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IrishDeviant

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Everything posted by IrishDeviant

  1. Also, I was curious if there was anyway to make aircraft more or less visible to radar inside of Arma II? For example, making a transport plane easier to see than a fighter, and almost invisible for stealth aircraft. (I have a B-2 Spirit that I'm working on as well) I'd be happy if we could just change the value for the distance at which an aircraft can be seen. Therefore, a stealth aircraft (or a degree thereof), wouldn't show up on radar until your right on top of it. Any thoughts?
  2. Commando84, the F-117A Knighthawk, though called the Stealth Fighter, isn't actually a fighter jet. And, other than typically carrying a couple Sidewinders for defense, it is strictly an attack aircraft. And, doesn't even have a cannon. So, it's fairly useless in a dogfight. And, not that agile either. Horrible wing stall angle, and just a few degrees past that the engines stall due to the way the intakes are designed. In general, the F-117A has one of the worst aerodynamic designs, without it's computer, it would fall out of the sky like a rock. It's only real purpose is to get behind enemy lines unseen, drop its bombs, and get the hell out of there. Fortran, here is the standard armament for the Knighthawk: Two each of: (all internal, max payload: 2) 2 MK84 2000-pound 2 GBU-10 Paveway II 2 GBU-12 Paveway II 2 GBU-27 Paveway III 2 BLU 109 2 WCMD 2 Mark 61 The F-117A actually started out life as the Hopeless Diamond, then transformed into the XST Prototype, and the Have Blue Test Models... The wreckage of two of the Have Blue test models is buried somewhere in the desert around Groom Lake. Some CG Renders of Have Blue (from wiki): Here is a good article on the Have Blue program: (also check out wiki) http://www.f-117a.com/XST.html Also, this is a good reference site for just about all aircraft: (if you type the name of an aircraft followed by globalaircraft into google, the first link will usually take you to the aircraft's Global page) http://www.globalaircraft.org/
  3. Fortran, nice to see you working on Arma II. Great work with the F-117, looks great. I'll be posting some progress on my F-22 Raptor either tonight or tomorrow. It's sat on the back burner forever, but it's getting their. The fuselage, wings, tails, etc are complete. It's now just adding the details such as the weapons bays, cockpit, nozzles, gear, and so on. Should be done in the next few days, then another few to texture it. Although, I have no idea how long it's going to take to get it in game. I'm waiting on a tutorial from RKSL-Rock so I know what I'm up against. I haven't seen anything regarding an F-22 Raptor here in the forums, so if anyone is working on one, please let me know so I can move on to the next model on my list. Also, I have a nice Los Angeles Class USS Dallas modeled. Does anyone know if subs will work in Arma II?
  4. Thanks for the info on the polys. I really hate working with a game engine that caps poly counts. Even Torque3D only has limits on the individual objects in the scene. Such as a wheel, canopy, wings, etc. But, the entire model doesn't have a limit. There is only so much you can do with 16k polys. I admit, decent quality can be achieved within those limits, but for those of us with the rigs to utilize higher quality models, we're pretty much SOL. Anyway, I'll get started on the Raptor since it's a dieing breed. The White House is shutting down the project. So, the 180 or so that we have is all we're going to get. As soon as I have some progress on the model, I'll post it in the WiP section. Oh, and I'm still doing a high poly version for the CryEngine2. So, at least I'll have some fun with it over there as well. Did I mention that poly limits really piss me off? I've managed to get 20 of my 150k poly F/A-18's on screen in the CryEngine2 with minimal performance impact. Understandably, poly count is a joint effort between the CPU and GPU, and Arma II is a bit of a CPU whore, but I'd still like to see the limits removed. RKSL-Rock, please PM me when you get those tuts finished. Also, I'm much faster at modeling than I am at setting up assets for game engines, so if you'd like, I can send you the models for you to export to the engine. I don't mind doing it myself, but it's always nice to have some help. Thanks again for the info. I'll report back when I've made some progress.
  5. I wasn't necessarily "posting" my F-16, just using it as an example of things I'm working on. And, glad I did, because RKSL-Rock pointed out that my models may too high on polys. RKSL-Rock, The F-16 is 40k polys for the exterior, and 45k for the interior. However, LoD 1 is only 16k polys for the exterior and 10k polys for the interior, with minimal quality loss. Mostly only noticable in the joints of the curves such as where the intake joins the rest of the fuselage. Nevertheless, on the F-22, F-14, and C-5, I intend on making two versions with identical file names. One high quality version, and medium quality version. The user can decide which best suits their system. (although, I don't think the two versions will have that big of an impact on most newer systems.) For the F-22, I'm targeting around 40k polys (with cockpit) for LoD-0. However, I may need to alter that after finding out what the poly limits are, and whether or not there is any way around them. I have experience with a hand full of engines, and many that have poly limits can usually be subverted in one way or another. Anyway, RKSL-Rock, thanks for the tip. I will take a look at your tutorials on aircraft as soon as they're done. I'm sure they will come in handy, lookin forward to it!
  6. continued... Thanks to my fellow BF2 Nations@War Mod Team Member, PuckerFactor, for making the cockpit texture for my F-16 Falcon... Again, will resize and re-up tomorrow.
  7. I am interested in moddeling some aircraft for Arma II. I was thinking that I would do the F/A-22 Raptor, F-14 Tomcat, and C-5 Galaxy. I guess my first question is whether or not "new vehicles" can be added to Arma II without replacing old ones. Is this a BF2/Crysis/etc style modding platform that allows full implementation of new assets? If so, if anyone would like to point me in the direction of some tutorials and tools to get started, it would be appreciated. Here is an example of a project that I've been working on. However, is being made for another project, therefore, won't be finding it's way into Arma II. Although, I've already seen an F-16 for Arma II on Armaholics. Thanks for the info on the size restriction, will resize and re-up them tomorrow.
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