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EricJ

F/A-18E/F Super Hornet

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Even though I'm not going to redo the fuselage I think I can at least reshape some of the doors.  Also HailStorm, I remember one of your shots, and it should be good enough for you to walk under smile_o.gif, even though you got to go under the real thing smile_o.gif.

Arma120.jpg

Updating texture work courtesy of BIS textures biggrin_o.gif :

Arma121.jpg

And a "whoops, my bad!" (thanks Franze thumbs-up.gif) on the GBU-12.  Been so busy I didn't double check the size and shape, which should be more correct to the Mk82 it's based off of:

Arma122.jpg

Arma123.jpg

And more door work.  I'm not going to go all poly and just use a transparent texture to mimic the mesh that's on that door in real life:

Arma124.jpg

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Gonna try interior, mainly the ejection seat in my case. I'm not much into to doing cockpits so the most will be that and some additional detail that I can do without totally redoing it.

Well I may be able to lend you some assistance there, we were going to redo the cockpit and make it more realistic, parts rounder with better but smaller textures and so on. However reality got in the way, if you're interested just drop me a PM.

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I'll still drop a PM even though I have stuff going on later this month that Franze is already aware of. So I figure.... yeah I'm interested. So you got a PM biggrin_o.gif

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GBU-16 Reshaping/Resizing:

Arma125.jpg

AIM-9X update:

Arma126.jpg

Arma127.jpg

Arma128.jpg

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EricJ has been doing most of the modeling upgrades, but I've been correcting a lot of the errors made. So I'm still contributing... even if not by much. wink_o.gif

So, I just finished a fresh batch of missile tech with the correct dimensions and implemented them, along with reconfiguring them with performance more on par with reality. Beat him to the AIM-9X though, and if I could get buldozer to work properly I'd show it off.

Performance-wise, range on all AIM types has been improved within playable limits - not out to some 40+km, but within about 15-20km for the Sparrow and AMRAAM, and 7-9km for all Sidewinders. All-aspect capability has been improved across the board, so unlike in OFP where it was almost dead-six for a sure hit, now weapons like AIM-9X can almost literally fly off the rails and pull a 30G turn to catch a passing target. They all accelerate in a more realistic manner now as well, taking a beat or two to get to max speed.

AGM-84D Harpoon and AGM-84H SLAM have been implemented, although they're waiting for EricJ to perform some texturing magic on them. SLAM is linked to the same targeting mechanism that JSOW is, but is awaiting a terrain following script so it doesn't carve a chunk out of a mountain while flying along. AGM-84D will likely use a similar targeting system as we used with HARM, where the mission designer selects the ship(s) to be targeted and guides it to that location at wave top height. Of course, as with HARM, the player can select something else to send the missile off at, but they may find trouble using the Harpoon as a general ATGM won't work so hot. Given the speed of both AGM-84 types, to simulate being able to acquire the missiles, a target unit will be bound to the missile so enemies can acquire it and attempt to bring it down.

If any of you remember the OFP version of the aircraft, you'll recall it had a back-up action menu arming system - that's gone now. It relies purely on the GUI system, so it's a little bit of scripting overhead reduced. It's still restricted in a lot of ways (symmetric loadouts being one of them), but future projects will work on chucking that limitation.

Some pics:

erjmod_f18e_123107_1.jpg

erjmod_f18e_123107_3.jpg

erjmod_f18e_123107_4.jpg

erjmod_f18e_123107_6.jpg

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thats not fair !! showing those pictures !!!!

its so nice. wanna fly it...

i wait for it,

very nice work !!!!

greetz

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will the Mk82/84 bomb work realistically or will they work as guided bombs like they did in OFP?

and will AI have any trouble at all to use them properly?

oh for god sake... GET IT OUT!!! notworthy.gifyay.gifthumbs-up.gif

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Franze rigged the "dumb" bombs to work as they should, basicly have to be guided by you but still retain that factor that makes them feel like a bomb you don't want to be near.

Haven't seen AI having trouble getting in or out of them from what I saw while I was helping to test them.

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will the Mk82/84 bomb work realistically or will they work as guided bombs like they did in OFP?

and will AI have any trouble at all to use them properly?

The dumb bombs work as they did in OFP, being partly guided if a target is selected for them. I've been trying to implement a CCIP system for use with the bombs but I'm no mathematician and converting the various values from 3 dimensions to 2 dimensions is purely trial and error. Even so, semi-guided will likely stay so the AI will be able to use them with reasonable accuracy - and yes, now they use the bombs properly, although in low-drag configuration only at this time. They do have a tendency to blow their socks off with the larger bombs, but that's rarely an issue.

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ok, so they will basically be configured as missiles but with very low entry speed (thurst/acceleration or whatever you like to call it, i hope you understand what i mean)?

that works for me... too bad you cant make the AI fly planes in a good way and not diving onto the targets (and often the ground)

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ok, so they will basically be configured as missiles but with very low entry speed (thurst/acceleration or whatever you like to call it, i hope you understand what i mean)?

that works for me... too bad you cant make the AI fly planes in a good way and not diving onto the targets (and often the ground)

They derive from the default GBU-12 bomb class, so characteristically they're similar although with a noticeable drop in accuracy. Basically it amounts to that approaching from a horizontal angle will result in the least amount of accuracy, but dropping from a reasonable altitude will result in the most accuracy. GBU-10, GBU-12, and GBU-16 are the most accurate but have a narrower drop profile.

The AI won't be as aggressive as humans will in the aircraft, but they will employ weaponry correctly. Although they're always happy to blow AAMs on ground targets.

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Started on the seat:

arma129.jpg

Reworking the LAU-117:

arma130.jpg

arma133.jpg

Franze's new AIM-9X:

arma134.jpg

Franze's new AIM-120s and Maverick in-game (seeker head uses BIS texture):

arma135.jpg

Franze's Maverick:

arma136.jpg

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arma131.jpg

Fixed the afterburner cone.  I was using the plugin for Adobe Photoshop, and after asking around.. found what I needed thumbs-up.gif

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nice. are you going to be adding the 'ring effect' that the afterburner has? even if it's a transparent texture it would look great!

Effect

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Yeah... I gotta get that back in there don't worry! thumbs-up.gif

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i see the model is getting better with every day, this is really fantastic job wink_o.gif

i remember su27 model in OFp had automatic flares when any rocket was launched toward the plane, will u add flares to ur f18?

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Well whether or not Franze adds it to his plane I'm not sure but sounds like a good idea.

LAU-118 work:

Arma138.jpg

Arma139.jpg

Door work:

Arma137.jpg

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Thanks all smile_o.gif

Some touchups:

Step Area:

Arma140.jpg

Longer bar for catapult that's for this one (no promises, just a tweak):

Arma141.jpg

Just a little light box that I assume is used for landings:

Arma143.jpg

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He uses flares, though I'd ask him how he wants them set up, for example in OFP the AH-64's had then but the Alpha model's flares had to be launched manually while the Delta's automaticly launched. I believe the OFP F-18's releases also used flares.

http://www.mechmodels.com/mas....ual.htm

Theres the manual.

light box on the front landing gear looks a bit smooshed.

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this is looking very good is there a beta on the horison any time soon

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WIP of F/A-18F pilot internal view.

fpilotlky6.jpg

Don't mind the shadows, apparently max hates model pieces with missing faces like Arma's shadow system.

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