Lexx_Luthor
LEGEND-
Posts
3,352 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Lexx_Luthor
-
Mike:: Thousands of stories there http://www.aracnet.com/~pdxavets/ some scary, some funny. One Army guy, sargeant I think, modded a little trick he taught to one of the site's story tellers: Sneak a look early to see the fireball and special effects nobody else would see as they were supposed to follow safety instructions. He did this everytime he got a chance, and he volunteered for as many nuc tests as possible.
-
Hey charley that's interesting. I'm looking for ways so RAF can make Lightnings have more range for fictional escort, including extra drop tanks or highly fictional air-refueling. Any source for these hardpoints you use? I know the Saudis added some extra carrying ability, for strike I think.
-
Yes, they're real. Detail writeup downabit here ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...=a&start=24
-
Trees make a new experience. If you have forested terrain, you can make a primitive airstrip bounded by trees. Below is my first experiment. I made these for PVO airbases that may be under constant threat of long range SAC fighterbomber demolition (say, P-47N, F-105, etc...). Kinda like Luft bases in Germany were under threat from P-51s and P-47s. These are CAStary's pine trees, stretched to approximate thin Siberian pines. Stary made me a "9-pine" tga that allows much greater number of trees with less framerate hit. At the ends of the runway, I've cut down Stary's trees to stumps (visible here). This gives extra room for landing and takeoff. This is new. Trying to land inside this tub of trees. It should be possible to define an invisible ground object that has collision boxes corresponding to the treeline. Several of these should be placed around the runway player plane may be damaged or destroyed if run off the runway.
-
What do you think is missing from this sim?
Lexx_Luthor replied to scouserlad13's topic in General Discussion
Icarus, an interesting thought... Boxed games today cost the same number of "dollars" that they did 15 years back, while real money/debt inflation has maybe doubled (not .gov cpi). The same games should cost 100$ now. There are two ways businesses handle inflation... (1) Increase prices. (2) Decrease package size for the same price -- cereal boxes come to mind. ...or a combination of both. I think game devs reduced package size: No more thick paper manuals, and now "online" sales which have no boxes at all. Icarus (last page):: I'd pay 100$ or more. Considering the "dollar" has lost about half its value since the 1990s, 100+$ would be a normal price. -
This is what I got: EmptyInertia=16400,35500,42100
-
How did you get it up there? I thought you can only Move an item once. Has that part already been moved? What's wrong with the position I had it in? Instruments not working? In that thread, the first three pages have the core examples worked out. The other 500 pages are fluff.
-
Oh man thanks for the 3D stuff you do. Do you have the T49 data.ini. I can send it again.
-
BLEW IT. Now he won't read it...he "knows" about it, and that is good enough. I used to tutor physics and teh maths up to Linear Algebra. I know how this works. Thanks alot Wrench!
-
hehe STUMPED! You missed a steppe. 76, this method can be extremely useful. Use this as a resource, as muddled as it is... Specific detailed steppes start about 1/2 down page, below the pretty pics ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...410&start=0
-
Okay, I don't know about you guys, and I don't know if it was WW2, but Chuck Yeager...paraquoted here... Its the player, not the flight model. Of course, they are both equally important, but Chuck was trying to confront the populist idea that flight model is everything. Another one...I forgot who, but probably WW1... He who see first, wins. Both Chuck and Forgotten tell us something that is ignored by The Sims: The air warfare environment is the beginning and end of all air combat. That environment has never been modelled in The Sims. In fact, the level of air warfare environment modelling even today can be compared to a current ground combat game that has... No buildings. No roads. No trees. No hills. As the air warfare environment is also among the most beautiful things God created (and its a wonder how people fly in such a beautiful sky to kill each other with their machines), it is no coincidence that most people find air combat The Sims to be rather sterile, or lacking in immersion perhaps.
-
The entire cockpit is dropped 9 meters, and selected items are raised back into view. You will notice that some blocks are re-named as [xMoveN], these incorrectly named blocks are ignored. I left them here for you to experiment with. Just remove the "x" to correctly spell MoveN to see the results. I prefer the game on-screen radar box for large aircraft, so the radar is xMove ie...not Moved back into view. Other items are also "x"'d out. The only needed Moves are "Move" and not "xMove." [Move1] Type=AIRSPEED_INDICATOR NodeName=airframe MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=panelMain MovementType=POSITION_Z Set[01].Position=9 Set[01].Value=0.0 Set[02].Position=9 Set[02].Value=1.0 [Move3] Type=AIRSPEED_INDICATOR NodeName=gmeterPanel MovementType=POSITION_Z Set[01].Position=9 Set[01].Value=0.0 Set[02].Position=9 Set[02].Value=1.0 [xMove4] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=POSITION_Z Set[01].Position=9 Set[01].Value=0.0 Set[02].Position=9 Set[02].Value=1.0 [xMove5] Type=AIRSPEED_INDICATOR NodeName=gunsightBox MovementType=POSITION_Z Set[01].Position=8.920 Set[01].Value=0.0 Set[02].Position=8.920 Set[02].Value=1.0 [xMove6] Type=AIRSPEED_INDICATOR NodeName=panelTop MovementType=POSITION_Z Set[01].Position=9 Set[01].Value=0.0 Set[02].Position=9 Set[02].Value=1.0 [Move7] Type=AIRSPEED_INDICATOR NodeName=floor MovementType=POSITION_Z Set[01].Position=9 Set[01].Value=0.0 Set[02].Position=9 Set[02].Value=1.0 [xMove8] Type=AIRSPEED_INDICATOR NodeName=heatReticle MovementType=POSITION_Z Set[01].Position=-0.0075 Set[01].Value=0.0 Set[02].Position=-0.0075 Set[02].Value=1.0
-
And I if recall propaganda about poor eyesight Japanese pilots wearing thick lens glasses.
-
76, what about Su-15 panels? Here is an example inside TK's An-12.
-
T-49. I thought I sent them to you. I didn't change much, just some basics. I'll look at my old install see what I got.
-
Needing help with some pit stuff
Lexx_Luthor replied to 76.IAP-Blackbird's topic in Mods/Skinning Discussion
What problem? You can darken the A-4 panels, if that's what you mean. As for Russianizing panels, Ordway would be the one for advice. The A-4 panel changes he made for Soviet and French guages are amazing stuff if you haven't seem them yet. In fact, czech out some of the MiG-15/17/19 panels he squeezed out of the A-4 and use them with some further Tu22-esque tweaks. -
What do you think is missing from this sim?
Lexx_Luthor replied to scouserlad13's topic in General Discussion
DOH I just did some experimenting with Patch 2008, and unless I am wrong, I found... Sure there is now "BVR" engagement, but it only works for RHM armed aircraft. IRM or gun only armed AI aircraft still don't go full on to intercept BVR targets it has on radar....they still have to be in the defined visual range. Nothing really changed here. I was hoping to combine visual distance variables with AI radar strength to simulate long range GCI guided intercepts even in guns-only years, and work with visual/radar strength variables to allow more realistic night combat for AI aircraft. I hope I'm wrong about this, if not one of the big reasons for me staying with Patch2008 just went down in smoke, as the older versions have features I need that are now gone. -
Needing help with some pit stuff
Lexx_Luthor replied to 76.IAP-Blackbird's topic in Mods/Skinning Discussion
You mean...Tu-22? I could never use -22 stargetically because, for me, the external model vanishes when looking forward, taking out the canopy frames. Same with Thudwire F-8. The Tu-16 has the same "feature" BUT that model vanishes when looking aft which of course is not a problem. I've come to find that for playing big bombers as "pilot" its best to use the on-screen radar box, instead of a dedicated radar built into a panel. Usually the guy in back had a radar, not the pilot. Another reason is that you get a wider choice of already modded cockpits to choose panels from, for example the B-26 pit without built-in panel radar. Use the game box radar instead. That's why I went with A-4B panel for B-29, it just looks more primitive with all the round guages and stuff. -
Finally! I setup the Max/Min stuff. In the text file, EngineTrunk...I assume this is MaxMin for the engine. I can check it with external cam. J-32A. I setup this with non-afterburning Avon data without thinking, but that would be A-32 ... another model? Now the inertias.
-
Okay its working. I had the standard name mis-match between folder and ini.
-
Timmy I can't get it working. Same with the last (2nd) version you sent. It won't show up in game, even for AI. First version (J32A) shows up great. I'm plowing through the ini files to see what I'm short.
-
okay. Gimme a few minutes.
-
Mike, you mentioned something from another thread .. Have you seen this pic? This is new to me. large pic ~> http://www.aracnet.com/~pdxavets/57-066.jpg PLUMBBOB/JOHN - July 19, 1957 - LAS VEGAS, NV - NEVADA TEST SITE -- The flash of the exploding nuclear warhead of the air-to-air rocket (JOHN Event) is shown as a bright sun in the eastern sky at 7:30 a.m. July 19, 1957 at Indian Springs Air Force Base, some 30 miles away from the point of detonation. A Scorpion, sister ship of the launching aircraft, is in the foreground. Test officials said that the operation was fully successful, including accuracy in achieving detonation at the desired point in space, and including gathering of data on various weapons effects experiments. No fallout, other than negligible traces, was reported by off-site AEC radiological monitors. from ~ http://www.aracnet.com/~pdxavets/plumbbob.htm
-
Yep, if you want perception of "slow" or "boring" you fly the fastest mission ever flown: Apollo between 2 planets. The faster you go, the slower it seems, as the distance to visual references grows far faster than the speed grows. The door to perception is knowing what you are looking for. Don't let these guys get you down creature. The perception looked for is found in the performing the overall mission idea. TK's sim needs alot of tweaking to gear it towards simulating hi stuff. That's never been done before in The Sims. We are the first!
-
Timmy:: DEAL! I've decided to stay with Patch 2008. I don't know the new FM features. Would old FM style be okay for now? I got the new J-32 emil. First thing will be hit boxes. Then the inertias, then engine data. Easy stuff.
