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Merc

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Everything posted by Merc

  1. What I just uploaded is a MER (6 bombs) model for the F-4E. (Which might be included with the A-10 model... Yes, I know...) However, to answer your question for the A-10 : The TER is supposed to carry 3 bombs on a rack at stations 3,4,8 and 9. It can also carry -very- small practice bombs on a TER at stations 5 and 7, but we can't have those in Lock-on. You can get the actual TER patch on the first page of this thread.
  2. Here it is. http://www.virtual9thaf.com/uploads/MER-MOD.zip Sorry for the non-computer-wizards, it might be harsh to install because I didn't get through all the hassle of making a self installing pack. I thought that if they want to include it with the A-10, I better do it faster.
  3. MERs are close to done. I just need to re-texture the main pole a bit and iron out the bombs location.
  4. Not a very hard request actually. It pretty much just requires me to "elongate the thing" :) Ref picks would be nice, PM please.
  5. It could be with the canopy argument. Looking at the args, the canopy seems to become hidden at some value. But that might as well be wind taking it off.
  6. Rhino is right. It is to make them look like something else. It's simply an aggressor scheme (with gray leading edges). http://users.skynet.be/exotic.planes/pictures/schemes/don-color/f18/f18brown.jpg I don't know which plane they emulate however.
  7. What about you try asking? If you get someone friendly they might hand you some unclassified 3 side views. Maybe even a publicity brochure or a poster. Just state it is 3D modeling for gaming purposes. Make sure you can provide references to justify this use. Aeronautics Lockheed Boulevard Fort Worth, TX 76108 (817) 777-2000 CONTACT Media and Press Inquiries: (817) 817-763-4084 Business Development: (817) 763-4989 Also, I found this nice iso model from which you can work out cross sections : http://www.lockheedmartin.com/data/assets/6840.jpg
  8. Thanks Teka Teka I just realised I understood the notice about file backups in the file manager in a wrong way. Anyway, public release will be finished this week
  9. Ok, DrawArg 3 is in fact rotation around the hardpoint. 0.6 is about 45 degrees. However, as far as I know, the CBU-97s were never loaded that way on a real A-10, I'm not even sure they can be. If you still want to tweak this, here's how : Arguments are specific to models. I think this argument is not taken into account by the CBU-97. Simply because it has been remodeled and support for this argument must not have been taken into account, since it didn't actually come often on a 3 bomb rack in the game anyway. You can fix this by actually moving the bomb up and off the side, compensating Position for DrawArg 3. Try z= ±0.180, y=-0.103 and play around with these values.
  10. It only changes the release order within the TER, no way to change it on a broader basis. It's also way too much trouble to do this with coding after having a look. However it's a breeze to do manually. To have the center bomb release first, do the following : Backup meinit.xml in case you mess up. Open the meinit.xml file. Go under Weapons/Bombs/MER-3*3 Mk-82 You should see 3 <Element ShapeName="MK-82"> child nodes one which has attributes X=0, Y=-###, Z=0 one which has attributes X=0, Y=-###, Z=-### one which has attributes X=0, Y=-###, Z=### Here is where fun starts, Lock-On releases Elements Bottom-up. The one which has attributes of "X=0, Y=-###, Z=0" is the center bomb and is released last because it's at the top. Take this Element (From opening tag to closing tag) and move it under the two others. It will be at the bottom and will release first. Do the same for MER-3*3 Rockeye and any other MER you want. It's a lot more complicated to explain than to do, it's a simple matter of copy-paste.
  11. Good job. Missing : active missiles symbology.
  12. It can be changed easily by hand, I did on my machine. But by script it's something else. I'm looking into that.
  13. Weathering at the hard points and on the underside. Some chipped paint on the front end, markings stickers and stamps. Use your reference pictures. Also, one thing : did you model that small rail on the underside? http://us.airliners.net/photos/photos/4/9/8/0972894.jpg
  14. Oh I see what SCUD stands for now. Saddam's Classified Unguided Donkeys They can be disguised as regular cattle too!
  15. It seems to work that way (I just looked at many photographs) and it can be done easily by hand. By script however, I need to take a look.
  16. I'm very glad to hear it's fixed :) For the release order, I didn't try to change that... it dropped like this without my mod too. I'm not too sure in which order they are actually released in real life either.
  17. It's ok for the meinit files now, I got a new archive version that should hopefully be fixed. TRY VERSION 2 I slightly modified the command line instructions in the .bat files. Thanks a lot for testing everyone!
  18. I think I got my finger on it. You guys have single quotes within the double quotes in the xml for some reason, xml.exe should not understand commands the way I think it did but I'll check. It has to do with my instructions to change the xml. Are you all who have the problem on vista? Cause It does use some old school DOS Batch file command line instructions so MS might have broken something during their copy-paste sessions. EDIT : for details : Attributes (example Y="-0.618") have extra single quotes into them (Y=" '-0.618' ") making them appear as 0s (basically you have 3 bombs at position 0,0,0 into each other) in the game. As to why it happens only on some computers, I have no idea.
  19. @Chennuts : Could you send me your meinit.xml as well as the meinit_bk49.xml? I can't really debug this blindly
  20. READY TO BETA TEST Hi all, this is ready to download for testing purposes, please post any bugs here. Thanks a lot. EDIT : VERSION 2 with corrective attempt to wrong placement for some users : Triple Ejector Racks and LAU-68 mod by Nachtwolf Unzip the archive and read the readme.html file.
  21. I checked, and they are compatible And actually the meinit.xml edition needed for the TERs and LAU will be carried on automatically by the modman pack and only to the relevant lines. (Thanks to a nifty openSource project called xmlstarlet) So no big meinit.xml incompatibility and manual replacement nightmares here. Restore will also be automatic when uninstalling. The hybridified weapon mod (I took IguanaKing's for the A-10 and Shepski's for the russian crates) will be however provided as manual meinit.xml install option as IMHO they are quality products that every lockon pilot should have.
  22. IguanaKing's weapon mod will be an option in the archive, as well as Shepski's. They both confirmed me that I could include them. meinit.xml needs updating with these models anyway because the original bomb placement is totally off. I'm finishing up the last touches to it and it will get released, nothing big really, the modman pack is made and I'm just finishing up all this.
  23. I should make the pack this weekend if I get an answer from a few people out there quickly enough.
  24. There is such a tool. It doesn't do all you requested but it would work for that hangar. It's the CLSID/GUID generator. I simply generates a classID that you can then insert in your meinit.xml to add static objects. It only works with static objects, and making groups of existing objects. Because those have no associated behavior (like shooting). I didn't try it but it is said to work. http://www.lockon-models.com/index.php?showtopic=23&hl=clsid And I agree an extended version for all sorts of objects would be quite nice. But the game engine has to allow it, only ED knows...
  25. My guess would be 2...
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