Lexx_Luthor
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Everything posted by Lexx_Luthor
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SR-71
Lexx_Luthor replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Much larger maps are possible. We do need 3rd Party dynamic campaign engines that offer new gameplay and air warfare features. All that is needed is a map-wide combat results text file that can be read by the campaign engine, instead of just Player squadron as we have now, and even that is not output to a readable file as far as I know (not sure, but I never found it). Lowengrin's dynamic campaign saved the FB/PF sim for many of Oleg's customers, and could do the same here. But without a map-wide combat recorder, all Lowengrin can do is create "editors" to "edit" the stock dynamic campaign engine -
Right. There must be more than one glass object to Move. Also try one, or both, of... Instrument[046]=Move2 Instrument[047]=Move3 : : ...and similarly use... [Move2] canopy_glass_sides : : [Move3] canopy_glass_rear : : These additional names are found in the cockpit LOD file with a hex editor. I ought to do a Brain Base thing on this basic subject.
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No WoI here yet....so... AI beaming player radar: Does the AI beam AI SAHM missile attacks? Or is this feature restricted to AI beaming player plane only, or perhaps player squadron's aircraft? When I get any flight sim upgrade, the first thing I do is run tests on the AI vs AI, no player involved (player sits on runway across the map) with a mission editor for creating test setups. Right now, no Paypal so no WoI for me yet!!
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GrViper:: When you start tinkinering around with the sim, its not so lite after all. When you stretch it to the breaking point like I do with grafix, or streakeagle with FMs, it may be the most hardcore simulation out there today. I don't have THE PAY PAL, so no WoI here, maybe get somebody to buy it for me, pay them back, or wait for an equivalent SF upgrade, or better if TK would take mail order and send a download key or whatever it takes. Until then, I can philosophize and theorize -- MiG-25 recon...player perhaps, but maybe more interesting would be Israel attempts to catch -25s after takeoff or before landing, or Arab MiG-21 flights to cover the low and slow MiG-25s against Israeli anti-25 missions. That could be an interesting series of missions -- long range strike against a heavily defended flying aircraft target.
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From the album: Siberian Sky
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Very interesting. If you would, czech out Paladrian's description of problems with this cockpit method here... Paladrian @ ThudWire ~ http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=192 :: One big thing: I'm running an old ATI-9200 video card, although with a more recent (9800Pro era) driver. Maybe the newer cards work different from the old, or ATI differs from Nvida. The -9200 is the only card I ever had, although I did use my 9800Pro for some time until the fan went. Never bothered with it again.
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496 downloads
<< "I spotted an afterburner plume at twenty miles." >> This is the only quote I recall from a Vietnam War air combat book I read back in hi~school and I forgot the title and author. The author spotted the afterburner at night, against the stars if I recall, and said it was a MiG-21. They (F-4 crew) locked it up and downed it with a Sparrow. The VOLCANO MOD attempts to address, or bring attention to, a long missing feature in all combat jetsims: long distance visibility of afterburners especially at night. To do this, we oversize the afterburners as the sim, along with every jetsim it seems, does not model the brightness intensity of afterburner plumes. The same philosophy was used in sizing the recent 3D Rocket Exhaust effects, making larger flame plumes optional for missiles on a sliding scale of selectable effects sizes. With the smaller of two oversized afterburner systems here, I can just see a MiG-21's pixel sized R-13 afterburner flickering from a little over 20 miles using 30 degree field of view (FOV) and 1280x1024 screen resolution. I believe that higher resolution would allow longer visible distance for any given FOV. The full size screenshot shows very late twilight F-106 AI squadron takeoff to the South, using the smaller size afterburner system. The yellow arrows point to aircraft in full afterburner following the AI leader. The VOLCANO MOD uses specific engine names in aircraft DATA files. Any engine afterburner can be done at any time with a simple calculation. A list of engines currently modelled here and simple formulae for calculating their afterburner data are in the instruction file. These are some of the engines that will be of use in a mythological strategic strike/intercept campaign (Siberian Sky), and include engines that were used, or could be used, by Strategic Air Command (SAC) and manned Soviet Air Defense (IA-PVO) from the 1940s to the 1960s. ThirdWire thread discussing grafix for classical era strategic air warfare: Volcanos erupt on page 3 ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964 "VOLCANO" was a name used by one or two of our Old Timer SF simmers some time ago who poked fun at an early experimental closeup cameo screenshot that I poasted (it looked pretty bad). The name stuck. v1.01-------------------------------------- *** ADDED TO INSTRUCTION FILE, but the replacement Zip file does not seem to upload here. So... Grafix position of the afterburner may need to be changed to taste. This is done by changing the vector ExhaustPosition=[x,y,z], where... -x is left, x is right. -y is back, y is forward. -z is down, z is up. The numbers are in meters. I prefer the burner flame as close to the nozzle as possible, but without interacting to cause flickering of nozzle/flame. -------------------------------------- -
Siberian Sky -- The VOLCANO MOD (for strategic air warfare) View File << "I spotted an afterburner plume at twenty miles." >> This is the only quote I recall from a Vietnam War air combat book I read back in hi~school and I forgot the title and author. The author spotted the afterburner at night, against the stars if I recall, and said it was a MiG-21. They (F-4 crew) locked it up and downed it with a Sparrow. The VOLCANO MOD attempts to address, or bring attention to, a long missing feature in all combat jetsims: long distance visibility of afterburners especially at night. To do this, we oversize the afterburners as the sim, along with every jetsim it seems, does not model the brightness intensity of afterburner plumes. The same philosophy was used in sizing the recent 3D Rocket Exhaust effects, making larger flame plumes optional for missiles on a sliding scale of selectable effects sizes. With the smaller of two oversized afterburner systems here, I can just see a MiG-21's pixel sized R-13 afterburner flickering from a little over 20 miles using 30 degree field of view (FOV) and 1280x1024 screen resolution. I believe that higher resolution would allow longer visible distance for any given FOV. The full size screenshot shows very late twilight F-106 AI squadron takeoff to the South, using the smaller size afterburner system. The yellow arrows point to aircraft in full afterburner following the AI leader. The VOLCANO MOD uses specific engine names in aircraft DATA files. Any engine afterburner can be done at any time with a simple calculation. A list of engines currently modelled here and simple formulae for calculating their afterburner data are in the instruction file. These are some of the engines that will be of use in a mythological strategic strike/intercept campaign (Siberian Sky), and include engines that were used, or could be used, by Strategic Air Command (SAC) and manned Soviet Air Defense (IA-PVO) from the 1940s to the 1960s. ThirdWire thread discussing grafix for classical era strategic air warfare: Volcanos erupt on page 3 ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964 "VOLCANO" was a name used by one or two of our Old Timer SF simmers some time ago who poked fun at an early experimental closeup cameo screenshot that I poasted (it looked pretty bad). The name stuck. v1.01-------------------------------------- *** ADDED TO INSTRUCTION FILE, but the replacement Zip file does not seem to upload here. So... Grafix position of the afterburner may need to be changed to taste. This is done by changing the vector ExhaustPosition=[x,y,z], where... -x is left, x is right. -y is back, y is forward. -z is down, z is up. The numbers are in meters. I prefer the burner flame as close to the nozzle as possible, but without interacting to cause flickering of nozzle/flame. -------------------------------------- Submitter Lexx_Luthor Submitted 02/19/2008 Category Effect Mods
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streakeagle (page 2):: Thanks! TK's beats every other sim hands down in the terrain avoidance capability of AI aircraft. Its phenomanal to watch. Is TK taking advantage of this directly now, or has he always? I never played SF+ campaigns or single missions, only KMD testing. Any chance of testing the AI to see if TK has made AI aircraft supersonic dash with afterburner possible? How do you ever test the re AI aircraft without a mission editor to create specific conditions for testing?
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FastCargo, hopefully you might have made an error in NearClipDistance= From the first page of the ThudWire thread... [NearSceneClip] FarClipDistance=100.0 NearClipDistance=0.05 I'm using 0.02 now because I later ran into some very tight external model pilot compartments. Your T-38 may need something smaller than 0.10. If you did make an error here, then I hope your T~38 project is back on! :good:
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I'd love to, but I'd need a beta tester or three before I share with downloads, as it can be pretty deep stuff (not always though). Full instructions for the ThirdWire B-52 with ThirdWire A-6 cockpit are given on page 2 of that big thread. This can be done at home now by anyone who has THE WOV. Many -- but not all -- of my external model and cockpit combinations use either a 3rd Party cockpit panel skin, a 3rd Party external model skin, or both, that require skin changes. These skin changes may need artist permission before offering up for download.
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Maps
Lexx_Luthor replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I can flatten airfields. How large? I found that the 2x2 kmkm flattening for smaller fields is unreliable, so I go with 4x4 kmkm as standard. -
EmissionRate controls the fire and smoke particle density. Have you looked at the ThudWire thread about this? --- *UPDATE* --- I just uploaded a replacement file. This has new smaller effect...R1...but all other Rn effectst are shifted higher....the old Rn are now R2 to R8. Unguided rocket effects are U1 and U2 which are the same as the new R1 and R2 but with double EmissionRate (half the emission rate!) for performance if large number of unguided rockets are fired. Hopefully more clear and more extensive instructions.
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Aardvarks!
Lexx_Luthor replied to bostechboy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Czech out the readme file. -
Just thinking, its possible that on some aircraft/engines that air density effects might "blow up" or something (think vertical asymptope) and the engine suddenly flames out for a given narrow range of air density and airspeed or maybe AOA too. So, for any aircraft like that, a fairly sudden thrust drop like the Ceiling function would be better than having to construct an overly detailed thrust/altitude table. Dunno. I recall reading about experiments using F-106 to go vertical, pullup starting at 45,000ft/Mach2 in attempts to take down U-2 (and B-57 wide wings) with Genies. Afterburner was lost first at some altitude, and later dry thrust too as the aircraft gained altitude. Something like that.
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Ceiling= is the altitude when engines go to zero thrust. This is a simple method of enforcing altitude restriction. When you get near the Ceiling, within maybe 500m, the engine quickly loses thrust. You don't need it. Proper construction of thrust/altitude tables allows one to set Ceiling=1E+9 for example, and you still can lose engine thrust to model published ceiling data.
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Thanks. I did it too...R0...but got something different. I think you copy-pasted each R2 emitter??? If so, DON'T do that. Copy-paste the entire R2 effect. They are not all the same...see bold in R0Smoke1 below is different from the other Smokes. Divide the four R2 numbers listed above by 2... EmissionRate Lifetime and the two final sizes [EmitterType049] Name=R0Flame EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=035.4E+3 EmissionRate=0.00025 HasLightSource=TRUE LightColor=1.0,1.0,0.5 LightRange=141 LightSrcOffset=0,0,0 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleLifeTime=0.0125 ParticleWindFactor=0.5 ParticleInheritence=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=1.00,1.00,1.00,0 ParticleColor[02].Time=0.7 ParticleColor[02].Value=1.00,0.50,0.25,0 ParticleColor[03].Time=1.0 ParticleColor[03].Value=0,0,0,0 ParticleSizeTableType=TABLE ParticleSize[01].Time=0 ParticleSize[01].Value=0.25 ParticleSize[02].Time=1.0 ParticleSize[02].Value=1.0 ParticleLifeTimeDeviation=0.10 TextureMaterial=FlameMaterial //------------------------------------------------------------------------------ [EmitterType050] Name=R0Smoke1 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=035.4E+3 EmissionRate=0.0015 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.3125 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=1,1,1,0 ParticleColor[02].Time=0.030 ParticleColor[02].Value=1,1,1,0 ParticleColor[03].Time=0.040 ParticleColor[03].Value=1,1,1,1 ParticleColor[04].Time=1 ParticleColor[04].Value=1,1,1,0.6 ParticleSizeTableType=TABLE ParticleSize[01].Time=0 ParticleSize[01].Value=0.75 ParticleSize[02].Time=1 ParticleSize[02].Value=2.50 BaseSizeDeviation=0.0 TextureMaterial=SmokeMaterial //------------------------------------------------------------------------------ [EmitterType051] Name=R0Smoke2 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=035.4E+3 EmissionRate=0.003 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.625 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=1,1,1,0 ParticleColor[02].Time=0.48 ParticleColor[02].Value=1,1,1,0 ParticleColor[03].Time=0.50 ParticleColor[03].Value=1,1,1,0.9 ParticleColor[04].Time=1 ParticleColor[04].Value=1,1,1,0.3 ParticleSizeTableType=TABLE ParticleSize[01].Time=0 ParticleSize[01].Value=0 ParticleSize[02].Time=0.48 ParticleSize[02].Value=0 ParticleSize[03].Time=0.50 ParticleSize[03].Value=2.50 ParticleSize[04].Time=1 ParticleSize[04].Value=5.0 BaseSizeDeviation=0.1 TextureMaterial=SmokeMaterial //------------------------------------------------------------------------------ [EmitterType052] Name=R0Smoke3 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=035.4E+3 EmissionRate=0.006 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=1.25 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=1,1,1,0 ParticleColor[02].Time=0.48 ParticleColor[02].Value=1,1,1,0 ParticleColor[03].Time=0.50 ParticleColor[03].Value=1,1,1,0.6 ParticleColor[04].Time=1 ParticleColor[04].Value=1,1,1,0.2 ParticleSizeTableType=TABLE ParticleSize[01].Time=0 ParticleSize[01].Value=0 ParticleSize[02].Time=0.48 ParticleSize[02].Value=0 ParticleSize[03].Time=0.50 ParticleSize[03].Value=5.0 ParticleSize[04].Time=1 ParticleSize[04].Value=10.0 BaseSizeDeviation=0.2 TextureMaterial=SmokeMaterial //------------------------------------------------------------------------------ [EmitterType053] Name=R0Smoke4 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=035.4E+3 EmissionRate=0.012 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.50 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=1,1,1,0 ParticleColor[02].Time=0.48 ParticleColor[02].Value=1,1,1,0 ParticleColor[03].Time=0.50 ParticleColor[03].Value=1,1,1,0.4 ParticleColor[04].Time=1 ParticleColor[04].Value=1,1,1,0.1 ParticleSizeTableType=TABLE ParticleSize[01].Time=0 ParticleSize[01].Value=0 ParticleSize[02].Time=0.48 ParticleSize[02].Value=0 ParticleSize[03].Time=0.50 ParticleSize[03].Value=10.0 ParticleSize[04].Time=1 ParticleSize[04].Value=20.0 BaseSizeDeviation=0.2 TextureMaterial=SmokeMaterial //------------------------------------------------------------------------------ [EmitterType054] Name=R0Smoke5 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=035.4E+3 EmissionRate=0.024 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.0 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=1,1,1,0 ParticleColor[02].Time=0.48 ParticleColor[02].Value=1,1,1,0 ParticleColor[03].Time=0.50 ParticleColor[03].Value=1,1,1,0.2 ParticleColor[04].Time=1 ParticleColor[04].Value=1,1,1,0 ParticleSizeTableType=TABLE ParticleSize[01].Time=0 ParticleSize[01].Value=0 ParticleSize[02].Time=0.48 ParticleSize[02].Value=0 ParticleSize[03].Time=0.50 ParticleSize[03].Value=20.0 ParticleSize[04].Time=1 ParticleSize[04].Value=40.0 BaseSizeDeviation=0.2 TextureMaterial=SmokeMaterial
