Lexx_Luthor
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Everything posted by Lexx_Luthor
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Calling 76.IAP-Blackbird: Ye-152 redux?
Lexx_Luthor replied to kct's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
More Mutant MiG-152M Now, all but the forward fuel spine "tanks" are not angled, so we can use the Pilot method shown below. Each pilot block has a spine/tank for both pilot and seat. So we add two objects under one call, except for the rear addition which should approximate a tapering of the spine near the rear. [spine1] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0.12,2.00,0.92 SeatModelName=MiG E-152M Spine SeatPosition=-0.12,2.00,0.92 [spine2] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0.12,-0.20,0.92 SeatModelName=MiG E-152M Spine SeatPosition=-0.12,-0.20,0.92 [spine3] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0.12,-2.40,0.92 SeatModelName=MiG E-152M Spine SeatPosition=-0.12,-2.40,0.92 [spine4] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0.12,-4.60,0.92 SeatModelName=MiG E-152M Spine SeatPosition=-0.12,-4.60,0.92 [spine5] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0.12,-6.80,0.92 SeatModelName=MiG E-152M Spine SeatPosition=-0.12,-6.80,0.92 //------------ [spine6] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0,2.00,0.97 SeatModelName=MiG E-152M Spine SeatPosition=0,-0.20,0.97 [spine7] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0,-2.40,0.97 SeatModelName=MiG E-152M Spine SeatPosition=0,-4.60,0.97 [spine8] SystemType=PILOT_COCKPIT SeatID=2 PilotModelName=MiG E-152M Spine Position=0,-6.80,0.97 SeatModelName= SeatPosition= -
Calling 76.IAP-Blackbird: Ye-152 redux?
Lexx_Luthor replied to kct's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
First, the Mutant MiG-152M, its a bit easier than the A (edit, no its not!!). Add to early J-8 data...I rename all the LODs for personal use so I can use dedicated bmp files to skin them. You need a hex editor to change the bmp skin the lod calls for. For functional drop tank, I re-name the F4 370 gal tank and call it 1500 liters. I re-name two lod's to get the multiple angle nose cone. For the basic cone, I use the Tank600_F4. I forgot what LOD I use for the sharper tip. Find something that works. I coloured them a simple blank olive green. For the fat fuel spine, I use multitple instances of the large euro Tornado 1500gal drop tank. Colour to taste. The forward tanks/spines are angled to match up with the canopy's surface. For the big single R-15 nozzle, I use five instances of the MiG-17PF nose cone addon mod (no missile rails). I have four of them surrounding the central one. The four are painted white to match the aircraft, and are angled a few degrees which is why we can't use Pilot method. The central is painted black. [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.012,-1.415,-1.020 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=2000 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName=Centerline_Pylon PylonMass=40 PylonDragArea=0.02 FuelTankName=Tank1500_E152 //====================================================== //====================================================== //====================================================== [spine0-1] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=6 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.10,4.00,0.91 AttachmentAngles=-6.0,-7.0,0.0 LoadLimit=1000 AllowedWeaponClass=EP AttachmentType=SOVIET ModelNodeName= PylonMass=0 PylonDragArea=0 LaunchRailNodeName= [spine0-2] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=7 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.10,4.00,0.91 AttachmentAngles=6.0,-7.0,0.0 LoadLimit=1000 AllowedWeaponClass=EP AttachmentType=SOVIET ModelNodeName= PylonMass=0 PylonDragArea=0 LaunchRailNodeName= [spine0-3] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=8 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.00,4.00,0.95 AttachmentAngles=0.0,-7.0,0.0 LoadLimit=1000 AllowedWeaponClass=EP AttachmentType=SOVIET ModelNodeName= PylonMass=0 PylonDragArea=0 LaunchRailNodeName= //========================================= [R-15-0] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=9 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-11.10,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=R-15o,EP AttachmentType=SOVIET ModelNodeName=R-15o PylonMass=0 PylonDragArea=0 LaunchRailNodeName= //------------------------- [R-15-1] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=10 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-11.0,0.20 AttachmentAngles=0.0,9.0,0.0 LoadLimit=1000 AllowedWeaponClass=R-15,EP AttachmentType=SOVIET ModelNodeName=R-15 PylonMass=0 PylonDragArea=0 LaunchRailNodeName= [R-15-2] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=11 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.20,-11.0,0.0 AttachmentAngles=9.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=R-15,EP AttachmentType=SOVIET ModelNodeName=R-15 PylonMass=0 PylonDragArea=0 LaunchRailNodeName= [R-15-3] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=12 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-11.0,-0.20 AttachmentAngles=0.0,-9.0,0.0 LoadLimit=1000 AllowedWeaponClass=R-15,EP AttachmentType=SOVIET ModelNodeName=R-15 PylonMass=0 PylonDragArea=0 LaunchRailNodeName= [R-15-4] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=13 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.20,-11.0,0.0 AttachmentAngles=-9.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=R-15,EP AttachmentType=SOVIET ModelNodeName=R-15 PylonMass=0 PylonDragArea=0 LaunchRailNodeName= //========================================= [NoseConeBase] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=14 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,5.10,-0.10 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=EP AttachmentType=SOVIET ModelNodeName= PylonMass=0 PylonDragArea=0 LaunchRailNodeName= [NoseConeTip] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=15 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,6.75,-0.25 AttachmentAngles=180,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=EP AttachmentType=SOVIET ModelNodeName= PylonMass=0 PylonDragArea=0 LaunchRailNodeName= LOADOUT....I have four R-4 missile setups here: 2 for wingtips (historical, failed) and 2 for underwing which is what MiG was returning to before the project was cancelled. Just vary the quantities between 0 and 1 to choose missile carriage configuration. [AirToAir] Loadout[01].WeaponType=R-4R Loadout[01].Quantity=0 Loadout[02].WeaponType=R-4T Loadout[02].Quantity=0 Loadout[03].WeaponType=Tank1500_E152 ignore these first two tanks Loadout[03].Quantity=0 Loadout[04].WeaponType=Tank1500_E152 Loadout[04].Quantity=0 Loadout[05].WeaponType=Tank1500_E152 Loadout[05].Quantity=1 Loadout[06].WeaponType=MiG E-152M Spine0 Loadout[06].Quantity=1 Loadout[07].WeaponType=MiG E-152M Spine0 Loadout[07].Quantity=1 Loadout[08].WeaponType=MiG E-152M Spine0 Loadout[08].Quantity=1 Loadout[09].WeaponType=R-15o Loadout[09].Quantity=1 Loadout[10].WeaponType=R-15 Loadout[10].Quantity=1 Loadout[11].WeaponType=R-15 Loadout[11].Quantity=1 Loadout[12].WeaponType=R-15 Loadout[12].Quantity=1 Loadout[13].WeaponType=R-15 Loadout[13].Quantity=1 Loadout[14].WeaponType=E-152 Cone Loadout[14].Quantity=1 Loadout[15].WeaponType=E-152ConeTip Loadout[15].Quantity=1 Loadout[16].WeaponType=R-4R Loadout[16].Quantity=1 Loadout[17].WeaponType=R-4T Loadout[17].Quantity=1 -
Calling 76.IAP-Blackbird: Ye-152 redux?
Lexx_Luthor replied to kct's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
If you wish, gimmie GIMMIE some time, and I can poast up my FrankenMiG.ini stuff. Will need several available LODs which need re-skinning (can't share my skin hacks of others' work without permission). -
Screenshot Thread
Lexx_Luthor replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Might as well do a screenie. Generally, I'm not satisfied with my persistant contrails, as they are only one emitter and not a multiple emitter effect, but it works out nice here high above the J-8/Mig mutation. This just turned out nice. Thanks to lindr for the classic R-80 missiles, from a time when cars and missiles sported real fins. -
Screenshot Thread
Lexx_Luthor replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I think its mostly fuel hump, but I don't know 152S. If you need some ideas for this, we can do a 152 thread. Hopefully 76 will see it. I use the big euro Tornado drop tanks for my MiG humpin' ... and by coincidence, also for my frankenplane B-45 Tornado where I add euro Tornado drop tanks to IL-28 wingtips. -
Strike Fighters Anime in the Works
Lexx_Luthor replied to ShinKazama88's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Just a note...Turkey and Greece had F-102s, and the delta interceptor now being modded by Veltro would be a different kind of addition. Also, F-5A is a sharp little bird, especially in silver finish. Don't forget Su-7. I'd say the "elite" Parani might fly MiG-19. Maybe add one of the Chinese developments from Insky modders...Q-something. They look pretty cool...maybe crossed dressed with AA missiles. -
STRIKE FIGHTERS 2
Lexx_Luthor replied to Crusader's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
So...does this mean just an ini text file in each weapon folder? If so, why any weapon editor is needed at all? We never needed an Aircraft and Ground Object Editor. -
F-101B VooDoo
Lexx_Luthor replied to delta6's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
*bump* yea Voodoo, what a doll. goodsum AwSim stuff. -
Genie Nuke Flash
Lexx_Luthor replied to delta6's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
mmm, careful here. I don't *think* I included the Smoke3 and Smoke4 tga files with this mod. For some reason, I thought they were game stock, but they were not. They are in the 3rd Party weapons pack back roundabout 2006.. ie... I need to re-upload this thing with these two tga files or you just see blank squares, unless you use a wep pack having them. Something like that. -
Please poast that you can see the great White Abyss? Nobody believes me.
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STRIKE FIGHTERS 2
Lexx_Luthor replied to Crusader's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
So who is right here, pfunk or pfunk? pfunk:: pfunk:: -
You *should* get 4x hfd detailing by dropping height field and tile res to 1km, and greatly reduce the coastline errors. I've never tried that, but I'm sure WW1 sim does something like that to bring out flat French terrain. I do however raise my hf/tile res to 4km because I deal in Cold War size strategic maps, and this helps framerates since I use Horizondistance on the order of 200km for high altitude flying -- on ATI-9200. The Great Wall: In FlightEngine, in pre-WoI 2006 game levels, you can make the "wall" zero or even negative (Border=, in meters) and freecam well beyond the map edge. But if you get closer than twice the DetailMeshSize= (in km!) to the north/south map edge you dump to desktop. There is a white abyss beyond the north/south map edge that only I have seen. Freecam east/west of the map, you see the map repeats forever, but the height mapping gets messed up at low levels. AI does not fully perform combat ops beyond the map edge, but they do fly. Offmap AI waypoints have to be set manually in mission text file. This all changes in WoI/Patch2008 so now you dump to desktop before you get into a position to see the map edge...ie...I'm guessing cam distance to map edge is less than horizon distance...but that's just a guess. I dumped Patch 2008 fast and don't care anymore. That's what I figured anyways. Something like that.
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STRIKE FIGHTERS 2
Lexx_Luthor replied to Crusader's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Is the extractor problem a Vista thing or can things be extracted if SF Vista is installed in XP machine? -
So I guess everybody is ticked off at me
Lexx_Luthor replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nah, I saw the feathers fly but you used the wrong word. Been there, done that! I do know the feeling of frustration sometimes. What are you most looking for in the sim? I went back to SF at 2006 Patch level because the new sky grafix I can't stomach , but SF 2006 or 2008 or Vista its still a fantastic product overall but I *need* the older sky grafix because, well I'm just weird. -
From the album Siberian Sky
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Is there any way?
Lexx_Luthor replied to razgriz31m's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks Jug! I've still gotta work some colouring...the horizon haze in this case. raz:: Read the instructions to see if you really want to go through with this. -
Does the "Crisis" affected you (or your country) yet?
Lexx_Luthor replied to Silverbolt's topic in The Pub
Yea Mannie, I meant Israel inflation dating back some years. From what I gathered, the inflation was openly addressed on the street in pricing mechanisms, although I forgot the details. Here in Ussia its not talked much on the street and .gov uses false methods to lowball the numbers. Its been surprisingly well controlled over the century. One Ussian "dollar," central bank debt note -- world famous the green paper -- is today worth about 3 cents relative to the American Dollar -- 0.77 troy oz. silver. That's a slow steady destruction of value since 1913, but builds to massive levels over generations but not so noticeable day to day on the street. -
Lansen Update
Lexx_Luthor replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Right. A32A it shall be. -
Does the "Crisis" affected you (or your country) yet?
Lexx_Luthor replied to Silverbolt's topic in The Pub
Mannie, I've read about the history of monetary inflation in Israel. Wow!!! Some say we (Ussia) might soon be inflating our paper to get out of this. -
The greatest mass murder in Man's history was suffered by Native Americans, but I have no problem flying US, British, and French aircraft, or Spanish aircraft in a Spanish Civil War sim if there was one...although Charles has releaced a new SCW campaign for Thudwire sims. Everybody has there own feelings and handles things in their own way. For me, flying the "enemy" as well as "friendly" is a way to explore history, and does not trivialize it, but in fact can help motivate an understanding....an understanding that is often *not* desirable from a .gov propaganda viewpoint. When I finished my nuc mod, for a few days before uploading it, I considered deleting it all, or just keeping it for myself. But its just a computer game that can help stimulate interest in exploring history. And here it is, thousands of stories. Read them all. Atomic Veterans ~> http://www.aracnet.com/~pdxavets/
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Is there any way?
Lexx_Luthor replied to razgriz31m's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Here...the cirrus is the more important of the two, as my new haze directly uses the same method. Cirrus ~> http://forum.combatace.com/index.php?autoc...p;showfile=6567 Siberian Sun ~> http://forum.combatace.com/index.php?autoc...p;showfile=4444 -
Is there any way?
Lexx_Luthor replied to razgriz31m's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
How can you? Apply the mods I mentioned above. Then we can talk. Beware that even those two older mods are relatively "experimental" in that very few people use them. They are very hardcore. And some people can't get the cirrus to work properly, apparently those with Nvida cards, but I'm not sure. I still use ATI-9200. If you can work the cirrus, you will be able to get the images seen below when I eventually upload this. This is experimental stuff, but the reward can be worth it. Just took these for show with free camera. Needs work...colours for example. Early experimental stage. sea level... Just above the cirrus clouds... Somewhat higher, maybe 15km altitude (didn't record it)... 25km altitude...near space. Jug would be the one to ask if this is reasonable. He's been there.