-
Posts
692 -
Joined
-
Last visited
-
Days Won
63
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by simonmiller416
-
so...errrr...about location thing...
-
infantry mods in sf2
simonmiller416 replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
-
infantry mods in sf2
simonmiller416 replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
This topic coincides with a recent idea I've been thinking about. I'm planning to add Special Forces to my modding list soon. Basically, they'll be Green Berets ODA in 10s-20s style. I plan to equip them with MAAWS and other gadgets, as well as "launchable" smoke grenades to mark targets from the ground. (yeah,I am also a fan of US SOF) I made those basic models in the "American BlackHawk Pack", they are not super detailed, but I think they are good enough for a flight sim game. -
So, I finally chose to create an "invisible" YAW axis and set "ShowMissile=FALSE". Although this is not very rigorous, it ensures that the silo remains vertical and allows the missiles to be launched in all directions, which works well for me. I can say that I've achieved my initial goal, but since I personally feel it's not perfect yet, I think it warrants further discussion. For now, however, it's sufficient. Basically, this is an S-400 system (the HQ-9B missile is a placeholder), currently with 85TE2 launch vehicles and 96L6E acquisition radars. There is still a lot of work to do to complete this set of components.
-
I've once again been able to understand how the in-game SAMs work by making Patriot system, and they work fine. However, on systems like the S-300 and S-400 (which tend to be vertically launched), it doesn't seem to work as well. Because they usually have no "YAW axis movement" and launch missiles almost vertically upwards from the launch silo,at this point, Patriot's launcher is much more flexible(only represents performance in the game). Therefore, the specific problems I encountered are: 1.When I set: Silo is up in a right angle, but they can't launch missiles. 2.If I remove YAW and PITCH limitation,and set YawModelNodeName, then they can work just like Patriots (but that doesn't match real life). I want to know if this is just my problem or if the game design does not support it? I think it is more inclined to the former, because I remember that many people's descriptions and pictures confirmed that they were running normally.
-
In addition, I have some ideas, of course, inspired by video games such as the ACE COMBAT series. We can make some land-based ballistic missiles, or launch vehicles,as long as they are ASM, they can become a target in SF2, and players can try several ways to play. For example, destroying them before launch, attempting to intercept them in the early stages of launch, or acting as a "protector" and intercepting enemies that attempt to destroy them.
-
j10 ce mod
simonmiller416 replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Basically I hope to make my own version one day,but my RL can't support me to invest all my time in modeling, so you know, 2 weeks. If you want, you can just transplant any cockpit into J-10C mod yourself -
Regarding this air-launched ballistic missile, I don't know if there has ever been a similar product in our community. At present, I have basically completed its design based on my own experience. twz has a report on this weapon: China’s JL-1 Air Launched Ballistic Missile’s Official Debut Is A Big Deal ,its range and trajectory are much farther and higher than what we're used to seeing in SF2, so its performance in the game will definitely not be 100% realistic, but it will be fun. If anyone is interested in this and is willing to help me complete the "third-party testing", please DM me.
-
Now I get it,"add" means you were adding launchers in mission editor by yourself. Radars will not generated just because you "add" an launchers. So what you should look for in the editor are these:"AN/MPQ-53 PAC-2", "AN/MPQ-65A PAC-2", "AN/MPQ-65A PAC-3". But ,yeah, as yakarov79 said, you should not. Just leave it to game engine.
-
-
F15 ex mod
simonmiller416 replied to debmalya's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
And most importantly,as dad said,the cockpit yeah. Creating a cockpit takes far longer than creating the exterior model. Even if we purchase existing assets、resources on the market, it is very difficult to present the correct effect in the game. We need to use all the OSINT we can search to ensure that they are as realistic as possible, not just export a lod and that's all (this is very difficult for aircraft from the 20s, or even the 2000s-10s, as there is a lot of intelligence that we cannot directly access). I still remember the excellent work of Ravenclaw on the F-4 pits btw. And final words... I tried to import an Advanced Eagle cockpit into the game and it made me black out...
