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Lexx_Luthor

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Everything posted by Lexx_Luthor

  1. Rambler, near the page bottom you can select up to 25 downloads viewable at one time, instead of just 10. Going through 25 at one time might could possibly shave a few hours off the procedure.
  2. Jug:: That's what I'm kinda doing with Siberian Sky, but earlier with more classical B-26, B-29, B-36 (possible wip?), B-45, B-47, B-50, B-52, B-57, B-58, B-66, B-70, etc...with lots of escort (F-47N, F-51H, F-82, and on up), and what I like to call penetration fighters clearing corridors of hostile interceptors. Original Siberian Sky thread, with embarassingly outdated Environment file grafix ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3233 Jug, did you see people wearing eye patches as described below...? INTERVIEW WITH OVIDIO PUGNALE - 30.8.1996 ~> http://www.gwu.edu/~nsarchiv/coldwar/inter...2/pugnale3.html INT: Good answer. What was it like to fly a B-52 at low level at top speed? : : ...We had to fly the airplane manually, and it was a handful and get a little bumpy and some heat thermal and we had what we called 'thermal curtains' and these thermal curtains where you have all this glass around you, these windows. What you did, you pulled up all these curtains and the co-pilot, or whoever was not flying the airplane, had a little peephole there, maybe a six by six square. Everything else was closed and they wore.. now this may sound like I'm telling a story and an interesting anecdote.. add later on. We wore an eye-patch, one eye-patch covered one eye so that, you know, we.. then there.. and the co-pilot or the other pilot was kind of a safety observer. If something was coming up or something like that. Now, because there were weapons going off all over the place and these nuclear blasts, this light would blind you so if one went off, you got blinded. But you only got blinded in one eye, you see. So, you know, that may sound like a story but it's the truth to the extent that we used to get we'd get a pilot, a co-pilot, on alert for the first time. Someone would get a pair of goggles, the eye-patch, and they would tell him, says 'now you have to wear this on alert'. So 'what, why do I have to wear this?'. 'It's practice. You have to learn to see with one eye because when you fly, you're going to be sitting over there operating with one eye and while you're on alert here, this is the opportune time to do that' and of course this co-pilot would be walking round the facility with this one with this eye-patch on and of course everybody else would.. giggle and laugh about it.. at him. They knew that this young man had been had and after he found out about it, why, he, you know, was.. (interviewer laughs) it was something that.. we did to relieve some stress... : : :
  3. The seat position might be used in addition to the pilot. ie...for every "pilot" object added, another object can be added as "seat." You should be able to delete the collision box, for simplicity, and to save just a little bit in performance (**but see edit below). Also, using this pilot method frees up and simplifies the loadout file, but it must assume that the objects added are always used -- no loadout options once this method is chosen. --- **edit...just PURE speculating here....this method does not allow mass or drag modelling, but for many purposes, for fixed objects always used, this might be approximated in the general flight model instead. The collision box may be useful if the added "pilot/seat" objects can be damaged and hence offering a possible change in mass or drag. This is just pure speculating here, as I have not got this deep into learning and modifiying FM's for my purposes yet.
  4. Additionally, the seat position might be used in addition to the pilot. ie...for every "pilot" object added, another object can be added as well as "seat." You should be able to delete the collision box, for simplicity, and to save just a little bit in performance. Also, using this pilot method frees up and simplifies the loadout file, but it must assume that the objects added are always used -- no loadout options once this method is chosen.
  5. TK at 3w:: Fortunately for me, classical era SAC depended on uranium and hydrogen bombs and not missiles, although some were built they were never used (Rascal, SkyBolt, etc...). The big exception here is the Houndog missile. Shucks, I think even the B-70 was initially designed to drop basic bombs so I'm good to go here, although at B-70 style speeds, the aircraft was like a manned Houndog all by itself. Someday, combat flight The Sim developers will move beyond the industry standard "dogfight" sim. We almost had a good start with Target For Tonight, a cancelled RAF vs Reich night strategic bombing/intercept simulation.... Target For Tonight interview ~> http://www.womengamers.com/interviews/t4t.php
  6. SF does offer a rather out-of-box Gothic experience. If you like bright sunny landscapes, you can do it. If you like bright blue skies, you can do it. To learn how, see this... Siberian Sun ~> http://forum.combatace.com/index.php?autom...p;showfile=4444 Although I am currently pursuing dark blue skies and less than bright landscape for various specific reasons, you can do anything you like by deeply studying this as an example and following the discussion at the ThirdWire link offered in the download.
  7. Can you use the existing Zero LOD and skins for static objects? You may want permission from the real modders to upload that...or you could poast instructions for molding at home.
  8. Thanks FastCargo. By the way, I meant to thank you for looking, from a 3D modder's perspective, into the idea of moving some of the complexity of cockpit making over to the external model making. The cirrus are generated by ships that I place in missions using KMD. It may (or may not) be possible to define surface units that TK's campaign generator creates waypoints for this purpose. Only a few cirrus ships are needed for a map; maybe 6. Its best that all cirrus ships travel the same direction and speed...usually to the East at least in northern hemisphere (upper tropospheric winds and all that). For hand crafted static missions, a more complex alternative is "cloud seeding" by a few AI aircraft dropping bombs in a few places. This extra work won't be seen if the campaign engine can be made to do it. The one downside is the cloud layers don't move, although it may be possible to make them move, maybe with the mission's defined wind...I assume TK's campaign generator defines wind.
  9. Thanks Jarhead! But I know nothing about SF campaign files -- never even tried to play one (geared to tactical -- geared to player squadron). I know that eventually I'll be coding my own dynamic campaign generator (in FORTRAN) optimized for strategic strike and interception, LeMay style. Without a map-wide combat results recorder beyond player squadron in this sim available to generator creators, it will be difficult to use and require manual count and/or some abstract way of guessing combat results. Dunno. But...I would ~love~ to do some experimental things, such as devising unit types that the stock SF campaing generator can make efficient use of that provide new effects...my cirrus clouds for example which are generated by a moving but invisible "cargo ship." Right now, my cirrus clouds are useful for adding to static hand made missions like we find in YaP for example. Maybe a sandstorm effect for Iraq campaign is possible. In the other thread we talk about volcano effects for Pacific maps. I'm not a normal SF simmer, so the stuff I mold is weird and deep like one end of a dry swimming pool.
  10. Yeps, I always said (1) playing an Iraqi MiG-25 would be a fascinating challenge to try to score and then evade the massed flocks of traditional industry standard combat flight sim superjetfighters -- perhaps escape into Iranian airspace and land there, and (2) the MiG-25 and F-14 were the greatest tactical fighters for unrestricted total air warfare since the NAA F-108 and Lockheed F-12 concept.
  11. It should be possible, to what degree of overall effect I have not thought about yet. Another idea for Pacific use: active volcanic eruption smoke, like say near Rabaul for example.
  12. Aircraft LOD's can't be "joined" or pieced together in parts. What you may be asking for might work in some cases however. They can be added to an aircraft like weapons, as stated above. I was planning to add a P-51 to a P-51 wing to rougly "mold" an F-82, but Pasko's F-82 was re-releaced here fortunately.
  13. Thanks fellas/fellattes. I'm thinking MiG-19PMU for a limited production SM-12PM (not SM-12PMU). Ghost:: An aircraft LOD can be applied using the same method, with the LOD's files re-named. The aircraft LOD and bmp skin files would need to be in the weapons folder, and they could be re-skinned if needed for your use. To make things better, a hex editor can also change the skin bmp filenames used.
  14. 76 (here thinking J-8 is a MiG-21 ):: Insky's J-8 offers much higher quality than MF's J-8. But I won't be using J-8 as J-8... ...no, its not a "mig 21" either.
  15. Go Major Lee. 6 Million Dollar Website. (I recently looked at some 1976 comics of 6MDM -- nice artwork of B-58 and F-102).
  16. Try this in Su-15 cockpit.ini : : Instrument[125]=Move1 : : : at the bottom of the file, add the following... [Move1] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0
  17. If produced, what would this be named? I guess MiG-19SM for the basic SM-12. What to call a limited production run of SM-12PM I don't know, as there is already MiG-19PM. Does anybody know the following English translation of Russian sub-types...? F PF PFM PFMA S SM SMT
  18. Yep, basic SM-12. Below I use 16+8+8-2= 30 UV32 rocket pods to roughly approximate the longer nose. I ran into some kind of limit on the numbers of added weapons, so I had to delete a UV32 rarely seen at the bottom and delete another to allow addition of an inlet nose cone (195gal F-104 tank). I'll probably allow a dynamic campaign variable to allow at least limited production and use of this aircraft in my Siberian Sky campaign. The significant change was the sharper intake and early "mig-21" style nose, and with some stabilator changes to allow handling at the higher speeds (near Mach 1.7 for the real aircraft). Many other smaller but still interesting changes that may not be needed if there was a shooting war going on and the extra speed was needed NOW with no time to wait for MiG-21F. The FM would be an estimate, with the lower power but more reliable RD-9B engines. The real thing had handling issues at high speeds, and would make a good match with F-101 which also had a bad attitude about manuevering. The raw speed may be needed, depending on what SAC puts into the air in the late 1950s before the J-79 powered B-58 comes along.
  19. mmm, are you able to convert the old tga into a bmp?
  20. Piece of Pie. Also, a great idea for heavier strike aircraft or all weather interceptors where gun dogfighting won't happen against heavier strike aircraft. These two types of aircraft were made to meet each other in the strategic skies....well not exactly, as one type tried to avoid the other type through speed and/or altitude. You only need one (1) aircraft modelled. You only need two (2) COCKPIT.ini files and two (2) DATA.ini files. These are easily swapped in the two lines in the Aircraft.ini that define which cockpit/data file to use. For example...here using DogSabreTeam's F-86D cockpit chopped and slipped inside Pasko's F-94B two seat interceptor external model...granted this has guns, but it was primarily intended for use against heavy bombers, and the F-94 is one of my faves! Rear seat --- the lines of canopy frame bolts I later managed to remove from view... F-94 discussion ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...sc&start=72 By request from vulkan, details on how to setup easy seat swapping, scroll down to L-39 2-seat trainer near the bottom of this page B-52 and L-39 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...asc&start=8
  21. J-8 is a nice addition -- a very large tailed delta. I used some spare parts to roughly approximate the experimental MiG Ye-152M (M for Mutant Mod)... We need R-4 missiles, but R-40 is what I have to work with here. Spine is a collection of fifteen Tornado 1500gal tanks. Forward part of spine mating with canopy is three 55 gallon 55drum. Nose cone is a 600gal F-4 tank. Single engine rear fuselage is five 17PF noses. Drop tank is 370gal F-4 tank. It seems MiG enjoyed larger single tanks, while Su felt attraction to pairs of smaller tanks. The missiles never worked well when mounted at the tip, so for the Siberian Sky myth, I'll move them back under the wings using the J-8's outer underwing pylons. hmmm...maybe MiG would have the incentive to redesign the wings ... I do like the wingtip missile style, but flying with one missile is a challenge!
  22. SM-12PM. I'll try my hand at this, along with SM-12 day fighter. I may use these -12's for the Siberian Sky myth, but probably with standard RD-9B engines instead of RD-9BFs or Sorokins. It seems the extra speed came largely from the sharper intake, and not just engines.
  23. Much of the 3w and 3p aircraft use the game's canopyglass.tga hidden in Object cat file. The easiest way to replace this is to find another tga, say totally clear, and rename it canopyglass.tga and place it into the aircraft's folder, sometimes the skin folder, or the cockpit folder. Try all these locations if needed. You can find a clear tga in Cellinsky's sky mod here at the CombatAce, where Cellinsky offers totally clear tga's to replace the sim's horizon cloud tga's. There are other deeper methods.
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