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Flanker562

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Everything posted by Flanker562

  1. True but the moneymaker is the actual texture too.
  2. More testing
  3. I honestly think a remodeled and mapped 3D model would be better as the skin on the current one is very basic
  4. Ehh... I think it could be the AIM-120C4 by Wingwiner which is I guess "hi-res" but in itself a good model.
  5. Still carrying Operation Darius markings NE110 heads out to strike a target in Libya.
  6. Sorry for the delayed response... It's most definitely going to have to be added as it kinda scared me that this was happening... And yes the maneuverability is amazing, check out the SF2 DACT reports, it's amazing how it can handle most of the lighter fighters as well...
  7. After a trip to Israel (teh real country) a quick checkride to work in the reflexes.
  8. Yup, and a post by Silverbolt on Facebook hints at this feature, but meaning more 3D work probably for older third party mods in order for it to work, for the jet and the carrier (the last one just a speculation) Ehh... Prowler...
  9. Which is true, as I bought it on leave and when I came back to Egypt one of the buttons did break off. It can be broken into two pieces but I'd suggest when traveling to wrap the handle in an extra piece of padding or something similar.
  10. I'm using a Cyborg FLY but may be out of the price range: http://www.amazon.com/gp/product/B001EYU1VO?ie=UTF8&tag=hupa08e-20&linkCode=shr&camp=213733&creative=393185&creativeASIN=B001EYU1VO&ref_=sr_1_1&qid=1325042812&sr=8-1
  11. I've not been too keen to practice A2A refueling for that reason alone. No sense in practicing when nothing happens. But if it does finally get implemented...
  12. AttachmentPosition=0.547,3.142,-0.59 The last number in Bold is the Z (up/down) height for the attachment position (MF F-14 is shown for this example). The higher the number goes up, lower down in vertical height. All 3D models in the TW sims go by X, Y, and Z coordinates. X is left right in angles (prime example the Super Hornet pylons, or canted wingtip rails), Y is forward and backward from the "0" of the 3D model. It takes some tweaking but after a bit it'll look "just right". Just make sure that the appropriate pylon is edited of course.
  13. No Of course!
  14. Work in progress, two weeks.
  15. I'll delete the old Sufa for that one, about time it got redone!
  16. It's you man, as I'm around and fairly active.
  17. Can't be done unless you actually modify the 3D model. Ini editing can do wonders but it won't do that, sorry.
  18. I definitely need to spend some time practicing with the Turkey, not as smooth as the Super Hornet that's for sure...
  19. Oh I know though from OFP/VBS1 modeling. Strange thing is that I could build a lot of stuff in Oxygen Light but never grasped 3DSMax (had 3.1 around... 2002-03 or so) so I wish I could use that instead of 3DS Max but I'm a bit behind the power curve with all that...
  20. And got the tail decals done (Used the ones from the SF2 RF-101B)
  21. It also makes me glad (though jealous) that I gave up on 3D modeling, one can only have one forte :)
  22. The actual issue is not the terrain, but the culprit is the Options.ini: [singleMission] AircraftType=FA-18F Service=USN MissionMap=LIBYA MissionType=STRIKE MissionTime=RANDOM MissionWeather=RANDOM AirActivity=RANDOM AirDefenseActivity=HEAVY FlyAll=FALSE LoadMission=TRUE LoadMissionFilename=C:\Users\EricJ\Saved Games\ThirdWire\StrikeFighters2 Europe\Missions\SoCal Mountain Warfare Trainer.MSN MissionDate=2011 StartYear=0 EndYear=2050 EditMission=FALSE Change the bold text to include modern jets and you'll have no more issues.
  23. It probably wasn't updated for the new shaders, go here to fix that issue: http://combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-a-basic-guide-by-migbuster/
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