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yakarov79

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Everything posted by yakarov79

  1. VF-92 "Silver Kings" (1965)

  2. exactly. was about to say the same thing. SF1 ini
  3. I am lost .. those are just normal pilots from a pilot folder? the maybe create new aircraft component in data ini [AircraftData] EmptyMass=10900.0 EmptyInertia=197413.39,30260.70,203674.09 ReferenceArea=38.00 ReferenceSpan=11.10 ReferenceChord=3.71 ReferenceLength=17.32 CGPosition=0.00,-1.20,0.15 UseMetricUnit=TRUE Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=LeftStab Component[006]=RightStab Component[007]=LeftVertTail Component[008]=RightVertTail Component[009]=LeftOuterWing Component[010]=RightOuterWing Component[011]=placeforpilots then that component... [placefor pilots] ModelNodeName= ShowFromCockpit=FALSE MassFraction= HasAeroCoefficients=FALSE CLa=0 DamageRating=DISABLED SystemName[001]=pilot SystemName[002]=copilot
  4. yes and for example 4 dig counter in cokcpit ini. [RadarAltimeter] Type=RADAR_ALTIMETER CounterNodeFormat=RADalt_dig%d MovementType=ANALOG_COUNTER ValueUnit=FEET represent those 4 nodes linked to one parent mesh. Altimeter_box [144 polys, 160 verts] '03' RADalt_dig1 [20 polys, 40 verts] '21b- Default' RADalt_dig2 [20 polys, 40 verts] '21b- Default' RADalt_dig3 [20 polys, 40 verts] '21b- Default' RADalt_dig4 [20 polys, 40 verts] '21b- Default' important is meshes should have names ended by dig1, dig2 dig3, dig4 last number on counter is dig1 where a higher dig(4/5/6) is the first number on the counter
  5. good idea... It all also depends on the damage model of particular aircraft.
  6. One of the most common missiles launched at me. Somehow easy to avoid if you are fast...but if few appear in area...It is getting harder. Very effective against slower aircraft. The only issue is that often fires at targets at maximum range...so effective shots decrease as it is easy to avoid.
  7. yap F-100F uses Tank335-F100C and Tank335_F100C (silver and camo) both should be included in yap set. Each bitmap skin should be in the weapon folder not in aircraft skin folder (tank is not a part of airframe) look for errors in aircraft.ini loadout.ini etc. maybe there is a misspell or something.
  8. Sikorsky CH-53D Sea Stallion (late)

    Version 3.0

    525 downloads

    Sikorsky CH-53D Ver 3.0 for SF2 This is a third party addon of late models Sikorsky helicopter CH-53. It is designed for and works only in SF2 series. And will never work in SF1. ************************************************************* This is FREEWARE-DONATIONWARE and it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modfications, contact me first. Any persons wishing to make further modifications, MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda ------------------------------------------------------------------------------------------------------------------ This mod represents a Late model of CH-53D with installed EAPS and auxiliary fuel tanks. I've split this model into two versions. Early with RWR blisters and AN/ALE-39 flare/chaff dispenser and late with some more blisters, new doubled CMD dispensers and ALQ-144 IR jammer on fuel tank pylons. Ant this will be the last model of Sea Stallion from me. CHANGES: I highly recommend to overwrite previous files decals/weapons/guns- or best is delete the old one and put new files. YOU NEED TO DELETE OLD AIRCRAFT FOLDERS CH-53A and CH-53D_70. Many things were changed and as tested Overwriting may cause some problems...So delete old ones put new ones. The rest (except Aircraft folders) are same can be overwritten without fear... Small changes in ini files, corrections on fuel loadout, changes in cockpit ini. Small changes in skins. Also No longer fake weapon "no gun" is needed - thanks to The Trooper. He pointed small fix in data.ini. Added simple bump and specular maps. Also added damage tgas. Some changes and rearrangement in the cockpit ******************IMPORTANT****************** FAkePilot mod neede to run this mod. As always. This addon works with my CargoPACK (included in rar file). All of the weapon stations are made as specific station code and will work only with this cargo pack. Of course, you can edit and use any other weapons available. Standard commands: LANDING GEAR - Nose light deploy/retract at any speed. ANIMATION 1 - right side hatch and door. ANIMATION 2 - left hatch cabin windows ANIMATION 3 - wipers outside/inside Parking animations. Two parking animations included one for 'on land base' and other for 'on board' parking. I'm including two vessels moded as USMC nation. (same as in AH-1J pack) so you can practice start and land. Those ships have moded catapults, deck and arresting cables in a data.ini file. Those ships are limited only to those used during the Vietnam War on WestPac/SEA cruises. You can fold tail and rotor by enabling animation in data.ini file. But it looks silly. And my intention for this animation was eye candy on board vessel. With little practice, you can even hoover. Without fake flaps and airbrakes. Important here to control is using rudder and vector thrust control. With heavy cargo load probably you need little run on A model as engines on A are little underpowered. Normally throttle vector control on 88-89 degree increase power 70% then slowly -more and more, wait and it will take off. It is possible to land on board two included ships. don't forget about a hook. Cockpits. New upgraded cockpit based on NATOPS manual. Fuel usage is not super perfect but compared to all previous H-53 models released here fuel gauges are working. Few differences between models mostly in humps/bumps/sensors dispensers. Skins. All serial numbers are based on available photos, and USMC documents and are historically correct. Weapons. The only "offensive" weapon is left/right side gunner. Well, it is a quite defensive weapon. Cargo loads. I am releasing this cargo load in the current condition. So maybe some skins needs to be adjusted. Cargo loads include few cargo crates for cargo bay and hook, howitzer, MUTTs. Skins for MUTTS - Thank yo The Trooper. Skins. All serial numbers, as far as I know, are based on photos and US Army docs and are historically correct. One specific folder for Desert Storm Mod Fans. including one of two units operating D model during Desert Storm. HMH-462 Model 80 two generic paints green and 3color paint scheme. Model 99 HMH-362, HMH-363 and HMH-463 operating CH-53D at the end of service of this aircraft. In 2012 CH-53D was finally retired. IMPORTANT - Due tu construction of this mod it is better to use collision and landing on NORMAL setting. On hard you may have some complications on airfield - especialy with underslung cargo load. Pilots - best to use is OldDiego's pilots. This mod still needs some work. But I am afraid that if I will not upload it, I might never fully finish. Have fun. Edit and report bugs. Jarek Hereda. Thanks. Thanks to everyone who helped me with this. daddyairplanes,331Killerbee,76.IAP-Blackbird. The Trooper Thanks for all kind support. NAVAIR 01-230HMA-1 Natops Flight Manual Navy Model CH-53D Aircraft. Naval Air Systems Command, March 2001. H-53 Sea Stallion in Action Squadron/Signal Publications by C.M.Reed. popsmoke.com hampshireairfields.co.uk navysite.de gonavy.jp helis.com hmh-463-vietnam.com amarcexperience.com aerialvisuals.ca abpic.co.uk planepictures.net
  9. I think you just need to launch the game...for all ini entry to be updated.. Quit program and LOD viewer will see all skin sets.
  10. Do not get me wrong. I am aware of read_me. But still, i did a shitload of work to convert stary's tiles to your terrain. including adding more than 60 new tiles. few things are not finished (and perhaps never will be..but for home use, this terrain now is quite a prefect)
  11. Bored with flyers... so moved back to targets...just Labour Day laziness... to add to my SA-3 system... 5P73, 5W27, and PR-14A
  12. you need to map. Like anything else.. So if you want 'reflection' of pilot on canopy top left-right front..you have to map those positions on a bitmap. Reflection actually, in my opinion, is quite a fuzz in SF2. It is still image....so despite your position and position of the sun...reflection is always the same.... That is why I am not sure if some detailed reflection is good on gauges..etc...just my personal preference. despite the environment, you will have 'reflection' there Could be better to do just glass with some cool glossiness.
  13. You can put Stary's tiles on Wrench/Gepard terrain. Lots of work. But. Works for me.
  14. Super Sunday

    Super Jolly Green Giant
  15. oh? how about BUFF and Albert ...not really younglings.
  16. little below 7Mb. switch to a position via hook indicator (or any of the empty/unused /not important indicator) and one animation in 3dmax. In fact you are not switching position in the cockpit - you are moving the whole cockpit to a different position as a point of view is defined in cockpit ini. my way in my two-position cockpits (Cobra, Loach, TAV-8) Type=ARRESTING_HOOK_INDICATOR MovementType=ANIMATION AnimationID=10 AnimationTime=1.0 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=1 but can be also (if you have an empty animation slot in the external model) by adding and animating some hidden mesh in an external model. Then cockpit animation can be done as tornado-guuruu way [Co_pilot] Type=EXTERNAL_ANIMATION_LINK NodeName=whatever you are moving -top mesh in a hierarchy. MovementType=ANIMATION AnimationID=1 ? ItemNumber=4 ?
  17. In my twin-seat harrier after transferring to back seat - cockpit ini moves whole front panel (and some other nodes that are not really visible from the back seat) to the back behind back seat - so generally it is not in point of view from 2nd seat. This is still a prototype mambo jambo..but in fact form back seat you are not seeing front panels...so move them out of POV.
  18. now we are talking about which one performs better or visual difference? Fly ravenclaw's F-4G and then stock F-4/C/D/B...and tell me that there is no visual difference in the cockpit. And then Ravenclaw just wasted time because he could just paint all stuff on texture instead of making meshes. All looks the same, obviously for some. anyway. @ ravenclaw - there is no sign of temptation to make backseat at all?
  19. Yes. But still, switch with normal texture will still be flat mesh. And switch made as 3d mesh will be 3d mesh. And if you are saying that it shouldn't make a big difference then I prefer 3d mesh than bumped texture.
  20. I flew a test mission. No issues with loadouts all is well as in the previous version of Weasel. So the user shouldn't have any problems if all installed correctly. I noticed that you reduced polycount (and size of the cockpit) compared to that one uploaded previously. As for the test. On highly modified Korea terrain. Two SEAD escort for four of my Harriers loaded with your bombs, escort with 8th of your F-4E, some additional fighter sweep with F-4S. A lot of enemy intercepts. All my red radars are from my mods..so also high details. And full loads of aircraft on airfield flightline. A lot of SAMs, explosions, smoke etc... I didn't have any problems with graphic performance. Only time screen was choppy occurred during landing when I was looking at a few parked Sea Stallions. So the mission was in a highly detailed environment. So please do not change a bit . The ejection seat (or lack of it) is not an issue. But could be a nice touch...
  21. No. You can create an illusion of 3d objects on flat texture using a bump map. But it is still an illusion. No texture with a bump map will give you the effect of 3d mesh. Flat mesh with extra hyper texture will still be flat mesh. No matter what. Maybe it is not so obvious in external model, but in the cockpit where POV is much closer to objects, the difference is noticeable. But perhaps I am wrong I am not a 3d artist or graphic designer. Just my observations. I am quite good at baking by the way.
  22. I do not have Anatolia terrain. But on other terrains it is quite ok. Of course, there are some fps drops if encountering some specific cities/bases but nothing drastic.
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