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KJakker

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Everything posted by KJakker

  1. The "B-47E_DATA.ini" file in the primary download is corrupt. The one in the Mirror is okay.
  2. I have started playing around with Gmax and I think I am starting to get the hang of its basic features. One issue I have however is a visual effect whenever I click on anything in one of the windows. Here I have created a cube and everything looks fine. Whenever I initiate any action inside any of the view windows they flash ether black or white and depending upon the action preformed the windows might stay that color until I use the mouse to initiate another action in the program. I can drag or rotate an object just fine for example but every time I start an action "flash". I also sometimes get distorted image copies of the Gmax program popping up when an action is initiated instead of just the blank windows. Same on and off behavior as above. Does anyone have any idea as to what is causing this and how to fix it? It is interfering in my attempts to learn the program. My system is an i7 920 with 12GB of RAM and a GTX 760 displaying with 1920x1200 24 inch monitor.
  3. I am working on my first scratch built 3D modeling project. A Quad 1.1 Inch anti-aircraft gun. I am doing the primary construction in Google SketchUp and then I am going to import it into Blender to give it pivots, and assign it materials. I would eventually like to get it setup in such a condition that it can be imported into MAX and make it available to the CA community. I would appreciate any advice members have to offer on improving upon this project and my own skills. Edit: Fixed a miss spelled word.
  4. Thanks for the info on gmax, although now I have to figure out how to use a new piece of software. That is what I like about sketchup, the low learning curve, it is the closest thing I have yet found to my grandfather's drafting paper. As for the polygon count, I took a look at some of the WWII ships and I see what you are getting at. I was trying to be to close to the photographs that I have. I think I am going to start a new low poly 1.1 model for in game use.
  5. Did you read the "Product License" and the "Standard Royalty Free License FAQ"? I think Erik or one of the Staff member like Dave would have to review it and check it against the CombatAce rules first. Standard Royalty Free License FAQ Link A quote of the License itself below.
  6. Thunder Over Michigan

    I wanted to go to that but some issues came up this weekend and I forgot about it.
  7. Where is that Lexington from? I would not mind seeing a version of that model updated to represent USS Saratoga, CV-3 in her post January 1944 configuration with 16 5inch/38's in four two gun and eight single mount, 23 quad 40mm and 2 twin 40mm mounts, and 16 20mm Oerlikon's.
  8. New Japenese Destroyer

    Maybe they should have called them "through-deck cruisers" instead.
  9. I just ran the numbers and if everyone with 100 post or more were to simply take a bag lunch instead of stopping for fast food just once and put the saved money toward a simple Choice Member subscription it would earn CombatAce $4635.65. I think that if everyone who regularly uses CombatAce were to donate or buy a subscription at least once a year it would help out tremendously with maintenance and upgrades. I will admit that I have only purchased subscriptions twice due to, at first a lack of awareness of the option, and after that to limited funds, however having run the math I am sure that I will be subscribing again. Erik, thank you for a the work that you have done and are doing.
  10. I don't have much money to spend right now but I had to purchase another subscription to show my support.
  11. I was wondering what the criteria is to cause an aircraft to completely denigrate in one hit? I have seen it happen, for example one time I blew up a MiG-17 with a 30mm cannon shot right up its tailpipe. However I have been trying to get a SAM to do the same thing without success so far. I would like to be able to do it so that missile gunners on ships will stop wasting missiles on the falling fuselages of an already hit aircraft and switch to unengaged targets. Any help would be appreciated.
  12. Glad to hear that you have everything working.
  13. I don't have any torpedo bombers in any of my installs at the moment but from experience with other aircraft not using their weapon the first thing I would do is check the aircraft loadout.ini, the weapons station entry in the aircraft data.ini and the US aerial torpedoes, the Mk13 I think, in the weapons folder, and make sure all of weapon names, StationID, StationGroupID, AllowedWeaponClass, and AttachmentType, match in all files. Also open up the data file for both the USN and IJN Torpedo bombers and compere the AI data entries. Best to eliminate the simplest possibilities first, all it takes is for one letter to be off and the USN torpedo bombers don't have any torpedoes.
  14. Great set of pictures! Makes me wish the Downloads section of up so I could get the aircraft I don't have to play with.
  15. I was wondering if anyone had Dog model that I could insert as a static ground object at Korat RTAB in SF2:Vietnam? http://www.frontiernet.net/~freitag/Korat/roscoe.htm
  16. 'Lady Be Good'

    I saw a documentary on Lady Be Good a number of years ago. It is one of those stories in history that makes me shake my head over the event chain that lead to tragedy.
  17. Rockets.............

    I heard of this idea being talked about a number of years back as a way to avoid having to expend ordinance like the Hellfire and Maverick on small or low value targets.
  18. It reminds me of the F4D-1 Skyray in layout. If it comes out I will be downloading.
  19. Could someone please let me know which units flew the F-104 in the SF1 stock campaigns and how the CAMPAIGN_DATA files had them set up? I presently have the 434th, 435th, 436th, and 476th Tactical Fighter Squadrons added to the Burning Sands, Quick Sand, and Rattle Snake campaigns according the the dates that they historically operated the F-104 but I would like to match the original campaign setup if possible.
  20. I just noticed the issue with Central Pacific today as well. The following entry's in the "CentralPacific_DATA" file appear to be the issue. [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,1.000000 SpecularPower=5.000000 Reflectivity=1.00000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [Texture001] Filename=vietnamS1.TGA HasWater=2 HeightMap=vietnamS1_hm.BMP HeightMapScale=25.000000 Color=0.114571,0.204605,0.305404 SolidObjectTexture= AlphaObjectTexture= [Texture002] Filename=vietnamS2.TGA HasWater=2 HeightMap=vietnamS2_hm.BMP HeightMapScale=25.000000 Color=0.109990,0.196346,0.292984 SolidObjectTexture= AlphaObjectTexture= [Texture071] Filename=vietnamS-GJ.TGA HasWater=1 HeightMap=vietnamS-GJ_hm.BMP HeightMapScale=25.000000 Color=0.235268,0.319207,0.282990 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=jungle.tga
  21. Searching for this in the knowledge base did not reveal anything and I was wondering about the [WeaponAI] entries from the GroundObject.ini file that I have listed below. Offhand I was thinking, as there are two groups of ten, that they might be related to the "RangeFinder=" and "BallisticComputer=" entries for gunners and possibly that "AimOffset" might be related to the "ViewportPosition=" relative to the "MuzzlePosition=". However I just don't know. Would some please let me know what these numbers are for and what measurements they represent? [WeaponAI] LeadAmount[01]=0.00 LeadAmount[02]=1.50 LeadAmount[03]=0.50 LeadAmount[04]=1.25 LeadAmount[05]=0.75 LeadAmount[06]=1.13 LeadAmount[07]=0.87 LeadAmount[08]=1.07 LeadAmount[09]=0.93 LeadAmount[10]=1.00 AimOffset[01]=0.0050 AimOffset[02]=0.0040 AimOffset[03]=0.0035 AimOffset[04]=0.0030 AimOffset[05]=0.0025 AimOffset[06]=0.0020 AimOffset[07]=0.0015 AimOffset[08]=0.0010 AimOffset[09]=0.0005 AimOffset[10]=0.0000
  22. I have always liked the Skyray since the first time I flew it in SF2. I took a look in my SF2 Download Archive Folder and saw that I still have an older version of the Skyray data file. In the code box by below I have listed what changed between the 1.0 and 1.1 versions. Maybe It will be useful to you. Note 1: Only the values that differ between the files are listed. "Blank" means that the 1.0 version did not contain a corresponding entry that appears in the 1.1 version. Note 2: The Weapon Stations entries were completely rearranged between the 1.0 and 1.1 versions. I did not try to detail these changes as there were no changes to LoadLimit, PylonMass, or PylonDragArea, that should change aircraft performance. F4D-1_DATA.ini Version 1.0 Vs. F4D-1_DATA.ini Version 1.1 [MissionData] ServiceEndYear=1964 Vs. ServiceEndYear=1965 Availability=RARE Vs. Availability=COMMON SecondaryRoles=SWEEP,CAP,ESCORT Vs. SecondaryRoles=SWEEP,CAP,ESCORT,RECON [FlightControl] [Blank] Vs. [RocketAttackAI] Blank Vs. RollInRange=7000.0 Blank Vs. RollInAlt=1200.0 Blank Vs. PullOutRange=1000.0 Blank Vs. PullOutAlt=300.0 Blank Vs. ReleaseRange=2500.0 Blank Vs. SecondPassRange=4000.0 Blank Vs. SecondPassAlt=700.0 Blank Vs. ReleaseCount=8 Blank Vs. ReleaseInterval=0.095 Blank Vs. AimPitchOffset=0.0 [DetectSystem] No Changes. [Sound] EngineSoundName=JetEngine Vs. EngineSoundName=PW J57 [AircraftData] Blank Vs. DestroyedModel=F-4_Destroyed.LOD Blank Vs. DestroyedEffect=VehicleFireEffect [Fuselage] CD0=0.0099 Vs. CD0=0.00792 Blank Vs. SystemName[013]=PitchTrimmer Blank Vs. SystemName[014]=LeftFuselageStation2 Blank Vs. SystemName[015]=RightFuselageStation2 Blank Vs. SystemName[016]=LeftFuselageSidewinderStation Blank Vs. SystemName[017]=RightFuselageSidewinderStation [Nose] No Changes [LeftWing] CD0=0.0014 Vs. CD0=0.00112 SystemName[009]=LeftInnerWingStationFT Vs. SystemName[009]=LeftOuterWingStation2 Blank Vs. SystemName[010]=LeftOuterSidewinderStation [RightWing] CD0=0.0014 Vs. CD0=0.00112 SystemName[009]=RightInnerWingStationFT Vs. SystemName[009]=RightOuterWingStation2 Blank VS. SystemName[010]=RightOuterSidewinderStation [LeftOuterWing] CD0=0.0006 Vs. CD0=0.00048 [RightOuterWing] CD0=0.0006 Vs. CD0=0.00048 [VertTail] CD0=0.0006 Vs. CD0=0.0003 // Crew --------------------------------------------------------- No Changes // Engines --------------------------------------------------------- [Engine] SLThrustDry=45370.0 Vs. SLThrustDry=45390.0 SLThrustWet=71170.0 Vs. SLThrustWet=71200.0 ExhaustEmitterName=CleanExhaustEmitter Vs. ExhaustEmitterName=DirtySingleExhaustEmitter // Control Surfaces --------------------------------------------------------- No Changes // Internal Guns --------------------------------------------------------- No Changes // Weapon Stations --------------------------------------------------------- Weapon Stations were completely rearranged between the 1.0 and 1.1 versions. // Fuel Tanks --------------------------------------------------------- No Changes // Landing Gears --------------------------------------------------------- [NoseGear] RollingRadius=0.23 Vs. RollingRadius=0.25 MaxSteeringSpeed=45 Vs. MaxSteeringSpeed=40 [LeftMainGear] RollingRadius=0.38 Vs. RollingRadius=0.30 [RightMainGear] RollingRadius=0.38 Vs. RollingRadius=0.30 [TailWheel] ReverseWheelRotation=TRUE Vs. ReverseWheelRotation=FALSE RollingRadius=0.12 Vs. RollingRadius=0.135 [Tailhook] No Changes // Airbrakes --------------------------------------------------------- No Changes // Lights --------------------------------------------------------- [LeftPositionLight] [LeftUpperPositionLight] SystemType=LIGHT SystemType=LIGHT Color=0.98,0.5,0.5 Color=0.98,0.5,0.5 Brightness=0.03 Brightness=0.03 Position=-3.71,-2.96,-0.48 Position=-5.20,-2.96,0.25 LightSrcOffset=-0.07,0.07,0.0 LightSrcOffset=-0.07,0.07,0.0 LightSrcRange=0.5 LightSrcRange=0.5 CanFlash=FALSE CanFlash=FALSE Vs. [RightPositionLight] [LeftLowerPositionLight] SystemType=LIGHT SystemType=LIGHT Color=0.5,0.98,0.5 Color=0.98,0.5,0.5 Brightness=0.03 Brightness=0.03 Position= 3.71,-2.96,-0.48 Position=-5.20,-2.96,0.20 LightSrcOffset=0.07,0.07,0.0 LightSrcOffset=-0.07,0.07,0.0 LightSrcRange=0.5 LightSrcRange=0.5 CanFlash=FALSE CanFlash=FALSE Blank [RightUpperPositionLight] Blank SystemType=LIGHT Blank Color=0.5,0.98,0.5 Blank Brightness=0.03 Blank Position= 5.20,-2.96,0.25 Blank LightSrcOffset=0.07,0.07,0.0 Blank LightSrcRange=0.5 Blank CanFlash=FALSE Blank [RightLowerPositionLight] Blank SystemType=LIGHT Blank Color=0.5,0.98,0.5 Blank Brightness=0.03 Blank Position= 5.20,-2.96,0.20 Blank LightSrcOffset=0.07,0.07,0.0 Blank LightSrcRange=0.5 Blank CanFlash=FALSE [TailLight1] Position=-0.02,-6.30,2.17 Vs. Position=-0.02,-6.20,3.20 [TailLight2] Position=0.02,-6.30,2.17 Vs. Position=0.02,-6.20,3.20 //-----------------------------------------------------------------------------
  23. Colmack, I would be willing to take it on. I will Email you soon.
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