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yakarov79

MODDER
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Everything posted by yakarov79

  1. I checked what I was given from that unfinished bundle..Mostly Japanese blast. Around 24 different aircraft models..plus some Royal aircraft. In different states of progress. Never had many chances to look into everything. One day.
  2. 1971. CVW-15, USS Coral Sea.
  3. One thing...Infinite Diversity in Infinite Combinations of modding in the WWII era...made me not step through that door... Yes, I have a small build of a WWII-era game, but it is really small...If I go there...I will lose myself. I think. But I can say...that yes, I started Allison Mustang (it is a good base for more....but mine already has airbrakes...) - because I love Mustangs. And Kate...just because a friend sent me some unfinished files....(mostly rising sun theme) Yes I know that this might not see an end soon, but If I got distracted..I tend to do things...from different buckets. Usually after reading a book, watching a movie, or something... between 10$ to 300$ depends. Sometimes, for our needs, we can have a simpler one. The thing is, many models still need some 3d work to meet SF2 game requirements. And some 3d modders here will go into full frenzy mode to score every possible variant...If there were many. Also, some modders here will still want to correct this and that - as many models from "shops" have some mistakes/mixed parts from a few variants. My heart is always beating faster when you guys talk about new models....
  4. Wrench...I would build any plane for you and for all the guys here.....but time is an artificial construct that runs our lives in an unpredictable way. I hope one day we have some more possibilities for this old game....Or perhaps we should cooperate with other game modders and try to barter some assets.
  5. I understand but it does not mean that hitboxes can be somehow adjusted to at least cover crucial areas of wing or fuselage....If you check my second picture - it is visible that I shortened the nose hitbox - lowering the box above the nose in front of the canopy - nearly 2 meters long empty box and now it is shorter, as this is just an air duct, so in the front part there is not much "important stuff" So my aproach is - to fit hitboxes into crucial areas - that realy can cause damage... And yes hitboxes can only be defined as rectangular shapes - that is why I personally try to fit squares as much as possible to the shape of an aircraft without much empty area.
  6. Go for it. But i would suggest a light approach. Look at that A6M2....wings hit boxes of wings? too thick in my opinion. Fuselage...covering too much empty area. Stabs - too thick. I noticed that many hitboxes, especially in swept-wing airframes, cover like 60% of empty area...well then you wonder why I am falling down?..- your evil red side AI just hit your empty hitbox... So try to find balance in that work, if you decide to go for it. Here is TW F-100 with stock hitboxes compare the HB of the stock nose....with my edit below....stock covers huge area of thin air in front of the cockpit.... and my edits....which - I still have a feeling that are too large....
  7. Aww... that is a blow, way below. Thank you.
  8. Me, for example, I am not annoyed. Actually, I am happy that all my mods -> those countless hours since 2013- are quite safe...stored somewhere in the pantry of one absolutely generous guy. Thanks to that, all mods are still free here. Can you point out which mod is behind the paywall? And there ...maybe moders should pay for servers, so all free users could download for free. This is fair, right? And you are not new here; I can see. Believe me, single aircraft mods are a much better choice. All modders are really putting their whole heart into one object... And you can see and feel it when playing...check Greek F-5 mods...You will know why. Aren't we all calm these days?
  9. more or less...just camera locked on target.
  10. Hello! Good to hear from you. Hope you're doing well. Take care.
  11. Something went south on your download. I just downloaded the mod and unpacked it on my PC. First, you should not unpack every single rar part....select all 4 and right-click- unpack the whole thing as one....simple. Remember - the patch is only meant for those who downloaded the V1 mod before the update....At this point, the whole mod is V2 - so no need for patch. It is stated in the download section in the file description. This is what you should have: Yes indeed, somehow the sound for 25mm Equalizer is missing, so here it is: Equalizer.rar You can not use ARBS....this game does not support A2G warfare properly...so laser guiding, tv guiding is not working as it should be. As ARBS is is an electro-optical tracking and weapon delivery calculator - dependent on tv camera...so no chance to use it in this state of the game. It works as in game - TV-lock-on target thingie....so you can just lock on target in a very narrow FOV. but still have to target with CCIP cross. In real application, AN/ASB-19 ARBS was meant for delivery of dumb bombs in CCIP and AUTO mode accurately as laser-guided bombs. And it performed very well on Harrier. Equalizer gun is added as gunpod. But it is not selectable on the loadout menu. IT has stationGroup=7, meaning it can not be displayed on the loadout menu. But it is present in the game. I did it this way - I had my reasons, and from my point of view it was the best way. Could be as an internal gun - but it is a gunpod. Like most of my mods - whole thing is easy to modify, few edits in aircraft data.ini can give you internal gun, selectable gun pod or as in this case gunpod but loaded by default - where player should depends on loadout presets.
  12. original sparrow wing station...can hold only sparrow - but technically in game you could load an additional two Sidewinders - but if you want to be accurate, this should not be possible.... So, in-game loadout menu, each time you have loaded Sidewinders on LAUs and you decide to pick two sparrows on wing pylons, the game will automatically unload those two Sidewinders... [LeftInnerWingStationSparrow] SystemType=WEAPON_STATION StationID=21 StationGroupID=4 GroupLimit=5 StationType=EXTERNAL AttachmentPosition=-2.05,2.74,-1.22 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=USN HideNodeName=adapter_inner_L PylonMass=10.89 PylonDragArea=0.00 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [SidewinderStation4] SystemType=WEAPON_STATION StationID=13 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=1.77,2.63,-1.18 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=120 DiameterLimit=0.15 AllowedWeaponClass=IRM AttachmentType=USN ModelNodeName=missile_rails_R PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= And you can have up to 8 Station Groups. only those last two are not visible in loadout menu... For example, you make the front Sparrow wells Station Group=7 and the aft Sparrow wells Station Group=8. Both stations are invisible in the loadout menu.. then, for example, in the centerline station you restrict by GroupLimit=7...so each time you load something on centerline - fuel tank or bombs - game will automatically unload those front sparrows from the front wells.
  13. I did have similar issues somewhere. THing is that you have the same stationGroupID. And using this way will always cause trouble. You might avoid this by using different stationID groups, and 'GroupLimit=' lines. In your case, both racks will use the same pool of ordnance; the game is getting blind, not taking into account whether you want to use TER or MER. And game will always use the first alphabetical name from the weapons folder...so if you have a MER and TER it will pick up by default MER. IF you create MER only for 3 bombs and you have availalble TER on that station too...it will by default use MER not TER - alphabetical issue. Somewher i have made MER and TERs all named MER (mer3, Mer2 for ters and MER3-3 mer 2-2 for MER in that case first was MER for 6 other for 4 weapons...This is just a workaround, but I still have some issues. It is because if you create weapon station for BOMB and MER..it will by default use loadout option - one bomb...and then, respectively for MER available for type...not possible to have only MER on station..I have this issue with F-4B - I want to have possibility to load only one bomb on outer / inner pylon - but properly - via MER/TER....you can not attach bomb on pylon - only via adapter/TER/MER on those pylons...and game is not liking in my way TER with one bomb...or commonly for mid 60's MER was used on outer pylon but it carried only one Mk83. You can experiment with using example RackSpecificStationCode=MER for station 31 and RackSpecificStaionCode=TER for station 30...then create TER with SpecificStationCode=TER and other =MER...and play with weight limits so maybe game will be forced to use. light version for TERs and heavier setup for MERs... Did you try to merge rack into airframe and use pylon node name for TER/MER and weapon stations to position ordnance on MER/TER itself, not to call for multiple bomb racks...
  14. crap... we are in a pub; thought we talk meaning of life topics here....but then...ok. F-104 and any flying boat/seaplane.
  15. Transitive, Astral, and Mental ...in that order....
  16. That is a blast... T-33 is so beautiful. And even more in SEA camo.
  17. Yeah, there is something romantic..in a way when you look at the past... it makes you proud that you still remember . quoting Madness lyrics; Oh what fun we had But, did it really turn out bad All I learnt at school Was how to bend not break the rules Oh what fun we had But at the time it seemed so bad Trying different ways To make a difference to the days.
  18. if this is waht if...give them some satellite killer...
  19. if you make them as fake pilot...rails will be permanently loaded on a wing - fake pilot is literally fake pilot or fake seat...- so as long as you are flying....it will be there..and even on the flighline, fake pilot mod is still present on aircraft. But I would recommend adding them as loadable in the loadout menu - fake ECM pods, dummy tanks....this way can be jettisoned. Or missile launchers - although SAHM/AHM have dedicated launchers? Or I don't remember anymore....
  20. I generally do as Nightshade. All my loadout presets are made the way..that gives the best usage of weapons for wingman / AI flights. I can always modify for myself. For example, I fly SEAD...usually in some asymmetrical loadouts, with at least one Shrike. And wingman with stand-off weapons. The game usually loads SEAD for two aircraft...I make it at least 4 aircraft... with loadouts for a few possibilities. . SEAD tends to be more important than STRIKE. Fly low. And do not use time compression - alt+N. Fly the whole mission; choose alternate routes. If you fly whole mission from the start on low level....your flight will go low.... the moment you hit alt+N you are near target..often too near and on default SEAD height...and then you are screwd...In some cases, I can make a good approach for Saddam's airfields without hearing a "SAM launch".... and Iraq map is quite flat...so not many trees and rocks to hide behind...But it also takes practice. pachinkoparlorking check when NIghtshade/PR joined forum...he has like more than 20 years of experience...of avoiding pixels, and fighting game engine in every possible way....
  21. No, it does not bother me. I do not give a siht about it...But I know it bothers guys who worked on Cold Waters assets. If modder thing now is stealing models from other games...then I am not sure if I want to be in that company.... Guess shades selling pirated CDs on the wet market is called a musician too? Just a thought... following logic.
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