Jump to content

yakarov79

MODDER
  • Posts

    3,515
  • Joined

  • Last visited

  • Days Won

    266

Everything posted by yakarov79

  1. Maybe not the best, but certainly a very important fighter jet that allowed many countries to enter the jet age. To start with...few colourful Meteors. November 1945 Group Captain H.J. Wilson set a World Speed Record - 606.25 mph In 1946 Group Captain E. M. 'Teddy' Donaldson beat the record in another Meteor at 615.78 mph. Gloster Meteor F Mk.IV G-AIDC. Gloster Meteor T Mk.VII G-AKPK. But military history started in 1944. Gloster Meteor F Mk.1 1944/45. No.616 SQ. RAF Manston Gloster Meteor F Mk.3 1944/45. No.616 SQ. RAF Manston Gloster Meteor F Mk.3 1945. No.263 Sq RAF Manston Gloster Meteor F Mk.3 1946. No.74(F) Sq. RAF Bentwaters Gloster Meteor F Mk.3 1946. No.124 Sq. RAF Molesworth Gloster Meteor F Mk.3 1946. No.234 Sq. RAF Molesworth Gloster Meteor F Mk.3 1946. No.266 Sq. RAF Boxted Gloster Meteor F Mk.3 1946. No.1 Sq. RAF Tangmere
  2. night turret jet fighter NF.6
  3. this checkerboard is correct for the 1921-1993 period. all good. The color looks good too, no chocolate brownish at all...
  4. 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.
  5. Baltic patrol.
  6. 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.
  7. 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.
  8. View File Vietnam Air War - Corsairs 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 and 1974. This mod offers my personal approach to the Corsairs in the Vietnam War. It is not intended to replace or compete with previous packs. I recommend testing it before removing any older mods, as you may prefer one over the other. Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) A fake pilot is required to run this mod. It is designed for and works only in SF2 series. To run this mod, you also need access to TW lod files from SF2 Series. userlist.ini included covering the correct years of use of specific models. Skins cover the years 1967-1974 CVW deployments during the Vietnam War. All squadrons year by year - and supplement to Intruders from previous pack. So you can have them correctly loaded on flightline... mostly squadron/skin start default date is compatible with A-6. 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 unpacking is around 2.6GB. So make some space for SLUF. All skins, new bump maps, specular, and decals are made by me. Mod has the reworked ini files. weapon stations. And specific stations - MERs to accommodate various loadout options. Now, on the outer wing pylon, you have the option to load two different sets of bombs on the front and aft rows on the MER. Weapon stations are made in a specific manner. So, a quick explanation. Station group 3 serves as the main mid wing pylon, but to make things a little more fun there is also station group 4-5 that surpasses group -1 - Reason - to load mixed load on MERs. So you can have front row with a different load and aft row with a different. All is quite easy to understand and easy to operate. There is one thing that you have to remember, you should not load 2 pieces of ordnance on those (front and aft) positions - this is a simple walk around the problem so .... on those two stations, the group should be loaded 4 or 6 pieces of ordnance. You play, you will see. Also, I recommend relying on loadout.ini. USN - MERs and TERs - are compatible with my previous pack - 'Vietnam Air War - Intruders' mod. On outer pylons - If you need to use AGM-45 - use loadut.ini setup. This will load Shrikes and launchers automatically, as launchers are set on stationGroup=7 - not visible in the loadout menu. On mId pylons, you can load launchers on your own (stationGroup=5) and Shrikes on StationGroup=3. Then all is well. AIM-9 are loaded via loadout.ini. By default I added one sidewinder always loaded. If yo want to change things - edit loadout.ini. I highly recommend picking up piece by piece from optional mods, testing, and deciding whether to use them or not. Credits: yakarov79 - launch rails, pilot models, fake pilot parts, templates, skins, decals, research and some other stuff that might be worth mentioning..but I do not remember at the moment. All weapons are made by Ravenclaw. I have included in the mod all weapons that are listed in the loadout.ini. files. refueling pods made by Nyghtfall and borrowed from his A-4 pack. This mod or any part of it, in this form, should not be used in any campaign, mission pack, or any mod without my permission. While the model is not mine, all things around the model itself is my work. 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. Submitter yakarov79 Submitted 08/20/2023 Category A-7  
  9. Version 2.0.0

    572 downloads

    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 and 1974. This mod offers my personal approach to the Corsairs in the Vietnam War. It is not intended to replace or compete with previous packs. I recommend testing it before removing any older mods, as you may prefer one over the other. Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) A fake pilot is required to run this mod. It is designed for and works only in SF2 series. To run this mod, you also need access to TW lod files from SF2 Series. userlist.ini included covering the correct years of use of specific models. Skins cover the years 1967-1974 CVW deployments during the Vietnam War. All squadrons year by year - and supplement to Intruders from previous pack. So you can have them correctly loaded on flightline... mostly squadron/skin start default date is compatible with A-6. 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 unpacking is around 2.6GB. So make some space for SLUF. All skins, new bump maps, specular, and decals are made by me. Mod has the reworked ini files. weapon stations. And specific stations - MERs to accommodate various loadout options. Now, on the outer wing pylon, you have the option to load two different sets of bombs on the front and aft rows on the MER. Weapon stations are made in a specific manner. So, a quick explanation. Station group 3 serves as the main mid wing pylon, but to make things a little more fun there is also station group 4-5 that surpasses group -1 - Reason - to load mixed load on MERs. So you can have front row with a different load and aft row with a different. All is quite easy to understand and easy to operate. There is one thing that you have to remember, you should not load 2 pieces of ordnance on those (front and aft) positions - this is a simple walk around the problem so .... on those two stations, the group should be loaded 4 or 6 pieces of ordnance. You play, you will see. Also, I recommend relying on loadout.ini. USN - MERs and TERs - are compatible with my previous pack - 'Vietnam Air War - Intruders' mod. On outer pylons - If you need to use AGM-45 - use loadut.ini setup. This will load Shrikes and launchers automatically, as launchers are set on stationGroup=7 - not visible in the loadout menu. On mId pylons, you can load launchers on your own (stationGroup=5) and Shrikes on StationGroup=3. Then all is well. AIM-9 are loaded via loadout.ini. By default I added one sidewinder always loaded. If yo want to change things - edit loadout.ini. I highly recommend picking up piece by piece from optional mods, testing, and deciding whether to use them or not. Credits: yakarov79 - launch rails, pilot models, fake pilot parts, templates, skins, decals, research and some other stuff that might be worth mentioning..but I do not remember at the moment. All weapons are made by Ravenclaw. I have included in the mod all weapons that are listed in the loadout.ini. files. refueling pods made by Nyghtfall and borrowed from his A-4 pack. This mod or any part of it, in this form, should not be used in any campaign, mission pack, or any mod without my permission. While the model is not mine, all things around the model itself is my work. 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.
  10. looks nice. own build or from the model library?
  11. 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.
  12. 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. 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...
  13. Guardians of the North. F-104G CF-104
  14. 75th Anniversary, 20 years in service. 23°Gruppo F-104S-ASA MM6737
  15. 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.
  16. 50 000 hours and 75th anniversary. 12°Gruppo.
  17. Very sad news. Condolences to the family. Rest in peace.
  18. 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.
  19. If I remember correctly this can be done only on the 3d model stage.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..