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KJakker

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Everything posted by KJakker

  1. Merry Christmas!!

    Merry Christmas everyone, I hope we all have a happy new year.
  2. I have noticed a distinct lack of meteors is this thread. Lets fix that.
  3. Hope this helps. Note all units, time, distances, etc., can be listed down the 6th decimal place (0.000000) in game. ReleaseDelay=<--------------The time between when the launch button is pushed and the weapon is released is seconds. FusingDistance=<-----------The distance in meters along the Y-axis from the 0.0 point of the weapon's level 1 LOD at which fuse action initiates. ArmingTime=<----------------The amount of time after release before the weapon's warhead can detonate. It may also effect when the weapon starts guiding, i.e. maneuvering, toward the target. MinLaunchRange=<--------The minimum range in meters at which the weapon will be allowed to lunch. MaxLaunchRange=<-------The maximum range in meters at which the weapon will be allowed to lunch. Duration=<----------------------The amount of time in seconds that the weapon will exist in game after launch unless it hits an object or terrain. BoosterStart=<---------------The amount of time in seconds after release before the booster starts. BoosterDuration=<---------The amount of time in seconds after the "BoosterStart=" time that the the booster will apply thrust. BoosterAccel=<--------------The amount of acceleration the booster will apply in multiples of G, that is 9.81mps squared as defined in the EnvironmentSystem.ini file. BoosterEffectName=<----The name of the booster's effect. BoosterSoundName=<---The file name for the sound the booster makes while under thrust. BoosterNodeName=<-----The name of the booster's mesh if the weapon’s LOD has a separate booster that can detach after burn out. BoosterPosition=<----------The X, Y, Z, coordinates in meters for the position of the booster effect relative to the weapon's level 1 LOD. SustainerDuration=<-------The amount of time in seconds after the "BoosterDuration=" time end that the the sustainer will apply thrust. SustainerAccel=<------------The amount of acceleration the sustainer will apply in multiples of G, that is 9.81mps squared. SustainerEffectName=<--The name of the sustainer's effect. SustainerSoundName=<-The file name for the sound the booster makes while under thrust. SustainerPosition=<--------The X, Y, Z, coordinates in meters for the position of the sustainer effect relative to the weapon's level 1 LOD.
  4. Bit the big one!

    Wrench, have you considered building your own system? I am planing on replacing my case, motherboard, CPU, GPU, RAM, PSU, heat sink and hard drives over the course of this coming year.
  5. This should be what you want. RF-4 Camera Stuff.7z
  6. Former President and World War II US Navy veteran George H.W. Bush has died at age 94. https://www.nbcnews.com/news/us-news/president-george-h-w-bush-dead-94-n942536
  7. You might try increasing the arming time so that it matches the 5.2 secs burn time of the booster, set rail launched to TRUE, and see if the missile will clear the aircraft before making the lofted the pitch up.
  8. What is the "ArmingTime=" set to on those ALARM's in the video? Increasing the time on that may allow the missile to clear the aircraft before it starts guiding. Note that I checked in my SF2:NA folder and I have three different ALARM variants their, each with a different arming time. ALARM: ArmingTime=0.300000 ALARM_NP: ArmingTime=3.000000 ALARM_Up: ArmingTime=0.050000
  9. Just to be complete, in order for decals to show properly on the model the object needs a "with decals" setting to be turned on in 3DS Max when it is saved or it does funky things in game. Stephen1918 and I ran into that issue when assigning pennant number decals to the V & W class destroyers. You might need to be able to read the data the "with decals" flag adds to the object. Example of the issue from our development.
  10. Marvel Comics legend Stan Lee dies at 95

    From some 50 year ago and still relevant.
  11. I found this a couple of months ago and only just caught up with it this past week. The Great War YouTube Channel All Videos from THE GREAT WAR - chronological order THE GREAT WAR - WEEK BY WEEK 100 YEARS LATER S1 • E1 The Outbreak of WWI - How Europe Spiraled Into the GREAT WAR - Week 1 THE GREAT WAR - WEEK BY WEEK 100 YEARS LATER S5 • E46 Armistice - But Peace? I THE GREAT WAR Week 225
  12. Some interesting history videos I found.

    Unknown Soldiers Nationalism, The Great War, and Robert Prager
  13. Aviation Ration SEEK/SERE + Pilot MRE Reviews.

    Here are a couple more. 1967 Vietnam US Leg Holster Pilot Survival Kit Review Vintage Military Gadget Testing 1987 Canadian Food Packet Survival Supplementary Air MRE Review 72 Hour Ration Taste Testing
  14. Given all of the military and aviation buffs here I thought I should share these reviews of various military pilot survival gear/escape and evasion kits that I found. Below the inserted videos are links to a number of additional aviation food rations reviews sorted in chronological order by ration date when possible. Enjoy! Navy & Airforce Survival Rations & Pilots Kit MRE Review Emergency Food Bars Bail Out Liferaft 1944 USN M-592 Pilot Survival Kit Navy Ration MRE Taste Test Vintage Gadgets + Fishing Kit in a Can 1967 Vietnam Era Pilot Survival Escape Evasion Kit SEEK Test Fire Emergency Pen Flare Gun (Not MRE) 2013 USAF Survival Evasion Resistance Escape Pilot Kits Review SERE Medical & General (Not MRE) <<----------||---------->> 1943 WW2 British RAF Emergency Flying Ration MK 2 Military Survival MRE Food Review Time Capsule 1943 AAF Parachute Ration Survival MRE Review Meal Ready to Eat Tasting Test Oldest Emergency Food K 1944 US Army Air Force Air Crew Lunch MRE Review Pilot Ration Vintage Meal Ready to Eat Taste Test 1944 WW2 AAF Emergency Parachute Ration MRE Review Survival K Pilot War Candy Cigarette Oldest Food 1945 British Royal Navy Naval Action Ration Pilot Survival Vintage MRE Candy Taste Test Review 1940-1945 WW2 AAF Life Raft Ration MRE US Military Food Review Army Air Force Charms Candy Americana 1950 Food Packet Survival Tropic 2 Ration Korean War Pilot MRE Review Meal Ready to Eat Taste Test 1952 Food Packet Survival Tropic ST-3 Korean War Era Emergency MRE Military Ration Review 1955 Royal Canadian Air Force Food Packet Survival MRE Review Emergency Ration Meal Ready to Eat 1956 LA Food Packet Abandon Aircraft Survival Ration Oldest 60 Year Charms Eaten War Candy Life Raft 1950-60s British Royal Air Force Emergency Flying Ration MK4 Pilots Survival Candy MRE Taste Test Vietnam War Airforce Survival Rations & Pilots Kit MRE Review US 1969 Abandon Aircraft Food Packet 1970 Food Packet In Flight Individual MRE Review C Ration Military Airforce Pilot Meal Kit Unboxing 2014 Chinese PLAAF Long Voyage Flight Meal Air Force MRE Review Meal Ready to Eat Taste Test
  15. Sundowner, I have PDFs of the CF-100 flight manual if you want it.
  16. Some interesting history videos I found.

    Here are a few more videos by The History Guy. Reactor accident on Soviet Submarine K-19. Submarines, Balloons, and the Battle of Los Angeles. The Norwegian Rocket Incident of 1995 Taffy Holden, the Accidental Lightning Pilot USS Buckley vs U-66 Here is a link to the U.S.S. BUCKLEY (DE-51)'s action report for 6 May 1944 that is referenced in the video below if you want to read it for yourself. I first learned about this incident from the paperwork that came with a model kit of the Buckley that I built back in the 90's.
  17. Landed on the wrong carrier

    Here are a number of other examples, F4U to F-14. Also a Royal Navy Sea Vixen and a prank by the RN on a USMC F-4.
  18. Star Wars - Original Trailers

    Star Wars Trailer 1977 Star Wars "The Empire Strikes Back" Trailer 1980 Star Wars "Return Of The Jedi" Trailer 1983
  19. Looking at the Updated Korat RTAFB recently posted reminded me of something I have been wanting since I read When Thunder Rolled. Could someone make a relatively accurate static terrain object of the dog Rosco, 388th Tactical Fighter Wing mascot and honorary base commander, and the necessary data in the Targets and Types INI files for him to appear outside the Korat RTAFB Officers Club from May 1966 to September 12th, 1975. Below are links to some sites with photos, a bit of film, and info about Rosco for modeling and skinning reference. The Vietnam War Years of Korat Royal Thai Air Base - Roscoe - Photos and stories about the dog who "commanded" an Air Base from those who raised Roscoe, to those who encountered Roscoe, to those who have guarded his legacy and legend! Robert W. Smith - autobiography - Limited Weapons, Assured Defeat Chapter 5 - Limited Weapons, Assured Defeat, 13 October: Rosco photo. Find a grave - Roscoe Dog (1965-1975) There is film of Roscoe in the video below, the link should have the correct time set, if not then he appears from time index 26:36 to 27:09, about 33 seconds in total.
  20. @ravenclaw_007 I noticed a possible issue with a difference in the fusing distance on the slick vs retarded TDD Mk81 bombs. The Mk81_TDD, Mk81_N_TDD, and MK81_Ng_TDD have a "FusingDistance=10.000000". The MK81SE_TDD, MK81_N_SE_TDD, and MK81_Ng_SE_TDD have a "FusingDistance=0.000000". Is this difference in fusing distance done on purpose or is it an error? The TDD fuse on these bombs look like they have laser proximity emitters, if so and 10m range is intended then I would suggest "FusingDistance=10.686600" based upon the info i provide below. In testing SAM's with Snailman and Spillone104 we found that weapons have no hit boxes/collision point. Only WeaponDataType=7 which are Cruses Missiles have any collision entry in the DLL files and that is only so that they can be shot down. What FusingDistance= does is set a maximum fusing distance away from the weapon LOD's 0 point in a straight line along its center Y-axis. This behavior matches a remark I remember TK made when he was ask about proximity fuses on the AIM-54 over on the TW forum back when SF2:NA came out. As such you might want to set the "FusingDistance=" for weapons's out at the point where fuse action would be initiated even it it is a contact fused weapon. On a regular MK81 for example this would be a "FusingDistance=0.756900"... ...and on an MK81_FE it would be a "FusingDistance=1.673000". The MK81_TDD's TDD_base mesh with the four laser rangefinders on its base has a MinMax center point of 0.6866. ((0.6935 - 0.6797)/2)=0.0069+0.6797=0.6866. Then 0.6866 plus "FusingDistance=10.000000" = "FusingDistance=10.686600". On your AIM-4E it would be "FusingDistance=1.209000". If you wish I could go through your entire Weapons Packs 1 and 2 and adjust all impact fuse and A2A weapons according to this discovery.
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