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simonmiller416

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Everything posted by simonmiller416

  1. Kinda off-topic lol.This makes me sigh. Now many game workflows are based on Blender, but I am more familiar with 3dsmax. Especially for Unreal Engine, many useful and convenient tools are designed for Blender, which has become an obstacle for me to do further modding.I'm young but not that young, and not that old either,daily life and work have taken up most of my time and energy, which makes it difficult for me to learn and adapt to Blender. The fact that TK's LOD exporter is based on 3dsmax is a lucky thing for me. I can totally understand what DAD and EricJ are thinking.
  2. Super Hornet Package for SF2 v4.1

    A MUST HAVE
  3. As we all know, the LOD exporter we can get at present can only support the old versions of 3dsmax and blender; So being used to using the newer version of 3dsmax (2018) I ran into some troubles. First of all, I can’t install max2009 because of some system reasons. I don’t want to describe it in detail. In short, I can’t, so I have to consider doing most of the work in 3dsmax first, such as splitting parts, setting axes and generating animation layers, and then Pass it to blender in FBX format. Okay, let's end the bedtime story, After importing the FBX file in blender, my axis settings and animation layers are all lost, damn, do I have to make it from scratch in bledner? Or am I simply overlooking some step? Basically, my approach is, 3dsmax2018 → latest blender → blender2.79, or directly 3dsmax2018 → blender2.79, the result is the same Or will any capable friends consider making an exporter based on the new version of 3dsmax? (I'm just saying) By the way, upload one picture to prove that I am really working on this, lol
  4. I'm making 2 mod of fifth generation fighters, so I've been doing a lot of testing on this, and based on gameplay I think some of the late model F-15Es are often a big threat.Well, actually, quite a few modern birds are threat too.Many of them can detect me and attack from considerable distances.It depends on the modder's design,but for some advanced radar, this is not unreasonable. I have seen elsewhere: "F-22 can be detected by APG-68 and APG-80, at ranges of 5-10km", so it is reasonable for other better radars to detect stealth aircraft at farther distances. -------------------------------------------------------------------------------------------------------------------------------------------- For reasons we all know,I think it is not possible to restore AESA in the game. However, for 4th/5th generation fighters, I usually set a very low TWSUpdateTime(about 0.1-0.01 for example) and ScanRate(about 200+) in the avionics.ini to eliminate the high scanning delay of traditional mechanical radar. And I usually give a higher TrackStrength, about 200-250. Higher strength can more effectively eliminate the effects of ECM and low RCS. Of course, different modders may have different standards for this, and they may set higher values. We need to set a standard ourselves. I usually consider the number of T/R units of these AESAs, and their power IRL. Unfortunately I didn't have enough time to build a function formula for this, so most of the data was obtained by comparison and testing. We lack some working modes of other modern radars in SF2, so I will rely on the existing TWS modes for most things. This is my usual method of "simulating" AESA. In addition, I will draw independent radar MFD images for them separately, but that's another story. -------------------------------------------------------------------------------------------------------------------------------------------- Below is a screenshot of the APG-81 test, for reference
  5. Not a volunteer (maybe), but does it have approximate size or proportion? Comparing it with photos is one way, but there may be some errors
  6. Version 2.0.0

    82 downloads

    So basically, this is a skin mod imitating the F-16s that appeared in the video released by the Ukrainian Ministry of Defense not long ago. According to the fuselage details and Local S/N, they should have once served in the Esk727 and 730 squadrons of the Royal Danish Air Force, so I copied some of their other Local S/Ns. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "EX_RDAF" folder into your F-16 mod (AM/BM recommended, as link below); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16AM, the game will automatically read the data. https://combatace.com/files/file/12909-european-mlu-vipers/
  7. Ukrainian Air Force skin for F-16AM(Viper Team)

    I think this one with the "golden" canopy could be a purely a ground training model.
  8. Ukrainian Air Force skin for F-16AM(Viper Team)

    Most of the images I can retrieve do not have Local S/N, that's right. Interestingly, this picture was also previously released by the Ukrainian Ministry of Defense, and I think it should also have a certain degree of credibility? This is my reference for Local S/N.
  9. View File 157FS HAVE Glass V Skin for F-16C Block52(Viper Team) "The F-16 has benefited from a long-running program of improvements to minimize its RCS, under the name Have Glass. With several reports suggesting that a Have Glass V F-16 will, on average, have a 1.2m² radar cross section, compared with about 5m² for an ‘untreated’ F-16, straight off the line." ——info from key.aero This mod only contains the 157FS version. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "157FS_HG5" folder into your F-16C mod (Block 52 recommended); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16CM Block 52, the game will automatically read the data. Submitter simonmiller416 Submitted 09/19/2024 Category F-16  
  10. View File Ukrainian Air Force skin for F-16AM(Viper Team) So basically, this is a skin mod imitating the F-16s that appeared in the video released by the Ukrainian Ministry of Defense not long ago. According to the fuselage details and Local S/N, they should have once served in the Esk727 and 730 squadrons of the Royal Danish Air Force, so I copied some of their other Local S/Ns. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "EX_RDAF" folder into your F-16 mod (AM/BM recommended, as link below); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16AM, the game will automatically read the data. https://combatace.com/files/file/12909-european-mlu-vipers/ Submitter simonmiller416 Submitted 09/19/2024 Category F-16  
  11. Version 1.0.0

    58 downloads

    "The F-16 has benefited from a long-running program of improvements to minimize its RCS, under the name Have Glass. With several reports suggesting that a Have Glass V F-16 will, on average, have a 1.2m² radar cross section, compared with about 5m² for an ‘untreated’ F-16, straight off the line." ——info from key.aero This mod only contains the 157FS version. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "157FS_HG5" folder into your F-16C mod (Block 52 recommended); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16CM Block 52, the game will automatically read the data.
  12. We finally made it two weeks!!!
  13. I will release it once it is done. I am still facing a lot of new problems and it will take time to solve them.
  14. I have some new questions for all the weapon editing masters here. So, I don't expect to reproduce terminal-sensitive ammunition in SF2, I will set the standoff dispenser such as JSOW to Cluster. First of all, is there a clear difference between Cluster - AP and - AT in Warhead Type? And will the explosive mass be evenly divided among each submunition? I also noticed that even if I choose Cluster - AT, it is actually not very effective in destroying tank clusters unless the submunitions hit the enemy vehicles accurately. Maybe the only solution is to increase the number and density of submunitions, as well as increase the explosive mass? In fact, I don't like such fabrication.
  15. I'm trying to do something like this,in this case I'm open to AI because the Strike Fighters fan base is very small, that's a fact. In my language area, there are very few players, and even fewer people who can voice the characters. So I'll let AI do most of the work.
  16. While further improving the J20s and J35, I recently started a plan to expand PLAAF weapons. The PL-10 and PL-15 pack that have been released are also part of the plan. As for modern European, American and Russian weapons, most of them have already been made or are already on the list of some masters, so I will continue to wait. More... These weapons are much easier to make than any complete fighters... When I started the J20s project, I didn't expect to encounter so many bottlenecks and spend so much time to solve them. In the end, they will get better. It's also a kind of entertainment to make some small gadgets flying around the battlefield in my spare time
  17. I'm pretty new to this, so Vulkan can also run with DX10? I've heard that it can reduce image quality, so have been thinking about whether to use it.
  18. This is not because of a format error, everything was normal in the previous game, but once I refly multiple times, those normal skins will turn black. So I have to close the game and restart. As Menrva said so. What's interesting to me is it didn't happen on my old computer a few years ago
  19. Yes, this is a problem with the game itself, so I usually split the mods into several copies and copy several games (similar to creating multiple campaign packs lol) to reduce the burden of game spawning units, which does reduce the chance of CTD. Even so, I still need to restart the game frequently to avoid the "black skin" problem...
  20. Menrva, it's time to start Strike Fighter 3 Project
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