Lexx_Luthor
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Everything posted by Lexx_Luthor
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Version
650 downloads
J32B Lansen interceptor BETA, based on A32A model by Timmy. For classic olde style StrikeFighters Series 1. Good A32/J32 resources here... Canit, deep stuff on all SAABs ~> http://www.canit.se/%7Egriffon/aviation/ Vectorsite SAABs ~> http://www.vectorsite.net/avsaab.html -------- A32A 3D model by Timmy. Skins by Timmy. Cammo 2048 and smaller cammo 512 version included. Metal silver at 512 only. Uses Thirdwire F-4B cockpit for now. I (Lexx) don't have time to research the attack version (A32A) loadouts, so this is somewhat simpler interceptor (J32B) beta for us to start with. OUT file included. If time permits, Timmy may work on dedicated J32B 3D model with slight differences. Timmy says: Model and Template are available for those wanting to work with them. 4 30mm Aden 4 Rb24 Swedish Sidewinders Basic setup for 12 Swedish 18cm-m49 air-ground rockets but this is just an example use of Timmy's great pylons. Timmy made this as A32 so we have 12 pylons here if they are used (invisible if not). Conformal nonjettisonable belly tank. Swedish rockets 18cm-m49 *and* 15cm-m51 are in Olde SF Weapon Pac, along with Rb24. Thanks to who made those. DECALS:: I placed the basic national insignia decals over Timmy's painted skin insignias. You choose which method to use. I still don't know how SF uses unit numbers, since my personal campaign can't use the Thirdwire dynamic campaign generator and I'll eventually need to program my own. So, no decal numbers nor units for now. Beta flight model is derived from Hunter/F-86D and basically tweaked to J32B. Climbs too fast, a bit too high Mach -- 0.96 vs 0.91 level Hi. Decreasing lift/drag might help this. Beta avionics is F-4E but basic radar performance (not display) tweaked towards J32B levels. Shortest selectable track range is 1km to allow good radar gunnery approach. Everybody is encouraged to work the flight model and avionics I ran out of time for. Air-air rocket pods don't work in the sim for AI planes, and the fix Wrench and I worked on does not fire too well under AI control. So no interceptor rocket pods here for now. Maybe we can eventually figure something out, as I'd like to have air-air rckt pods for this and PVO interceptors like MiG-15 and things like that. I am staying with Olde SF and not upgrading yet -- if ever -- so the FM/Avionics are rough but workable and it will be some time before I get round to deeply learning FM and AVIONICS design for the practical goal of building and comparison testing all files for all SAC/NAVY/RAF/Swedish and PVO aircraft needed for my own strategic campaign between 1947-1971, and making them compatible with the game AI programming in this role. RWR is F-4E but it won't show in F-4B cockpit. Go Tweak! -
Version
620 downloads
Purely experimental effects for radical hardcore fans of generals Curtiss LeMay and Yevgeniy Savitskiy ONLY. This is an exhaust effect mod that can change the large scale visual environment across a map, so I hope its okay to put this in the Environment mod section. Included are experimental contrails that attempt to model both quickly evaporating and persistent spreading ice crystals clouds that shine brightly near the sun, and range in lifetime from 5 seconds to 1240 seconds, which is about 20 minutes. The contrail tga uses the same game grafix calls as my Cirrus clouds, which makes sense since contrails can become cirrus clouds over time. Best used with the blue sky and sunglare ideas in the Siberian Sun mold. Instructions and advice on game limits of the longer contrails are found in the Instructions file. Pics and words soon available at this ThudWire forum thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964 ====================================================== UPDATE EDIT: Somewhat reduced max visible distances. Contrails 320 and 640 had 1000x too great a max visible distance for testing vs cirrus. Now reduced. Will update later if improved methods are found. -
**UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects
Lexx_Luthor posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: **UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects File Submitter: Lexx_Luthor File Submitted: 19 September 2007 File Category: Effect Mods 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. Click here to download this file -
Dave = JKU ? ?? madness. ... the girls must love that. I just got a really clean YJ. No time to mess with it yet, moving. New landlord says... "You need to get round headlight covers if you want to park that thing here." grrrrh
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Water taps yanked from new Bunde spy agency building. Lots of water damage. Totally "gets it" with title ~> http://sputniknews.com/europe/20150305/1019099118.html BBC somewhat also, but *lots* more info ~> http://www.bbc.com/news/world-europe-31746602
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Not related (um I think) but the city had a massive leak last month. Major Water Leak in Berlin ~> http://www.unionleader.com/article/20150215/NEWS07/150219374
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nah, alot of simple tricks and nonsense. He had a good blaster at his side here. ... blasting or flying, good skills.
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ssshhh not give TK any ideas here. Freaking ~loved~ them snakes and how they look around though. Massive props compressor blades for that.
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The night shots are very sweet thanks again MB.
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Needs lots of gas stations too. Could have found better alternatives, maybe. I just got a YJ, and apartment mgmt says I have to get round headlight covers to park there. like what? Anyways, I hadn't thought of modding up some drop tanks until now. Thanks!!
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My fave in the series. Very inspiring to at least some young to see such honesty -- Spock-- in a dishonest world. All of them were fantastic. Although my fave trekisode was Tholian Web where, for the only time I've read, the crew had to work the problem without Kirk anywhere around. They should have done more of those.
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Lockheed reveals small self-defence weapon for fighters
Lexx_Luthor replied to Do335's topic in Military and General Aviation
no pics. Is it lenticularlar saucer shaped by any chance? -
Double HD crash! Could be the end of SF2 for me :-(
Lexx_Luthor replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That's why you never store a backup plugged into your computer. I always say, keep MULTIPLE independent backups stored away from computer. I use old hard drives, slowly cycling through them, bringing each closer to up to date If used only for cold storage, they last forever. You do know of course, that if you have only one backup, and your main drive goes down, you don't have any *backup* anymore. Think about it. That's what happened to you dragon. ie... one backup is no backup, unless you are very lucky. Like me last year. I got a bit sloppy and made only one backup of my super map. My main drive went down and I had forgotten I made the backup. Went for months thinking I lost it. I found it. I got lucky, this time. I immediately made extra backups on top of backups when I stumbled across my map I thought I lost. -
A Terrain for all Seasons
Lexx_Luthor replied to Stwa's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Keep all your old stuph. No need to zip it. Old hard drives, even 10 years old, are so giga big. Just another idea. Baltika has a http://combatace.com/files/file/10530-kamchatka-peninsula-v-10/'>Kamchatka map. Think about a campaign North Kamchatka vs South Kamchatka. Kamchatka War. Maybe 1960. -
Yough interesting vid thanks Dough! I liked the apparent "gentleness" of the high altitude tracking and closing on targets. Like slow motion. I need to play more strikemfighters again.
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U.A.E. launches air strikes on ISIS
Lexx_Luthor replied to MAKO69's topic in Military and General Aviation
Yea that was the Mystery Airstrikes from last year. ~> http://combatace.com/topic/61055-nightwatch/?do=findComment&comment=672852 -
Best thing I ever found was a USAF advertisement for B-47 pilots....about 1955 I think. 5000$ a year salary ... and that's on top of the three headed monster training where all crew members had to train for all duties on that plane. McGill's new book goes into that ...the training, didn't write about the pay. mmm
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ugh . Pulling out survivors. Taxi got clipped, smashed, but occupant/s okay there...so far.
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How to win in a dogfight: Stories from a pilot who flew F-16s and MiGs
Lexx_Luthor replied to MigBuster's topic in Military and General Aviation
LONG Long long read and very good thanks as usual MB. I liked his no generals comment. hehe ... ie ... replace all the pilots with drones, the generals will still be there. -
It was Russian software wasn't it? But, I put the blame on the cowardly game companies that used the thing. Worse, didn't the starforce help forum had a serial moderator that asked souls to pirate StarDock games, because StarDock was getting good press for not using DRM software like starforce? Man, the old days of The IL~2 and The FB.
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I've stumbled into a peculiar x 3 insightful news and analysis source called NightWatch, run by, I think, Kforce Inc. ~> http://www.kforcegov.com/Services/IS/NightWatch.aspx Indeed. I noticed that style the first time, and had to keep going back ever since. Its fun to read and a fast roundup every day for those without time. Best, the NightWatch is presented in a simple text page without all the distracting flash and colours. I've always said one word is worth a thousand pictures. Today's report, NightWatch 20101208, is especially fascinating (Japan, China, NK, etc...). ...although I made the mistake of allowing auto-update to FireFox and now have to scroll right to read the full text. I hate automatic software updates. Oh well.
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Update on the Wagah crossing bombing. ~> http://en.wikipedia.org/wiki/2014_Wagah_border_suicide_attack They gunned down some suspects in Jan. Apparently the bomber had explosives to do a lot more carnage, but was forced to blow from far back because of security distance. I assume that distance has been increased.
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TK didn't keep developing his SF original idea, instead tried to go "normal." Oleg made the same error. You've seen some of my weirdo visual mods. Low quality but best I could do with our particle system. Imagine those ideas done by the pros, in a game engine made for atmospheric warfare over longer ranges. It takes alot of WORK to have fun at flight simming. You have to give alot of visual feedback to reward that work. Its never happened in flight sims. Just talking about visual stuff. I had alot of immersive fun just navigating around in some sims, but I was already motivated by aviation and willing to put in the work. There's not that many of us maybe. Worse, games are cheap now. I got teh Su-27 FLAKER 1.0 for DOS in 1995 for 50$ ... with currency devaluation (ask Typhoid) that would be about (guess) 120$ now. Granted wages were stronger then, relative to the devaluation, but not exactly. If TK could get 120$ for a family size box of full grain SF.
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From the too weird to make up department:: x'>For the night of 26 January 2015 Lexx's comment: I don't know any thing more than this, and I'd like to hold off judgment on a thing like this, until all the facts are in, butt.... Before or after ISIL beheaded 30 civilians? Also interesting on this nightwatch, Pakistan went almost totally dark, like NK maybe, with just one militant attack on one or two electricity towers.
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Gunnies, its the wanna be fighters nato Turkey is smuggling into Syria to train with teh ISIS and AQ. Fantastic analogy thanks much for this.