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Julhelm

+MODDER
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Everything posted by Julhelm

  1. That's because it uses my Kestrel pit in lieu of a proper A-4AR pit.
  2. It's probably an internal pod like on the F-106.
  3. Zoo Carnage

    Talk about showing warning signs at an early age.
  4. Well I'm sure we could come up with a decent cockpit for it.
  5. The bombload is ridiculously nerfed. I changed the values so that it is now capable of carrying the 44.000lbs T-12 bomb in each bay or up to a total of 86000lbs bombload. // Weapon Stations -------------- [bombBayFore] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=20000 AllowedWeaponClass=BOMB AttachmentType=USN,USAF,NATO NumWeapons=24 AttachmentPosition001=-0.6,11.0, 0.4 AttachmentPosition002= 0.0,11.0, 0.4 AttachmentPosition003= 0.6,11.0, 0.4 AttachmentPosition004=-0.6, 9.0, 0.4 AttachmentPosition005= 0.0, 9.0, 0.4 AttachmentPosition006= 0.6, 9.0, 0.4 AttachmentPosition007=-0.6, 7.0, 0.4 AttachmentPosition008= 0.0, 7.0, 0.4 AttachmentPosition009= 0.6, 7.0, 0.4 AttachmentPosition010=-0.6, 5.0, 0.4 AttachmentPosition011= 0.0, 5.0, 0.4 AttachmentPosition012= 0.6, 5.0, 0.4 AttachmentPosition013=-0.6,11.0,-0.55 AttachmentPosition014= 0.0,11.0,-0.55 AttachmentPosition015= 0.6,11.0,-0.55 AttachmentPosition016=-0.6, 9.0,-0.55 AttachmentPosition017= 0.0, 9.0,-0.55 AttachmentPosition018= 0.6, 9.0,-0.55 AttachmentPosition019=-0.6, 7.0,-0.55 AttachmentPosition020= 0.0, 7.0,-0.55 AttachmentPosition021= 0.6, 7.0,-0.55 AttachmentPosition022=-0.6, 5.0,-0.55 AttachmentPosition023= 0.0, 5.0,-0.55 AttachmentPosition024= 0.6, 5.0,-0.55 DiameterLimit=1.6 LengthLimit=6.0 BombBayAnimationID=7 BombBayOpenTime=3 BombBayCloseTime=3 MinExtentPosition=-1.0,12.0,-0.65 MaxExtentPosition= 1.0,-6.0, 0.65 [bombBayAft] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=20000 AllowedWeaponClass=BOMB AttachmentType=USN,USAF,NATO NumWeapons=24 AttachmentPosition001=-0.6, 1.0, 0.4 AttachmentPosition002= 0.0, 1.0, 0.4 AttachmentPosition003= 0.6, 1.0, 0.4 AttachmentPosition004=-0.6,-1.0, 0.4 AttachmentPosition005= 0.0,-1.0, 0.4 AttachmentPosition006= 0.6,-1.0, 0.4 AttachmentPosition007=-0.6,-3.0, 0.4 AttachmentPosition008= 0.0,-3.0, 0.4 AttachmentPosition009= 0.6,-3.0, 0.4 AttachmentPosition010=-0.6,-5.0, 0.4 AttachmentPosition011= 0.0,-5.0, 0.4 AttachmentPosition012= 0.6,-5.0, 0.4 AttachmentPosition013=-0.6, 1.0,-0.55 AttachmentPosition014= 0.0, 1.0,-0.55 AttachmentPosition015= 0.6, 1.0,-0.55 AttachmentPosition016=-0.6,-1.0,-0.55 AttachmentPosition017= 0.0,-1.0,-0.55 AttachmentPosition018= 0.6,-1.0,-0.55 AttachmentPosition019=-0.6,-3.0,-0.55 AttachmentPosition020= 0.0,-3.0,-0.55 AttachmentPosition021= 0.6,-3.0,-0.55 AttachmentPosition022=-0.6,-5.0,-0.55 AttachmentPosition023= 0.0,-5.0,-0.55 AttachmentPosition024= 0.6,-5.0,-0.55 DiameterLimit=1.6 LengthLimit=6.0 BombBayAnimationID=7 BombBayOpenTime=3 BombBayCloseTime=3 MinExtentPosition=-1.0, 2.0,-0.65 MaxExtentPosition= 1.0,-6.0, 0.65
  6. See, the problem with using a central european tileset on an east asian map is that there are no terrace farms or rice paddies in central europe.
  7. Kesselbrut is doing one I think.
  8. Dammit, just use the built-in max unwrapping tools along with the texporter plugin! From version 7 onwards, max has unwrapping tools so far ahead of lithunwrap et al that there is no reason at all to use external programs. You can look for unwrapping video tutorials on Youtube if you're having trouble. Start with a really small model, like a car or something, and do that from start to finish: Model -> Unwrap -> Texture, so that you get an idea of the pipeline necessary to complete a realtime model before trying something complex like an aircraft, or chances are just you'll get stuck and lose interest. *Edit: Say what, there are excellent max tutorials on www.3dtotal.com if you navigate to "free stuff" -> "tutorials".
  9. Here's a better cockpit fix: Make sure to change "ShowFromCockpit=FALSE" to "ShowFromCockpit=TRUE" under the "Nose" section of the data.ini
  10. Is that my old model or did someone else start one too?
  11. Because we don't have a working LABS counter, I use the F6 view to manually judge correct parameters (angle/distance) prior to weapons release. After some practice, I've become fairly adept at the technique and can score a direct hit on the factory place or airfield 9 times out of 10. Btw, I use Lexx Luthor's nucular effects in my installs, as they are true works of art.
  12. I'm using the following for a 2mt yield Mk27 warhead: Fuel Air Explosives Explosive Mass - 2e+012 Fusing Distance - 600m I can put it on target and survive every time. You'll need to fly a proper release profile as laydown bombing won't let you escape in time.
  13. Well, I did try using an FAE bomb as well. 2.5e+10 with a 600m fusing distance yields good results. Also that will work with teh nuke fx.
  14. I just set mine as Area Weapon Dispensers with the correct Yield but with a ridiculously high number of bomblets and dispersion, like 500 bomblets/10 dispersion. You won't get the nuke effects but you will get the swathe of destruction you desire.
  15. You could make "dumb" versions of smart weapons, too.
  16. It'd be cool if it could carry it's own SAM sites.
  17. With that payload it should be able to carry about 4000 500-pounders.
  18. A-5 takeoff and nuclear delivery profile.
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