Lexx_Luthor
JAGDSTAFFEL 11-
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Everything posted by Lexx_Luthor
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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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nuke effect's
Lexx_Luthor replied to ronan's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
Thanks. This is good stuff everybody should know how to do. My current settings... [MapSettings] MapMaxSize=2000000 MapMinSize=10000 MapInitSize=500000 MapScaleRate=100.0 ZoomControl=CAMERA_ZOOM_CONTROL If I recall, my map scale rate allows very fast zooming, although as you zoom out, the framerate drops horribly. I guess I should reduce my mpa min size, but its good for long range intercepts.
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Piece of pie. Its so easy, a flight simmer could do it. In the terrain's CityList, define a city with HasAirfield=TRUE for each target area, even if there are to be no city or buildings there. These should correspond to your TargetAreaXYZ's. In my experience, the Level Airfield command is the last step in using Terrain Editor -- after that its a SAVE ALL and your done. Minimum reliable size is 4km by 4km, as I've found that 2km x 2km does often misses the mark. I don't know how these cities-but-not-cities will effect the campaign engine's operation.
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Your Favorite Real Aircraft and Why?
Lexx_Luthor replied to Dave's topic in Military and General Aviation
My faves share a common theme -- interceptors higher, faster, further, at a time when different aircraft actually looked different from each other. Siemens Shuckert DIII MiG-3 F-106 ...after that, military aviation round the world was forever cancelled in favour of Big Missile by the McNamara-Krushchev-Sandys alliance. -
Weather Editing
Lexx_Luthor replied to Rover's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yea you can use overcast conditions in KMD mission editor and set the cloud bottom to low levels. That's totally normal stuff the game supports, not the weirdo stuff I'm doing. -
Weather Editing
Lexx_Luthor replied to Rover's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wind can be set in the mission files or use Kreelin Mission Editor found here at CombatAce. For campaign use, I guess you need the Enviro file's wind section, but I deleted that from my Enviros since I don't do SF campaigns. I do alot of Enviro molding. Link here talks about this ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...asc&start=0 And this old link here, from long ago, talks about how some Envrio stuff works... ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=1447 -- but is very old stuff now. -
I'm very good at Texture Listing terrains, especially efficient tile naming systems, but I can't do terrain tiles themselves -- very sad. If you'd like, we can try to find a way for TK's campaign engine to generate occasional non-combat "vehicles" that carry cirrus clouds. Right now, the method I use is a molded cargo ship with visibility restricted to 500 meters (for testing only), speed set in KMD, and the results are useful for single missions or static campaigns or something like peronalized YaP missions. Below are cirrus clouds under (1) the stock Environment system lighting but with an experimental sun more suitable for screenshot (2) which is an experimental more deep blue winteresque or high altitude colour...
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MiG-15 in progress
Lexx_Luthor replied to Nik Rus's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
AwSim detail in pilot area. Beautiful. -
Ballistic missiles
Lexx_Luthor replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If a BM could be made pounded out of an AI aircraft, a SAM could be molded into ABM. take alot of pounding though. As experiment, I once set up player MiG-21F at 200km and super high speed. At mission start I had ZERO IAS but was moving across the map. Eventually I started tumbling downwards, IAS going positive and negative, me entering black and red outs alternately. I finally pulled out of the tumble and recovered at maybe 2km altitude. I do believe the true speed slowed as I entered the deep atmosphere (otherwise I'd hit the ground). The atmosphere modelling is all there, but the heat and structural modelling on the aircraft are missing. -
Thats no ARM
Lexx_Luthor replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Next is setting up some kind of player and AI targetable object that flies across the map at 7km/s at 200km altitude. This should be possible. -
MajorLee, how did you get the map so large? That is AWSIM I suggest a small set of large 3D iceburg models, placed in terrain file. Would that be Correct Thinking? .. You see talk of the Arctic as being a competing ground for new resources, which would make an interesting theme for a post-modern campaign. If Terrain Editor could only do a circular polar map.
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Right! I only made VISUAL effects to go with your existing nucular weapons as described in the CombatAce download, which also now describes the need to ramp up high explosive effects. The game does not support Nukes, so use High Explosive, experiment with values around 1E+11 and work up or down from their, depending on yield and the physical effects you desire. The Weapon Editor (and all ThudWire ini files) can make use of the exponential notation we all remember from hi~school. The condensation rings (shockwaves) I made ... its all described here, midway down this ThudWire page here ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...70&start=16 ==========================---- Condensation rings (or fog rings). Modelled only for 300kt yield and above, these rings are a huge compromise. With the 16 emitter limit that I bumped into with the emitter-heavy 30Mt effect, I use only one emitter for the fog rings, and its not enough to model what really happens.... : : etc... : =========---=================------ Nice pics by the way! Thanks!!!! Tip -- Something I thought of only recently. For DAY missions, you could disable the SkyGlow if you like. The vast SkyGlow tries to simulate the glow on the horizon seen by observers hundreds of miles away from night time nuc tests.
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You know, the ship wakes could be ramped up a bit...alot more than a bit...to make following them easy if that is desired. You often read pilot accounts of finding ships or fleets of ships by first spotting the wakes at 50 miles or so. In the book Lost Moon (or at least in the movie??), Lovell talked about following the glowing algae in the carrier's wake to find it at night. Shucks, I have aircraft contrails that can be set to about 20 minutes duration and can be seen from 500km distance. 20 minute B-47 contrails on the horizon, about 300km long, measured by B-47 at 540KTAS.
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AV8 cockpit, I believe by Harrier Team. Its pretty nice and simple. However, if it has the complex relative motion airspeed guage, that could be a problem, and is why I gave up trying to use F-104 cockpit. Overall, the DogSabreTeam's F-86D cockpit works best for me -- and it has a radar for the interceptors which TK would never model unless he gets into stargetic air warfare, LeMay style, Wings Over Siberia or somewhere.
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Paladrian told me about bad grafix problems after figuring out it came from my Generic Cockpits molding project... Paladrian's Poast ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=192 Anybody else who tried this having problems? I don't know of anybody else who tried this project for themselves. I'm thinking of taking that whole thread down, and just using the results I find with "SF~esque artwork" or whatever instead of sharing active molding ideas.
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I've been thinking of vast thin "3D" cloud layers, with somewhat irregular holes using transparancies, and suitable skin texture. Set to a dedicated ground object or ship and it the cloud sheet can move across the map. No collision boxes of cours. If I ever got the MAX I'd like to try making clouds. Eventually, I'd do something like huge 3D cumulus clouds with skin textures, and reflections like on white painted aircraft. Anybody interested in trying something like this?
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flyable An-12 ?
Lexx_Luthor replied to Fencer1978m's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is what is inside the An-12 external model. For a *very* quick test, I use a fast lashup job with A-4B panel. A-6 panels may be better, and a stock animated ThirdWire co-pilot can be added to the right crew compartment area.
