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Everything posted by Dante-JT
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Absolutely fabulous!!!! Cheers! Get ready that your next job possibly will be the textures for the GENERAL BELGRANO ;)
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Fantastic, Marcelo! Ariel did the Belgrano a while ago: Hopefully we will dust off the model and send to you for texture job!
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Based on new photo data about the islands - it represents an Autumn season, will work in other seasons too (summer=less barren), below are shots from high, medium and low levels:
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The texture work done by Marcelo "Marcfighter" Silva on this Royal Fleet Auxiliary vessel, attacked by A-4B Skyhawks in July 8, 1982:
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I don't know, I will re-check my PMs anyway! :) Thanks!
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Will New aircraft, weapons, terrains be available as add-ons?
Dante-JT replied to SkyStrike's topic in Jet Thunder
Yep eventually they will be available ;) -
No problem! :) After some deeper researching, I've come up with some interesting stuff. And you warned us for a possible bug/overlook in JT's SHAR cockpit! We would find this anyway when implementing clickable cockpit, but indeed what happened: Our SHAR cockpit is based in diagrams/pics of the Bill Gunston's book on the Harrier. The used reference strangely doesn't has the mill setting knob in the HUD controls panel in the cockpit (early prototype? I could scan and post the reference pic later) and so I wrongly assumed (due to a very superficial search in flight manual!) that this knob really didn't existed! But with a deeper and more focused search in the (huge) SHAR manual, I've found: "Wingspan/Set Depression. While this set control is depressed and for 2 seconds after its released its setting is displayed in the A/A and VID modes and reversionary AAM as a 3-digit readout prefixed by the letter S to indicate wingspan in feet." And then there's a lot of talk about the so-called reversionary modes (I hate them!). And next, it talks about a "Continuously Computed Impact Line: In the AAG mode a continuously computed impact line (CCIL) is displayed. The CCIL extends from 500 feet range and initially represents the gun rounds trajectory." There's also a Range Octagon. AAG mode is Air-to-Air Guns mode. And then inspecting closely the cockpit diagram I've found this control with the Label "WSPAN/DEPR SET", just above HUD brightness control. Surprise! :) This is the button Moggie's wingman had to press to set his gunsight! The bottomline: We need badly to update our SHAR cockpit. Btw, it's a good idea to make chinagraph pencil marks over the settings in case the HUD went out. It did that in the book once, didn't? (went off during a mission)
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By clicking in the rotating knob next to the gunsight (usually left-hand side of gunsight in the A-4s for example) the pilot will be able to raise or lower the gunsight reticle, like in the real plane. This is typical of planes with 1950's reflecting gunsight like the A-4B/C/Q Skyhawks (the exact model used by argentinean Skyhawks is the Ferranti ISIS D126R). Sea Harrier has a sophisticated HUD with CCIP (The only manual adjust I see in its flight manual is a Brightness knob for the reflected symbology). At least normal and uncaged launch modes are available for AIM-9L. In David Morgan's "Hostile Skies" there's another telling of AIM9L integration and confusion between SHAR and Gr3 platforms as RAF pilots flew SHARs in exchange. The fuze types is an important issue. At the moment we have a bomb "cfg.ini" in the respective bomb folder, this config has the bomb's blast radius, weight, drag and other meaningful data - also could has a "timer" (fuze) we freely adjust. Not one hundred percent sure about how this will be set in the final simulation, but for now it could work more or less like the arming screen in ww2 sims where the player can set the guns convergence in meters. Bombs with high fuzing times delivered very low, very fast and perpendicular to the warship - we all know what happen - they penetrate one side of the aluminium hull to come out in the other side, exploding harmlessly in the water outside the ship.
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For the campaign to make sense, if you choose to be part of (example) argentinean Grupo 5, you'll fly A-4Bs. Maybe you can reassign to a Dagger squadron later for example, but these things don't happened so often.
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Anybody have some idea of what was the little white object that exploded a couple hundred meters from SS Canberra cruiseliner? video: http://www.comcen.com.au/~raiment/attack.mpg The text description on the website says it was an "argentinean missile that was destroyed by a surface to air missile from HMS Fearless just 300 meters before hitting SS Canberra" Huh?? There are no records of any kind of missile released by argentine planes inside "Bomb Alley". It was too small, quick and bright to be an aircraft - my guess is that it was indeed a british SAM exploding itself when out of their maximum range. Any other guesses? :)
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Hi! We'll be contacting BBC world service to see if we can license some of their famous 1982 newsreel and radio to spice up our frontend screens and briefings - but we are not sure who we should contact for the equivalent news footage and radio from argentine perspective - if someone can help we'll be glad :) No ETA yet, still unfunded so I can't stablish strict deadlines on the team workers as they're doing it in their spare times without salaries. The helicopters will be better left for some upcoming expansion - their flight model characteristics are complicated - check how much time is Eagle Dynamics (of Lomac fame) to release their Black Shark helicopter simulator, for example. Entraremos en contacto con BBC para ver si podemos licenciar algo de sus películas de 1982 y lo radios para utilizar encima de nuestras pantallas e briefings de misiones - pero no conocemos quién debemos entrar en contacto para acceso a las peliculas y la radio equivalentes de la perspectiva Argentina - si alguien puede ayudarnos estaremos muy agradecidos :) Ningún ETA todavía, los trabajadores del equipo están haciendo todo el trabajo sin sueldos, entonces será lanzado “cuando ha hecho”. Los helicópteros serán dejados mejor para una cierta expansión próxima - las características del modelo del vuelo son complicados - mira lo tiempo que Eagle Dynamics (de LOMAC) esta a hacier el "Black Shark".
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Yes, with on/off English subtitles.
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Si, podrás volar como numeral o como jefe de seccion. (he asked if one can choose to fly as wingman, yes will be able to just follow flight leader) El C130 será inicialmente un avión que será pilotado por la inteligencia artificial, pero en expansión después podrás quizas volar las 'Chanchas' :) (C-130 Hercs may be added as flyable in future expansion, specially multiplayer in-flight refuelling / COOP missions)
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Audio from Argentine pilots during mission in 1982
Dante-JT replied to Mothman's topic in Jet Thunder
Download in this link: http://www.conflictomalvinas.com.ar/descar...s.com.ar-01.rar (uncompress with Unrar compression utility to be able to play) -
Wonderful post, Bard !!! Ariel Cancio, who is in charge of this class of ships, will be pleased by the info and the photos! Thanks again!
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Good job, Ariel! These are tricky models because the reference about Royal Fleet Auxiliary ships in their 1982 configuration is scarse so far. So, please, anyone who has anything about these RFA ships, (useful photos, diagrams, specs), used in the 1982 conflict, please post here in the forum! The names of the 'Round Table Class' of ships present in the 1982 conflict: -Sir Lancelot -Sir Bedivere -Sir Galahad -Sir Geraint -Sir Percivale -Sir Tristram
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Yes, this is important to have, but so far we didn't found enough data on LSO and visual aids ("meatball") for the 25 de Mayo carrier. But it's a must-have feature to properly support conventional carrier ops, rest assured.
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HMS Fearless got Marcfighter's texture job:
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oops :) 4. Spanish forum: there will be yet another website major upgrade ahead, will add Malvinas/Falkland detailed history and info, and also about the planes and squadrons who participated in the conflict...a comprehensive bibliography with links to the books on the subjetc etc. And amongts all these, we will have official in-house forums for spanish and english languages ;)
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1. Yes, we're aware that sea is high priority. But take as example Silent Hunter III & IV: extremely huge map either Atlantic or Pacific oceans and yet the ocean and waves are the best ever sim (well it's a sub sim after all!), we aim as design goal to have Silent Hunter quality sea, but we can't predict exactly what the programmers will bring to us inside the allowed project's schedule and budget. 2. Yes, I know the stories from pilots in Halcones de Malvinas, Carballo had his Skyhawk windshield almost entirely covered with salt while he did the HMS Broadsword attack run. I think I can do this by increasing or decreasing the alpha values on runtime during a very low altitude attack run over the sea. I also read the story of some pilot who slightly touched a wave with a wingtip causing his A-4 to cartwheel and crash killing the pilot, so the high mesh waves are also something to consider. 3. Moving/animated coastlines should be in final product by design but the reality is that this demands programming skills not yet found in the team (any volunteers out there able to code an animated shoreline shader effect? Please step up!) I've tried a clever art-only shifting UV coords approach to have shoreline moving in and out, worked in theory but in practice the effect was blocked by the fact that all gfx are stored in display lists (not able to shift UV coords on runtime).
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Check the interesting subject of this Manga-style comic book, the cover art says it all: wow! A review: http://www.comiccritique.com/st/grevSt349.html
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If you mean "Vista", yes sure it will ;)
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Fantastic job!!!!!!!!! I think the provisional temporary textures will provide Marcelo of a good starting point for his skinning process. Well done! 'Bomb Alley' is starting to be filled up ;)
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Some degree of portability is possible at the moment, so the Mac version is technically possible to do in the future.