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Everything posted by simonmiller416
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So I usually don't advise people to do things they're not good at, even learning. However, based on current situation of SF2 community, yes, doing it yourself will be the fastest solution. I think my situation can serve as a reference for you: Before starting SF2 modding, I had already accumulated considerable skills in model and texture processing in other games such as ARMA3. At that time, I encountered quite a few problems, such as being unable to properly install 3ds Max 2009, pick the wrong version of Max, and experiencing LOD export crashes, etc., which almost delayed me for 2-3 years. Prior to this, I had also done a lot of INI and texture work. So I have some basic modeling and texturing skills,as well as ini, but far from expert level. Therefore, I choose to buy resources from websites like cgtrader, then apart the nodes, rework the textures, and create animations for them. Completing the modeling and animation parts isn't the hardest (or most time-consuming) part, the hardest part depends on your vision for the projects. Do you simply want to own it, or do you want it to be as close to how it should act in reality as possible? Even if it's only 50% similar?Then you might need far more than two weeks to complete a mod. In 2025, I released many mods here, many of which were started in 2024, and some even from 2022-2023. And here, we can even see many mods that had screenshots released back in the 2012s that still haven't been released. This is all very normal, no need to worry. So, maybe the P-8 will be your first project, maybe not, but perhaps it's worth a try, and take your time.
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I think Menrva discussed this in another thread, but I've forgotten where exactly, so I can't provide a specific link. In short, he analyzed that this only appears in modded TGP view. Actually, I've also encountered a similar problem (I haven't tried to reproduce this with stock aircraft and weapons, but it does occur with mods), and I don't know why either.
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I'm also writing a full-length novel, and I've completed approximately 1.4 million words so far (counting in our language). Of course, I won't promote it here, due to politeness and language reasons. It's basically told from the third-person perspective of an 18A officer (yes, based on real-life Green Berets), and it tells the story of the modern world encountering a medieval civilization in another world, essentially set against the backdrop of unconventional warfare and special opearations. It currently serializing on an online reading website, which is currently flooded with a lot of AI-generated garbage (I mean, the problem isn't the AI , but the authors who don't even bother to read the text generated). What surprised me was that there were even quite a few people who enjoyed reading those works, even though they were essentially just repetitive content and meaningless piles of words.
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I'm sure I've seen EA-18Gs without ALQ-218s more than once somewhere(as demo below), but the other 99% of the time they're with them on. Perhaps I should serve in the Navy for a while to confirm this.
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3W Discord
simonmiller416 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah, I always think TW offical don't care about who posts what like his not even exist. -
infantry mods in sf2
simonmiller416 replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
And the giant UFO on Independence Day -
I basically made some adjustments to the AIM-174B, such as drag cd, booster, and sustainer etc. This way it can reach a top speed of M3.5 when climbing to a glide altitude of about 24,000 meters (it may exceed this speed when starting a dive, but not by much) I also changed it to AHM, and it can be launched at a maximum range of about 340KM (according to the wiki data, the maximum working range of AIM-174 is between 240-400, so I took an intermediate value). Secondly,Seeker Range is change to 35km (I couldn't find precise data, so I made some extensions based on the common fact that AIM-120 seeker is usually 25km). Based on these adjustments, the AIM-174's workflow will be as follows: 1. Launch at the radar's maximum serch/track range and climb to glide altitude; 2. Utilize "midcourse correction" to simulate trajectory correction by an E-2 or other data link node before radar activation; 3. In the final 35km, terminal guidance will be provided by its own radar. I conducted multiple shooting tests. At 300km, it had a good interception rate against enemy troops with poor skills who hardly did any "dodge" and its performance was not too exaggerated. (I usually do similar work on all missiles with a range of beyond 200KM) What do you think? The attached file contains my first revised version,feel free to try it out if you'd like... AIM-174B_data.INI
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Thanks to Ravenclaw for his outstanding work!!! I've been really looking forward to his unparalleled detail in modeling. So I'm making some minor adjustments to AIM-174B. Therefore, I made some other adjustments to the testing environment. For example, I installed an Aegis system on Block3 FA18 that can lock targets at a distance of 400 nm. My targest is Su-35s flying 200km away. They will fly in relative or tangential directions to help me complete the test. I will launch the AIM-174 at an altitude of 10,000 meters and a speed of about Mach 1 to ensure that they are in excellent condition.
