Scimitar by Rob Richardson.... - Page 9
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Thread: Scimitar by Rob Richardson....

  1. #201
    Thanks to Henk for the help, I present my first repaint of this beautiful bird, and one for the landlubbers!

    XD229 was used by RAE for weapons trials out of West Freugh.



    It can be found on my OneDrive (should make it to my website soon)

    http://tinyurl.com/novawing24-repaints

    **Now updated to v1.1 with fixes to registration and missing Leading edge markings**

    Safe Skies

    Novawing24
    Attached Thumbnails Attached Thumbnails XD229 04.jpg  
    Last edited by Novawing24; June 21st, 2016 at 03:16.

  2. #202
    SOH-CM-2017 DaveB's Avatar
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    Nice job Novawing I looked at this paint a few times but didn't fancy doing battle with the intake

    ATB
    DaveB

  3. #203
    Quote Originally Posted by DaveB View Post
    Here's the lovely XD321 194/C, HMS Centaur originally released by Henk with a lick of EDSG (his markings on the EDSG background.. we used the same modified PK)



    Available HERE
    All the textures are new so put Henk's originals in a new folder (inside the texture.XD321 folder) for safe keeping and drop these into texture.XD321 folder. I should be able to do his others as the layers are in the PK
    ATB
    DaveB
    Thanks Dave and Henk... this paint looks so right on the Scimitar.

    Dave did I see somewhere you have a Victorious repaint for Robs Sea Venom... if so is it available?

    Matt

  4. #204
    Dave did I see somewhere you have a Victorious repaint for Robs Sea Venom
    That might have been me, here.

    David H
    Rats - why won't anything work properly first time?

  5. #205
    I don't think that's the one I was thinking of... Dave posted a screen shot on page 367 of the screenshot thread. Thanks though David.

    Matt

  6. #206
    SOH-CM-2017 DaveB's Avatar
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    Hi Matt

    Yes.. due to someone already participating in this thread asking for a 'quickie'.. I dipped my toe into the Sea Venom for a 'not so quickie' I'm working fairly blind (and making a paintkit as I go) at the moment so any degree of accuracy is purely coincidental!! I didn't want to lob a few more quid at another Warpaint though it may come to that. The Sea Venom has never floated my boat like some Naval jets hence my reluctance to part with cash. When I've sorted a few more things, I'll offer it up for general consumption

    ATB
    DaveB

  7. #207
    DaveQ has done a HMS Victorious Sea Venom with my new HD paintkit (I made a RAN repaint). It looks jolly good in HD With additional details as correct rivets stencils and other decals. I dont think he ever released it.

    Best regards
    Jens-Ole
    Repainting since FS5..

  8. #208
    Both options sound great. I shall look out for them. Thanks

    Matt

  9. #209
    SOH-CM-2017 DaveB's Avatar
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    Quote Originally Posted by JensOle View Post
    DaveQ has done a HMS Victorious Sea Venom with my new HD paintkit (I made a RAN repaint). It looks jolly good in HD With additional details as correct rivets stencils and other decals. I dont think he ever released it.
    Well.. I look forward to DaveQ's repaint too. Rob's Sea Venom is not a barrel of laughs to paint
    ATB
    DaveB

  10. #210
    Charter Member 2015 delta_lima's Avatar
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    Any idea how to disable the "HUD" ?

    Here's what I did - hashed out the window01 entry and the entire Vcockpit HUD panel.

    Now, the HUD is gone, but I have an opaque grey square where the HUD used to be.

    thoughts?

    thx,

    dl

    ****




    [Window Titles]


    Window00=Main Panel
    Window01=Radio Stack
    Window02=GPS
    Window03=TACAN RFN





    [Window00]
    Background_color=0,0,0
    size_mm=512,512
    position=4
    visible=0
    ident=Main Panel
    window_size= 0.5, 0.5
    window_pos=0.25,0.3

    //gauge00=fa-18!hud_2d, 0, 0, 512, 512, 4
    gauge01=Canons!Canons.xml, 0,0,512,512,4
    gauge02=GunTest!GunTest.xml, 0,0,0,0




    //--------------------------------------------------------

    [Window01]
    BACKGROUND_COLOR=2,2,2
    size_mm=312,616
    windowsize_ratio=0.30
    position=8
    visible=0
    ident=RADIO_STACK_PANEL

    gauge00=Bendix_King_Radio!Bendix-King Radio Audio, 0, 0,312,88
    gauge01=Bendix_King_Radio!Bendix-King Radio Nav-Comm 1, 0, 88,312,88
    gauge02=Bendix_King_Radio!Bendix-King Radio Nav-Comm 2, 0, 176,312,88
    gauge03=Bendix_King_Radio!Bendix-King Radio ADF, 0, 264,312,88
    gauge04=Bendix_King_Radio!Bendix-King Radio DME, 0, 352,312,88
    gauge05=Bendix_King_Radio!Bendix-King Radio Xpndr, 0, 440,312,88
    gauge06=Bendix_King_Radio!Bendix-King Radio AP, 0, 528,312,88


    //--------------------------------------------------------


    [Window02]
    Background_color=0,0,0
    size_mm=500,484
    position=6
    visible=0
    ident=GPS_PANEL
    window_size= 0.500, 0.484
    window_pos= 0.000, 0.200

    gauge00=fs9gps!gps_500, 0,0



    //--------------------------------------------------------



    [Window03]
    Background_color=0,0,0
    size_mm=170,290
    windowsize_ratio=0.5
    window_pos=0.810,0.370
    visible=0
    ident=49

    gauge00=RFN_CarrierGauge!Close_Subpanel, 0, 2, 18, 18, c49
    gauge01=RFN_CarrierGauge!Aircraft_Carrier_Indicato r, 0, 0, 170, 200
    gauge02=RFN_CarrierGauge!Radio_TACAN_ARN52B, 0, 202, 170, 068




    //--------------------------------------------------------

    [Vcockpit01]
    file=Panel RFN
    Background_color=0,0,0
    size_mm=512,512
    visible=1
    pixel_size=1024,1024
    texture=$pan1



    //gauge00=RFN_CarrierGauge!Close_Subpanel, 10, 12, 18, 18, c49
    gauge01=RFN_CarrierGauge!Aircraft_Carrier_Indicato r, 10, 10, 180, 180
    gauge02=RFN_CarrierGauge!Radio_TACAN_ARN52B, 10, 190, 180, 060
    gauge03=Cessna!VOR1, 225, 15, 170, 170

    //-------------Gauge Carrier Operations Nav2----------------------------

    gauge81=RFN_CarrierGauge!TACAN_Navigation, 0, 0, 0, 0, Nav2
    gauge82=RFN_CarrierGauge!CustomCatapult, 0, 0,
    gauge83=RFN_CarrierGauge!Approach_Ctrl, 0, 0, 0, 0, 0.0
    gauge84=DSD_Sound_Gauge!Sound, 0, 0,



    //--------------------------------------------------------




    //--------------------------------------------------------

    [Vcockpit02]
    file=radio height
    Background_color=0,0,0
    size_mm=512,512
    visible=1
    pixel_size=512,512
    texture=$pan3


    gauge00=FAW_21!Radio-Altimeter, 0, 0, 512, 512




    //--------------------------------------------------------

    [Vcockpit03]
    file=radio
    Background_color=0,0,0
    size_mm=512,512
    visible=1
    pixel_size=512,512
    texture=$pan4



    gauge00=KingAir_Radio!Com1, 10, 0, 240, 150
    gauge01=KingAir_Radio!Nav1, 260, 0, 240, 150
    gauge02=KingAir_Radio!Com2, 10, 170, 240, 150
    gauge03=KingAir_Radio!Nav2, 260, 170, 240, 150
    gauge04=KingAir_Radio!Xpndr, 10, 340, 240, 150
    gauge05=KingAir_Radio!Adf, 260, 340, 240, 150


    /--------------------------------------------------------


    [Vcockpit04]
    file=
    Background_color=0,0,0
    size_mm=512,512
    visible=1
    pixel_size=512,512
    texture=$pan5



    gauge00=FAW_21!Engine Temperature Indicator, 37, 20, 200,200
    gauge01=FAW_21!OilPress, 274, 20, 200,200
    gauge06=FlyingStations!Hook.xml, 0, 0, 0, 0



    /--------------------------------------------------------


    //[Vcockpit05]
    file=
    Background_color=0,0,0
    size_mm=512,512
    visible=1
    ident=
    pixel_size=512,512
    texture=$pan5


    //gauge00=GunTest!Gun Test.xml, 0,200,512,512





    [Color]
    Day=255,255,255
    Night=20,50,20
    Luminous=240,220,140

    [Default View]
    X=0
    Y=0
    SIZE_X=8191
    SIZE_Y=4400

  11. #211
    SOH-CM-2017 DaveB's Avatar
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    DL..

    I think the opaque square/rectangle is there anyway and the HUD sat on it. I've a strong feeling it's part of the VC.. modelled if you will.

    ATB
    DaveB

  12. #212
    SOH-CM-2017 DaveB's Avatar
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    Here's another of Henk's paints sporting EDSGrey.. XD220, RNAS Lossiemouth:


    Available HERE
    As before, make a new folder inside Henk's texture.XD220 folder and drop his original maps into it for safe keeping. Drop the maps from the zip into his main texture.XD220 folder
    ATB
    DaveB

  13. #213

    TacPack with the Scimitar

    I've been experimenting with TacPack and the Scimitar. I couldn't find any Readme, so I downloaded Rob's Meteor F8 for TacPack and read the Readmes in there. I'm unsure if I needed to but I copied fx_Meteor_Canon.fx into the Effects folder (can you confirm Rob?).

    I used shift+ctrl+2 to power the canon and can now fire at will:


    Rob Richardson Scimitar guns test 1 by Andy Ford, on Flickr

    However, despite hitting targets multiple times I cannot create damage! Any ideas (and no, its not just poor marksmanship!)? Can anybody replicate this?

    I can also power up the rockets with shift+ctrl+3 and file at will (starboard pod first, port pod second):


    Rob Richardson Scimitar rocket test 1 by Andy Ford, on Flickr

    I haven't actually tried to destroy anything with these yet!

    Also, when firing salvos of rockets the last two to be fired are actually the Sidewinders. Any ideas how to fix this, i.e. arm and fire the Sidewinders separately?


    Rob Richardson Scimitar rocket test 2 by Andy Ford, on Flickr

    i9-10900K, 64 Gb RAM, RTX 3090 FE, Win10 Pro 64-bit, Reverb G2

  14. #214
    So in TacPack.ini I changed all the AIM-9M to AIM-9B... but this only changes the flight/seeking behavior of the missile, not the visible model on the pylon, as I believe this is part of the aircraft model.

    More live firing, with casings being ejected. I also find the fall of shot bears no resemblance to the pipper on the HUD! The shot appears ABOVE this, at about 1/2 way down the windshield.


    Rob Richardson Scimitar guns test 2 by Andy Ford, on Flickr

    i9-10900K, 64 Gb RAM, RTX 3090 FE, Win10 Pro 64-bit, Reverb G2

  15. #215
    SOH-CM-2017 DaveB's Avatar
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    Did this allow you to fire the Sidewinders separately or did they still fire at the end of the Matra salvos?

    ATB
    DaveB

  16. #216
    They still fire at the end of the Matra salvos.

    The code says shift+ctrl+4 should switch to Air-to-Air mode, i.e. the sidewinders, but I can't get it to work. I'm trying to find why this might be in the code.

    I reckon it should also be possible to add an AAR refueling pod, i.e. the default AA42R.



    It is reminiscent of the British Mk20 at least.

    Dumb bombs should be an option too.

    BTW, the code is based on that for the Alphasim A1W Cobra helicopter by Salty.

    Andy

    i9-10900K, 64 Gb RAM, RTX 3090 FE, Win10 Pro 64-bit, Reverb G2

  17. #217
    BTW, this illustrates the difference between different post-WWII RP3:

    http://www.sas1946.com/main/index.php?topic=18226.0

    i9-10900K, 64 Gb RAM, RTX 3090 FE, Win10 Pro 64-bit, Reverb G2

  18. #218
    SOH-CM-2017 DaveB's Avatar
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    I'll enable TP again and give it a go

    ATB
    DaveB

  19. #219
    Any stores attched to the model have to be modelled in by the designer. Changing entries in the tacpack.ini will have no effect on those, only what is displayed after the weapon is launched.

  20. #220
    Quote Originally Posted by DaveWG View Post
    Any stores attched to the model have to be modelled in by the designer. Changing entries in the tacpack.ini will have no effect on those, only what is displayed after the weapon is launched.
    Ah, as I originally suspected!

    I'm having success now destroying AI aircraft in the air and taxiing with the guns. Still no joy for static AI.

    I'm not getting any Sidewinder tones.

    i9-10900K, 64 Gb RAM, RTX 3090 FE, Win10 Pro 64-bit, Reverb G2

  21. #221
    I've just had a (very) quick look at the code. Looks like there are 2 gauges controlling the firing (canons.xml and guntest.xml) which could lead to conflicts.

  22. #222
    SOH-CM-2017 DaveB's Avatar
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    Well.. I get guns and nothing else. I don't have that fx file so I guess I'd better download the TP Meatbox. Are you supposed to hear the rounds leaving? Mine leave in silence
    ATB
    DaveB

  23. #223
    SOH-CM-2017 DaveB's Avatar
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    Dropped the TP Meatbox in and get guns and rockets on that one.

    ATB
    DaveB

  24. #224
    TP doesn't supply gun sounds or fx. It's up to the aircraft developer to implement those.

  25. #225
    SOH-CM-2017 DaveB's Avatar
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    Cheers Dave

    This all seems very hit and miss to me and TBH.. hardly worth the effort.
    ATB
    DaveB

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