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Everything posted by KJakker
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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.
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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.
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I wanted to go to that but some issues came up this weekend and I forgot about it.
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The Buffalo's failings create a Wright Storm!
KJakker replied to Spinners's topic in Sci-Fi/Anime/What If Forum
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. -
Maybe they should have called them "through-deck cruisers" instead.
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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.
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I don't have much money to spend right now but I had to purchase another subscription to show my support.
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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.
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Glad to hear that you have everything working.
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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.
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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.
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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.
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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.
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A question about making the F-104 flyable in SF2 stock campaigns.
KJakker replied to KJakker's topic in General Discussion
Gunrunner, thank you for the quick reply. I appreciate it. -
ships float above water
KJakker replied to colmack's topic in Mission & Campaign Building Discussion
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 -
A Question about [WeaponAI] in the GroundObject.ini file.
KJakker replied to KJakker's topic in Mods & Skinning Discussion
Thanks for the info Fubar512, sorry I am so late replying to you. -
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.
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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
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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 //-----------------------------------------------------------------------------
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Colmack, I would be willing to take it on. I will Email you soon.
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I had a German Shepherd mix named Angel who had to be put to sleep due to cancer when she was nine years old. I remember crying and clutching her body until my mom had to pull me away from her so that my dad could bury her. It is a sad days when a beloved dog passes on.
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I don't no if this will help but try watching this.
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There are not two weeks left in May.
