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Everything posted by KJakker
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In Flanders fields the poppies blow Between the crosses, row on row, That mark our place: and in the sky The larks still bravely singing fly Scarce heard amid the guns below. We are the dead: Short days ago, We lived, felt dawn, saw sunset glow, Loved and were loved: and now we lie In Flanders fields! Take up our quarrel with the foe To you, from failing hands, we throw The torch: be yours to hold it high If ye break faith with us who die, We shall not sleep, though poppies grow In Flanders fields by John McCrae 1915
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Well here is one fictional example of an alien exploration ship visiting Earth. Take a listen to the BBC audio drama of the Iain M. Banks novella The State of the Art.
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You might be interested in the Royal Armouries. I know its collection in one that I would like to see some day. https://www.royalarmouries.org/home
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I have a question about the the "EjectVelocity=" data point used in "WEAPON_STATION" entries in the "AicraftName_DATA.ini" files. I know how the positive and negative numbers indicate direction along the X,Y,Z axis's but what unit of measurement do the numbers represent? Is it a multiple of the force of gravity indicated in the "EnvironmentSystem.ini" file, the velocity in meters per second, or is it something else? [WeaponBay] SystemType=WEAPON_STATION StationID=... StationGroupID=... StationType=EXTERNAL/SEMI_RECESSED/INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 MissileRollAngle=0.0 EjectVelocity=0.0,0.0,-5.0 <-------------------( What unit of measurement does this number represent? ) NumWeapons=... AttachmentPositionXXX=0.0,0.0,0.0 LoadLimit=0.0 DiameterLimit=0.0 LengthLimit=0.0 AttachmentType=... AllowedWeaponClass=... SpecificStationCode=... LaunchRailNodeName=... ModelNodeName=... FuelTankName=... FuelTankNodeName=... NoJettisonWeapon=TRUE/FALSE MovingPylon=TRUE/FALSE RotatingPylon=TRUE/FALSE AutomaticDoors=TRUE/FALSE BombBayAnimationID=... BombBayOpenTime=0.0 BombBayCloseTime=0.0 PylonDragArea=0.0 PylonMass=0.0
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- ejectvelocity=
- data.ini
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I just got some new reference material. Google Books used to have online previews of these with about fifty percent of each book available but they recently took them down, so I went looking and found these used editions for a reasonable price and in good condition, they may have been library reverence books. If any modders want some information from these books feel free PM me about it. I intend to eventually get the 1989 first edition and the 2006 fifth edition.
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- naval institute guide
- world naval weapons systems
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Recommended Reading, Military and General Aviation
KJakker replied to Fubar512's topic in Military and General Aviation
I just got some new reference material that I managed to get in good condition for a reasonable price. If any modders want some information from these books feel free PM me about it. -
I stumbled across an error in the most detailed version of the "Hercules.LOD" that I know of. Two of the control surfaces for the missile that should be associated with the "Mainstage" component are instead associated with the "BOOSTER" component. I was wondering if the LOD's creator or one of the other modders still has the MAX file and could fix it? If so, making a new higher resolution texture for it at the same time would also help. Not a big issue, just something that caught my attention and I thought I should point it out. MIM-14.7z
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I did this for myself years ago. You also have to do some edits to the weapon stations of the F-22 as well. I do not believe that the F-35 needs such missiles as the missile rails in its bays deploy the missiles clear of the aircraft for launch in much the same way that the F-22 does with its Sidewinder stations. Still I may have to take the time to check on that as it has been a while since I have flown the F-35. I have attached the AIM-120's and F-22A Missile bay edits I made below. AIM-120's for F-22 Missile bays.7z
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Sarcasm 2.0 Beta By Stary
KJakker replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Stary, you said earlier in the thread that clouds in SF2 do not cast shadows. If so then what is causing a shadow like effect to be cast onto the terrain in the three images below? -
Strike Fighters 2 Screenshots
KJakker replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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You can read the report at the link below. http://cdn.onderzoeksraad.nl/documents/report-mh17-crash-en.pdf
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A little question, are you placing the add on aircraft in the "C:\Users\UsersName\Saved Games\ThirdWire" or the main SF2 folder at "C:\Program Files (x86)\ThirdWire\Strike Fighters 2"? They should be in the former and not the later. Also maybe you could show us a screen shot of your Mods folder so we could better figure out what is wrong.
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The game's EXE file will read ICO, DDS, JPEG, JPG, TGA, and BMP formats and the Aircraft and GroundObject DLL reference DDS, JPG, TGA, and BMP files. As such the game should read any of these. If for some reason a case where a LOD file needed to reference a specific file format, BMP for example, you could try creating a backup of the LOD then the open the LOD with a Hex Editor, find the referenced skin name and change the format to one of the other game recognized formats.
