquer the facility with ground troops you could kick the last enemy air forces easily! The one of the picture is an updated version I made for SF2. And that is all folks! I have more crappy things (attempts to make ace combat futuristic fighters, floating cities, alien fighters, flying 36km-wide saucers independent day style, tunnels where you can fly inside to destroy things...) but not worthy/successful to be shown hahaha, I always thought it would be great to merge all this stuff in a single sci-fi mod may be there is a chance here (for a veeeery futuristic scenario). What do you think?
  9. Hey there everyone, I know this question is a little worn out at this point buuut, I want to start including decals in my designs but I don''t know how to start. I have tried to find some Decals notes in the forum and in thirdwire but I haven't been lucky. Is there any document, tutorial or thread to implement decals in 3DS? Thank you in advance!
  10. Understood! and yes, that would be nations and squadron name/name of the vessel (as I introduced the different starships as squadrons). And another question, how damaged skin works? is that a particular type of decal? is it a hidden mesh like the afterburners? or is it a totally different thing?
  11. Hahahaha it's not secret, It's just that the first aircraft that I uploaded here can't be called "plane" since it is 650 meters long. I would like to learn how to make the model better! And your explanation is quite helpful, so decals positioning is in fact independent from the actual mapping, it just needs proper sizing and positioning (that seems to be easier saying than doing it hahaha). Thanks for the help!
  12. Woow That is a lot of material to work with! I'll check all the tutorials out. Well my very first question is, how do I create the space for them in the model's UWV map? I guess I should create layered textures, but I don't know exactly how to do it hahaha In the "plane" that I made, I just created entirely different textures for every skin I wanted to make, but I guess it is easier to just change the decals for each country or squadron. I also want to know how to make damage textures to make it more realistic when receiving damage. There is a whole world of things that I need to know in order to make a good aircraft actually hahahaha And thank you everyone for the quick reply
  13. I obtained them from A team skunkworks, although I use them only for screenshots with the BC304. I would like to make my own ones.
  14. We just received a picture from the U.S.S. Odyssey helping in the construction of the first lunar airbase (or spacebase?), which will help in the development more of human outposts. They will carry the textures in later trips...
  15. 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.
  16. 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.
  17. 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.
  18. 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!
  19. Version 1.0.0

    197 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! :)
  20. 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  
  21. Version

    434 downloads

    This is the famous plane ADFX-01 that appears in AC Zero. I made this model in 3D Studio Max 8 but i dont know how to complete it. Please if someone could complete it I'd really be thankful. Este es el famoso caza que aparece en Ace Combat Zero. Hice este modelo en 3D Studio Max 8 pero no se como completarlo. Por favor, si alguien pudiese hacerlo estaria muy agradecido. The plane avionics and weapons appears in http://acecombat.wikia.com/wiki/ADFX-02_Morgan, but sometimes i used the avionics of the Falken. Los parametros del avion y sus armas pueden ser vistas en http://acecombat.wikia.com/wiki/ADFX-02_Morgan, pero a veces, yo he usado la avionica del Falken.
  22. 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
  23. Version

    1,446 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.
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