-
Posts
107 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Nuni
-
From the album: SF2 Moon Conflict
Orion vehicles flying along a group of heavy long range variants. -
Moon & Mars
Nuni replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't know the reference buuuuut it is still on my list of weapons devices and instruments to add to a spacecraft -
Moon & Mars
Nuni replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The Space Force is working again, introducing the Space Intercept Missile - SIM-9A Spacewinder with a larger vacuum adapted nozzle and a powerful reactive control system: -
Laws of physics, rest in peace...
-
Be sure to have the pivoting axis well aligned with the turret, and in the position of 0 to all angles, (looking forward) even if it is also a tailgun, because it is going to be the reference position for the angles of the INI. Like this: I oriented the turret the same way for the front and rear ones, then the angles of operations are introduced by the INIs values. Just select your yaw moving part, orient it looking at the front of the aircraft an then select "Align to World". I remember to do that when I worked with turrets. This is the only reason why your problem happen that I can imagine hahaha
-
I would try writing the angles like this: MaxYaw = 210 MinYaw = 150 Min and Max Yaw defines the beginning and the end of the angle interval respectively, the turret will only move between these two angles, I have been watching some INIs and they could either go positive or negative but it must have the same sign. (In case of negative values that would be: MinYaw = -210; MaxYaw = -150; DefaultYawAngle = -180) As for the orientation of the turret, I don't find anything to explain it unfortunately, I would be curious to see the local axis of the mesh in its default 0 angle possition, maybe it is because of a missalignment between the turret and it own set of axis.
-
The problem is that you want to adjust the Yaw angles of the turret to fit between those points? If so I would measure the limits by moving around the turret in 3ds studio max with the rotation tool, or just try different values of limits that are at the same angular distance to 180 degrees since it looks like a tail turret. Does this answer your question?
-
ThirdWire.... What a shame !!!
Nuni replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Maybe the people who grew up with SF1, SF2 and this place learn how to code another simulator one day, now that would be beautiful! -
S! I hope Buzz Aldrin lives long enough to see Artemis landing on the Moon
-
Sure that the pictures are false, they have curvature and everybody knows Mars is also flat! I can't believe that everything has gone well without any kind of failure, all the engineers and scientists must be really proud I hope that the Weather Station made in my beloved Spain works well hahaha
-
Flak AAA mechanics
Nuni replied to Nuni's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
They are made of anti-matter! The future is here muahahaha -
AI tail gunners aiming
Nuni replied to Nuni's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes I have for each one of the 28 turrets this lines: [Gunner01] SystemType=GUNNER_STATION SeatID=3 GunnerID=1 PilotModelName= SetCockpitPosition=FALSE ShowPilot=FALSE Position=33.276,305.78,28.51 MinExtentPosition=30.142,301.251,25.226 MaxExtentPosition=36.411,307.52,30.36 PitchModelNodeName=TurretBarrell01 YawModelNodeName=TurretHull01 GunRange=10000 GunnerFireChance=100 GunnerFireTime=4.8 GunnerAimOffset=0.08 GunnerAimAccuracy=100 PitchAngleRate=45 MaxPitch=70 MinPitch=0 DefaultPitchAngle=25 YawLimited=TRUE YawAngleRate=50 MaxYaw=130 MinYaw=-60 DefaultYawAngle=0 [Turret01L] SystemType=FLEXIBLE_GUN GunTypeName=30MM_GAUSS GunnerID=1 MuzzlePosition=33.925,311.9,28.51 MaxAmmo=3000 TracerLoading=1 BurstAmount=10 MinExtentPosition=30.142,301.251,25.226 MaxExtentPosition=36.411,307.52,30.36 [Turret01R] SystemType=FLEXIBLE_GUN GunTypeName=30MM_GAUSS GunnerID=1 MuzzlePosition=32.617,311.9,28.51 MaxAmmo=3000 TracerLoading=1 BurstAmount=10 MinExtentPosition=30.142,301.251,25.226 MaxExtentPosition=36.411,307.52,30.36 And actually I realised that the commands I asked are not in the gunners code hahahaha The problem is that, they bullets looks that they follow a path more less parallel to the line between the center of the ship and the target, but the cannon is way far from the center of the battle cruiser (we are talking 100+ meters away) so I would say that this is a problem of offset, like I guess, large warships have also isn't it? I will do a sketch of this hahaha The bullet tracers should be going to hit the fighter jet in this picture, but they miss like a loooot -
Hey guys, I wanted to know if how large objects like warships compensate the offsets of their AA guns. I am sick and tired of not hitting small targets with the battlecruiser. It barely shot down a pair of Tu-95 from an entire squadron of 12! I don't know if commands like RangeFinder or BallisticComputer have an impact on the gunner, or maybe fire control radars have some utility. This is how good at aiming are those cannons, and I just checked, one cannot put flaks on the ship, they don't work...
-
Flak AAA mechanics
Nuni replied to Nuni's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Okay, I made my first test. I took the 40MM_L60 Bofors cannon from a M42, and I changed the following line in the GunData: WarheadWt=9.0 to WarheadWt=99999999.479980 What do you think it happened when A-10 went to hunt down two M42 in the middle of the desert? ... Yaaaaaaay, Nuclear rounds!! Also I tried setting tailgunners to shot flaks but appearently it didn't work, is it as easy as setting true to TimeFuzed? May be I am missing out something... -
Flak AAA mechanics
Nuni replied to Nuni's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I love air to air missiles with nukes, that is why I filled the battlecruiser with 16 of them hahaha, I remember myself a bunch of years ago playing with the nuclear falcon in WOE, it was great shooting down entire squadrons at once! I will! -
Flak AAA mechanics
Nuni replied to Nuni's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Now I want to do experiments with this, would a flak explosion match a nuke if I put a freaking lot of tons of explosives per round? If I turn into flak the 56 cannos of the battlecruiser, would it shoot down at least one fighter? Who knows, it could be the rebirth of the flak as the deadliest of all! -
Flak AAA mechanics
Nuni replied to Nuni's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Exactly, that is how I feel about flak too, if there are flaks near me I just think...not going to waste a Maverick on that thing... hahahaha -
Hello everyone, I have always wondered how the flak cannons works within the game, I mean, I have seen a lot of times the fire of M-42 or ZSU-52, but I think they have never shot me down with the flak fire. (Well I have played basically with jets all my life, it might be more effective with several big a slow targets like a squadron of B-17) So basically, do they work? can you receive damage from a flak explosion? does it have a blast radius or something? on which parameters depends the force/size of that blast? I want to use it because I recently started watching Battle Star Galactica and I was thinking in adding some flaks to the battlecruiser to compensate for the poor AI aiming (almost inexistant because of the incredibly huge gun offsets) Thank you!
-
how to export lod?
Nuni replied to one4five's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi there! I learned by watching this tutorial, it explains the installation procedure. Basically you have to enable the button inside 3ds max. -
Just as the operation Desert Thunder began, the confident and proud forces of Dhimar and USA launch into the battlefield over Paran. An enormus aluminium cloud composed by F-4s, A-4s and B-57 crossed the frontline to bomb the heart of Parans military infrastructure, not knowing what was waiting for them... Within minutes, all squadrons that didn't drawn quickly from the strike, dissapeared from the radar. Those who managed to return to allied soil witnessed enormus explosions, planes vanishing... After hearing what intelligence reports had to say, a new installarion of extraordinary cannons was built deep in Paran soil, cappable of accelerating rounds to enormus speeds and tear down any air unit in a 80km range. Something must be done about it if they want to win the war... Thats what happened when I put this experiment in the desert terrain and played a campaign hahaha. Here is more footage of it for the ace combat fans:
-
- 8
-
-
-
- stonehenge
- paran
-
(and 4 more)
Tagged with:
