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Showing content with the highest reputation on 08/02/08 in all areas

  1. Due to his permanent vacation from these forums he asked me to post links to his new video showing off the Sim-mod A-10 doing what it does best in missions played out on the 3Sqn Dedicated Server! Here is his post from our forums.... "I finally finished this beast, 30gigs of raw footage.............I hope ya'll like it! I just uploaded to You Tube, watch it here. Grab the medium res version here. Check out the 720p version here. It's 243mb."
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  2. You ever played any Blizzard games? They had a bad habit of inserting these little "coming soon!" things in the CD jewel cases of their games with totally unrealistic dates. I still chuckle when I see the insert in my copy of Starcraft saying "Coming in 1998: Diablo II!" and then my Brood War expansion says "Coming in 1999: Diablo II!" I even remember a copy of one that went so far as to say it would come out in '97 IIRC. The damn thing didn't come out until 2nd quarter 2000! Moral of the story: Black Shark is not the first nor the last game you will wait years for. :P
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  3. Here is a guide that I wrote over on the SIM-MOD site a while back for editing the meinit.xml. At the bottom, you'll find the stuff to do with weapons placement. The meinit.xml File What is is: The meinit file contains a list of objects, weapons, aircraft, and pylons and defines each item, and how they are used together. The document is clearly structured and uses xml tags such as <Launcher> </Launcher> to define items Settings Explaned: The example below defines the MER-3 launcher uniquely, loaded with 3x Mk20 Rockeye bombs. <Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20" Picture="ROCKEYE" Weight="726" WorldID="2"> <Element ShapeName="MBD-3"> <Position X="0" Y="0" Z="0"></Position> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="-0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="-0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.384" Z="0"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> </Element> </Launcher> The Launcher object CLSID= Defines this object Name= Defines the friendly name of this object, as it is seen from the payload editor Picture= Defines the picture (dds) that will be displayed in the payload editor when the item is selected Weight= Defines the weight of the item itself fully loaded with munitions in Kg WorldID= Defines what type of object this item is. Beware, this item means different things in the meinit.xml depending upon which section it is in! The list below relates to the weapons section 1 = Weapon with requirements (ie Targeting pods) 2 = Bomb Launcher 3 = Bomb 4 = Missile 5 = Missile Launcher 6 = Internal weapon(s) 7 = Fuel Tank 8 = Countermeasures Pod 9 = Targeting Pod Elements are then used to define the actual models for placement into the simulation, which relate to this unique object Element ShapeName= Defines the lom used for this object Position: Defines the co-ordinates that the lom is placed at with regard to the weapon pylon on which it is attached (defined in the aircraft section of the meinit) X = position defined on the longditudal axis of the pylon: + moves the object forward Y = position defined on the vertical axis of the pylon: + moves the object up Z = position defined on the horizontal axis of the pylon: + moves the object to the right (starboard) side DrawArg Key= These arguments are defined within the original 3D model itself, but are not required. 1 = 2 = 3 = Used to define rotation around the longditudal axis (roll), usually from +60 (1) to - 60 (-1) degrees so that weapons mate correctly with launchers The last remaining item of note with a launcher is the order in which Elements are listed. This will define in which order the munitions are released, fired, launched or dropped by the launcher if there is more than one. In the meinit, weapons are always released from the bottom of the list to the top. </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="-0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.123" Z="-0.160"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> <DrawArg Key="3" Value="0.6"></DrawArg> </Element> <Element ShapeName="ROCKEYE"> <Position X="0" Y="-0.384" Z="0"></Position> <DrawArg Key="1" Value="1"></DrawArg> <DrawArg Key="2" Value="1"></DrawArg> </Element> In the above example the Rockeye on the centre station will be released first (Z="0") Followed by the weapon on the right as we are looking at the pictures above (Z="-0.160") Followed by the weapon on the left (Z="0.160") before anybody says it, I know that these are not Rockeyes in the pictures ;)
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  4. Rugg wanted me to pass on that he very much appreciates everyones comments on his Video
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  5. Red, I always actually fly as realistically as possible. Like I said I don't use external views, padlock, labels or anything like that. I also don't make it my goal to go up and kick arse. Whenever I take to the air my main goal is to make it back alive in one piece. I absolutely hate ejecting, I would take 5 missions with zero kills making it back safe, than 1 missions with 20 kills and having to eject. I get a kick of doing things the "right" way, not the game way :)
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  6. GGTharos' and (504)Goon's suggestions are probably the best place for a beginner to start. I just want to add one thing in case this becomes a dogpile of comments about multiplayer craziness. I hope you'll keep this in mind; LOMAC is what you make of it. You are not doomed to become good enough to kill the AI BVR in your sleep, nor are you doomed to play air quake with people who treat the sim like its an arcade game. Always trying to get a kill in the most adverse and brag-worthy conditions, or sacrificing realism for being flashy so you can trick someone online is missing a lot of what LOMAC has to offer. Use the mission editor to its fullest and lay everything on THICK. Google "Lock On Mission Randomizer" and get familiar with it. With the randomizer you can make things REALLY THICK. A lot of the AI's problems go out the window when you have a very busy and dangerous environment full of friendly and enemy forces. Add in self-observed goals and boundaries and it gets even better! Stay as realistic as possible...not because its an "IWIN button", just do it for the sake of doing it "right"! In fact, sometimes realism is easier than playing LOMAC world, especially for the blue side. ;) How you fly and how you get a kill is just as meaningful as actually getting it.
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  7. To sure, Dude, almost all your post are asking about the release date. Drop it. The answer will always be the same, when its done. Don't troll around here.
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  8. Pilons and Fuel Tanks skins Salute All, Two skins (Pylons and Fuel Tanks) to complete the details of templates. I put on my website for downloading http://julio_bill.sites.uol.com.br/index.html. Select "Skins For LockOn - MiG-29S" and enter the password mig29 Comments are welcome. Someone already has some work with the templates to show? :music_whistling: I hope you enjoy,:joystick: RW.:thumbup:
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  9. Great idea about the Wiki. Please make sure to include the estimated release century.
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  10. Do love your wife and you will not need a help.
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  11. A lot to be done yet to this model nevertheless looking good so far. Nice looking plane:
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  12. I really don't know where you get the idea that Russians do everything under the influence of the vodka, some crazy stereotype you have there in your head. I bet Croatians drinks just as much vodka as Russians... or as the rest of the world. I bet you think that Russians invented Vodka... :P
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  13. LOL! I've never heard so many people say Falcon 3.0 was better. I'm not arguing, please don't get me wrong. Its just funny! I showed my wife that youtube video and her reactions was "Damn, I'd hate to see what Falcon 1.0 and Falcon 2.0 looked like!"
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