-
Posts
8,497 -
Joined
-
Last visited
-
Days Won
100
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Stary
-
Boopidoos Su-7BM cockpit
Stary replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Jug, edit your post before Kukulo or Boopidoo sees it . And look down in the cockpit, please -
Su-7 cockpit
Stary replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
RedAir fans happier every day! -
Su-7 cockpit
Stary replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
-
Su-7 cockpit
Stary replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thankyou Thankyou Thankyou, Boopidoo and Kukulino Off to do some action! -
Sorry for double posting, but here's the radar equipped MiG-19P version: Could have use in Nato Fighters 2 Lightning as I mentioned, but needs english gauges repaint Here are the moves, a bit different from previous ones: Instrument[125]=MoveGbox Instrument[126]=MoveGbox2 Instrument[127]=MoveHglass Instrument[128]=MovePanel Instrument[129]=Movecanopy Instrument[130]=MoveRadarBOX1 Instrument[131]=MoveRadarBOX2 Instrument[132]=MoveRadarBoX3 /// moving gunsight as in Mig19S [MoveGBox] Type=AIRSPEED_INDICATOR NodeName=gunsightPanelMount MovementType=ROTATION_Y Set[01].Position=180 Set[01].Value=0.0 Set[02].Position=180 Set[02].Value=1.0 [MoveGBox2] Type=AIRSPEED_INDICATOR NodeName=gunsightPanelMount MovementType=POSITION_Z Set[01].Position=0.05 //-0.25 Set[01].Value=0.0 Set[02].Position=0.05 //-0.25 Set[02].Value=1.0 [MoveHglass] Type=AIRSPEED_INDICATOR NodeName=gunsightHUDglass MovementType=POSITION_Z Set[01].Position=-3 Set[01].Value=0.0 Set[02].Position=-3 Set[02].Value=1.0 [MovePanel] Type=AIRSPEED_INDICATOR NodeName=gunsightBox MovementType=POSITION_Z Set[01].Position=-0.3 Set[01].Value=0.0 Set[02].Position=-0.3 Set[02].Value=1.0 /// optional movement to throw away blue canopy frames, as shown in screenshot, you'll decide [Movecanopy] Type=AIRSPEED_INDICATOR NodeName=canopy MovementType=POSITION_Z //MovementType=POSITION_Z Set[01].Position=-8 Set[01].Value=0.0 Set[02].Position=-8 Set[02].Value=1.0 /// moving radar above or at G-meter [MoveRadarBOX1] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=POSITION_X Set[01].Position=0.2 Set[01].Value=0.0 Set[02].Position=0.2 Set[02].Value=1.0 [MoveRadarBOX2] Type=AIRSPEED_INDICATOR NodeName=radarscope MovementType=POSITION_Z Set[01].Position=0.1 Set[01].Value=0.0 Set[02].Position=0.1 Set[02].Value=1.0 [MoveRadarBOX3] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=RoTATION_Z Set[01].Position=15.0 Set[01].Value=0.0 Set[02].Position=15.0 Set[02].Value=1.0 The fun is that we can have multiple movements of single part, thanks to LOD hierarhy -first I rotated&moved the radarbox, then the scope, cool feature
-
Is scaling possible as transition of nodes? I remember something about such possibility in TW forums, but I guess it was generally about Max exporter key assigments Edit: Just another cockpits related thought -we can attach fake pylons with weapons (like wrench's radar noses) so we theoritically could insert parts inside cockpits and make them Showfromcockpit=TRUE ...
-
I'm fighting with the radarbox moves (for MiG-19P) but it seems, that for given part (node, exactly) only one specific movement can be done- one position, and one rotation. It's bad, because this GREAT GREAT Boopidoo's pit could serve another role -for Lightning F6 will have to speak with Lexx about this And could someone answer me this: Are we 100% sure that we can't merge two cockpits together? I'm just beginning to learn about cockpits system in this sims
-
If you want here are the moves for stock Su-15TM (v2.2) cockpit: Instrument[125]=MoveRadar Instrument[126]=MoveRadar2 Instrument[127]=MoveGbox Instrument[128]=MoveGbox2 Instrument[129]=MoveHglass Instrument[130]=MovePanel .... [MoveRadar] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=ROTATION_X Set[01].Position=-70 Set[01].Value=0.0 Set[02].Position=-70 Set[02].Value=1.0 [MoveRadar2] Type=AIRSPEED_INDICATOR NodeName=radarBox MovementType=POSITION_X Set[01].Position=-0.015 Set[01].Value=0.0 Set[02].Position=-0.015 Set[02].Value=1.0 [MoveGBox] Type=AIRSPEED_INDICATOR NodeName=gunsightPanelMount MovementType=ROTATION_Y Set[01].Position=180 Set[01].Value=0.0 Set[02].Position=180 Set[02].Value=1.0 [MoveGBox2] Type=AIRSPEED_INDICATOR NodeName=gunsightPanelMount MovementType=POSITION_Z Set[01].Position=0.05 Set[01].Value=0.0 Set[02].Position=0.05 Set[02].Value=1.0 [MoveHglass] Type=AIRSPEED_INDICATOR NodeName=gunsightHUDglass MovementType=POSITION_Z Set[01].Position=-3 Set[01].Value=0.0 Set[02].Position=-3 Set[02].Value=1.0 [MovePanel] Type=AIRSPEED_INDICATOR NodeName=gunsightBox MovementType=POSITION_Z Set[01].Position=-0.3 Set[01].Value=0.0 Set[02].Position=-0.3 Set[02].Value=1.0 also offset must be hanged to this value to center on repositioned gunsight: Offset=0.0,0.0,-0.068 I know reworked Su-7 pit by boopidoo will have new hud glass and camera, aswell as mounting, but this is for two-engined MiG-19s
-
Waiting for Boopidoo's reworked Su-7 pit, what about such movement work: similar to kukulino's Su-7 from page 1, but with rotated and moved gunsight and radar box, added leading sight from Mig-21 for my own enjoyment I use it for MiG-19S (Farmer-C), it's twin-engine, fits well IMHO For RP-5 Izumrud MiG-19P, I think I could move the radar to the right above G-meter What do you think?
-
Desert Storm Update
Stary replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Good news Jarhead- I'm in an "agains all odds" mood -
Nice one, norman! I was aware (and tested doing Germany trees) of the TextureStage[01].MipMap=TRUE, it eliminates shimmering to some point*, but increases those nasty white edges on alfa objects, so I decided to leave it at default FALSE *not completely, but I guess it's my current ATI card fault -remember that on ATI cards you had no fog in EAW?
-
Desert Storm Update
Stary replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Any info about OpFor planes? Anything there flyable? I'm just worried that air war would last four days... Heh, I love CAS in these sims anyway -
I had similar idea about creating artillery -invisible wingman (please don't laugh!) armed with specific "cluster" rockets or bombs (like wingwiner's THC one , but stronger, with more bomblets) that would create possibility to "call airstrike"* on your target by this invisible wingman, and given that wingman response ain't immediate and 100% accurate, this "could" work -Novalogic Commanche series, anyone? But it's just my loose thinking, (*and the show stopper is that we can't order commands to specific flight member, can we?)
