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Everything posted by yakarov79
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Nesher RWR
yakarov79 replied to RustyKurnass's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
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 -
In Regards to Custom Skin Making
yakarov79 replied to A48Racing's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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.- 37 replies
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Ultimate Israel terrain ?
yakarov79 replied to penaratahiti's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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) -
WIP Mega THREAD!
yakarov79 replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Bored with flyers... so moved back to targets...just Labour Day laziness... to add to my SA-3 system... 5P73, 5W27, and PR-14A -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
Ultimate Israel terrain ?
yakarov79 replied to penaratahiti's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You can put Stary's tiles on Wrench/Gepard terrain. Lots of work. But. Works for me. -
Super Sunday
yakarov79 replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Super Jolly Green Giant -
Strike Fighters 2 Screenshots Thread
yakarov79 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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German Bugs
yakarov79 replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
oh? how about BUFF and Albert ...not really younglings. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 ? -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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? -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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... -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No. No bump on texture will give results as 3d mesh. But we can understand the concerns. I would like to suggest something but this pit is so pretty that I do not wish you to change anything. Just tell me cuts on DZUS are on texture or modeled? You want to add a whole seat or just frame and parts that are visible? What will happen if you will add this seat as a seat model for the pilots folder (external model) and make it visible from the cockpit? It is still high polycount to display but the size of the pit file will not increase. Out of curiosity, I've checked my new cockpits for Mojave and Huey and I just realized that Mojave is 6.26MB and Huey 7.10MB. -
Mistral Man-portable air-defense systems
yakarov79 replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Should still have max file somewhere laying around. I will look for it if you want. But generally, missile lod is present in game (included in Celtic Gazelle mod) But indeed we need some launcher and crew for it. -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
do not know. Never tried like this. but looks like this should work. if not you can also make right leg - type=rudder_pedal and left leg - type=rudder_pedal etc.. -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
item number not always reflect animation for engine stuff- is usually the no of the engine (in case you have few engines and few gauges for each) item number for weapon station entry in cockpit represents weapon stations same as fuel tanks item number=1 is fuel tank no 1 in main aircraft data ini. as for animation (example canopy of Cobra aircraft data ini [Gunner_Canopy] SystemType=ANIMATION InputName=ANIMATION_9 AnimationTime=5.0 AnimationID=8 [Pilot_Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=5.0 AnimationID=9 cockpit ini [Canopy-pilot] Type=EXTERNAL_ANIMATION_LINK NodeName=Pilot_canopy MovementType=ANIMATION AnimationID=9 ItemNumber=9 [Canopy-gunner] Type=EXTERNAL_ANIMATION_LINK NodeName=Gunner_canopy MovementType=ANIMATION AnimationID=8 ItemNumber=8 but you can have door in aircraft animationID=5 and then in the cockpit you can set animation for 1st slot in 3dmax but then in cockpit ini ou have to put: animation id=1 ItemNumber=5 (represents animation no 5 from an external model) rudder you do not have to animate or collective or cyclic stick.. Use cockpit ini to give movement [Throttle] Type=THROTTLE_CONTROL NodeName=Throttle MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-120.0 Set[02].Value=1.0 [StickPitch] Type=CONTROL_STICK_PITCH NodeName=Control-pitch MovementType=ROTATION_X Set[01].Position=5.0 Set[01].Value=-1.0 Set[02].Position=-5.0 Set[02].Value=1.0 [StickRoll] Type=CONTROL_STICK_ROLL NodeName=Control-roll MovementType=ROTATION_Y Set[01].Position=-5.0 Set[01].Value=-1.0 Set[02].Position=5.0 Set[02].Value=1.0 [RudderPedal_L] Type=RUDDER_PEDAL NodeName=PedalPilot-L MovementType=ROTATION_X Set[01].Position=15.0 Set[01].Value=-1.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-15.0 Set[03].Value=1.0 [RudderPedal_R] Type=RUDDER_PEDAL NodeName=PedalPilot-R MovementType=ROTATION_X Set[01].Position=-15.0 Set[01].Value=-1.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=15.0 Set[03].Value=1.0 [Collective] Type=THRUST_VECTOR_CONTROL NodeName=Collective MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=40 Set[02].Value=1.0 -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
create 'fake nodes' and link with proper hierarchy then use cockpit ini TYPE= to move or rotate one node (for example rudder pedals) and another entry TYPE= for another node to use as a brake or something. -
LAU-118 launcher adaptor
yakarov79 replied to Svetlin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
was thinking about it for a long time already. By any chance, if you can share data in pm - will be great. Will save some time on modding. -