Lexx_Luthor
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Everything posted by Lexx_Luthor
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For now, just use the B-29 and ramp the data files. Works for me. And I'm the high level bomber guy. Inspired by the jet boosted KB-50J, I've added "simulated" (don't ask) but functional thrusting J47 pods to Monty CZ's B-29 model. l figure in a shooting war, there won't be a "1949 Budget Crises." Don't let a 2009 Modding Crises get you down. If you need help adding stuff to aircraft models and data files, the CombatAce Brain Base has info you need.
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What scares me is Lockheed advertised F-12 as a low cost alternative to F-108. DAM
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Its a low yield fizzle. The Chicxulub or "dinosaur" crater is estimated here at 100TT, a tad over 100 times greater than 900GT, and the roaches and real-estate agents came through just fine.
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A better idea might be sub-orbital stuff, or X-15 or something. Or just Alan Shepard kinda thing. Just fly high and come down, but not fast enough to require actual orbit. Funny thing. Before PATCH 2008, Thudwire game maps were cyclic in the East-West directions -- if you set Border < 0. You could fly east or west forever, up to the negative Border value, with the map starting over again and again. AI aircraft could fly there in hand made missions, but not do combat missions. Beyond the "normal" map edge, at low altitude, the terrain was weirded out though when you flew low...very vertical canyon like terrain. But you only saw that at low altitude. If I recall my brief time with PATCH 2008, after that patch, the game dumps out if you can see the map edge ... 0 < Border < Horizon Distance, or something like that. TK musta saw what I discovered and made sure nobody else could see it hehe!!! The north/south map edges had white abyss. These are things only I have seen, well along with *one* other who also set Border < Horizon Distance, or something like that. I'M ON IT LIKE BLUE BONNET
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TK's sim can do surprisingly alot to simulate spaceflight. I've seen it. Try setting up a hand made mission starting player at 100 miles or so altitude. Experiment with initial speeds and stuff. I never got round to trying it, but the vector thrust thing should work, and to simulate rocket engines, the sim's jet engine thrust table might could be tailored for orbital heights. Maps can be made large enough with good game play performance. Just need a fresh generation of terrain ideas. I got up to 6000km, but that's all I needed for myself. Almost the whole Earth could be mapped, although with extreme distortion, and it won't be spherical, but flat. As far as I know, no combat flight The Sim has ever modelled a spherical Earth, although the FighterOps Forever project will be doing so. FO ~> http://www.fighterops.com/ Excellent! Its very distasteful once you read up on the "western" bankers, now getting bailed out hehe. That's why I stick to pure fantasy high speed high altitude nuc war but with a small grounding in historical Cold War strategic recon operations over the Soviet Union. Good introduction to hypersonic vehicles ~> http://www.aerospaceweb.org/design/waverider/main.shtml I like to wonder what would have happened if military aviation didn't die roundabout 1960. Mach 4 and higher, faster, further, until near orbit aircraft are operational.
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Thanks man!!! I guess...no, but just wondering if anybody even *talked* about the idea, proposal, research.... But would work okay for non-history sim campaign. And that's what I'm here for mostly
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Ya, just a plan, but cancelled. If you know, was a plan to research nucs for R-4 or R-40? Thanks
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lindr, the source below talks about proposed nuck warhead for R-8. English: "small special charge" http://www.missiles.ru/k8.htm Anybody talk of nucks for R-4 or R-40?
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Where did the description come from? I always give a source when I poast something from somewhere else. Nice addition btw. I plan to use MiG-21s as backup to heavy PVO interceptors, like Bf-109s backstopped the heavier Fw-190 bomber destroyers. Please add source to your description.
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Just a guess. In the skin folder, Texturset file, see if Reflection=0.0000 If it is, try a low nonzero number like 0.10. That 0 caused freeze and game dumps for me on some planes when looking from external view at some relative SF sun/moon angles.
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Who really neat stuff. I've been planning on MiG-21 to provide backup to heavier PVO interceptors, like Bf-109s supported the more dedicated Fw-190 bomber destroyers. Were the E-9 canards to be control surfaces? I read the E-8 when supersonic had fixed canards, but they flopped around freely below Mach 1. Here's something if you have not seen it yet: Rudder reversed. [Rudder] : : ReverseModelOrientation=TRUE AwSim addition thanks!!!
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Two of my faves are....RUSSO early F-84 heavy canopy framing -- it all slides back and forth with the opening/closing canopy, and PASKO F-94 twin seat canopy with nice crew compartment detailing. F-84... F-94B, pilot view. F-94B, radar operator view (rear seat)...
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Wrench, your MiG-15 setup passes the Soviet Radio Mast Test: Is the radio mast visible from the player's cockpit? Yes indeed! AwSim Its can be more accurate simulation wise, but at a potential cost. Its can be ExtrEmE UGLY because the external models are not made for this, although some models have very beautiful crew comparment modelling -- Russo P-47, PASKO B-58, ANYTHING BY VELTRO2K, ATeam B-36, , Mirage Factory MiG-21F and MiG-23, Timmy J-32 (I need to get that out), etc.... One of my goals was to spark interest in this for long term, say next century or two, model makers would make a high polygon area around the crew compartment in an otherwise lower polygon model. Any higher LOD levels beyond of course would not need any of this extra crew compartment detailing. This would ease the workload of cockpit makers, although transfer some pain to airplane modellers. Best part is if the external model has opening canopy, that like totally RUUULZZZ! I don't have WW1 sim, but I think TK used the same basic idea in WW1 sim, and the WW1 sim modders. Ye Olde SF worked because the basic Thudwire models were all 1960s jets that shared a common feature of offering little to no visibility of the external airplane from the pilot's seat. So nothing hurts if you just turn OFF the airplane grafix cos you won't see it anyways when playing the game, and slap the player position with dedicated distinct cockpit anywhere. This won't work for prop planes of course, which need accurate player positioning. WW1 airplanes are even more needing of this method, as near abouts all the airplane is visible from the pilot seat.
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I think the Tu-4 idea was a bit optimistic, early 1950s with really ancient missiles, long before Tu-22. But I've read the Chinese used Tu-4 AWACs with big radars to vector interceptors to shoot down a few Ussian drones. I think. I forgot what that was all about. There's alot of stuff not well known. Found this~> http://en.wikipedia.org/wiki/KJ-1_AEWC
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That's what Tu-128 is for. -128 was derived from earlier Tu-98 bomber design.
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Yep, R-4 my fave air-air missile, from an age when cars and missles had real fins. Except for range and endurance, Tu-128 had very "basic" flight performance, slow and not very high altitude, and was a true "missile carrier" more so than other operational interceptors of the 1960s, in that it couldn't match the flight performance of its potential targets, of which I assume B-58 would be the most extreme case, in neither speed nor altitude. The R-4's huge Classic Car fins allowed high gee and very high altitude flight, much higher than the interceptor could reach. As far as I understand ( ), the idea was to manuever to allow a shot at the higher target, and fire in a shallow climb which allowed a larger radar without requiring lots of radar scan pitchup. Well something like that. The XtremE missile carrier that almost made it was the proposed Douglas F6D Missileer fleet defender. cool pics ~> http://www.anigrand.com/AA2075_XF6D-1.htm Maybe for FC's SWOTUSA project. Kinda like a Super Skynight. Although, I've read of at least one possibly even more extreme interceptor idea: Tu-4 missile carrier, but this didn't go anywhere, as far as I know.
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You may like this. Operations and airplanes we never hear a peep about from the more pop media, nor from The Sims developers. This about RF-100s overflying USSR in, shazam, 1955. ~> http://www.spyflight.co.uk/f100.htm
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Whoa...Camera on 10" telescope films space station in low Earth orbit moving across moon face. big pic, so click link... It almost looks like its orbiting the moon, and you look down on it from a little higher lunar orbit. But its not. When you are lucky on a near full moon night, you can see with your own eye stuff like that with the everyday jets up near 40000 feet. If you see the aviation lights or contrails heading near the moon, the jet can be seen dark if it crosses the moon's face in a very fast streak. Real quick. Never thought about an orbiting object though. Kinda neat.
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Did this P-47N thing start with New Patch? I never sawr that red out. But then I'm back to TEH SF 2006. As good as a Holiday INN.
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Ah, some pics. Rather neat design. Several 148 versions... ~> http://www.suchoj.com/galerie/index.htm?ht...8/galerie.shtml
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If I ever get my campaign going, say by 2030, I'll use this for Tu-148 of some kind (Rd36, AL21, whatever...). A bit small. A LOT small, and wrong seating...but the best approximation now. Yough! Thanks VELTRO
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WoA that is nice!!! :good:
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The analogy to this chimp story has been made about Wal Mart's dwindling pile of 9mm stones 45 rocks.
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Dave (page7):: Well, Mirage Factory makes so much detail, it invites the rivet counters out. The best project you (Dave) was ever associated with was B-47. Make a MiG-29 or F-16 and you are just begging for the rivet counters. TMF needs to make B-45 Tornado. The rivet counters won't know what that is. And they won't care. And that's half the idea.
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Has anyone managed to backport SF2 planes to WoX ?
Lexx_Luthor replied to Gunrunner's topic in Mods/Skinning Discussion
Funny thing. When I went back to SF 2006, I took with me the correct size B-52 lod from WoV PATCH 2008. Works great in Olde SF. Just had to change old decal positions to match new smaller B-52.
