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SebastianP

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About SebastianP

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  1. I have that, and it's one of the things I'm working on updating. It's actually pretty well done, it just needs those damned pylons for accuracy. Right now I'm not working on much of anything for the game - I'm building some plastic models instead. I'm considering building a new 3D pit for the B-1B, with the new glass cockpit displays they're working on, which if all goes well could be released for not only SF2, but FSX and maybe Falcon BMS as well. We shall see.
  2. Once upon a time I remember watching a movie where a pilot goes rogue in an F-21 which IIRC was carrying a nuke. Does anyone know what movie this was?
  3. I just found something that had me shaking my head due to how obvious it should have been, if only google wasn't drowning is crap info. You know those huge dispensers on the back of the B-1B? They really *are* huge, and not just your regular thirty-round versions. Each one will take twelve MJU-23 flares, which is just as listed in the superpack data file, but the chaff dispensers will load *120* regular 1x1-inch flares. *Each*. In other words, the data file needs some updating. Also, the MJU-23 flare is a *lot* bigger than the regular ones, and should produce a bigger effect and be more effective at decoying missiles than the run-of-the-mill ones. One way of making that happen that I've just come up with is to duplicate the flare dispensers, and tweak the positioning by a miniscule amount, so that instead of popping one flare at a keypress, the aircraft will release several in a tight formation that looks and acts like one, much bigger flare. I haven't done any testing on this just yet, but I'll post some edits when I'm done. Finally, I found some info regarding the new cockpit upgrades for the B-1 (it's getting a modern glass cockpit), and I've been considering making a new virtual pit, for either this game or FSX, or both. That would be more up my alley than modeling the exterior of the plane. :) Oh, and please let me know what you think about my edits, even if you think they're pointless. That way I'll know whether to shift my attention to something better appreciated... :)
  4. Here's the first fruit of my labors, a revamped weapons config for the B-52H_03 - though it will work for the B-52H_93 as-is, and the B-52G_89 if you prune out the EOGR code from the wing stores. (You can also use it for the B-52D by pruning even further among the allowed weapons, but there's no LOD to go with the wing stores.) An additional line to enable the CSRL is needed under the Fuselage heading, just add SystemName[0xx]=BombBayCSRL at the end of the section. A few comments on the whole thing while I'm at it - as written, the game will allow loading of 12 external ALCMs, ACMs or SRAMs using the Heavy Stores Adapter Beam, which is not quite correct. The real-world ALCM pylon is a massive affair, much larger than the stub pylons or modified Hound Dog pylons used for conventional weapons carriage. Add that to the wishlist for the next time someone gets around to modifying the LODs. (Curiously, the data.ini has enough external stores SystemName entries to handle the ALCM pylon, but the .out file doesn't mention any node names that could be the missing pylon.) The one "bug" I haven't been able to get rid of yet is that the loadout screen will list Laser Hellfires as an option for the wing pylons, which would be a rather strange thing to load on a B-52. I'm contemplating solving it through adding a SpecificStationCode, but modifying all the aircraft that use the missiles would be irritating. Urrgh. Oh, one more thing - as is, the CSRL allows nuclear bombs, which I haven't found any evidence for one way or the other whether it's legal or not. I have an old-style nuclear bomb bay entry as well, will post it later. // Weapon Systems --------------------------------------------------------- // Mk82/M117 Cluster Rack Setup ------------------------------------------- [bombBayConv1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=10200 AllowedWeaponClass=BOMB AttachmentType=USAF,NATO NumWeapons=21 //Fwd CBR AttachmentPosition001=-0.868,3.048,-1.154 AttachmentPosition002=-0.868,3.048,-0.645 AttachmentPosition003=0.0,3.048,-1.154 AttachmentPosition004=0.0,3.048,-0.645 AttachmentPosition005=0.0,3.048,-0.185 AttachmentPosition006=0.868,3.048,-1.154 AttachmentPosition007=0.868,3.048,-0.645 //Ctr CBR AttachmentPosition008=-0.868,0.306,-1.154 AttachmentPosition009=-0.868,0.306,-0.185 AttachmentPosition010=0.0,0.306,-1.154 AttachmentPosition011=0.0,0.306,-0.645 AttachmentPosition012=0.0,0.306,-0.185 AttachmentPosition013=0.868,0.306,-1.154 AttachmentPosition014=0.868,0.306,0-0.185 //Aft CBR AttachmentPosition015=-0.868,-2.322,-1.154 AttachmentPosition016=-0.868,-2.000,-0.645 AttachmentPosition017=0.0,-2.322,-1.154 AttachmentPosition018=0.0,-2.322,-0.645 AttachmentPosition019=0.0,-2.322,-0.185 AttachmentPosition020=0.868,-2.322,-1.154 AttachmentPosition021=0.868,-2.322,-0.645 DiameterLimit=0.41 LengthLimit=2.4 BombBayAnimationID=4 BombBayOpenTime=0.8 BombBayCloseTime=1.5 MinExtentPosition=-1.38,-5.00,-2.48 MaxExtentPosition= 1.38, 1.00, 2.13 // Cluster Munitions and smart bombs [bombBayConv2] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=10200 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO NumWeapons=6 //Fwd CBR AttachmentPosition001=-0.868,3.048,-0.185 AttachmentPosition002=0.868,3.048,-0.185 //Ctr CBR AttachmentPosition003=-0.868,0.306,-0.645 AttachmentPosition004=0.868,0.306,-0.645 //Aft CBR AttachmentPosition005=-0.868,-2.322,-0.185 AttachmentPosition006=0.868,-2.322,-0.185 DiameterLimit=0.6 LengthLimit=2.4 BombBayAnimationID=4 BombBayOpenTime=0.8 BombBayCloseTime=1.5 MinExtentPosition=-1.38,-5.00,-2.48 MaxExtentPosition= 1.38, 1.00, 2.13 // Common Strategic Rotary Launcher -------------------------------------------------- [bombBayCSRL] SystemType=WEAPON_STATION StationID=22 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=12000 AllowedWeaponClass=NUC,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO NumWeapons=8 AttachmentPosition001=-0.368,0.306,-1.055 AttachmentPosition002=-0.568,0.306,-0.645 AttachmentPosition003=-0.368,0.306,-0.30 AttachmentPosition004=-0.000,0.306,-0.095 AttachmentPosition005=0.368,0.306,-1.055 AttachmentPosition006=0.568,0.306,-0.645 AttachmentPosition007=0.368,0.306,-0.30 AttachmentPosition008=0.000,0.306,-1.295 DiameterLimit=1 LengthLimit=7 BombBayAnimationID=4 BombBayOpenTime=0.8 BombBayCloseTime=1.5 // Left HSAB Conventional ------------------------------- [LeftExternal01] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-5.297,7.665,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal02] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.985,7.665,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal03] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.684,7.665,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal04] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-5.297,4.693,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [LeftExternal05] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.985,4.693,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= //DiameterLimit=0.46 LengthLimit=2.60 [LeftExternal06] SystemType=WEAPON_STATION StationID=8 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.684,4.693,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [LeftExternal07] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-5.297,2.027,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal08] SystemType=WEAPON_STATION StationID=10 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.985,2.027,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,DLP,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= [LeftExternal09] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-4.684,2.027,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=LeftHSAB MinExtentPosition= MaxExtentPosition= // Right HSAB Conventional ------------------------------- [RightExternal01] SystemType=WEAPON_STATION StationID=12 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=5.297,7.665,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal02] SystemType=WEAPON_STATION StationID=13 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.985,7.665,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal03] SystemType=WEAPON_STATION StationID=14 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.684,7.665,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal04] SystemType=WEAPON_STATION StationID=15 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=5.297,4.693,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [RightExternal05] SystemType=WEAPON_STATION StationID=16 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.985,4.693,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= //DiameterLimit=0.46 LengthLimit=2.60 [RightExternal06] SystemType=WEAPON_STATION StationID=17 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.684,4.693,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1100 AllowedWeaponClass=BOMB,EOGB AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= LengthLimit=2.60 [RightExternal07] SystemType=WEAPON_STATION StationID=18 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=5.297,2.027,-0.02 AttachmentAngles=0.0,0.0,-50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal08] SystemType=WEAPON_STATION StationID=19 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.985,2.027,-0.379 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3200 AllowedWeaponClass=BOMB,LGB,EOGB,EOGR,DLP,CGR,MER AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightExternal09] SystemType=WEAPON_STATION StationID=20 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=4.684,2.027,-0.02 AttachmentAngles=0.0,0.0,50.0 LoadLimit=1500 AllowedWeaponClass=BOMB,LGB,EOGB,CGR AttachmentType=USAF,NATO //SpecificStationCode=30NATO ModelNodeName=RightHSAB MinExtentPosition= MaxExtentPosition= [RightPylon] SystemType=WEAPON_STATION StationID=21 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=14.0,-0.5,-0.115 AttachmentAngles=0.0,0.0,0.0 LoadLimit=300 AllowedWeaponClass=LP AttachmentType= ModelNodeName=Pylon_Mid_R [LeftPylon] SystemType=WEAPON_STATION StationID= StationGroupID= StationType=EXTERNAL AttachmentPosition=-14.0,-0.5,-0.115 AttachmentAngles=0.0,0.0,0.0 LoadLimit= AllowedWeaponClass= AttachmentType= ModelNodeName=Pylon_Mid_L
  5. I'm about as done as I'll get with the nuclear bombs for now - without being able to fix the visual effects up properly, the interest isn't quite there anymore. But I'm still working on improving what I can, and that's the actual bombers. Presently, I'm working on figuring out how to get the HSAB stores pylons to full working order - I want to be able to load Mk82 bombs externally and get the correct number while I'm at it. (If I add a MER as an allowed store on the proper HSAB stations, the game will load 12 bombs, but in an improper configuration due to the load limits and allowed weapon types on the other stations. Not quite what I want.) What I've come up with as a fix for this is to give the HSAB stores stations the SpecificStationCode=30NATO (for 30" NATO standard suspension lugs), and make copies of the stores I want to allow directly on the HSAB with the same attribute. I've done something similar for the Hound Dog pylon in order to get rid of the Maverick option. Eventually, I'm planning on expanding the notation to all my NATO aircraft, to get rid of other similar issues where the game attempts to add too many weapons. While I continue working on this, I'd like to ask if anyone with the B-52 team could release the HSAB and Hound Dog pylons as separate LODs? The items in question were mounted on the B-52D, E and F as well, all of which can be replicated with the TW B-52D LOD, but it doesn't include the external stores pylons. (In fact, since the differences between the B, C, D, and E model are mainly internal, and the F is only a little different from the other four, it's well within the realm of possibility to release a complete BUFF package covering *all* the production versions if I can get my hands on those pylons. All it would take is some skinning and ini work.) I'm also still in search of an ADM-20 Quail missile, as it's the only weapon still missing that the BUFF used. Please, coould someone make one for me? @_@
  6. Took it out for a test drive just now, the decoy dispensers are rigged wrong. [FlareStation1] SystemType=DECOY_DISPENSER EjectPosition=-0.294,-3.265,0.601 EjectVelocity=-8.00,0.00,8.00 NumChaff=0 NumFlare=30 [FlareStation2] SystemType=DECOY_DISPENSER EjectPosition=0.294,-3.265,0.601 EjectVelocity=8.00,0.00,8.00 NumChaff=0 NumFlare=30 [ChaffStation1] SystemType=DECOY_DISPENSER EjectPosition=0.294,-3.265,-0.601 EjectVelocity=0.00,0.00,-8.00 NumChaff=60 NumFlare=0 [ChaffStation2] SystemType=DECOY_DISPENSER EjectPosition=-0.294,-3.265,0.601 EjectVelocity=-8.00,0.00,8.00 NumChaff=30 NumFlare=0 [ChaffStation3] SystemType=DECOY_DISPENSER EjectPosition=0.294,-3.265,0.601 EjectVelocity=8.00,0.00,8.00 NumChaff=30 NumFlare=0 Each dispenser holds 30 cartridges, whether they're chaff or flares. It's only the Air Force that uses bigger cartridges for flares sometimes. (The older version I had installed had too many chaff/flare rounds, instead of too few. The locations checked out though.) Other than that though, very nice job.
  7. I managed to solve the problems I was having with the B-52 bomb bay, as well as the issue of the Hound Dog pylons apparently accepting Maverick missiles as well. (Hound Dog now has a SpecificStationCode, as do the B53 and B41 bombs). I'm considering separating the B-52H into conventional and nuclear versions, which would let me get rid of the conventional bomb bay as well which would fix my remaining major issues. Aside from that, I've been working on getting all the mods of the B61 into the database - all nine mods (0, 1, 2, 3, 4, 5, 7, 10, 11) are now in my game with correct yields, operators and service dates. And base numbers, for the tactical versions. All I need right now is to figure out how to get the nuclear explosion effects to not up and vanish as my aircraft flies away from it - it's hard to properly appreciate what it looks like up close, and you can't seem unless you're almost inside the range of the explosion for the biggest ones. :( Back to the grindstone for me now, cheers!
  8. Sorry for taking so long to reply, have been busy doing tests. I'm running March 2012 (full merged install including NA). I've tried several different .ini settings, including reverting to stock, nothing seems to work properly - all smoke effects vanish at something like 10 kilometers maximum (I haven't measured, but my B-52 at 330 knots/20k feet goes out of "visual range" before the mushroom cloud of the KT030 effect starts forming properly.) Interestingly, with the stock clip distance settings, the effect was visible at a longer range. As I said though, the effect is still there for some time after it's no longer visible from the aircraft - switching to a ground object view lets you watch the mushroom cloud form and everything, though once I get the visual range issue fixed, I'll need to do some reworking of the condensation rings etc. It's kind of sad, given that Lexx's screenshots from SF1 shows the effects to be much nicer. I'd very dearly like to have proper mushroom clouds that stick around for some time (ten, fifteen minutes at least, with a softer fade out than just smoke blobs going from fully visible to not visible.) As soon the issue is figured out and fixed, I can start delivering instant sunshine to you lot - still inside its cans, though...
  9. OK, now I'm getting irritated. I'm test dropping bombs right now, and for some reason or other, the mushroom cloud effect just drops out entirely at a certain distance, and I can't figure out why. The relevant portions of my flightengine.ini look like this: [backgroundSceneClip] FarClipDistance=50000000.0 NearClipDistance=200 [ForegroundSceneClip] FarClipDistance=50000000.0 NearClipDistance=0.45 [insideSceneClip] FarClipDistance=50000000.0 NearClipDistance=0.01 [LowDetailOption] HorizonDistance=200000.0 DetailMeshSize=2 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=256 [MedDetailOption] HorizonDistance=200000.0 DetailMeshSize=2 DetailLevel=1 WaterEffect=1 NoiseTexture=0 MaxTextureRes=512 [HighDetailOption] HorizonDistance=200000.0 DetailMeshSize=4 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=1024 [unlimitedDetailOption] HorizonDistance=200000.0 DetailMeshSize=10 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 [soundSettings] SampleFrequency=44100 BitsPerSample=16 DopplerFactor=1.0 [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=35000.0 MinHeight=0.5 MaxHeight=1E+6 [MapSettings] MapMaxSize=200000 MapMinSize=20000 MapInitSize=100000 MapScaleRate=5.0 ZoomControl=CAMERA_ZOOM_CONTROL The above is as far as I can tell more or less precisely what's recommended for Lexx's effects, so they *should* work. The main tweaks I've done to the effect itself is I've added a zero to the particle life time of all the emitters except the breakaway pulse, which made the fireball look much more fireball-y - at least up until the point where it vanishes. The fireball is still there, as it can be seen from other aircraft that are closer than mine, it's just not rendering... Is there anything else I can do to get the dratted effects to be visible from longer ranges?
  10. Are you sure it's an A model? I've got a bunch of ALCMs as well, but IIRC all of them are the larger B/C versions when you look at the .ini stats. --- I'm slowly getting the bomb bay configuration to where I want it for the B-52. If it wasn't for the conventional bomb loads, it would be fairly easy to set up a loadout screen that would allow you to split loads the way you want them, as for nuclear stores the bomb bay is pretty much divided into two sections with identical load options (1 large or four medium nuclear bombs, or four decoys). The problem is that the conventional stores are split in three sections instead of two, which means the easy option is out. To get split loads, they'll have to added as predefined loadouts and selected from the mission editor. Gah. Right now I'm using five bomb bays, with no groupings except for the wing pylons, in order to get flexibility. I'm a little miffed that I need that many - if the "clip" bomb rack for the gravity bombs was available, I'd be able to cut that to three, as is I can't do it because the game will load five gravity bombs per bay half (due to there not being a minimum size for the Mk41/Mk53 attachment point). Somewhat irritating, that...
  11. I've done what I could for the transports for now, need to figure out how to actually model some aircraft before I can do more with that project. So now I turn to one of the more fun parts of the game, even if it's kind of frustrating right now... I'm attempting to collect all of the various nuclear weapons that have been released for SF2, and fix their effects up to the latest standard so they look good right out of the box so to speak, no further ini tweaking neccessary. After I'd spent the better part of the night converting a big batch of SF1 weapons to SF2, I discovered that all of that work had already been done for the Ordnance Shop II pack, which I should have known considering I have something like three unzipped copies of it spread over my drives right now. Oh well, mine has most of the Lexx effects added at the moment, which was not the case for the OS2 package, so there's that at least. I've also messed around with copies and availability dates so now the US freefall bombs will change designations from MK to B in 1968, following real life. Right now I'm doing a KB crawl looking for the final word on how to get the nuke effects to look their best - once I've gotten the shaders and materials sorted, I'm thinking of expanding the range of effects to get a few more sizes of mushroom cloud, and possibly some more burst altitudes. Also, while testing out the effects, I noticed some oddities with the data inis for the B-52s in the superpack as uploaded, mainly with the bomb bay configurations, so I'm going to have a go at them as well, to make sure that you can't do silly things like load up both 8 SRAMS *and* a clip of free-fall nukes internally, which the current setup allows for, at least with the 1975 B-52H. I'll probably give the various other bombers a looking over as well while I'm at it. :) Aside from the work I can do myself with ini editing alone, there are a few things I'd like to ask for help with from the modeling guys - there are a few weapons missing from the arsenal that I'm hoping I can get someone to make for me: 1. the B57 nuclear bomb used by the US Navy for strike and ASW - it's the only gravity bomb missing from the arsenal right now, the others are all in there. 2. the GAM-72/ADM-20 Quail, a decoy missile used during the 1960s in combination with the Hound Dog and Mk28 bomb on the B-52. 3. the AGM-86A ALCM, which was supposed to arm the B-1A (another item on the wishlist, someone posted one for FSX recently on Simviation but I want one I can have *fun* with...), as well as anything else that could take the SRAM as it was the same size. 4. the AGM-131 SRAM II/SRAM-T, the cancelled replacement for the AGM-69 that would have armed not only the bomber force, but the F-15E as well. I won't ask for a B90 bomb, as I couldn't find any pictures of that, just some dimensions. It, like the SRAM II, was cancelled in 1991 due to sudden lack of Soviets to aim at... And now, I shall go back to my data editing. :)
  12. No problem, it's very minor. Sort of like my contribution, actually... I spent several hours tonight working on updating some nuclear bombs I found in an SF1 weapons pack, and was writing up an announcement for them - and then I discovered that all of them were already in the Ordnance Shop II package... the only *new* thing I'd done was add Lexx's effects to them. LOL. By the way, while you're re-uploading stuff anyway, you wouldn't happen to have Veltro's Mirage IV for SF1 somewhere? I found the thread and the upload announcement, but the file is once again nowhere to be found. (What's the story on the "purge" anyway? I gather a bunch of stuff was lost, but was it maliciously deleted or what?)
  13. Oh, I want this *bad*. Any word on what the holdup is, considering the model itself is done and it should be flyable using the old flight model?
  14. Just noticed while looking through the readmes that Wrench got my name wrong in the credits - it's Sebastian, not Stephan. ;) I've gotten some PMs about making further changes to the aircraft, but that would require new meshes entirely since the old max files are gone according to Veltro2K. I'll *try* making some new ones, but all my modeling experience is in Lightwave 3D so I'm not making any promises. The basic shapes aren't very complicated, but stuff like flight control surfaces and landing gear might defeat me. Cheers for now!
  15. The top one was very nice, loved the music. I was a bit surprised at the Blackhawks in the video, but on googling I found that the Swedish Air Force bought fifteen of them as a stopgap to cover the delays in the NH90 program. It appears I shall have to do some updating of my files... :) Cheers!
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