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simonmiller416

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Everything posted by simonmiller416

  1. And they said 5-gen fighters run out weapons easily...
  2. Slow but making progress...The external model and texture processing has been completed. CockPit is the most hard part, I spent almost a whole weekend learning and researching how to make those colorful objects in the cockpit perform the correct feedback behavior, but it finally worked. I've bought a F-35 cockpit from the resource site, maybe will start working on it when the J-20 program is finished.
  3. The two-seat version of the fifth-generation fighter, J-20AS, IRL This branch version was discovered in early 2022, we are not sure what it is designed for, there are rumors that it will be a UCAV command platform, pretty cool
  4. Air Density in Game?

    "Testing with some Missiles", I think is not a good way,cuz the aerodynamics of the missiles in SF2 seem to be oversimplified, I think it's almost purely linear as a function of supersonic or subsonic drag, altitude doesn't count. The height seems to be more of an impact on the engine.
  5. Now I know why I still don't get his meaning, For what I seen,his post sometimes looks like he is in a deep remodeling of the core of the game, but the pictures shown are more just confusing textures and weapon loadouts, blinding my eyes
  6. It’s really a nice bird, I can tell
  7. (A picture with video link) This is another thing for test out the true TVC function lol A bit troublesome to modify the key settings
  8. Dammmmmmmmmmmmn yeah, I'm actually considering them, along with another version of the single-seater model (that big neck one), It just...the one in your second picture seems like a photoshop work, but it is a very convenient solution for modding.
  9. Just for a quick discussion, SF2NA does make air defense systems capable of countering cruise missiles, doesn't it? I didn't notice if a ground SAM system would work though, for a surface fleet SAM it's no problem. If it works, maybe in this case, we can change the nature of some rockets to "cruise missiles",might be able to see some crazy interception footage.
  10. More appearance detail upgrade , no problem today. I think basically only the cockpit needs to be improved, it can take off in CA
  11. I once discussed this with EricJ, I think this validates my guess, if we need a "night vision compatible" cockpit, then we first consider lowering the light sources in the cockpit during the modeling stage, so that in the renderer, they will become visible, without “Blooming”. But if the map and ADI with a bright background perform such an operation, I think it should not be suitable for daytime combat...
  12. [Edited] We need to add a "self-illumination" texture to the Material interface, successfully
  13. Thanks, I still have a lot of details to learn
  14. Err yeah they are separated models, I created them in 3dsmax, that's why I don't very sure how "Brightness can be controlled by settings in max." I miss this step ,thank you your the hint!
  15. But I'm having issues building the slimer lights, they don't actually glow in the game as I expect (Or just not bright enough? I don't know, because it's not as bright as other mods in nighttime environment, it looks like it doesn't glow at all,from the pictures below it can be seen that the slimer on the vertical tail does not shine at all) About my settings [RightVertailSlimer1] SystemType=LIGHT LightNodeName=Slimer_RVT1_On CanFlash=FALSE Brightness=0.04 ←← LightSrcRange=0.002 ←← I tried to add this, but it didn't work too (Of course, I refer to the data of other mods, they haven't added it, I just tried it) And I think it's probably for the same reason: MFD images seem to get very dark in shadows, but RWR and radar images can stay bright regardless of lighting, I guess this may be related to the setting of the layer channel, but I don't know where to start Can someone give me some hints? ========================================================================================================================================================================
  16. Some external parts updated, Rebuilt an EOTS with translucent windows and highly reflective specular textures.
  17. Some more pics Basically, it is still in the design of interactive logic and screens. After the basic interface is designed, it needs to be polished to ensure that it appears in front of everyone's eyes with the highest possible quality.
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