Lexx_Luthor
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Everything posted by Lexx_Luthor
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Start with Major Lee's tutorial, but it stops short and does not cover the evil little "tricks" in getting Terrain Editor to work. For that, browse through my TE Learning thread at this webboard ~> http://forum.combatace.com/index.php?showtopic=8781 Bump the thread up if you have any questions. ...and Polak's TE learning thread over at teh simhq ~> http://www.simhq.com/cgi-bin/ultimatebb.cg...c;f=55;t=006981 More info, and a texture list file, here... http://www.simhq.com/simhq3/sims/boards/bb...t=002370#000000
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Wellcome JR Very long, and old, StrikeFighters radar and weapons tutorial here, at the simhq ~> http://www.simhq.com/_air/air_061a.html This was written by Andy Bush, a real F4 pilot, but before the newer WoE sim. WoE has the new superjetfighter "huds" so its not in this tutorial, but the older classic "real" radars displays are covered in depth. I don't have the WoE yet so others may help you. ...no paper manual in WoE...?
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Possibility of a Ground Object Pack?
Lexx_Luthor replied to MKSheppard's topic in Mods/Skinning Discussion
Shepard, with your experience in adding ground objects, take this as a wonderful opportunity to create a unified Ground Object pack to share. I don't know about if authors' permission is needed. Others can answer better than I can. One of my fave lines in Babylon~5 was after Commander Sheridan was told by Earth Gov to turn over station security to the black arm banded Night Watch. General whathisname (forgot) who, during the Earth Gov's declaration of Martial Law on Earth and the colonies, told Commander Sheridan to... Sheridan did, and won. -
Yes, for P-51, throttle up slowly until you get maybe 50 km/her airspeed (30knots?), then you can jam the throttle all the way up. Nice and slow throttle-up for takeoff. Control your nose over with throttle. Go easy on it during the takeoff when you first start from stop. Once you get some speed you can throttle up all the way fast.
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Experiment to Taste. [RadarStation] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.00,4.00,0.27 AttachmentAngles=0.0,0.0,0.0 LoadLimit=140.0 AllowedWeaponClass=17PFU,EP AttachmentType=Soviet ModelNodeName=17PFU PylonMass=10 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [RadarStation2] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.00,5.00,0.27 AttachmentAngles=0.0,0.0,0.0 LoadLimit=140.0 AllowedWeaponClass=17PF,EP AttachmentType=Soviet ModelNodeName=17PF PylonMass=10 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= The missile attachments can be taken directly from Pasko's -17PFU, I think -- forgot exactly what I did here. I noticed extra pylons between the Alkali missiles, I believe they were the normal inboard pylons for the -19S and they showed up under some circumstance I can't remember. I managed to get rid of them by including this...ie...DO NOT take these stock -19S attachments out of any home-built -19PM, but include them. Bizzare yes? // ****************************************************************************** // ****************************************************************************** // NEED THIS TO STOP EXTRA INBOARD PYLONS FROM SHOWING // ****************************************************************************** // ****************************************************************************** [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-1.74,2.36,-0.27 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=Soviet ModelNodeName=Left_Wing_Inner_Pylon PylonMass=30 PylonDragArea=0.01 [RightWingStationInboard] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=1.74,2.36,-0.27 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=Soviet ModelNodeName=Right_Wing_Inner_Pylon PylonMass=30 PylonDragArea=0.01 // ****************************************************************************** // ****************************************************************************** // ****************************************************************************** // ********* hehe :) // I heavily comment my ini files, something I learned when I used to program Fortran alot.
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Good News. Macaddie's MiGs at Avsim has a modded "PFU" nose without the rails (a "PF" nose), so we can make plain MiG-19P also. Best, for -19PM, I successfully used the PFU nose with the missile rails in the proper position (ie...PFU nose too far to the rear, inside the -19S inlet in fact). But -- an additional PF Nose "weapon" added in front of the PFU nose "weapon" gives great results.
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St. Elmo Effect. Who made that one?
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How to use weapons and some more questions
Lexx_Luthor replied to Anh Nguyen's topic in General Discussion
Those are some smooth missiles. If you have the latest weapon pack, you don't need to add AA-1, they are in the pack. Do you have the latest patch? If so, you download the the latest Weapons pack? -
I don't see it. I just czeched mine -- F-104G, Service Patch 4 plus the first post SP4 sub-Patch (never applied the second post SP4 sub-Patch). The external model's cockpit area and inlet/engine is dark as...night. Check to see if it happens or changes continuously or discreetly in twilight and into brighter times of day. That could offer clues to what is happening. Also, try various flight attitudes, etc...different variables.
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I got it Heck, thanks. Tweaking it now. 4 300gal drop tanks...wow!! Apparently, some dudes flew from Hawaii to New York on four drop tanks, the longest piston engine fighter flight (not bomber). Betty Joe was the plane ~> http://home.att.net/~jbaugher1/p82_3.html
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The famous Mosquito Model is missing !
Lexx_Luthor replied to PPPBEEBEE's topic in General Discussion
Capun's Douglas A-26 Invader uses Mosquito Virtual Cockpit by Kesselbrut, and the A-26 is here at the CombatAce. I got it yesterday. I think WW2 section, first page or so. Its a very nice bird and a very nice cockpit. -
There's two download sections. The first you see is a list of popular planes like A-4, MiG-17, with no pictures. This list is repeated at the TOP of every download page. Below that starts the list of pictures of planes to download. You have to scroll way down to see it. I didn't catch that at first when I went looking for something recently. I didn't scroll down far enough and figured the C Team is just getting started with the popular planes like...A-4, MiG-17, but after a few days I got fed up and just kept scrolling down and saw what I was looking for all along, except F-82 which apparently was only at the Pasko site which is gone. I might be able to add a P-51 LOD as a pfu-esque weapon to the right wing of a P-51 so it looks kinda like an F-82. Or add it to the left wing, if I want to fly as the backup pilot. I guess the primary pilot flew on the left. I don't even know that -- I never paid much attention to F-82 until I needed something to escort B-50s (molded B-29Bs) into Siberia. Very impressive escort plane.
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You lost me here. What is a Lynx and Wessex?
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You have the latest weapons pac? The latest releace was about June, for SP4 and WoE. The older WP versions don't work now.
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Whoa!!! Awsim!!
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-- Harriers that come with WOE the pilot is unable to view the actual wings from the cockpit Ah, last night I found the same "problem" with the Yak-25. It was not a problem, and was fixable. Wings are "child" models of the fuselage. In your aircraf't _DATA.ini file,... (1) Make sure the wings have ShowFromCockpit=TRUE enabled. (2) Make sure the fuselage has ShowFromCockpit=TRUE enabled. If the wings are enabled, but fuselage is not, the wings won't be visible. Think about it. The wings are "extensions" of the fuselage. If the fuselage is not visible, neither will the wings be seen. Hopefully, the WoE Harrier works the same way. Try it. The default setting is FALSE and this includes not having the line at all. Insert the ShowFromCockpit=TRUE line on relevant place, here... [LeftWing] ParentComponentName=Fuselage ModelNodeName=wing_left_inner ShowFromCockpit=TRUE : : etc... also do the right wing, left and right outer wings, etc...and the fuselage... [Fuselage] ModelNodeName=Fuselage ShowFromCockpit=TRUE : : etc... * THIS IS FOR YAK-25 FILE, your Harrier file may be different in tiny details. Just make sure the ShowFromCockpit= line is there, at least just below the ParentComponentName= line.
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Oh, ramp up your sim. Extract the VIEWLIST.ini file from Flight folder's FlightData cat file and replace the text with this...it ramps up the Zoom control speeds, and also ramps up the mouse panning speeds for view control. [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=90.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.10 PanScale=0.01 MinSpeed=000.0 MaxSpeed=000.0 Acceleration=000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE For the external view, to get rid of the annoying slow translation from one aircraft to the next, here is the External View stuff I use... Setting SmoothPositionTransition=TRUE to FALSE allows instant jumping to next viewed aircraft. [ViewClass004] ViewClassName=ExternalViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=90.0 ObjectDistance=50 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=1.00 PanScale=0.01 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 MinObjectDistance=2.0 MaxObjectDistance=10000.0 OffsetDistance=0.0 ResetTime=250 There's alot of things to do to ramp SF up into a totally new sim.
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From my understanding, you can add RWR in place of the radar, which means you can't have both at the same time.
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Me in the Brain Base? Tristan in Boopidoo's ThudWire Su-15 thread had the better idea -- it may be easier to just convert existing radar tga to bmp. I guess this would also preserve any green radar display grids and stuff like that. My initial idea of blank black bmp is only because that's all the Su-15 needs for the basic background display -- empty blank. Same with the PFU. I am having second thoughts if the FB-111A is effected or not -- I *thought* I saw green smear, but now can't find the tga files anywhere even in the unmodified backup download. FB-111 radar (and radarppi) bmp's need the green grid images and not blank black bmp's. Looking again at my old FB-111 folder, I'm thinking the lack of bmp's is the problem, not simply tga's. ie...no bmp means green smear. just don't know. Moonjumper says The Green effects the MiG-21 radar (unkown version/s) but I have not noticed it but then I have not been really flying them.
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In each aircraft's cockpit.ini file there are two (2) settings near the top, under [CockpitSeat001] ... Offset=x,y,z Position=x,y,z Position is the cockpit position relative to the external model...ie...where the player's cockpit is on the plane. Offset is the seat position relative to the cockpit position...ie...this allows moving the player's seat around inside the cockpit. This is very useful. The values are in meters. X is left/right. Y is forward/aft. Z is vertical up/down.
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Yes, map zooming is very slow and limited. You can change that by extracting the Flightengine.ini file from the Flight folder's encrypted FlightData cat file. Get the Cat Extractor utility/tool from this website's downloads if you have not already. Here are my settings that effect the map. Note the much greater range in sizes, and the greater scale rate (zoom speed)... [MapSettings] MapMaxSize=2000000 MapMinSize=10000 MapInitSize=500000 MapScaleRate=100.0 ZoomControl=CAMERA_ZOOM_CONTROL
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Its not exactly my version but a mix other peoples' work that I just experimented with for a short time -- so short a time, that until more avionics and flight model work is done its just -17FPU makeup applied to ThirdWire -19S skin and -19S flight model. I would need to get with the original authors of these works and get their approval before sharing. Until then, start work on your Masters Degree in _DATA.ini Molding. I don't have mine either, but doing this was a small start -- mainly into learning SF tricks.
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Wrench that is fantastic -- ECM instead of weapon. I wondered what a Weapon Wiki was, now I know... Weapon Wiki.... http://bunyap2w1.com/SFP1_Wiki/index.php?t...115f9f819d7d7a9 29, basically, study the ini files -- it takes alot of time and there is lots of little details. The people who make these things are geniuses. I'm just stepping into it now, looking at the work of others who came long before. I managed this tonight. The nose should be a little more forward, but the associated pylons are already too far forward. Thus, a compromise. I tried making a 17PFU.ini file to setup glossiness/specular lighting but it does not work. I silvered out the dark painted guns and blast plates on the -19S skin so they are not so visible. Even so, I moved the missiles back a bit on the rails. It will do. The canopy (hinged) is open so you see more than when its closed in flight. There is black and white Cold War publicity shot you see in some books (Bill Gunsten for example) and I try to recreate it...sun reflecting off the bottom of the MiG... AwSim ripple fire...if the AI could do this. TK? MiG-21 PFM green cockpit. It takes some tricks to make this work, like using a blanked out black F-4E radar bmp to get a clear screen. Alot of radars got porked with green smear after Service Patch 4 -- Su-15, F-111, etc...are some I know of that are fixed with a blank black bmp file instead of tga file.
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What do you need help with? Skinning the tank, or loading it on the plane? I can help you with loading, but skinning is not among my skills. Very interesting skin, I assume its designed to camoflage the use of afterburner in the dogfight.
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'll be trying the same thing very soon (19P, PM), as I'm working up the list of PVO interceptors and SAC bombers (will use IL-28 for B-45). Just got the PFU nose and new K5 missiles working again. I want to change the PFU FM over to C5's hardcore -17F FM. I may be wrong, but the FPU nose might be needed for the Alkali missiles to even show up and be used. I figured --- hey the -PF (and -19P) can't use the PFU rails in the PFU nose, so if they don't have a radar nose neither does the missile carriers need it. But no missiles unless the PFU nose is there. New K5 missiles and skins in the new Weapons Patch... Ripple fire ... I wish the AI could do this.TK? Success. Using the MiG-21PFM grey cockpit with tweaks to get PFU radar working right. After the battle, two B-29s escaped, the thick contrails...
