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Lexx_Luthor

JAGDSTAFFEL 11
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Everything posted by Lexx_Luthor

  1. grrh can't find it now, but there is a Bomb Sights mod by dfang here that you want. It works. It involves briefly turning off the cockpit view which leaves a large bombing sight low down, normally obscured by the cockpit.
  2. I've always enjoyed the space stragery or space empire games, although there are none out now I would recommend. Zip. You can take a look at an upcoming small team production here, seems interesting from a "realism" viewpoint -- Horizon ~> http://www.l3o.com/
  3. http://forum.combatace.com/index.php?autom...ode=sst&id=3977 File Name: **UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects File Submitter: Lexx_Luthor File Submitted: 29 Jan 2007 File Updated: 18 Sep 2007 File Category: Weapons Mods/Skins Update 1.3 fixes a sloppy and 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. 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
  4. The current -25 is very nice. The recon version had a drop tank, and just in case it could have worked, and PVO needed the extra range in a shooting war, I use the B-58 bomb pod for drop tank (about 5000 liters), assuming this would even work for the interceptor version. Its actually looks fairly close to the real thing used by the recon version. I use Mago's blue/green cockpit, the one without gun camera. There is an issue with the skin on the inboard external intake walls, that looks bad from the cockpit, but this is fixed by painting dark a tiny spot on the skin (looks good now, see below), its a bear to find that spot though, and I don't remember where it is now.
  5. That's good news, as I've been wondering if the ThudWire NAVY cockpits would vanish forever with the end of WoV. TK should sell these aircraft+cockpits seperately -- both online sales and old fashioned mail order that successful businesses have used for a hundred years -- as these cockpits are very nice. For example of what can be done, below I am using a hex editor to chop the canopy frame of the A-7 cockpit for use inside the incredibly detailed B-58 external model's crew compartment... ~ http://bbs.thirdwire.com/phpBB/viewtopic.p...asc&start=8
  6. GO NGHENGO GO! Empty bombay? Need some big payload?
  7. Thanks Typhoid. Very interesting stuff, and great read on that link. Aussom.
  8. Translation -- What I tried to say is...get WoV first, and since it should not cost much anymore, get the WoE too. Get both of them in case you find yourself interested in the Europe thing. Both are like silver and gold if you mod it up. Original SF, of course, is like a diamond.
  9. Yes... Get the WoV before it vanishes. WoV is where you get the NAVY aircraft and cockpits which all can be used in the other sims with a little work. Nobody knows if these ThirdWire NAVY aircraft will ever be available again. WoV is required for Yankee Air Pirate payware detailed historical missions, as you say you are into the Vietnamese thing. I don't even have the WoE yet. The only thing interesting to me is the Hawker Hunter cockpit, as I have no interest in F-15 or A-10. But, I suggest getting WoE anyways. These things don't cost much and they are, or should be, redeemable in gold AND silver to the player on demand.
  10. mmm...check if you installed the Entendard folder in an extra Entendard subfolder. You don't want that. No way no. C:\SF\Objects\Aircraft\SEntendard\SEntendard .... this is bad ... subfolder This is why I always unzip into a download folder outside the game install, and copy the often made subfolder into the aircraft folder
  11. Wough Man ... those were the largest moving surfaces on any aircraft ever made, and they will be the largest moving surfaces on any combat flight sim aircraft model. Love those wingtip drops. AwSim.
  12. Man I think I screwed up. I poasted this article at ThudWire along with a request related to the title about adding a basic ground based surveillance radar, and I don't think TK liked it. I feel so stupid, but I must press on. I am intrigued by the last hint about ... Space Combat...TK would do well with this. Newtonian physics or Star Wars physics for space lite? mmmm, that debate could be worse than the classic AndyBush vs Sleuths7 AIM-4 vs No AIM-4 thread... ~> http://www.simhq.com/simhq3/sims/boards/bb...TML/000317.html TK made the right call here, including the Falcon, certainly never a "sim lite" object.
  13. heehaha I missed it, but I do that ALL the time mistakes I have to edit out later. -- So tank, how'd it go?
  14. Falcon:: There was a posslbly similar display size issue over at ThudWire board involving running missions, in the WW1 sim...turned out to be grafix card settings, czech it out if you wish...
  15. No matter what you get, your diversified holdings should include the WoV, as only WoV has the NAVY cockpits. These are unique and very nice, and also very useful for other aircraft. WoV and (I think) WoE also have the truly stunning F-105 cockpit. This is a must have. I don't know the story behind the SF F-104 and cockpit, but its also nice and useful. Its not in WoV, but may be available in Patches. I don't know about this, as I have the original SF already (along with WoV).
  16. MKSheppard:: Brutal. I read about those ideas for B-70 weapons. They will be something on the extreme end that I'll be looking into for my strategic moldings. First heard about them here ~> http://www.designation-systems.net/dusrm/app4/pyewacket.html
  17. lol I didn't get it either, the first thing that I thought was Chicken. Something like Kentucky Sauteed Chicken .. yum. But, the first Google KSC search did turn up Kennedy.
  18. Experiment. Let us know. I'm guessing (again) the missile range or seeker range (if modelled) has some relevance. Experiment. Use the wep ed to change some info for the -9M, see if it launches beyond its ability to fly the distance. In real life, you should be able to launch an IR missile at the sun, even if the missile does not have the physical range, it has the seeker range to see a target at 1 astronomical unit of distance, although the target is a main sequence star. If I recall, several IR test launches of Ye Olde SNARS-250 flew towards the moon (night shots).
  19. I think, I think, if the visual detection range of an aircraft is increased, enemy aircraft will target it relative to their missile performance. I once had a MiG-25 fire head on against a bomber -- B-52 if I recall -- about 20km or more distant. Its certainly worth experimenting with.
  20. Thanks USAFMTL and Team. Time again for another B-47 Appreciaton Moment.. Last one scrambled off the overseas forward SAC base is a poached egg... SAC base at Dawn, sunny side up... Massive Retaliation, over hard, frying up in the skillet...
  21. Bumpsies Mee Too. Thanks for the AwSim cockpit. I prefer the one without co-pilot model, so thanks for offering that option.
  22. Great. Other good stuff are the F-8 cockpits. Really nice. They are very dark, but you can lighten them up a bit using some photopaint tricks. Ya, I got a hex editor and learned to go through the cockpit model looking for canopy parts to move. Here are some simhq starter kits to read... http://www.simhq.com/cgi-bin/ultimatebb.cg...c;f=55;t=011770 http://www.simhq.com/cgi-bin/ultimatebb.cg...t=011951#000000 http://www.simhq.com/cgi-bin/ultimatebb.cg...;f=145;t=004540
  23. bernard Amazon.com has the Wov, used and new. Czech it out. If you don't order online, find somebody who does in your leg of the woods, and pay em a bit to order for you. You need the A-7 cockpit. AmazonWoV http://www.amazon.com/THIRD-WIRE-10207-Win...mp;s=videogames I think ebay has The WoV too.
  24. mmm, the development as a weapon system ended in 1959, so who knows what could or would have been eventually fielded. I wouldn't worry much about modelling fancy stuff -- just a simple bombay is fine opening doors or not we will never see them from the cockpit (alot different from the WW1 models) -- except the drooping wings as they ARE visible from long distances and at combat speeds. They are the largest moving surfaces of any aircraft made I think, so they will be the largest moving surfaces of any sim model. Interesting. GoHengo!!
  25. hehes Thanks Fubars. -45 Tornado is a sharp bird.
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