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mppd

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Everything posted by mppd

  1. Bought my first rifle yesterday

    The full sized versions are easier to shoot with the extra weight, but the carbine length versions kick like a mule...
  2. Anyone ever try deleting a BIG part for replacement by Fake pilot method, like a fuselage? - of course something not requiring a decal setup. Animations would remain as well as small detail parts - trick is to position the new part exactly. Still easier than doing all parts and animations from scratch parhaps. Mike D.
  3. O.K. thanks - I was thinking about it at work and was about to give it a try. Was not sure if the component deal simply hid the part from being visible or actually "removed" it.
  4. Russia is Busy....

    I just don't understand it...when the current administration in the U.S. took over, it was supposed to usher in a new era of global kindness and peace. How can this be? The lions aren't sleeping with the lambs anymore? Oh sorry, that might be construed as a politicized statement that belongs in another Forum.
  5. What would be required to make an SUU-16 gunpod with a working RAT when it is fired? I have successfully animated releasable weps with animations (snakeye fins, arming wires pulled, etc.) but for weps which do not release, the animations fail. If this can be made to work, it seems like any number of in-game add-on animations can be created - simply call it a weapon which won't release and the animation works when the "weapon" is fired.
  6. After so long, I am finally playing around with some single mission mods or newly created ones in WOV. Has anyone ever had any success with starting the AI-controlled aircraft in a flight somewhere other than the end of the runway? You may start in a hangar or revetment, but the rest of your flight is still at the end of the runway - you can delay their appearance to give you some time to catch up, but the can never start on a taxiway in my experiments. This is always a little unrealistic, Is this a known bug? - never really saw it written out anywhere if it is. Also one more groundobject scenery item question. How do I get an object (custom revetments) to stop randomly disappearing? I used similar item .ini file settings, and some stay put (ramp, buildings, etc), while others flash off sometimes at even very close range taxiing on the ramp - leaving the shadow still showing. Thanks
  7. O.K. thanks for the replies. I will try a few of the taxi position offset locations for airfield6 and see if I can make the AI flight appear somewhere else. So far, no matter what start location I try, the AI flight appears ready for takeoff at runway's end. I even tried specific locations and headings as waypoints along the taxiway, but as I said, they simply appear at runway's end and ignore the start position and taxi instructions completely. I make the player aircraft in its own flight and simply join up on the other three or seven plane formation after takeoff. My guess is that if I make my own flight have several more aircraft (with my start inside the revetment) - they will be waiting at runway's end for me... Edit: I tried a half dozen starting positions using the airfield.ini locations - they always appear ready for takeoff. If anyone can post the first couple of start/takeoff positions from Ubon where they appear ANYWHERE else other than runway's end, I would sure appreciate it. I suspect this is a known bug - I downloaded many many user-created mission files and no one has one where the AI flight starts anywhere else. By the way, I got the ground objects to appear correctly by breaking them up into smaller pieces and placing them individually in the targets.ini file for the airfield.
  8. Get better and thanks again for the help. You are most kind.
  9. The Wing

    Nice to see these early Bitburg F-15As. I was fortunate to walk the ramp at Langley in the spring of 1977 just days before all those "BT" coded A- models left for Bitburg. Took piles of color slides. It was a complete surprise seeing them there.
  10. Are Pit Bulls Misunderstood?

    I happen to own a pitbull mix male and a chow/shepherd female. Both are the best friends anyone could ask for, and I would trust them over most humans that I have known. The 90 lb Chow is definately a watchdog though, and would be the first line of defense if someone tried to harm us. The 45 lb pit is a lapdog in the extreme but is learning to be a watchdog as he grows older. My siberian husky is no watchdog at all.
  11. I know several ways that these can show up - complex parts which turn in on themselves, and open parts allowing a view "inside" to a mapped surface interior. But, my question is - can these also be caused by too many parts collapsed into one complex object? Would these be less likely to appear if parts of a structure were simply linked to a major part rather than collapsed into one? Thanks, Mike D.
  12. Thanks folks. I actually found my problem - leftover flat triangular polygons. Need better housekeeping.
  13. Just rambling here, but has anyone created a modern UK terrain? WOE is really a German/Central Europe terrain. I was sort of thinking about modding a WWII terrain just to be able to fly my own USAFE Phantoms and such around bases in the UK. Thanks, Mike D.
  14. This method of mapping is the only way I can do it. I duplicate the parts into another line color (and group the original parts) and then lay them out into a rectangle and map all at once, then re-assemble, snapping to the original parts, then link, animate as req'd, then eliminate the original group. Sounds convoluted to the experienced probably but it works for me.
  15. Thanks for all the effort on this. You have taken an already superb 3D model and made it even better for use in game. I have worked on a research project on the F-102 since I was about 12 years old, so having one in the sim without having to try to create my own was just super.
  16. Same here. Looking forward to seeing the deuce stuff.
  17. There seems to be a good one in the works, but as a fill-in I'm making a nose for Ghostrider that will fit on the Mirage Factory IIIE with the nose removed via- component method.
  18. Agreed. Break it up into top/bottom, R/L. I could never figure out how to do cylindrical mapping - and I feel that it distorts too much that way anyways.
  19. Thanks very much - us 1st Gen users appreciate the time and effort.
  20. I have always been a little curious just what the Thirdwire fan base really consisted of. I keep hearing that the CA community is only an insignificant portion of the target market, but I actually suspect otherwise. How many 10-12 year olds actually purchase gaming software that installs to a PC these days? It seems that if it is not in a gamestation/XBox/ipad or cellphone format, it is way too complex to even bother with. If TK had listened to some of the requests for more optional realism, and small touches like engine startup, air refueling, support for helicopter flight model, plus retaining the multi-player aspect, etc. (things that help turn his game into more of a simulation)- this fan base here would have grown and grown. I was originally called a fool to stick with a version of the titles which I could still happily mod away with instead of purchasing each new great title which hides more modding capability from you all. Watch for the next patch to disable adding any of your own custom decals or textures...your purchased DLCs will soon be an executable file which you cannot view or mod at all. Just my take.
  21. http://www.flight-manuals-on-cd.com/F117A.html
  22. It's Spillone104's Birthday!

    A very happy birthday to you. (And keep those -104 files coming!)
  23. Hey...Jet Jockies

    Amazing watching the wingtips flex and vibrate the way they do. Just a super vid!
  24. For what it's worth, check out the movie clips on You Tube of A-6 Intruders in flight - a few real in-flight clips from the movie Flight of the Intruder show tremendous roll rates with clean wings. Remember that the F-14 has great roll response with spoilers only also, and those of the A-6 are mounted so far outboard that great roll response should be no surprise. Perhaps not greater than an F-16, but I would bet better than an F-4....again, someone with real A-6 flight time could comment please.
  25. I finally took out the started oh-so-long ago Indian AF Mig-21FL that I based on BPAO's Mirage Factory Mig-21F 3D work (when I was getting started in this 3D stuff). I have decided to update it to a higher poly count and perhaps make a go at modifying it to some of the other Mig-21 variants as well. However, there are so many great existing skin packs for the stock Thirdwire Mig-21s that I am not sure if there is much interest in this project. If anyone has an accurate and detailed Mig-21 3D project already in the works, feel free to let me know so that I am not duplicating your efforts. Also, if anyone wishes to make this a joint 3D project, let me know also. I have no cockpit experience either, so it would be using someone elses work if allowed. My interest is in the 1st gen series, so if someone wishes to help make it compatible with 2nd gen that would be fine also. Thanks, Mike D.
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