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Everything posted by Julhelm
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So? It isn't fair to condemn the whole program because of a single slip-up.
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Boo-f***ing-hoo. Back in the good ol' days SAC used to have tons of B-36's and B-52's flying 24/7 packed to the gills with nukes.
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Modding aircraft turns
Julhelm replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The F-19 isn't supposed to be a kickass dogfighter, as it really is the F-117 as it was imagined in the 1980's before the real bird was revealed to the public. The flight behavior is quite realistic for a Draken-style double delta like the F-19. -
Wingman/Flight/Squadern AI
Julhelm replied to Viper6's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What he said or you could cheat and mod the B-52 to load Sparrows in the bombbay and give it a radar <_< -
C-64 SID Music for SFP1/WOV
Julhelm posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: C-64 SID Music for SFP1/WOV File Submitter: Julhelm File Submitted: 31 Aug 2007 File Category: Sound Mods Because the stock music sucks, here's a pack that replaces it with catchy old-school SID tunes from the following games/composers: LightForce - Rob Hubbard X-Out - Michael Hendriks Turrican - Stefan Hartwig/Ramiro Vaca Rambo II - Martin Galway Bionic Commando - Tim Follin Be sure to back up your original files as these tunes might be an "acquired taste". Cheers, Nils "Julhelm" Dücker Click here to download this file -
C-64 SID Music for SFP1/WOV
Julhelm replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Well, if you're not cool like me and still have your entire C-64 setup around, there's always emulators. -
AI Ship Mods (not carriers) don't show up
Julhelm replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I was gonna do an F-1 after I'm done with the other things I have in the works. -
animating jet pipes
Julhelm replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
On the A-5 I made the nozzles petal for petal, and then animating those individually. -
Version
221 downloads
Because the stock music sucks, here's a pack that replaces it with catchy old-school SID tunes from the following games/composers: LightForce - Rob Hubbard X-Out - Michael Hendriks Turrican - Stefan Hartwig/Ramiro Vaca Rambo II - Martin Galway Bionic Commando - Tim Follin Be sure to back up your original files as these tunes might be an "acquired taste". Cheers, Nils "Julhelm" Dücker -
More skins for the A-5A vigi?
Julhelm posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
VAH-1 Smoking Tigers: Naval Weapons Evaluation Facility: They'll be released once I can be arsed to do the relevant modex/buno decals :) -
JAS 39C Gripen Progress
Julhelm replied to Gux's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey, keep in mind some stuff like the A-5 was in development for almost a year with me disappearing completely for the last 4 or 5 months, but it still got released. Some of us just have lives outside of gaming to attend to. -
A-5B Vigilante Version 1.2
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Only the early production A-5A's lacked the HUD. It was added after about 20 or so built IIRC. -
A-5A Version V1.0
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
You've managed to include the wrong (older) version of the wing maps on which the spoilers are completely different. Contact me and I'll send you the proper ones. -
Vigilante
Julhelm replied to snapper 21's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Dave, do you have the actual storetrain model? If not let me send it to you. -
JAS 39C Gripen Progress
Julhelm replied to Gux's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You need to adapt it with an arrestor hook for use on the new Norra Rörum-class ultra-light carrier :) -
You forgot to mention my meager assistance :(
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JAS 39C Gripen Progress
Julhelm replied to Gux's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Snyggt jobbat! Är EBKn animerad också? -
Wip On The Bison
Julhelm replied to kout's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Looks good. -
Looking for aircraft,
Julhelm replied to Madmalamute's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Must add the gun as a system in the components part. Like SystemName=InternalGun -
Calling SayWhat?!
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
To me! -
end UPDATE
Julhelm replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, but I can explain how I do it: First of all, I go into photoshop or paintshop pro and edit the canvas size of my reference pictures to be quadrant in shape. Then I save these as "side", "top", and "front". Next I go into 3dsmax and build a cube the approximate size of the plane. I convert this to editable poly, delete half the sides of it, and flip the remaining faces. Next I assign the respective picture as a texture to each face, and I then end up with a virtual 3-view which I can model around. -
end UPDATE
Julhelm replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Don't use the viewport background image as reference for modelling; if you have an image on several viewports max tends to truncate it for whatever reason, which is why your Mig appears much shorter and fatter than it should be. If possible, go into PS and edit all your ref images to be cubic, and then apply them as textures to an inverted cube. -
SE-5a Flying Shark
Julhelm posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: SE-5a Flying Shark File Submitter: Julhelm File Submitted: 11 Dec 2006 File Category: SF WW1 Aircraft Skins Fictional SE5a skin based on the player's aircraft from the old 80's Taito coin-op "Flying Shark". Original brown skin by Third Wire JSDAF 2-tone blue sharkmouth repaint by Nils "Julhelm" Dücker. Do not repost and redistribute without asking for my permission or edit and claim as your own work; that is the f***ing lamest thing known to man. Have fun! Nils "Julhelm" Dücker 06/12/11 Click here to download this file -
Version
271 downloads
Fictional SE5a skin based on the player's aircraft from the old 80's Taito coin-op "Flying Shark". Original brown skin by Third Wire JSDAF 2-tone blue sharkmouth repaint by Nils "Julhelm" Dücker. Do not repost and redistribute without asking for my permission or edit and claim as your own work; that is the f***ing lamest thing known to man. Have fun! Nils "Julhelm" Dücker 06/12/11 -
Can I rant here?
Julhelm replied to tn_prvteye's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You know, there's immersion and there's immersion. However, you (Indio and Stiglr to name but a few) seem to believe immersion is directly proportionate to realism features and realism features only, which is complete bollocks. A great flightsim is first and foremost, a game, and secondly a simulation of reality. The simulation bit with all it's realism serves no purpose what so ever if you strip away the "game" bit. It's a game because it's intended for entertainment, and to have a good game you need to make tradeoffs between realism and fun, and especially so if dealing with a flight sim. F-19 Stealth Fighter is a great example of how to do a fun flightsim that is also realistic enough to allow suspension of disbelief without being so realistic as to be annoyingly complex. For an even better example, there is Cinemaware's Wings from 1990: It is widely remembered as perhaps the greatest combat flight sim ever made, and the greatest WW1 sim ever. However, guys like Stiglr and Indio would probably spontaneously combust if they ever played it, because of the way it portrays WW1 combat: 1. The "sim" part always starts in the air. 2. You have no rudder at all, nor is stuff like torque modelled. 3. It has no instrumentation at all, instead all you get is a gunsight and your pilot's head which turns to indicate the direction of closest target. 4. It's possible to collide head-on with an enemy, fail to emergency land, crashing instead, and still survive on pure dumb luck. 5. Strafing and bombing are portrayed as subgames in their own, with the strafe part being an isometric shooter ala Zaxxon and bombing being top-down similar to Xenon or Raptor. Ok, so it isn't terribly realistic. So why then is it that this game has recieved so much praise during the 16 years since it was released and is still fondly remembered by anyone who ever owned an Amiga? Probably because of the following: 1. The game features a 230-odd mission campaign which isn't pilot-dependent like in most other games. If your pilot dies, you go back to flight school, create a new guy, and he gets to continue off where the other bought the farm. You'll even get to see your previous hero's name stricken off under "casualties" on the squadron roster. 2. The campaign is scripted in a novel way: Your pilot is always told by the CO to keep the squadron journal, and each mission is preceeded by a journal entry that only mentions the mission type, but also tells the story about the entire squadron and the lives of the other characters in the squad and in the war. When you get to the part where the squadron's mascot has disappeared in the trenches you can't help to feel gutted, only to feel honestly relieved when a few entries later, the dog returns having become pregnant and has it's puppies. Also, there's a Top-10 pilots list that appears each 10 missions or so where you can see your own hero compared to aces like Immelmann or Boelcke. All in all, things that really add to the WW1 atmosphere of the game. 2. Each mission is proceeded by a silent movie-style "thought card" where your guy has sometimes valuable information about the encounter to come. Once again, this adds to the atmosphere because you feel like you're actually in there with him, rather than being confined to a sterile cockpit with "fly from A to B to bomb X" instructions. 3. The arcade strafe & bomb sections actually help to break up the repetitiveness of the sim parts in a really good way, and they serve yet another purpose: 4. The game is RPG in the sense that your pilot has stats for flying, shooting, mech and stamina skills that he makes use of during the air combat sim parts. These determine how fast you turn, how accurate your guns are, how fast your guns unjam and whether or not you can survive crashes and mid-air collisions. These are then determined by how good you are doing in the two arcade subgames. Not terribly realistic but makes for more fun gameplay. 5. If you die, you get a proper burial sequence complete with a tombstone with your name on it, and at the end of the campaign, when the war is over, there's a memorial stone with all the dead pilots you've had on it. So well, yeah, you've probably guessed I'm not a huge realism-nut. I'm a gamer, and I prefer gameplay to complexity: Hence why I prefer SFP1 to F4 and BF1942 to WW2OL. The realism nuts get their parade games every once in a while, like LOMAC, IL2, Targetware and KOTS, and I see no reason why EVERY sim has to cater to their specific needs. Some of us enjoy "sim-lite" for what it is, so just let us, ok?