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yakarov79

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Everything posted by yakarov79

  1. Intruders.

    ----------------1972 A-6A VA-35, CVW-8 USS America 6.5.1972-3.24.1973 A-6A, (A-6B PAT/ARM) VA-52, CVW-1 USS Kitty Hawk 2.17.1972-11.28.1972 A-6A, A-6B mod0/1 VA-75, CVW-3 USS Saratoga 4.11.1972 - 2.13.1973 A-6A VA-115, CVW-5 USS Midway 4.10.1972 - 3.7.1973 A-6A, A-6B mod0/1 VA-145, CVW-2 USS Ranger 1.16.1972 - 6.22.1973 A-6A, A-6B mod0/1 VA-196, CVW-14 USS Enterprise 9.12.1972 - 6.12.1973 ----------------1973 A-6A, KA-6D VA-165, CVW-9 USS Constellation 1.5.1973 - 10.11.1973 A-6A, KA-6D VA-95, CVW-15 USS Coral Sea 3.9.1973-11.8.1973 A-6A, KA-6D A-6B PATARM VA-52, CVW-11 USS Kitty Hawk 11.23.1973-7.9.1974 ----------------1974 A-6A, A-6B, KA-6D VA-196, CVW-9 USS Constellation 6.21.1974 - 12.23.1974
  2. Intruders.

    last batch for the Vietnam air war. for now, I am missing A-6C and KA-6D. Some squadrons did not go color frenzy, so not much extravaganza here... --------1969 A-6A VA-145, CVW-9 USS Enterprise 1.6.1969 - 7.2.1969 A-6A, A-6B PAT/ARM VA-85, CVW-14 USS Constellation 8.11.1969 - 5.9.1970 A-6A VA-35, CVW-15 USS Coral Sea 9.23.1969 - 7.1.1970 A-6A, A-6B mod0 VA-196, CVW-2 USS Ranger 10.16.1969 - 6.1.1970 -------1970 A-6A, A-6C, A-6B PAT/ARM VA-165, CVW-9USS America 4.10.1970 - 12.21.1970 A-6A, A-6C VA-145, CVW-2 USS Ranger 10.27.1970 - 6.17.1971 A-6A, A-6B PAT/ARM VA-52, CVW-11 USS Kitty Hawk 11.6.1970-7.17.1971 ----------------1971 A-6A VA-115, CVW-5 USS Midway 4.16.1971 - 11.6.1971 A-6A,A-6B mod0/1 VA-196, CVW-14 USS Enterprise 7.11.1971 - 2.12.1972 A-6A, KA-6D VA-165, CVW-9 USS Constellation 10.1.1971 - 7.1.1972
  3. So I will chime in, using this as an opportunity to appeal to skinmakers new and old. I know that for many this is obvious, but also sometimes we can forget about something.... When making new skins/templates for existing aircraft (as daddyairplanes said - using as big as possible format 4096x is quite good enough). But before starting a new skin/template make sure, what needs to be done for that model. Many new aircraft (but also old ones) have bump maps (normal) and Specular maps as additional features - that can improve the quality of the model as a whole. So when you are making new templates in higher resolution - make sure to make new bump maps too* - so they will correspond with new skins. It is not (never) going to look good if you have nicely done 4096x skins with beautiful thin lines, and small rivets if you will combine it with - let's say stock 512 bump maps you will have a mess with lines and poops instead of rivets. Interesting is a fact that bump maps can be - 'bumped" and "sunken" at the same time - just a matter of arrangement and creativity. - for example depressed lines and raised rivets etc... The same rule applies to Specular Maps. And this is somehow neglected more often than you can imagine, especially with metal/silver skins. Not going to dwell on why specular maps are used (or not) but since they are used sometimes they also have to match skins. Personally, I love it when a model can use specular maps, as it can give nice depth to the skin. And again wrongly made specular maps can spoil the final effect And specular maps are bringing one more issue. If those are assigned to a model then they should be used always in a specific skin folder despite the skin being silver/natural metal or camouflaged. If a model is using specular maps they also need to be attached to a camouflaged skin folder. Otherwise, the skin will look pale, or too glossy, or too shiny, or simply not the way it should. So no. Specular maps are not only for shiny metal surfaces. Not to mention, that with some practice create nice "different" surfaces. while bump maps should be at least the same size as all skins to have the best quality (4096x or 3072x) and must be inside the main aircraft type folder, specular maps usually can be much smaller (even 4x smaller - 1024x1024, as for some small pieces of model like fuel tanks, extra rails if any specular maps can be even 512x512. And it must be (again) in every single skin folder. * when one has done new templates already - making bump maps is an additional 10 minutes, and it is somehow easy with certain software. examples of mismatch between skin-bump maps - in fact it is hard sometimes to portray it on the screenshot, but hope you will get the idea. skin 2048x2048 mixed with stock TW bump maps and here bump maps based on that new skin set 2048x2048 (by ludo) wrongly edited specular maps. This is an extreme example but shows how it should not be. clearly you can see us air force "brand" on the fuselage and just near roundel additional roundel "underneath" noticeable is the reddish canopy - because I used a specular map from different skin sets where the canopy is painted red. This can be used to advantage when we want to add sometimes something special to the skin.
  4. all data file coordinates must correspond with coordinates/meshes on the model itself. COG, collision points, etc, I hardly see a similar configuration with a vampire...(starting with size) but anyway, try Boxcar data/fm.
  5. yes, but in this case AI will not use dispensers at all. AI is only capable of using cmds when chaff-flares are part of the main aircraft data.ini, as I said, been there done that. Solution is few posts above, whole ODS30AE is built this way.
  6. but do you have inner walls or inner walls are made of the fuselage walls generally, you need to have two meshes (best if they are separate) one representing an outside surface of the fuselage and the interior part here like this, otherwise, you will always end up seeing outside (from the inside)
  7. thought you have 7 days to create the world...
  8. but the question is did you do actually interior or are you referring to the "left side" of the fuselage? because to see the interior you need to have one. you can use two-sided materials, but this is just a mirrored version of the fuselage - so not really good solution in the cargo bay.
  9. well, I can see the interior in the screenshot above. I mean floor and guys. what are you referring to? fuselage walls?
  10. did you set your blender into "meter" measure units? Not cm, not inches.
  11. that is a very good idea.
  12. Me, think that it might be again confusion in the designation system. Egypt had Mig-21RF - izd.94RA. The first Soviet MiG-21R was izd.03/izd.94R. All exported airframes were designated as izd.94RA -even for Egypt with underbelly fairing for cameras and those for European countries were also izd.94RA. Some airframes of MiG-21R (izd.94R) were upgraded with R-13 engines and then redesignated izd.96R (izd.96 was a prefix for 3rd generation airframes) - those were not for export. As for UB-32. If I remember correctly when carrying a UB-32 and/or 500kg bomb you have to remove part of the gear strut cover. I mean you can try, but I'm not going to say you'd be successful. It's just a matter of what's hardcoded and the like. Do not try to overthink it. You will make additional fuel tanks or something and it still will not be what you need. You can not expect miracles from an old game, Just adjust to what you can do. Tea was working on ODS30AE, we had a lot of ideas, but in the end, we had to make it work with what we had. In the game, for a model, you will use loadout.ini. and more likely there will be an R or D container loaded. Always. Just add a permanent flare dispenser via data.ini. - then it will always work. And If you want to carry a strike mission in R...just add SPS-141 under (also equipped with 2x ASO-2) and all will be fine. Remember this is a game, and in this game, you can not have everything the way it supposed to be.
  13. It was not a serial production, rather than a 'short run' Additionally you had to put the new electrical wiring in the aircraft, Some Polish Bis, R, and MF were modified. The idea was that any 21 could carry this, as long as it had new wiring for a pod. The principle of using Saturn-2 was that after the reconnaissance run, a pilot dropped a cassette with film over the command position. Pod used diffusion treatment of silver halogen photosensitive materials. The hydrophilic film was exposed at the time of photography and then photochemical processed on board the "plane" in a pod. This shortened circulation time of image information from several hours to about 20 minutes All D, R, and N had ASO-2 dispensers. N additionally had 152(?) illumination flare dispensers. Chechoslovakia also made an additional pod (refurbished D type) for calibrating land-based search radar stations. So technically as long as the pod is carried you can add a flare dispenser into the airframe via data.ini. I would do that, so AI flight and players could use it properly. A very early run of 21R had a pitot tube on the center of the nose LSK modified 21M into reconaisance role, and wingip SPO-3 was a part of modification. And. As I said, some 21R also had FODs, installed Here with N recon pod. Visible Illumination dispensers, and ASO-2 In the center at the pod's rear.
  14. Intruders.

    well, it all started as skin pack for thirdwire Intruders. And It was nearly done, but then GKABS released his model. So soon after I started to import my work onto new skins for his model. We made some changes, lot of changes to data and now I have bunch of skins for all A-6 deployments during Vietnam War - compatible with my previous work on A-7 and some other ongoing WIPs (full CVW set for specific cruise). It will be available soon, or little more than two weeks. Still researching some serial numbers. Noteworthy is that those camouflaged birds are made via decals, so we have only few birds with famous experimental camouflages within squadron. It is not perfect, but it is good enough in my opinion. You will see. I think I still have some data work to do, just to add more compatibility to A-7, A-4 in matter of MER and TER racks.
  15. yeah, mostly because pod was almost never used. This is safety.
  16. No way that any gas from this pea shooter will go forward into intakes when "Sparka" is moving at 450-600km/h.
  17. sure. and how many UM/US have you seen with guns? Does anyone even remember the designation of this gun? It was almost never fitted. So I honestly doubt that they would consider installing gun blast plates just because maybe someone will find in storage an old training gun and have a wish to fit it. For some time I was considering the presence of FOD based on which engine is fitted to the airframe (R-13) But I am not going to say that this is true.
  18. Yes indeed, But this is an old lady. We have to decide which product we are talking about - In the photo we have MiG-21F-13, forward cannon, aux intake no plates -the pilot is doomed. And I do not remember seeing plates on F/F-13. Later models izd.76/94 have gun provisions for gun pod GP-9 but moved aft 10th fuselage frame. Here Mig21PFS (izd.94) even here it is visible that gun muzzle is far beyond aux intakes. and attachment point between airbrake panels. Some had retrofitted, some not. Even UM had them. But not in Poland for example. But here: well, how a piece of the metal plate - can stop gasses from going into the intake? Yes it could deflect, but how those gasses are even near intakes since the muzzle point is behind intakes?
  19. In a small photo above that I attached (Czech 5603), it is clearly visible that the gun is more aft of those aux intakes. Gun is installed after the 10th fuselage frame So I am not sure how gases from a gun can go there considering that the aircraft is moving forward. (this behavior would be against the law of physics). And why are those FOD plates installed on UM then? No gun there. (yes I know some could carry gun pods, but some never carried anything and still had fod plates installed). There is nothing automatic on those doors, simple hinge and flapping doors, not even spring loaded. Gravity is operating those doors. Had no chance to talk to 21 pilots, but I had a lot of time with guys who kept them flying.... hmm....not sure but seems like one contradicts another.
  20. Yes, i t is possible, I made some BRDM for inspecting terrain looong ago, not sure if I still have this...but with some tinkering it is possible, although, with current game engine limitations, it is pointless. Rumor says it will be fixed in SF5
  21. iN 3d max in material editor I am doing like this... tga assigned as two-sided material, specular level 255 (generally between 235-275) glossiness 50 up to 75 opacity 10 then rest you can play with opacity on tga itself... and of course, make UV mapping like on any other piece of model.
  22. I wish I could help but I have no experience in blender. (yes I tried but I am ok with max. Hope someone can figure this out because the project looks interesting. Or someone can put together everything in max for you when you are done with mapping, tinkering, etc.
  23. Fake pilot mod seems to be the issue. You should have one + perhaps required mod for this m2000
  24. Maybe problem is with photopro x3 itself. I also have 2 pc one for gaming, and old one augmented by some black magic just to run 3dmax and gimp. But it was long time ago i had to change some settings in gimp just to create blank 4096x4096 template starter. After that it was ok already.
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