Lexx_Luthor
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Everything posted by Lexx_Luthor
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Russian cockpits for 50's/60's planes?
Lexx_Luthor replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What I'm using for La-15 and MiG-15, -17 F/PF/PFU, -19 S,P,PM: scroll down ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=128 For a general releace, we'd need permission from DogSabreTeam, ArmourDave, and Wrench. Below we apply the same stargetic concept to Pasko's Yak-25 model... -
Mig-23 HUD
Lexx_Luthor replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You should be able to "move" the radar out of view. -
Russian cockpits for 50's/60's planes?
Lexx_Luthor replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yak-3 -
Russian cockpits for 50's/60's planes?
Lexx_Luthor replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Star-getic Wrench:: hehehe ... I guess it could be generic cockpits strategically applied across many models. For now, I am only doing stargetic aircraft relevant to SAC vs PVO, the LeMay years, but this assumes some TAC aircraft will play a role also, and maybe some stargetic NAVY planes, and possibly RAF (Mossie and Vulcan!!). But I have done one special request, and when I run out of SAC/PVO stargetic aircraft, I'll explore A-Team's and others' WW2 aircraft. -
A Friend for the Vulc!
Lexx_Luthor replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Aussum -
Which mission editor?
Lexx_Luthor replied to Wolf65's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
KMD here. Once you learn the little quirks, KMD is very fast to work with, and Kreelin added a metric option for distance measurment. LMD (?? ) I tried and it looked good but I had to click past the Mirage III picture everytime, which is a fundamental no-no in user interface design. If the Mirage was a startup screen that turned itself off once the LMD loaded, it would be nice. -
Digital Elevation Maps
Lexx_Luthor replied to Rover's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
If your a modder, you should have either a CD or a second hard drive plugged in at all times. The 2nd hard drive would be the easy and fast way to copy backups to, so much so, you do it often with no loss of time. The second drive does not have to be large at all. -
making an aircraft
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yesp, I was tinking about getting THE MAX but I can't do it now. My first project would have been thin 3D layers of overcast clouds with holes (local transparency perhaps) and a good cloudlike texture skin -- place as moving ground object but it will be raised high in the air above ground ... like the antennas high above the AM radio tower in the DBS terrain. I had already picked my first "training" aircraft as MiG Ye-152M; very simple geometry. Basically just a tube and thin almost 2D wings. Yak-19 might be another "trainer" aircraft. Fastest Single Engine Jet ... the 3rd MiG picture down ~> http://www.aerospaceweb.org/question/performance/q0248.shtml Although this fascinating article does make a run on the bank.... That's like saying the Mirage IV was an "improved" Mirage III. -
missing the Tu-142bear
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Mladuna:: Its not a map, but weird cirrus cloud layers and an even more bizzare radicalized Enviro file I call Siberian Sun mod ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4266 allenjb42:: I'd need a volunteer for terrain tiling, and the map will be barren of ground objects. That could be handled by others I suppose. Perhaps the most useful would be 1500km South Pacific, what I call my Celebes map... Its really cool...an old screenshot with old Environment lighting methods... -
missing the Tu-142bear
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yeah that's how I got started too. With all the fantastic new terrains out, I should ask for some pro tiling help, and perhaps permission to use other's tiles for a releace. -
missing the Tu-142bear
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Viggen:: In the Kreelin Mission Editor... Mythology behind the map is here ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3233 (....aircraft screenshots are very old and out-of-date Environment and lighting methods....) But ... I can't tile terrain. I've never asked for any help with the terran tiling, and I need it. What I have for my own personal use is changed tiles from other maps. -
missing the Tu-142bear
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
erikgen, this looks so exotic, beautiful, profound. GIMMIE GIMMIE Something to patrol the endless Siberian skies. Yes its StrikeFighters...but Weird StrikeFighters -
AVRO VULCAN B Mk2 617 Sqn. "Dambusters"
Lexx_Luthor replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wow Anti~Flash white A *first* for all combat flight The Sims ?? Thanks! The Vulcan and Mosquito models' interior crew compartment are really tempting me to add RAF to the Siberian Sky mythology. -
Patience.....Or the Lack There Of.....
Lexx_Luthor replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Something that always works for me .... make things that are so weird, everybody runs away from it. -
missing the Tu-142bear
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Tu-128 with R-80s and TWO OF THEM That's one of the BIG things I'm missing ...along with B-70 and F-101 no matter what version so I can RiGG it as -A SAC escort fighter. Make both models, erikgen, your canopy frames are two-sided --- PERFECT for flying from inside the model. Pasko usually makes two-sided canopy frames also. This is AwSim stuff. That will be neat with the vee windscreen. The only others we have like that are B-58 and F-106. The stock Tu-22 external model has a problem when viewed from inside, the model vanishes when looking withing 30 degrees of forward. How will TK single handed ever catch up with the Kafka~esque hunger modders of this sim? -
Cockpit needed!
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
If you want to swap any guage positions, lemme know. Horizontal or vertical moves only, and same sized guages only. -
Cockpit needed!
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Try these, better I think... Offset=0.0,0.10,0.0 MaxYaw=160 MinYaw=-160 Poast your current clock Moves. Mine are now...and I don't think I changed them since receiving your file. [Move1] Type=AIRSPEED_INDICATOR NodeName=clock MovementType=POSITION_Z Set[01].Position=0.0115 Set[01].Value=0.0 Set[02].Position=0.0115 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=needle_clock_hour MovementType=POSITION_Z Set[01].Position=0.0115 Set[01].Value=0.0 Set[02].Position=0.0115 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=needle_clock_sec MovementType=POSITION_X Set[01].Position=-0.0135 Set[01].Value=0.0 Set[02].Position=-0.0135 Set[02].Value=1.0 [Move4] Type=AIRSPEED_INDICATOR NodeName=needle_clock_min MovementType=POSITION_X Set[01].Position=-0.0135 Set[01].Value=0.0 Set[02].Position=-0.0135 Set[02].Value=1.0 -
Cockpit needed!
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
mmm, my clock hands are fine. Some instruments could be swapped in position for a more Corsair~esque flavour. If I recall, the guage mounts are not Moved with the Move commands, so you have to settle for swapping positions of same sized guages, and only those that lie on identical vertical or horizontal lines. edit ... I'll work on the Offset. -
MiG-9 FARGO
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
During one of my simplified FM framerate tests, I looked up at the sky (to isolate cpu from grafix and terrain hits), and spotted wingperson above, paused and zoomed in. The SF Moon in thin banana phase is next to the lowered wingtip. AwSim model and metal skin Timmy, thanks. -
Commercial Add-ons, part 2
Lexx_Luthor replied to Major Lee's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
streakeagle:: I hope your right. Doing the MiG-9 "FM" (loose wording perhaps) for Timmy, I finally gave up in frustration at the game engine, and decided to fully focus on my personal goal, and its not flight model competition, which is what I call the traditional combat flight The Sim tactical dogfight gaming. The *one* thing TK's AI does stunngingly well is tree-top terrain following. I still find myself amazed watching the AI consistantly do this, when other The Sims have AI crashing into hills all the time. This cries out for focus on low level long range penetration missions, and interception missions against them. For me, the basics for penetration and interception missions are... Takeoff and landing distances Fuel consumption Speed Altitude Climb rate Acceleration Manueverability at high speeds and high altitudes....something I have yet to focus on. -
How do you repack Il2 SFS files?
Lexx_Luthor replied to gijs71's topic in IL-2 Series / Pacific Fighters / Cliffs of Dover: Mods & Skinning Chat
Thanks. I'd love to build up Oleg's original early Eastern Front but I am mired in molding StrikeFighters now. I'd love to find a good cockpit for use in the Su-2 model, same with SB, DB-3, IL-4, Tu-2, etc... Pe-8 of course also. Somebody had some neat screenshots of H8K with G4M cockpit. -
Commercial Add-ons, part 2
Lexx_Luthor replied to Major Lee's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have become truly amazed at what the modding community has done for this sim. TK just has to catch up. If he did, more modders would do even more stuff. MajorLee:: FastCargo:: The sim is so lite, customizing the many existing cockpits for use inside other aircraft external models is far more than sufficient. There is a MiG cockpit thread at ThudWire, but I surprised myself in NOT wanting TK to make payware Soviet cockpits for various reasons that I never thought about before seeing that thread (unless TK went Red out-of-box). More here ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...sc&start=32 -
Cockpit needed!
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I could further attempt tweaking the scope hood (rubber boot) , to make less of it appear, or remove it entirely. -
Cockpit needed!
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wrench, here it is... First -- external model DATA file ... turn OFF the fuselage ... turn ON the Nose Cockpit stuff.... Offset=0.0,0.15,-0.02 ; : MaxYaw=170 MinYaw=-170 MaxPitch=90 MinPitchFront=-50 MinPitchRear=-30 : NightLightOn=0.75 NightLightColor=0.5,0.2,0.3 //Night Lite -- change to taste, I never liked the standard SF deep purple : : : Instrument[031]=Move1 Instrument[032]=Move2 Instrument[033]=Move3 Instrument[034]=Move4 Instrument[035]=Move5 Instrument[036]=Move6 Instrument[037]=Move7 Instrument[038]=Move8 Instrument[039]=Move9 Instrument[040]=Move10 Instrument[041]=Move11 Instrument[042]=Move12 Instrument[043]=Move13 Instrument[044]=Move14 Instrument[045]=Move15 Instrument[046]=Move16 Instrument[047]=Move17 Instrument[048]=Move18 Instrument[049]=Move19 Instrument[050]=Move20 Instrument[051]=Move21 Instrument[052]=Move22 Instrument[053]=Move23 Instrument[054]=Move24 Instrument[055]=Move25 : : : This fixes the Mach scale, test it if you like. Or, I guess we can remove it if you don't want it in the Corsair. [MachScale] Type=MACH_NUMBER_INDICATOR NodeName=needle_mach MovementType=ROTATION_Z Set[01].Position=0 Set[01].Value=0.4 Set[02].Position=180 Set[02].Value=1.0 Set[03].Position=360 Set[03].Value=1.6 : : : [Move1] Type=AIRSPEED_INDICATOR NodeName=clock MovementType=POSITION_Z Set[01].Position=0.0115 Set[01].Value=0.0 Set[02].Position=0.0115 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=needle_clock_hour MovementType=POSITION_Z Set[01].Position=0.0115 Set[01].Value=0.0 Set[02].Position=0.0115 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=needle_clock_sec MovementType=POSITION_X Set[01].Position=-0.0135 Set[01].Value=0.0 Set[02].Position=-0.0135 Set[02].Value=1.0 [Move4] Type=AIRSPEED_INDICATOR NodeName=needle_clock_min MovementType=POSITION_X Set[01].Position=-0.0135 Set[01].Value=0.0 Set[02].Position=-0.0135 Set[02].Value=1.0 [Move5] Type=AIRSPEED_INDICATOR NodeName=directional_indicator MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move6] Type=AIRSPEED_INDICATOR NodeName=needle_directional MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move7] Type=AIRSPEED_INDICATOR NodeName=Scope_Hood MovementType=POSITION_Y Set[01].Position=0.16 Set[01].Value=0.0 Set[02].Position=0.16 Set[02].Value=1.0 [Move8] Type=AIRSPEED_INDICATOR NodeName=Radar_Scope MovementType=POSITION_Z Set[01].Position=-0.04 Set[01].Value=0.0 Set[02].Position=-0.04 Set[02].Value=1.0 [Move9] Type=AIRSPEED_INDICATOR NodeName=canopy_glass MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move10] Type=AIRSPEED_INDICATOR NodeName=windshield_glass MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 -
MiG-9 FARGO
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
First -- Timmy, thank you for letting me help, and for sparking my interest in learning some FM stuff. -- Wow, its here. As standard procedure, I left some embarassing errors in the DATA file...first is the engine exhaust which I setup for my personal effect. Nobody else has it. You want to use ExhaustEmitterName=CleanExhaustEmitter. One may prefer the sim's DirtyExhaustEmitter however, as I barely can see the clean stuff on my system. Timmy, if I send you some corrections, can you update the download. --------- uh~oh Ignore the global variable MachLimit. I set MachLimit=25 because I added artificial drag to the fuselage to achieve the correct maximum speed (at 10km altitude). I prefer to tweak engine and drag variables to get the max speeds without the game's artificial airspeed limit. I set Ceiling=15000 (in meters) but it can't be reached in practical use. I prefer to tweak engine, lift, and drag variables to get an expected maximum practical altitude. The Ceiling variable simply makes the engine rapidly drop in thrust to zero near the specified altitude. I try to do this myself using the engine thrust tables. Bad:: The FM is my very first. Worse:: The FM is entirely experimental. For example, I don't model the outer wings as aerodynamic surfaces. I'll copy a poast I recently made at a ThirdWire FM thread concerning this... It Gets Even Worse:: My FM DATA file is about HALF the size of "normal" FM files for an aircraft like this. There are two reasons for this. (1) I only put in the FM what I understand right now. Later if I learn more, I can add more. (2) Ultimately, my goal is a simplified FM to allow hundreds of aircraft flying in mass strategic missions across a vastly enlarged map, similar in spirit to USAAF 8th AF vs Luftwafe Reich Defense, but covering 1947 to 1967 with Strategic Air Command and Soviet PVO air defense. Right now, I'm getting a good 20% increase in ideal test performance with the simplified FM. I was hoping to get more. We'll see. Timmy and I have a more "normal" FM that is, to me, alot more fun to fly with some really nice high and low speed effects, but the AI has the typical dogfighting issues as described below. Timmy, would you like to offer the "normal" FM as an optional DATA file for your downloaders? LEXX::