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yakarov79

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yakarov79 last won the day on March 18

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  1. Yea..but I can not provide any support regarding Blender. Hence, my question if raw max file is good enough. I have a few here and there. I can spare a castrated model for educational purposes.
  2. You mean like 3d max files? Raw file to edit in 3dmax 2009?
  3. Luftwaffeninstandhaltungsregiment 1
  4. Было бы гораздо вежливее писать на английском (так как это основной язык форума). Здесь ребята со всего мира; английский для них не родной, но они всё равно стараются на нём писать (даже если для этого приходится пользоваться переводчиком). You know that for some, it might be rude, as not everyone will understand Russian, And it would be much more polite to write in English (as this is the main language on the forum). Guys are from all over the world, and English is not their native language, yet they still make an effort (even if it requires using a translation application)
  5. That is sad. Hope you will get better soon. Take care.
    Excellent work. Thank you for all your effort. I know it was not easy. And thanks, this saved me some time.
  6. So the burner story goes on....thanks to Svetlin and Ravenclaw tests, here it is... all credit for Effect is going to Eagle114th. If you have his mod, you do not have to copy effect files. Although. In the files provided here, there are 2 small changes. First, I have edited the TGA files to make them even more transparent, so they look a little lighter/softer in-game. Another change is that in file: INI_ENGINE_J79_Engine_Node, I have changed: EmissionType=HOLD_PARTICLE into EmissionType=ORIENTED_EMITTER - this way, the inner tga "mil power" glowing in the engine is quite softer in look and has some small "flickering animated" effect. For now, it is in form of copy - paste - overwrite. Soon it should be uploaded to the main download with other updated files for Starfighters. Additionally, AMI early CI and CB have edited LOD and data to remove top red beacon light. Burner Fix032026.rar
  7. And all hail to Ravenclaw_007, who is responsible for that. Not to mention differences for AMI and KLu variants. Beautiful work indeed.
  8. Why does no one (but one) notice that there is no Orpheus pod attached in KLU/AMI weapon folders? Orpheus.rar goes to the weapons folder....
  9. Yes. There will be several pit variants. The thing is, I am building a cockpit, but this time very slowly. I have very limited time for modding. I hope it will be ready by the end of the year... but no promises.
  10. I think all of you might have fallen victim to my mess in files. Initialy when I started working on these mods years ago, it was at the time when Eagle114th started to work on his community enhancements. So in my zippers, I used something similar to his afterburner mod. And yes, it is still working on my end, but I heard, and I can see that some might have a problem with the afterburners on my zippers. nevertheless...full AB should look like this.. And there should also be some kind of ab ring when on mil power. Those who are familiar with Eagle114th work will know what i mean. So in the next release, I will try to fix that and provide some extra data for previous releases. meanwhile you can play with this... B28RE.rar As for German Starfighters. Again, there will be several variants. But due to game limits, I will make it in a particular way. So early models with J79-11 engine will have C-2 seat. And then I will have one upgrade for the year 1970 (unlike in real life) - Martin-Baker seat and an MTU engine at the same time. Still thinking how to proceed with the Luftwaffe RF-104, but I guess it will end up with two variants like JaBo and AWX. By the way, I found time to finish MTU-J1K.
  11. Check F15E data.ini and loadout.ini in ODS30 Anniversary Edition. Those guys put a lot of effort into editing the ini. As far as I remember, it works correctly there.
  12. yup...someone who gave power to Beavis.
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