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Everything posted by dtmdragon
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- 18 replies
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- 18
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Weaponspack 3
dtmdragon replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes! Second that! -
WIP Mega THREAD!
dtmdragon replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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WIP Mega THREAD!
dtmdragon replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ShaKhrai's Su-27 Ukrainian pixel skin 1.0 cleaned up a little and put through a details template with panel lines and Ukrainian warning markings etc -
WIP Mega THREAD!
dtmdragon replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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Animation / Function - Canopy - Hook - Air Refuel - Wing fold ______________ only on hard wing F-4E´s - Gun Vent ______________ automatic when gun is fired or as soon as the landing gear is deployed - Brake Chute____________ works with the Air Brake below 150kts (Excludes F-4E_Kurnass_78 & F-4E_Kurnass_2000)
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2.3: - New AGM-78D model (thanks ravenclaw_007!!!) Data/ loadout/ campaign ini adjusted accordingly. * (Kurnass 78 & 2000 will now use AGM-78D but AGM-78D Egrof Sagol is still included for use by Israeli F-16D as it is a rail launched version. The standard AGM-78D will drop and then fire but still use the ARM rail correctly on the Kurnass 78 & 2000 - Texture corrections for F-4E Kurnass 78 & F-4E Kurnass 2000 drop tanks.
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2.3: - New AGM-78D model (thanks ravenclaw_007!!!) Data/ loadout/ campaign ini adjusted accordingly. * (Kurnass 78 & 2000 will now use AGM-78D but AGM-78D Egrof Sagol is still included for use by Israeli F-16D as it is a rail launched version. The standard AGM-78D will drop and then fire but still use the ARM rail correctly on the Kurnass 78 & 2000 - Texture corrections for F-4E Kurnass 78 & F-4E Kurnass 2000 drop tanks.
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What If Screenshot Thread.......
dtmdragon replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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From ODS
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F-5C Avionics
dtmdragon replied to sophocles's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
From the Lightning F1 data.ini: [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=INTERNAL <<<<<<<<<<<<<<<<<<<<<<<< change to external and add in values for drag/ weight of the pylon or keep at 0 and have the values in the fake rocket pod with no rockets. Remove all the bomb bay animations etc AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack <<<<<<<<<<<<<<<<<< use the node name of the F-5 weapon pylon HideNodeName=no_weapon_pack <<<<<<<<<<<<<<<<<<<<<<<< won't need this DoNotDetachPylon=TRUE <<<<<<<<<<<<<<<<<<<<<<<< play around to see what effect this has NoJettision=TRUE <<<<<<<<<<<<<<<<<<<<<< change to False BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP1 <<<<<<<<<<<<<<<<<<<<<<<< change to match what you use for the Fake rocket pod with no rockets. Example of a fake rocket pod with no rockets: [WeaponData001] TypeName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon FullName=LAU-3A Rocket Pod <<<<<<<<<<<<<<<<<<<<<<<< F-5 Weapon Pylon ModelName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove model name Mass=35.299999 Diameter=0.420000 Length=2.350000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,NATO SpecificStationCode= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon NationName=USAF StartYear=1948 EndYear=0 Availability=3 BaseQuantity=50 Exported=TRUE ExportStartYear=1948 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk40_M151 <<<<<<<<<<<<<<<<<<<<<<<<<<< change to anything that is not an actual rocket eg "NO_ROCKET" NumRockets=19 ROF=10.500000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName=Front_Cover <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove RearCoverNodeName= ShowRockets=TRUE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< False Rocket01Position=-0.074000,-0.080000,-0.128000 Rocket02Position=0.074000,-0.080000,-0.128000 Rocket03Position=-0.111000,-0.080000,-0.064000 Rocket04Position=0.111000,-0.080000,-0.064000 Rocket05Position=-0.148000,-0.080000,0.000000 Rocket06Position=0.148000,-0.080000,0.000000 Rocket07Position=-0.111000,-0.080000,0.064000 Rocket08Position=0.111000,-0.080000,0.064000 Rocket09Position=-0.074000,-0.080000,0.128000 Rocket10Position=0.074000,-0.080000,0.128000 Rocket11Position=0.000000,-0.080000,-0.128000 Rocket12Position=0.000000,-0.080000,0.128000 Rocket13Position=-0.037000,-0.080000,-0.064000 Rocket14Position=0.037000,-0.080000,0.064000 Rocket15Position=0.037000,-0.080000,-0.064000 Rocket16Position=-0.037000,-0.080000,0.064000 Rocket17Position=0.074000,-0.080000,0.000000 Rocket18Position=-0.074000,-0.080000,0.000000 Rocket19Position=0.000000,-0.080000,0.000000 -
F-5C Avionics
dtmdragon replied to sophocles's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Check out the TW lighting F.1 data.ini but I may have steered you wrong now that I think about it -
F-5C Avionics
dtmdragon replied to sophocles's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
My only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). By being empty the AI won't try and use them as an actual rocket pod. -
F-5C Avionics
dtmdragon replied to sophocles's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
A lot will also depend on how the pylons are structured in the .lod in terms of rails etc. PM me a working copy and I'll have a look at the model and I'll see what I can do