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Author Topic: remodel old Jets' ordnances  (Read 53698 times)

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Ace

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Re: remodel old Jets' ordnances
« Reply #48 on: May 12, 2016, 08:47:22 AM »

Western, Amazing Work!
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Whiskey_Sierra_972

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Re: remodel old Jets' ordnances
« Reply #49 on: May 12, 2016, 09:33:10 AM »

Really deadly mate!
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max_thehitman

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Re: remodel old Jets' ordnances
« Reply #50 on: May 12, 2016, 10:22:18 AM »


Super great art!  8)  Looks fantastic !
Thank you for all your work progress and creative art design !
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western0221

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Re: remodel old Jets' ordnances
« Reply #51 on: May 14, 2016, 10:41:15 AM »

Another US cluster bomb.... Mk20 RockeyeII is finished.



Its original 3D model and classfiles were contained in F-4 PhantomII mod V1.
I remodel 3D LOD0 and add LOD1/2/3 to decrease fps damage, fix its incorrect behavior.

Its top fuze looks Red in many photos, but it may be a safety cap on the ground / carriers and got rid before taking-off. So I change its color to silver.

After 2 seconds from doropped, Mk20's dispenser opens tail fins.

Those tail fins work as adding a force of spinning, not braking.
(I omit the spinning animation because of hard to implement on IL-2 1946 engine. )

Here are Mk20's bomblets .... Mk118.


They are made as simple free-fall.

I make its LOD1/2/3 with low polygons to save fps damage.

I set bomb parameters in almost historical , but a bit far from real , limitation of IL-2 1946 engine.
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taskf53

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Re: remodel old Jets' ordnances
« Reply #52 on: May 14, 2016, 01:13:32 PM »

Super  :)

Super work.
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Knochenlutscher

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Re: remodel old Jets' ordnances
« Reply #53 on: May 18, 2016, 02:58:14 AM »

Wow, these looking very realistic now, my jaw fell off.
It adds much immersion to the Jet Era, although the teasing with
the Intruder, that's a prank.
Keep it up the good work mate
Tobias
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Koty

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Re: remodel old Jets' ordnances
« Reply #54 on: May 18, 2016, 02:11:50 PM »

Yes, reducing polygons with bomblets is a good thing... you see - when you drop 13 clusterbombs in F-105... the game freezes for a few seconds o.O Maybe not with the actual gaming PC's, but with Laptops... different song... and mine is actually not a bad one at all o.O

Good work, Western.
Keep it up :)
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western0221

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Re: remodel old Jets' ordnances
« Reply #55 on: May 18, 2016, 02:36:50 PM »

Yes, reducing polygons with bomblets is a good thing... you see - when you drop 13 clusterbombs in F-105... the game freezes for a few seconds o.O Maybe not with the actual gaming PC's, but with Laptops... different song... and mine is actually not a bad one at all o.O

In my thought, game freezing by cluster bombs might not come from their 3D polygons.
Even when they are completely out of camera view, that freezing occurs , too.

The freezing may come from the damage calculating about the bomblets make exploding.
100x ~ 200x exploding calculating is done in a short time.
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western0221

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Re: remodel old Jets' ordnances
« Reply #56 on: May 22, 2016, 08:34:41 AM »

I finished to reposition / remodel US Laser Guided Bombs "Paveway II" series.

GBU-12 , based on 500lbs Mk82

correcting dimensions , changing carried hook position , remodling LODs.

GBU-10 , based on 2000lbs Mk84

correcting dimensions , changing carried hook position , remodling LODs
and adding the function extending tail fins when deployed like GBU-12.

GBU-16 , based on 1000lbs Mk83

New model, scaling from GBU-12 model.


expanding tail fins function.....



New Laser Guided Missile model of US Navy, Marine Corps used in a short time from 1985 to 1995.

AGM-123A "Skipper II" , based on GBU-16 with a rocket motor.
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western0221

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Re: remodel old Jets' ordnances
« Reply #57 on: July 08, 2016, 12:51:04 PM »

I finish to remodel / add new function US old Nukes MK7 and Mk12 from 1956 The JetEra.

By the way....
They are mainly carried by FJ-4 (non existence in IL-2 1946 modding world yet) and A-4 Skyhawk.
Those screenshots with A-6 Intruder are non-historical ones, only a test-bed of developing.... those loadouts and special Java codes will be deleted before A-6's public releasing.


Mk7 Nuke:
I remodeled LOD0 model with more polygons and smoother, added LOD1 - 3 with low polygons.
I also recovered the old plan (3D model was ready, but not Java implemented) of extending the under tailfin.
Here is a style on the ground, the under tailfin is folded (rolled-up). Old model was this.


When extending tailfin code is called from the carrier aircraft's classfile -- additional code, this extended tailfin model is shown in the game.

Also folding again is possible.
My test code of A-6A is written as "when gears and flaps are all full-up ----> extending Mk7's under tailfin / not ----> folding tailfin".

Even the carrier aircraft's classfile doesn't have such special Mk7 code, Mk7's tailfin will be automatically extended itself when it will be dropped.



Mk12 Nuke:
It also had a similar tailfin gimmick in historical to avoid ground collision , but not planned in the old model.
Here is the style on the ground.

The old model style was almost it.

Here is a my new model for flying and dropping, its 4x tailfins are spread in each 90 degrees.


Java side and automatic extending in dropped are same to my Mk7.
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max_thehitman

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Re: remodel old Jets' ordnances
« Reply #58 on: July 08, 2016, 01:27:55 PM »



WOW!  8)

Amazing !

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KingTiger503

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Re: remodel old Jets' ordnances
« Reply #59 on: July 08, 2016, 11:49:13 PM »

Nice One Western, Did you Test that AGM-62 Walleye on A-6.
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My Greatest and Best Regards KT503
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