Lexx_Luthor
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Everything posted by Lexx_Luthor
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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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Soviet A2A Missile Weapons Pack Project
Lexx_Luthor replied to kukulino's topic in Mods/Skinning Discussion
kuk, I thought you might like this one... I saw your link from last page...strange indeed. kukulino:: I DUNNO :dntknw: Maybe some Tu-128's flew missions there, but I thought -128 was used in the Far East and the North. Dunno. -
From the album: Siberian Sky
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How do I change instrument's location and size?
Lexx_Luthor replied to ordway's topic in Mods/Skinning Discussion
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. -
Woah, I never use shadows but that could change. Those shadows look darker than normal, correct? ...need a new video card first though. I'm still running ATI-9200.
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497 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 jet sims: long distance visibility of afterburners especially at night. To do this, we oversize the afterburners as the sim, along with every jet sim 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. Please make use of the enclosed read me for full notes, details, and install instructions -
View File Siberian Sky -- The VOLCANO MOD (for strategic air warfare) << "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 jet sims: long distance visibility of afterburners especially at night. To do this, we oversize the afterburners as the sim, along with every jet sim 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. Please make use of the enclosed read me for full notes, details, and install instructions 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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streakeagle:: Does this statement -- especially the low level radar performance -- apply to Player plane only, or to both Player and AI aircraft? I'm thinking that AI aircraft sharing low level radar restrictions might allow the Player to use new tactics.
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Need help adding Canards to Su-15
Lexx_Luthor replied to 76.IAP-Blackbird's topic in Mods/Skinning Discussion
Use the much smaller MiG-21F-13 and add a drop tank for nose. How to do the ventral intake, I dunno. -
How do I change instrument's location and size?
Lexx_Luthor replied to ordway's topic in Mods/Skinning Discussion
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: -
How do I change instrument's location and size?
Lexx_Luthor replied to ordway's topic in Mods/Skinning Discussion
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. -
How do I change instrument's location and size?
Lexx_Luthor replied to ordway's topic in Mods/Skinning Discussion
Anything 106 make my ears twitch. I made some very interesting changes here, scroll down some ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=168 Also, clear canopy top is possible... -
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.
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Try a much higher number, see what happens.
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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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Czech out the readme file.
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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
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Here is my R3 effect for R-8 missile with about 11,000kgf thrust. I made these things for long distance visibility which probably all combat flight sims ignore, so things may be a bit oversized here. One thing --- there may be a HUGE difference in solid and liquid propellent rocket exhaust. I'd imagine solid gives off far more smoke. Think of Space Shuttle strap on booster smoke and the clean H2+O2 exhaust of the main engines. Granted, that is hydrogen which is as clean burning as you get.
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mmm, to make one step smaller than R1, in all emitters you divide four numbers by SQR(2) -- about 1.412. These four numbers are the rate, life, and the two sizes. First, you have to add some text blocks like the other Rn. I might do this with an update. You could also divide the light range and max vis by SQR(2), but they are not so critical. WAIT ...better...to keep it simple, use the R2 data instead, since any say "R0" would then be dividing the above numbers by 2 instead of SQR(2)...and R2's numbers are nice numbers (they are the numbers I started the project with). In fact, you could just delete R7's data at the bottom and copy/paste R2's data there, rename everything from R2xxx to R7xxx, divide by 2, and use R7 (or call it R0) for the new smallest effect. R7 is probably larger than any SAM you'd need, and may be more like something used by a medium sized ballistic missile.
