Lexx_Luthor
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File upload update problem ?
Lexx_Luthor replied to Lexx_Luthor's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I use FireFox, although older version. -
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Update 1.3 fixes a titanic blunder in 300kt late cloud effects -- the flat clouds spread across the map at weapon detonation, which is badly wrong. More in the update details section below. The B-47 screenshot shows 300kt late cloud effect as it should be. Updates 1.1, 1.2, and 1.3 are listed at the bottom of this page. Included are nuclear weapon grafix effects from the initial double peak pulse to simplified late cloud development, and most major things in between, spanning a time of about 1/20 second to several hours, depending on yield. No weapons are included, but only visual grafix to be set up for use by your weapons. Surface targeted warhead effects (for bombs, ASMs) are modelled for 3kt, 30kt, 300kt, 3Mt, and 30Mt. Low airburst only -- see the weapondata "Add To" file. AAM and SAM airburst effects are modelled for 300t, 3kt, 30kt, 300kt, and 3Mt. ** The latest Bunyap Weapons Pack is required for the use of two grafix files contained in that pack -- the SMOKE3 and SMOKE4 tga files . This pack is found here at the CombatAce. As the sim does not yet support physical nuclear explosive effects, use conventional high explosives and experiment with very high warhead powers. The Weapon Editor can use exponential notation, and 1E+11 is a good start for experimenting with physical yields. PROJECT USE PRE-REQUISITES: (1) Know how to work the sim's conventional weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce. (2) Know how to work the Cat Extractor to extract several encrypted text files for editing. This extractor is found here at the CombatAce. This project is designed and optimized for gameplay of hypothetical early Cold War era strategic strike and air defence operations on a massive scale, and will require a few simple, but very profound, adjustments to the sim to work well. One example why: Visible ranges to grafix effects can approach 1000 kilometers, and in one effect, far beyond. This project works with the stock original game fully patched. However, this project was designed with the author's personal Environmentsystem file and a CRT monitor. I have no clue what this project's effects look like on LCD monitors during day or night missions. Possible future tweaks, possible bugg fixxes, discussion of modeling methods, answers to questions, improving the effects and their ease of use for others, and discussion of what is being modelled can be found at the ThirdWire webboard at the link below. ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3970 -------------------------------------------------------------------------------------------------------- *UPDATE 1.1 CONTENTS* Fixed some faults in the KT/MT FireBall to HighCloud-1 transitions, especially for KT030. All Pulse and SkyGlow emitters are set to 50% larger in the effects text files (no changes were made to any tga grafix files). Tweaked some Visibility Distances. Tweaked some later HighClouds for KT/MT effects. Made FireBall particles turn a more deep red near the end of their lifetime. Too red? Tell at the ThirdWire thread. Set the FlightEngine.ini's FarClipDistance to 5000000.0. This fixes bad flickering of large yield SkyGlows seen from very long distances. Doubled the rate of GroundCloud emission. And, a few other minor tweaks I don't recall right now. Additional modding tips in the Install text file. -------------------------------------------------------------------------------------------------------- **UPDATE 1.2 CONTENTS** Removed all files for my personal Enviro mods, as the New Sun effect did not seem to work properly when I recently patched up to the latest Patch (new sun caused black hole in the sky for example). Enviro mod and *new* new sun and star effects will have to be offered seperately for better download support. This has taught me a lesson to be fully Patched with everybody else before releacing any mods. I seemed to have found that the sim's custom Effects Details grafix option must be set to MEDIUM or HIGH. At the LOW setting, some important nucular effects will not show. Fixed a minor but potentially confusing Flight Engine file instruction regarding FarClip distances. ------------------------------------------------------- **UPDATE 1.3 CONTENTS** Fixed a devastating error in the KT300 flat clouds that I failed to catch. I had it working fine, but used the KT300 flatclouds to "experiment" with the flat layers as general weather clouds spread wide across the map, and becoming visible just after weapon detonation. I "forgot" to change it back to normal before uploading at CombatAce. This was sloppy. It works correctly now...I think. -
An idea that did not work
Lexx_Luthor replied to Nicholas Bell's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yesp. Its bizzare how it all works. For example, I've noticed that overcast kills off the twiglight sky colours when the sun is near the horizon, at least in my modded Enviro file. So, when flying above the overcast, and the sun is rising or setting, you get the same sky coloration as 12 noon, even near the sun -- no twilight colours near the sun. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks capun. Timmy, I've put all the new MaxMins in the file that had places for them. I'll leave the F-80 collision boxes alone. Next, I want to look at engine thrust altitude tables and fuel consumption. They will need some tweaking with the change out from Column5's J-33 to a pair of RD-20s. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I *think* collision points are for player aircraft collision with other objects that have MaxMin extents. Not sure. Or something like that. Collision points seem to be points in space. MaxMin extents form a volume box in space -- I guess each pair of MaxMins when taken together form the classical hit box used in The Sims. I once deleted collision points in some aircraft and found collision with other aircraft was then disabled. And, setting MaxMin volumes to zero on objects also disables collision with that objetct (I did this with the cirrus cloud ships). Not sure if it effects combat hits. I should find out. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I replaced the MaxMin numbers of the following text blocks... Fuselage Nose LeftWing RightWing LeftOuterWing RightOuterWing VertTail LeftStab RightStab Pilot .... I used the "Cockpit" MaxMin numbers RightEngine LeftEngine ... the following seven blocks had no MaxMin, so I added them at the bottom. LeftFlap RightFlap LeftElevator RightElevator LeftAileron RightAileron Rudder Cannon LeftCannon RightCannon I keep the three F-80 fuel tank MaxMins. Didn't find a NoseGear MaxMin, but a [NoseGear] block is in the F-80 FM file. ... the following two blocks had no MaxMin, so I added them at the bottom. LeftMainGear RightMainGear That's it. Most of the MaxMin data I don't know where to put. The following are most of the unused... cannon covers Windscreen FrontGlass Fronttop CanopyFrame Bubble Headrest AntennaBase Antenna NoseDoor RightNoseDoor LeftNoseDoor NoseStrut NoseFork Cockpit --- I did use this for [Pilot] GunsightMount Gunsight GunGlass Gunsightreflector NoseGearBay RightScoop LeftScoop -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Okay Timmy. Today I'm using the data you poasted on page 2 and slipping it into the FM file, like this truncated example... [Fuselage] : : CmqMachTableData=1.000,1.000,1.000,23.468 MinExtentPosition=-0.733,-4.84,-1.176 MaxExtentPosition=0.733,1.333,0.351 MinExtentPosition= -0.82, 1.86,-0.57 MaxExtentPosition= 0.26,-5.87, 0.42 CollisionPoint[001]= 0.00, 1.86,-0.57 : : : :...etc... The bold is your new MinMax data. The italic is Pasko's F-80C numbers. I just swap them out? -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Timmy, did you get the emil? -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Great food for thought nele, thanks. It had a long takeoff. So the tanks drop, excellent! This will make the most needed PVO interceptor to face B-50s in 1948, as the F-80s turn home, leaving the slower F-82s. But it will require longer airfields, like Me-262. Its like 1944 8th AF vs Reich Defense but with a twist previously unexplored in The Sims. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Finish the house first. I got distracted too the last few weeks. I'm only doing little pieces of DATA file here and there, the easy stuff first. I'm in no rush here, as I can see the steep wall to climb learning this. But it does look interesting, and its stuff I kinda need to learn. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wow. Timmy that's a nice drop tank and sweet pylon. If you do what capun says, update me. I didn't know how this operates exactly. My Yefim book only shows pylons when the tanks are loaded -- no empty pylons in any of the pics. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
If looking for shortcuts, you could probably just perma-fix the pylons as part of the model, allowing jettisonable tanks. Its only two, or are they really large? I'm reading through the Yefim book, about 1/3 of it covers the -9, so lots of reading to do. I'll look for unloaded pylons in the pics. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
MiG-9 had a pair of 260l external tanks on the wingtips. For now, I'm testing with 75gal P-51 tank (about 360 liters). I eliminated all other weapon stations, leaving only the two -- Left/Right Wing Tip Station //Weapon Stations --------------------------------------------------------- [LeftWingTipStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-5.00,1.00,-0.22 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=FT AttachmentType=Soviet ModelNodeName=LeftWingPylon PylonMass=25 PylonDragArea=0.03 FuelTankName=Tank075_P51 [RightWingTipStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=5.00,1.00,-0.22 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=FT AttachmentType=Soviet ModelNodeName=RightWingPylon PylonMass=25 PylonDragArea=0.03 FuelTankName=Tank075_P51 -------------------------------------------------------------------------------------- [AirToAir] Loadout[01].WeaponType=Tank075_P51 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank075_P51 Loadout[02].Quantity=1 No tank pylons, but they wouldn't be visible from the cockpit anyways. Timmy, please do NOT make external tanks perma-fixed to the external model. I believe these could be dropped if needed. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
MiG-9 had ten fuel tanks which is a bit deep for a survey sim, and I don't know their exact locations. So I use Pasko's existing three F-80 tanks. Using 0.86kg/l for kerosene, I gave the MiG-9... Fuselage tank -- 1050kg. Wing tank -- 160kg each. Total 1370kg, divided by 0.86kg/l is volume 1593l which is close to Yefim's 1595l. About 3000lb as seen in game data. I used well less than half that cruising round at full throttle at high altitude in about 3/4 hour, so some increase in fuel consumption are needed. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm back. Dropped everything SF related. I followed the StrikeFighters Editing guide and got the rather small inertia values below. The other data is from Yefim Gordon's early sov jet book. The inertia values are slug-ft-ft, but isnt everything in the DATA file MKS? Initial testing shows takeoff in a bit under 2km. Yefim says 1.7km. Altitude gain is bad, but that's could be engine detail. The roll is MUCH better now (was waaayy too fast using F-80 data if I recall). [AircraftData] EmptyMass=3500 EmptyInertia=5900,9500,13000 // F-80C EmptyInertia=12213.50,7497.13,19710.62 ReferenceArea=18.2 ReferenceSpan=10.0 ReferenceLength=9.75 Timmy:: Blessed be your move. I had things come up too, plus, a little SF-esque burnout perhaps. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Timmy, the collison box points would be fine. Thanks. Wrench, those -9 screens, the old ones from long ago? They have been looking for a home for a long time. -
Best MiG-17 addon?
Lexx_Luthor replied to MechaStalin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The sim treats rocket pods as air-ground weapons for AI aircraft. Here is the Thudwire thread where we got them working air-air for the AI ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4371 On page 2 is the best and final fix that was developed so far. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Right, I think I have that. I didn't even think of it. Thanks. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks fellas/fellattes. This is deep stuff. The collision boxes I could come up with using the external free camera view and watching the debug display position vector numbers. Tables I fully understand, but not the different Cd variables. I guess work down the list. First are the Reference dimensions at the top which I can figure. Inertia, I don't know. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I got a chance to poke round here. I can start with the engines -- something simple that I enjoy thinking I understand. A question for the crusty old timers: How do you initiate a DATA file from scratch? Do you take an existing aircraft's file and gradually gut it and replace data? -
what's the best nuclear effect pack to install?
Lexx_Luthor replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I recently discovered a HUGE error. The 300kt effect's late "flat clouds" scatter all over the map, probably from a "quickie" experiment to test cloud layers, and I didn't change it back and I never noticed it since. I messed this up bad and need to fix it. All other sized effects should be fine though. -
mIG-15/17/19 Cockpit
Lexx_Luthor replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is how far I got using the F-86D cockpit in the early MiGs....radar moved out of the way for the day fighters. Page 17 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=128 My first experiments with MiG-15 and La-15 were earlier, page 8. I am now using F-86D cockpit panel inside the MiG-15 too. To releace this, either for use in the traditional "SF" full cockpit or my chop method, we need permission from the DogSabre Team and ArmourDave (I used some of his/her Su-17 cockpit skin artwork). My chop method requires a few additional sim changes. For my method, it may be nice to get the nod from the MiG-15 creator Pasko, although we don't change anything in the model. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yough! I'll be poking round the DATA file. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Got it. First ... wow, AwSim!! This is sweet. This is going to be interesting indeed. Starting out small, I got the left gun located. I'll spend some time starting tommorow night and into the weekend. I'd like to try something possibly never done before -- exchange ideas here in the open, I guess in this thread. Others can learn and the old timers can step in to save us. -
MiG-9 WIP
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sent! hehe, I didn't realize it, but I used the same title for my PM -- "MiG-9"