Korea '80s Theater - discussion
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tnx, i try
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JanHas F/A-18s stuff - the updated 3D model, hardpoint and rails - have been integrated.
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Yo, homeboy:D, Merry Chirstmasā¦still could not open your files last time.
Good news is others seem to be able to run your pack, so donāt sweat it.
CheersTom
PS: Homeboy intended as nick not to make a disrespectful thing.
Also as it seems my rig is going down anyway so in the next 3 months I cannot upgrade and try this.
Salve -
PS: Merry Christmas, not that thing I typed by accidentā¦sorry for that, my keyboard sucks atm.
Take care Molny. -
Really want to try this out but every time I download the first arcive will open but the others are apparently corrupt. How exactly do you do this? Iām using 7-Zip and WinRAR with no luck
EDIT: Okay I think the first unzip somehow extracted all the files? Anyway Iām playing but the F-14s cockpit has missing switches which I can press. Iāve looked at MyKingeās videos from months ago, and they should be all animatedā¦ So itās unflyable for me unfortunately. Canāt switch between AA and AG modes. No engine sounds in the cockpit. Also how do I get the tower frequency for the carrier? You said we have to set ourselves up on the catapult. I donāt see it, and how do we connect to it?
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The F-14 did not get any upgrade since April in my DB.
What should I use instead 7zip? For me the extract was good. Anyway, hopefully the MOD will be completed soo and will be uploaded. Iām working on campaigns now. I can try uload something today evening or tomorrow.
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Itās working fine now. But the F-14 is notā¦ I even reinstalled so there are only sound mods, but the same issue remain. Missing switches that I canāt press, and no engine sounds. Here are screenshots of what I see.
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No bug, that switches are missing from the pit, do not forget the pit is in very WIP state.
IMHO it does not matter, Nizmo and his Team working on another F-14 which seems to me is in more advanced state. It has better quality and will be done much more earlier.
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Okay thank you for the fast replies! I will be following his thread and be very much looking forward to it!
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Well, let me know if you upload it again, Molny.
The last upload could not be opened with any of my 3 zip programs.
Cheers
Tom -
Thx. to the cockpit guys the Su-27 pit has been integrated into the MOD. Now, another true '80s classical fighter is available but now on red side, the counterpart of the F-15 for WPact.
Because R-27s are mostly carried under the fuselage the ādrop launchā method will be set for these AAMs. I do not wish to create 4 new weapon DB entries and another things just because sometimes are carried under the wings. I wonāt be a bad looking launch effect the drop method, just simply not real.
New skin and drop launch method with R33 + MiG-31.
Su-27 and drop method.
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Sweet, cant wait for the next release!
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Do you have a video on the drop launch ? Is it set per weapon, per aircraft or per station on an aircraft ?
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Yes, I have old videos but they a bit outdated. That time I set 0 0 thrust data in the first two brakepoints then the thrust increased, but this caused a small issue, the missing missile flame. Now Iām using a little different data. The effect is the same but now all missile have engine flame.
R-33 (without missile flame)
AIM-54 (with missile flame)
AIM-7 rail and drop (without missile flame)
The feautre is linked to a weapon, the thrust in dat file determines the launch method. Of course if you launch during a 0 or neg. G turn the missile will look weird but IMHO this is so rare that it worth to model the drop launch method.
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you may want to add a tweak to further polish flankers.
move ECM lods upward in their individual lod files, not tweak slot positionsā¦ then the pods will be placed on right wingtip positoins and cover wingtip pylons. -
What coordinates should be set for ECM pod LODs and where?
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JanHas trees and the new Su-27. What is important now the trees.
Even only the LOD2 is used (LOD1 also in database) as long as the focus shadow option is turned on, the FPS drop can be quite big (depending on HW config), therefore in database also can be found the LODs of original BMS4 trees. In the released manual will be the description how can be changed the trees if somebody do not like them.
Only problem the multiplayer game. I have no idea what issues can be if different players have different trees. My question is the following. Which tree type be the default in the MOD? The original BMS4 or JanHas stuff?
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What coordinates should be set for ECM pod LODs and where?
i mean move sorbtsiya pod lod itself ( CT#492) upward and backward in LodEditor. do the tweak for Lod1-3.
In this way, once itās loaded on flanker, the pod model will overlap-and-mask wingtip pylon, then it looks wright as real thing.
your new flanker has wingtip slot cooridinates changed, you need 611-eagle to help the pod lod tweak. -
News about campaign editing. The OOB of blue side of the 1982 campaign is almost done. Some HP and sq. store changes should be considered, but regardless of my efforts the manual stores setting for AI controlled squadrons still be recommended. The ATO system is too hardcoded to achive what is required for different missions.
The OOB of red side is under construction. Squadrons are done, SAM layers mostly done, the and about 25% ground troop positions have been set.
I got feedback only from Hungarian community regarding trees. I reverted the database, the old trees now are the default, but the Release Notes will explain how can be changed the DB to use JanHas trees. The models are in DB only some values shall be changed with LE6.23, no LOD import/replace is required.
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Will the next expected update have the Su-27 in the theater? Will the Su-27 Pit be added to the database as well?