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Posts posted by yakarov79
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this checkerboard is correct for the 1921-1993 period. all good.
The color looks good too, no chocolate brownish at all...
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2 hours ago, Gepard said:1. Transport mission. Simply fly from one to an other airfield. Would be nice for civil mods
...........
3. Ferry mission. Similar to 1.) but with enemy fighters
Ha!
From the very beginning of combat sim games, developers neglected these most important aspects of air war. In modern combat and even hundreds of years ago, you could not win a campaign with a proper supply chain. But NO! For game developers "air war" can only be done by fighter aircraft...crap. Disappointing.
Someone once said - that fighter pilots make movies, the rest is making history.
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On 8/25/2023 at 3:37 PM, Gepard said:A fistfull new planes and anew war theater ... Perhaps Korea War. And he would had a lot if people which would be interested in.
that would be another TK suicide. At least not worth any penny unless the whole sack of bugs would be addressed.
new theater, campaign, and again players would complain about historical accuracy, phases of the moon, and birds chirping - and started to mod it anyway.
I said it before and will say it again. This game in versions 3, 4, or even 5 would not require new aircraft, objects, or terrains. This can be handled quite easily. And this site/forum is a quite decent example.
If we look at the aircraft library not sure how 'developer' could surprise us....
What this game needs is....
and here I will stop.
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Honestly. What are you expecting? If it was me creating a game and then a bunch of players started to mess with it, trying to change everything that I achieved, trying to work around things that were not supposed to work, building new models where the polycount of one model is bigger than the whole objects pool from the original game. Building new terrains and fancy campaigns that bring too much to the game... hell screw players then. He made a game and you are screwing with it...instead playing.
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A-7 Corsair II. SLUF over Vietnam.
Simple skin pack with a few sets of skins for Navy versions of A-7 Corsair II - A/B/C/E that flew during the air war over Vietnam between 1967-1974.
Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.)
It is designed for and works only in SF2 series.
To run this mod you need also access to TW lod files from SF2 Series.
userlist.ini included covering correct years of use of specific models.
Skins cover the years 1967-1974 CVW deployments during Vietnam War. All squadrons year by year.
The pack contains skins and decals.
Skins sets are made in pairs - two squadrons for CVW for a specific year.
I could not find all the correct BuNo / Modex but I am considering this as ongoing work in progress, so one day if I will learn something new there will be an update. Also, not all squadrons have CAG markings, sometimes i could not find info on markings...so I left it, again there might be an update if new info appears.
I believe that the pack after unp[backing is around 2.6GB. So make some space for SLUF.
All skins, new bump maps, specular, and decals are made by me.
report bugs.
enjoy.
Jarek Hereda.
P.S.
This is huge, a lot of copy-paste for me, all decals.ini, textur.ini, etc...So if you will find that one decal is not showing up or something...just check first - maybe there is some bug in *.ini file. Fix, post solution, etc... So others can benefit from your fix.
I put a lot of effort and time, and checked everything twice..still gremlins can appear.
PART TWO - OPTIONAL MOD FILES.
This is only for experienced users!
who know how to improve the game for themselves, are not afraid of experimenting, and know how to go back to stock ini files if something is not okay.
This is based on my mod that unifies USN equipment (300 gal tanks, MERs, TERs etc.)
optional mod files include reworked data files - correcting usage of weapons, fuel tanks, etc. adding some specific tanks, and stations for specific launchers adding fake pilot mods etc,
additional fake pilot mods (legendary fake pilot mod required!)
additional loadout ini files - for a better game experience
additional weapons by Ravenclaw to cover weapons needed in new loadout ini files.
D704 refueling pod/fuel tank by Nyghtfall from his great A-4 pack..
I highly recommend picking up piece by piece from optional mods, testing, and deciding whether to use them or not.
Use the optional mod as a separate mod or as a reference to make your own.
*************************************************************
This is freeware; it CANNOT be distributed 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 modifications, 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 WEBSITE 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.
*************************************************************
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Submitter
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Submitted08/20/2023
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Category
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looks nice. own build or from the model library?
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I had this issue on some models, and in some places, after editing normal it was gone... sometimes it was back after further editing in max and then exporting...
And I know that in one case I was able to export the model and it was good in a game, and on some other models (F-22?) I was not able to fix this.
Perhaps some settings in edit normals? I usually try to mess with this but have similar effects.
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32 minutes ago, Gepard said:then i see no ribs at the end.
ribs are on the other side of the pod (right side of access doors) - when opened ribs are on the left side - as Ravenclaw mentioned earlier.
20 hours ago, ravenclaw_007 said:video of that gun
the first picture here pod under Pony (and one with guys tinkering with the pod - that blurred one) - if I remember correctly is from 1972 China Lake tests - maybe this is some early version, while the production model (Martin Marietta) used rotating doors? - (I saw that video that you are referring to)
So far no luck in my references...
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to many polys in one node can cause the wrong presentation in the game...if your fuselage is one mesh then I can see from here that it is too many polygons indeed. You will have to divide it into a few nodes - just do it smart and 'cut' pieces in 'smart' places.
smoothing groups will work but I gues you have unwelded vertexes, then it means you have double or triple count of polys. Select by drag and click one vertex - if it will display vertex (example ) 235 selected than it is ok...if menu will display '3 vertexes selected' than you have to Select vertexes in area and click target weld and set range to 0,001 this should solve problem. And you have to do it probably to whole model.
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Very sad news. Condolences to the family.
Rest in peace.
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Get fighter sweep instead in mission editor, as escort is not really working as escort...more like target of oportunity...so escort will even engage ground targets. Then you are screwd too.
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If I remember correctly this can be done only on the 3d model stage.
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Last two pictures of Navy sluff are taken 1990/91 during DS. At the time Sluff was ready for retirement...and VA had not enough pylons at the moment, so pylons from stations 2,3,6 and 7 were didided for two aircraft. Except HARM birds.
Second pic- empty station 6 may indicate that mission was carried without it and flight was refueled on route.
In real unlike in game pylons are not something that you plug and play on a whim..it takes time to wire systems and pylons..and during combat deployment not always there is a time for it. Often aircafts wired for HARMs stayed HARM bird for whole deployment while other birds were bomb trucks with TERs. Also from certain point ..if you have TER fixed to pylon and mission requires smaller payload - you just hang one mk82 on TER...it saves time too.
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I think we have all been there...doing some chellenging things...and then...ahhh sh..it is still not what we wanted...but it is still fun working on something new..
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Yup. I know where is one and i had a plan to go there in summer...but plans for summer changed(again) and I just ended in Italy instead...again.
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5 hours ago, daddyairplanes said:you ever do a new LANA pod when you were working on naval A-7s?
I was planning to do something about it the moment I will get into Air Force SLUFFs....well it did not happen yet.
more seriously...I did not research the topic yet. once I asked for some pictorial walkaround but seems like my guy did not have time or chance to do it yet...
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What If Screenshot Thread.......
in Thirdwire: Strike Fighters 2 Series - Screen Shots
Posted
night turret jet fighter
NF.6