Lexx_Luthor
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Everything posted by Lexx_Luthor
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Horrible Finding - Yes its true - ASUW doesn't work well
Lexx_Luthor replied to Canadair's topic in General Discussion
TK at 3w:: Fortunately for me, classical era SAC depended on uranium and hydrogen bombs and not missiles, although some were built they were never used (Rascal, SkyBolt, etc...). The big exception here is the Houndog missile. Shucks, I think even the B-70 was initially designed to drop basic bombs so I'm good to go here, although at B-70 style speeds, the aircraft was like a manned Houndog all by itself. Someday, combat flight The Sim developers will move beyond the industry standard "dogfight" sim. We almost had a good start with Target For Tonight, a cancelled RAF vs Reich night strategic bombing/intercept simulation.... Target For Tonight interview ~> http://www.womengamers.com/interviews/t4t.php -
SF does offer a rather out-of-box Gothic experience. If you like bright sunny landscapes, you can do it. If you like bright blue skies, you can do it. To learn how, see this... Siberian Sun ~> http://forum.combatace.com/index.php?autom...p;showfile=4444 Although I am currently pursuing dark blue skies and less than bright landscape for various specific reasons, you can do anything you like by deeply studying this as an example and following the discussion at the ThirdWire link offered in the download.
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Can you use the existing Zero LOD and skins for static objects? You may want permission from the real modders to upload that...or you could poast instructions for molding at home.
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Wow yeah I like. :yes:
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Thanks FastCargo. By the way, I meant to thank you for looking, from a 3D modder's perspective, into the idea of moving some of the complexity of cockpit making over to the external model making. The cirrus are generated by ships that I place in missions using KMD. It may (or may not) be possible to define surface units that TK's campaign generator creates waypoints for this purpose. Only a few cirrus ships are needed for a map; maybe 6. Its best that all cirrus ships travel the same direction and speed...usually to the East at least in northern hemisphere (upper tropospheric winds and all that). For hand crafted static missions, a more complex alternative is "cloud seeding" by a few AI aircraft dropping bombs in a few places. This extra work won't be seen if the campaign engine can be made to do it. The one downside is the cloud layers don't move, although it may be possible to make them move, maybe with the mission's defined wind...I assume TK's campaign generator defines wind.
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Thanks Jarhead! But I know nothing about SF campaign files -- never even tried to play one (geared to tactical -- geared to player squadron). I know that eventually I'll be coding my own dynamic campaign generator (in FORTRAN) optimized for strategic strike and interception, LeMay style. Without a map-wide combat results recorder beyond player squadron in this sim available to generator creators, it will be difficult to use and require manual count and/or some abstract way of guessing combat results. Dunno. But...I would ~love~ to do some experimental things, such as devising unit types that the stock SF campaing generator can make efficient use of that provide new effects...my cirrus clouds for example which are generated by a moving but invisible "cargo ship." Right now, my cirrus clouds are useful for adding to static hand made missions like we find in YaP for example. Maybe a sandstorm effect for Iraq campaign is possible. In the other thread we talk about volcano effects for Pacific maps. I'm not a normal SF simmer, so the stuff I mold is weird and deep like one end of a dry swimming pool.
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Yeps, I always said (1) playing an Iraqi MiG-25 would be a fascinating challenge to try to score and then evade the massed flocks of traditional industry standard combat flight sim superjetfighters -- perhaps escape into Iranian airspace and land there, and (2) the MiG-25 and F-14 were the greatest tactical fighters for unrestricted total air warfare since the NAA F-108 and Lockheed F-12 concept.
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It should be possible, to what degree of overall effect I have not thought about yet. Another idea for Pacific use: active volcanic eruption smoke, like say near Rabaul for example.
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Aircraft LOD's can't be "joined" or pieced together in parts. What you may be asking for might work in some cases however. They can be added to an aircraft like weapons, as stated above. I was planning to add a P-51 to a P-51 wing to rougly "mold" an F-82, but Pasko's F-82 was re-releaced here fortunately.
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Thanks fellas/fellattes. I'm thinking MiG-19PMU for a limited production SM-12PM (not SM-12PMU). Ghost:: An aircraft LOD can be applied using the same method, with the LOD's files re-named. The aircraft LOD and bmp skin files would need to be in the weapons folder, and they could be re-skinned if needed for your use. To make things better, a hex editor can also change the skin bmp filenames used.
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76 (here thinking J-8 is a MiG-21 ):: Insky's J-8 offers much higher quality than MF's J-8. But I won't be using J-8 as J-8... ...no, its not a "mig 21" either.
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Go Major Lee. 6 Million Dollar Website. (I recently looked at some 1976 comics of 6MDM -- nice artwork of B-58 and F-102).
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Try this in Su-15 cockpit.ini : : Instrument[125]=Move1 : : : at the bottom of the file, add the following... [Move1] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0
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If produced, what would this be named? I guess MiG-19SM for the basic SM-12. What to call a limited production run of SM-12PM I don't know, as there is already MiG-19PM. Does anybody know the following English translation of Russian sub-types...? F PF PFM PFMA S SM SMT
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Yep, basic SM-12. Below I use 16+8+8-2= 30 UV32 rocket pods to roughly approximate the longer nose. I ran into some kind of limit on the numbers of added weapons, so I had to delete a UV32 rarely seen at the bottom and delete another to allow addition of an inlet nose cone (195gal F-104 tank). I'll probably allow a dynamic campaign variable to allow at least limited production and use of this aircraft in my Siberian Sky campaign. The significant change was the sharper intake and early "mig-21" style nose, and with some stabilator changes to allow handling at the higher speeds (near Mach 1.7 for the real aircraft). Many other smaller but still interesting changes that may not be needed if there was a shooting war going on and the extra speed was needed NOW with no time to wait for MiG-21F. The FM would be an estimate, with the lower power but more reliable RD-9B engines. The real thing had handling issues at high speeds, and would make a good match with F-101 which also had a bad attitude about manuevering. The raw speed may be needed, depending on what SAC puts into the air in the late 1950s before the J-79 powered B-58 comes along.
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mmm, are you able to convert the old tga into a bmp?
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What are the file names?
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Piece of Pie. Also, a great idea for heavier strike aircraft or all weather interceptors where gun dogfighting won't happen against heavier strike aircraft. These two types of aircraft were made to meet each other in the strategic skies....well not exactly, as one type tried to avoid the other type through speed and/or altitude. You only need one (1) aircraft modelled. You only need two (2) COCKPIT.ini files and two (2) DATA.ini files. These are easily swapped in the two lines in the Aircraft.ini that define which cockpit/data file to use. For example...here using DogSabreTeam's F-86D cockpit chopped and slipped inside Pasko's F-94B two seat interceptor external model...granted this has guns, but it was primarily intended for use against heavy bombers, and the F-94 is one of my faves! Rear seat --- the lines of canopy frame bolts I later managed to remove from view... F-94 discussion ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...sc&start=72 By request from vulkan, details on how to setup easy seat swapping, scroll down to L-39 2-seat trainer near the bottom of this page B-52 and L-39 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...asc&start=8
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Some news about Chinese birds.
Lexx_Luthor replied to Erwin_Hans's topic in Mods/Skinning Discussion
J-8 is a nice addition -- a very large tailed delta. I used some spare parts to roughly approximate the experimental MiG Ye-152M (M for Mutant Mod)... We need R-4 missiles, but R-40 is what I have to work with here. Spine is a collection of fifteen Tornado 1500gal tanks. Forward part of spine mating with canopy is three 55 gallon 55drum. Nose cone is a 600gal F-4 tank. Single engine rear fuselage is five 17PF noses. Drop tank is 370gal F-4 tank. It seems MiG enjoyed larger single tanks, while Su felt attraction to pairs of smaller tanks. The missiles never worked well when mounted at the tip, so for the Siberian Sky myth, I'll move them back under the wings using the J-8's outer underwing pylons. hmmm...maybe MiG would have the incentive to redesign the wings ... I do like the wingtip missile style, but flying with one missile is a challenge! -
SM-12PM. I'll try my hand at this, along with SM-12 day fighter. I may use these -12's for the Siberian Sky myth, but probably with standard RD-9B engines instead of RD-9BFs or Sorokins. It seems the extra speed came largely from the sharper intake, and not just engines.
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Another cockpit glass color question
Lexx_Luthor replied to DoctorQuest's topic in Mods/Skinning Discussion
Much of the 3w and 3p aircraft use the game's canopyglass.tga hidden in Object cat file. The easiest way to replace this is to find another tga, say totally clear, and rename it canopyglass.tga and place it into the aircraft's folder, sometimes the skin folder, or the cockpit folder. Try all these locations if needed. You can find a clear tga in Cellinsky's sky mod here at the CombatAce, where Cellinsky offers totally clear tga's to replace the sim's horizon cloud tga's. There are other deeper methods. -
Some news about Chinese birds.
Lexx_Luthor replied to Erwin_Hans's topic in Mods/Skinning Discussion
101 this is an interesting bird, and very large. ~THANKS~ In the cockpit file, I removed the // comments in five canopy sections, and the MiG-21F cockpit opens on the ground at very low speed. -
You should increase the max world height in FlightEngine file. I made a mission starting MiG-21F at about 200km and orbital speed, started out with ZERO indicated airspeed (as it should be). Began tumbling down but eventually stabilized and pulled out about 2km altitude. TK seems to have the near-space aerodynamics nailed down, just not the heat and structural physics of re-entry vehicles.
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Sag -- what about using the terrain tile height field bmp's and the terrain's DATA height variables to construct very deep and narrow channels in otherwise totally flat terrain? One may create flat terrain by painting the HFD file, and the height field bmps can create extreme tall channels.
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My stuff is kinda "deep" though, off the deep end of a dry pool. I prefer the term "weird." Thanks tank! Were there problems you saw in the FlightEngine or other sim changes? ------------- One thing....for use in day missions, you might reduce the particlesizes of the SkyGlow. Cut the value (a length in meters) in half or even to zero. I have thought of this, but have not done it yet. These nucular effects are generally optimized for night missions. The SkyGlow is for simulating...this, page 2 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...asc&start=8 Its kinda gastly looking in daytime, but maybe that is how it really is, me being lucky never to have looked directly at a nucular flash. I'm gonna be adding high FlatClouds to the 3kt and 30kt surface burst effects. Although overly simple (as everything in this package is) the FlatClouds are a fairly framerate and numerically particle friendly method of generating very large atmospheric effects that can last for hours.
