Footmunch 0 Posted September 5, 2003 Edited: forgot the link: D/L Link After constant whining , the MiG-17 has been adapted so that the AI fire at ground targets - the plane has also been made more maneuvarable. There are now 3 skins: Left to right: 'Ghost' skin - FIA893 - Resistance side 'Jungle' skin - Polska120 - East side 'Desert' skin - Sudan549 - East side (All textured by Digital Centurion). All three are 'number' capable using the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this, 571] exec "\rktmig17\number.sqs"(replacing 571 with the number you want). Use "arabnum.sqs" for arabic numerals. All are 'roundel' capable using: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setobjecttexture[0, "\rktroundels\r_poland.sqs" where r_poland can be replaced with another roundel: Roundel List Some small texturing changes made on the gear and wheel wells: Mig-17 from the 'naughty' end, with 2xFAB-250: The bombs are added not by choosing a different vehicle, but by placing the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "\rktmig17\addbombs.sqs"in the init of the plane. This script adds the bombs to the plane and draws the underwing pylons. This can be done on any of the versions above. The AI uses these bombs as well. Note that the bombs are 'real-proxy' type weapons, but this could be done with 'pseudo-proxy' types as well. Close up of FAB-250 and gear: I've taken the -17 off the home page while these changes are beta-tested. Have a nice weekend. I'm going to be slaving over a hot Skyraider... Share this post Link to post Share on other sites
ozanzac 0 Posted September 5, 2003 Very nice work. DigitalCenturions textures are great and the model is fantastic, can't wait until the final product. Clever thread name to Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted September 5, 2003 Footmunch you're a legend. Share this post Link to post Share on other sites
Footmunch 0 Posted September 5, 2003 Legend = Leg-end = End of Leg = Foot(munch). I get it. (You can tell it's a Friday, can't you.) Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted September 5, 2003 I'm afraid I'm temporarily unemployed while I wait to be conferred with my degree (on monday) so I've lost that whole friday feeling. Anyway well done on the bombscript, if this can be done would it be possible to have re-arm trucks on the runway with a range of different loadouts for Crews to select? Share this post Link to post Share on other sites
Footmunch 0 Posted September 5, 2003 Congrats on the degree, but 'lost the Friday feeling' - I had no idea such a thing was possible. Interesting idea - it would take some juggling, but I think it could be possible to fly around with A2A loadout; realise there's a tank rush coming; land and get some A2G weapons; take off again and put the hurt to the bad guys. What would we want - a 'Re-arm with A2G' and 'Re-arm with A2A' selections on the pilot's action screen? Or even: 'Re-arm with A2A missiles' 'Re-arm with A2G rockets' 'Re-arm with A2G PGM' (ie bombs) And then fill up the pylons by selecting each appropriate one a number of times? Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted September 5, 2003 Well the second option would probably be preferable if it can be done, but if it can't then three or four fixed loadouts would be just fine. I guess for realisms sake certain weapons would have to be selected in pairs, could a laser designator pod be added as a weapon. (I'm afraid I'm high on ideas but aalways low on implementation, hopefully that will change when I get my first addon out) Share this post Link to post Share on other sites
Footmunch 0 Posted September 5, 2003 There could certainly be a 'Re-arm with Targeting Pod/Laser/IRST/ECM/etc' option, but it may be better to link it implicitly with the LGB loadout (ie you want Paveway's - you get the laser pod taking up a pylon as well). Although, if you've got A.N.Other providing laser designation... It would be nice if the load-out's affected performance of the plane as well, but I can't see how to do that, yet. If you need any help with your addon, PM me here. Share this post Link to post Share on other sites
AirwolfPL 0 Posted September 5, 2003 Looking good. Anyways, I don't think that such camo scheme was used ever in Polish Airforce - most of our MiGs (in fact Lims-6 and 7 not MiGs ;) had just silver colour like this Lim-1: http://www.csclub.uwaterloo.ca/~ehobot/gifs/zdjecia/lim1-1.jpg or had similar camo scheme like this Lim-1: http://www.csclub.uwaterloo.ca/~ehobot/gifs/zdjecia/lim1-3.jpg Share this post Link to post Share on other sites
hellfish6 7 Posted September 5, 2003 I was never really a fan of flying planes in OFP until Footmunch came around. I'm always really pleasantly suprised with his aircraft with the way he goes where no one else has gone before with these things and how open he is to community suggestions. Keep up the good work. Edit: Can you include readmes with your addons in the future? Might be beneficial for all those people who don't read the forums thoroughly to know all the scripts and stuff. Share this post Link to post Share on other sites
One 0 Posted September 5, 2003 There could certainly be a'Re-arm with Targeting Pod/Laser/IRST/ECM/etc' option, but it may be better to link it implicitly with the LGB loadout (ie you want Paveway's - you get the laser pod taking up a pylon as well). Although, if you've got A.N.Other providing laser designation... It would be nice if the load-out's affected performance of the plane as well, but I can't see how to do that, yet. If you need any help with your addon, PM me here. if the laser pods were on the plane, could the pilot laser designate the bombs himself, allowing for better accuracy with lgbs - i cant seem to get it right in an a10 with an ai controlled laser designator Share this post Link to post Share on other sites
the editing man 0 Posted September 5, 2003 Looking very nice great job.  Please continue producing more manificient addons in the future  Share this post Link to post Share on other sites
Scorpio 0 Posted September 5, 2003 The textures are fantastic. I never actually thought you could pull them off, but you did. Great Job! Share this post Link to post Share on other sites
TopCover 0 Posted September 5, 2003 What Scorpio said! Allthough i am NOT surprised to see that you pulled it of. Again. All Hail Footmunch! All Hail Digital Centurion! And thanx for the heads up on the FIA object tex. Share this post Link to post Share on other sites
hellfish6 7 Posted September 5, 2003 And thanx for the heads up on the FIA object tex. Hmm... I can't get the FIA object tex to work. Share this post Link to post Share on other sites
bucket man 2 Posted September 5, 2003 These planes are fantastic! Thank you Footmunch for making my day alot better! Share this post Link to post Share on other sites
TopCover 0 Posted September 5, 2003 Oops! Sorry Hellfish i actually mixed up 2 threads/planes here. I had problems using the old roundel system on the Flogger when using the FIA tex. Footmunch suggested to use the roundels from the now outdated version of the Fresco. Now, with the new roundel system on the new fresco.......the FIA tex doesnt work for me either??? Hey Footmunch, get out of that Hangar and show us mortal souls the way! edit: spelling Share this post Link to post Share on other sites
Bluesman 0 Posted September 5, 2003 Wonderful news. Sorry for sounding stupid but how do I get the MIG-21:s to attack ground targets? I've tried every concievable way (setting heights, velocity, trying various waypoints). They refuse. And I have no NKVD to punish their war reluctance with either BM Share this post Link to post Share on other sites
TopCover 0 Posted September 6, 2003 About the FIA tex and the roundels system; The missing FIA tex on the Fresco seems to be the same problem as the one i encountered earlier on the Flogger. Apparantly the number sys is changed but roundels doesnt use the new code (with a sqs extension) but still the old code: this setobjecttexture[0, "\rktroundels\r_country.paa"]So theryago, same roundel pack, same missing tex. BUT, if you look at the screenie up top you can see the green fia tex on the ghost version Fresco. So i guess its just a matter of getting the updated roundel pack ready for download Share this post Link to post Share on other sites
digitalcenturion 20 Posted September 6, 2003 oooh kickass work footmunch! very good.. now if i only had the strenght to actually try these addons before collapsing into a heap :P (its 5.30am here and i just got home from a party.. so im not in the best condition ;) oh well its fun atleast) Share this post Link to post Share on other sites
Tankerkid 0 Posted September 7, 2003 Nice job guys, i really like this aircraft, its a good old reliable plane. i heard something about it was capable of being serviced by virtually any1 with an understanding of mechanics Share this post Link to post Share on other sites
Footmunch 0 Posted September 8, 2003 The roundels do use the 'direct' command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setobjecttexture[0, "paa file name here"] rather than a script. The link on my home page is to the updated roundel pbo which now includes "r_fia.paa" as well. The new MiG-21 will _not_ attack ground targets as the AI does not know they are there. The current version is a pure A2A interceptor. This may change before final, but one of the main problems is that the AI launches AA missiles at ground targets. Â I've been trying to fix this, but I think it's built into the engine (ie the player can target an M-60 with the Strela launcher). I try to include readme's in the released versions that go up on the home page, but I didn't have time this time. I'll fix it later. Share this post Link to post Share on other sites
TopCover 0 Posted September 8, 2003 Quote[/b] ]which now includes "r_fia.paa" as well  YAY! Share this post Link to post Share on other sites
Footmunch 0 Posted September 12, 2003 Friday update: All zip files at the home page: Homepage have readme's detailing the roundel/number/loadout scripting and examples. The MiG-17 has gone final. No significant changes. At homepage. The A-1 Skyraider has gone final. At homepage: This is the interim release before a major upgrade down the line. USAF version only. New paint job by Digital Centurion, sounds and cockpit. Sorry about the no-Napalm, but there just wasn't time. So far, so ordinary. It's new plane time. Here be dragons: Link SAAB J35F Drakken. 4 RB27 (aka AIM-4) AA missiles, rockets and a gun. Beta release - blank cockpit, bad textures, etc. Any and all comments gleefully received/ignored, depending on my mood. And before any one asks, no I won't do a Gripen. Do people want to change the roundels on this? Planned for next week - MiG-27 final - very, very close. Scripting added that swaps AS-7 Kerry's for rocket pods: MiG-23 - Flogger get's a nose job: Sxep - Do you mind if I use the blue skin on the -23, rather than the -27? Canberra. Vulcan. Share this post Link to post Share on other sites
ozanzac 0 Posted September 12, 2003 I.....I....I'm.....I'm Speechless . No, no, I can say something........ Those are fantastic! Share this post Link to post Share on other sites