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Everything posted by simonmiller416
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
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. -
Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
lol,that is too much meaning. -
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
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
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. -
Patriot SAM systems(PAC-2/PAC-3)
simonmiller416 replied to simonmiller416's topic in File Announcements
OK,but I wouldn't recommend this, though. SAM sites are usually laid out by map designers, either based on OSINT data from specific points in timeline, or based on their own knowledge. This is far better than add them in editor. -
Patriot SAM systems(PAC-2/PAC-3)
simonmiller416 replied to simonmiller416's topic in File Announcements
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. -
Patriot SAM systems(PAC-2/PAC-3)
simonmiller416 replied to simonmiller416's topic in File Announcements
I have no clue, normally the game will automatically generate radar and launchers. Perhaps posting the terrain you are running on would be helpful -
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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...
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No, there's no specific F-15EX mod. However...we can get one by modifying the current F-15E mod. Let us thank the original creators for reserving the following nodes for us: Left_WingOuterPylon and Right_WingOuterPylon. These changes were made almost two years ago, so my description may not be 100% accurate: First we need to open data.ini and make sure to disable the following using "//" and make sure we have active this: By this way we can activate stations that have not been activated due to structural strength reasons. The remaining changes are for the avionics and the serial number etc. Also, I used LAU-115 to make the AMBER rack (so the shape is not that accurate,but kinda like it). Yes, the "F-15EX" in the following picture has wrong markings.
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View File AVIC Xi'an H-6K Zhanshen/War God Beta 1.What inclued: (1)H-6K; H-6K is a significantly more modern aircraft than earlier H-6 series,with a reinforced structure making use of composite materials,enlarged engine inlets for Russian Soloviev D-30 turbofan engines giving a claimed combat radius of 3,500 kilometres (2,200 mi),a glass cockpit with large size LCD multi-function display,and a reworked nose section eliminating the glazed navigator's station in favor of a more powerful radar. =========================================================================================================== 2.Note: (1) No weapons included. Due to potential maintenance needs, I made a separate PLAAF weapon pack, you need to download it separately, I'm sorry if it causes you any inconvenience; https://combatace.com/files/file/18351-plaaf-weapons-expansion-pack-beta/ =========================================================================================================== 3.Usage: Unzip and copy Objects folder to where your game is installed. =========================================================================================================== 4.Credits: (1)Timur Samedov(offsite user): Original models and textures; (2)YEYEYE: Cockpit from SAAB2000; (3)ME: port models to game add a lot of detail objects,do a lots of animation and texture works. =========================================================================================================== 5.Upcoming stuffs: (1)H-6N,another modern variant that based on H-6K, reshaped fuselage in place of the bomb bay to mount an air-launched ballistic missile.It is visually distinguishable from other variants by the refuelling probe above the nose; (2)JL-1,Air-launched ballistic missile. Submitter simonmiller416 Submitted 10/20/2025 Category Other
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Version 0.4.0
100 downloads
1.What inclued: (1)H-6K; H-6K is a significantly more modern aircraft than earlier H-6 series,with a reinforced structure making use of composite materials,enlarged engine inlets for Russian Soloviev D-30 turbofan engines giving a claimed combat radius of 3,500 kilometres (2,200 mi),a glass cockpit with large size LCD multi-function display,and a reworked nose section eliminating the glazed navigator's station in favor of a more powerful radar. =========================================================================================================== 2.Note: (1) No weapons included. Due to potential maintenance needs, I made a separate PLAAF weapon pack, you need to download it separately, I'm sorry if it causes you any inconvenience; https://combatace.com/files/file/18351-plaaf-weapons-expansion-pack-beta/ =========================================================================================================== 3.Usage: Unzip and copy Objects folder to where your game is installed. =========================================================================================================== 4.Credits: (1)Timur Samedov(offsite user): Original models and textures; (2)YEYEYE: Cockpit from SAAB2000; (3)ME: port models to game add a lot of detail objects,do a lots of animation and texture works. =========================================================================================================== 5.Upcoming stuffs: (1)H-6N,another modern variant that based on H-6K, reshaped fuselage in place of the bomb bay to mount an air-launched ballistic missile.It is visually distinguishable from other variants by the refuelling probe above the nose; (2)JL-1,Air-launched ballistic missile. -
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It works, there's a thread about it, but ca's search engine is a bit broken at the moment (is this just me?) Anyway, in short, according to that thread,base RCS of an aircraft depends on its model cross-sectional area, which the game engine automatically calculates (thanks to TK). In data.ini, the value after BaseRCSModifier= will act as a multiplier(of course) to affect the final radar RCS. Yes, the problem is that if radar's trackstrength is high enough, it will also "burn through" such low RCS targets,as well as ECM (which is actually a bit consistent with RL), but for mods, there is a lack of a standard.
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
very nice bird with top operators,fr -
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Hello gentlement, If posible about...
simonmiller416 replied to TheF18Lover's topic in General Discussion
IIRC,we do have mig31 and f14d,yeah,no su34 -
Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
So basically, I'm revamping some weapons to make them look better and have more accurate data. I hope to make it clear that this is not a competition with all the masters for fame,and not to deny the path of the predecessors.These will just be supplement and update to our community. As I mentioned in the WIP thread, I plan to release them the way as PLA weapons expansion pack. So far, I have completed or are close to completing the following: R-33; R-37/37M; R-73/73M/74/74M/74M2; R-77/77-1/77M; KH-35/35U; KH-47M2; KH-555/55SM; AGM-88G AARGM-ER; -
Ah,that 31 is from ca here iirc,actually what I am showcasing is those missiles lol. I have purchased and made some weapons of morden Russian origin in the past about half year. I plan to release a separate expansion pack similar to the PLA pack. btw,I think the USAF/USN arsenal is quite rich(i mean morden stuffs), is there anything we are currently missing? (I remember that Ravenclaw has a lot of WIP projects in progress tho)
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