I did a lot of changes to the mod to expand the weapons variation, thus unlocking the ability for players to add EA-18G ECM fighter aircraft into the sim. This is made thanks to the AdA-Mod's scripts that are used mostly on their aircraft mod (AdA-Mod v2.0.0) that will increase the realism of the mod, as well as VNAO dev team for the weapons destined for FC1.
Also, during testing and developing of the mod, I managed to tweak the R-37 and Japanese AAM's missiles data to increase effective range and time before the "gas" runs out in flight. The R-37 is now a truly long-range AAM like in real life, with a speed up to Mach 6 and range nearing 400 km. You will get things easier to kill with that missile, but beware, it's highly addictive.
AAM-3 and AAM-5 have been configured to imitate the vanilla R-27T kinematics, but retaining the exhaust type like Sidewinders, to match the specifications given by Wikipedia. However, during testing on F-15, they can be only fired from the range of 10 km head-on or 5 km during tailgate, an issue which related to frequent Sidewinders usage. AAM-4, because it is longer than AIM-120C, it is now using the AIM-120D's kinematics provided by Neutryno for his "AIM-120D AMRAAM mod v1.0".
PL-8 and PL-12. Both of these Chinese missiles imitate the vanilla R-27T kinematics (PL-8) and Neutryno's AIM-120D kinematics (PL-12). Like Japanese AAMs, they have been modified to keep the exhaust type and range-matching to the ones given by Wikipedia.
In this version also, new Encyclopedia images and text corrections now included. Check out this sample I took ingame:
And check this out... during testing and development of the mod, yesterday I found out that the AAM-5 model that was ripped from AC:AH do not match with the reference picture I got, either offline or online. So I decided to make one, using the image and the size of actual Sidewinder as a reference. Because I'm good at ZModeler, I started there to design the missile from primitive objects (Box, Cylinder, Tube, and Sphere) and assign the materials without textures before being exported to OBJ format. It took hours developing my own homemade AAM-5 missile (because I doubt no one has ever made this, even in OBJ format) because of lots of efforts, patience, and testing with new functions in ZMod. Why ZModeler? This 3D-modeling app is one of the best out there for the modern games that allows modding with new models. Similar to 3ds Max with a specific plugin, ZModeler is handy and easy-to-use with simple tools that helps creating objects a lot more easier. It is also where I firstly start the car mod for GTA IV.
Exported the model to OBJ format, I imported it to 3ds Max 7 and do more edits, including Unwrap UVW, textures assigning, and textures type (AAM-5's seeker glass is using the material data as "CanopyGlass"). The unwrap is not pretty good, however, because there are lots of vertices, but I do improvise by placing them on the head seeker texture. Vertices there mixed up with the branching textures, but during final results, they look A-OK.
The first export was pretty weird. The missile's orientation is mirrored on its Z axis, so I adjusted the Z coords rotation to face 180 degrees backward. The second one was having its missile smoke went offset few centimeters and the position of the missile within the F-15 launch rail was moved few centimeters from the center. After the position readjust within the Z coords to match the AIM-9's original position and enhancement over the textures for final touch, the third one came to a success.
IMO, this missile model is the lightest among other models I met, without drawing arguments in place - useful for F-15 because the Z rotation on its pylon position has been prefixed for most weapon models that can fit on it (a default prefix from vanilla FC2 game), but not with others that using it in racks that has Y or Z rotation based on its draw argument.
Here's what it looks like when in game.
Pretty cool, isn't it? It's almost similar to the picture below:
The missile can be deployed from F-15J and F-2A aircraft of Japan's specialty; the one and only launch platform prior to the replacement of US AIM-9 Sidewinder missile since the fielding of AAM-3 in JASDF's service.
The previous missile that is treated as AAM-5, is actually an IRIS-T advanced IR air-to-air missile, which can be found on Gripen aircraft. In terms of generation it is similar to AAM-5, but in shape it doesn't, so that's why it looks weird if Japan is using the IRIS-T while the name says "AAM-5". Now is provided separately, when I can make a full use of Aircraft Addons Pack, which currently delayed on its development due to the weird AI behavior of not attacking any target when it's replaced during tests like Su-15 and A-7E.
Also, during testing and developing of the mod, I managed to tweak the R-37 and Japanese AAM's missiles data to increase effective range and time before the "gas" runs out in flight. The R-37 is now a truly long-range AAM like in real life, with a speed up to Mach 6 and range nearing 400 km. You will get things easier to kill with that missile, but beware, it's highly addictive.
AAM-3 and AAM-5 have been configured to imitate the vanilla R-27T kinematics, but retaining the exhaust type like Sidewinders, to match the specifications given by Wikipedia. However, during testing on F-15, they can be only fired from the range of 10 km head-on or 5 km during tailgate, an issue which related to frequent Sidewinders usage. AAM-4, because it is longer than AIM-120C, it is now using the AIM-120D's kinematics provided by Neutryno for his "AIM-120D AMRAAM mod v1.0".
PL-8 and PL-12. Both of these Chinese missiles imitate the vanilla R-27T kinematics (PL-8) and Neutryno's AIM-120D kinematics (PL-12). Like Japanese AAMs, they have been modified to keep the exhaust type and range-matching to the ones given by Wikipedia.
In this version also, new Encyclopedia images and text corrections now included. Check out this sample I took ingame:
And check this out... during testing and development of the mod, yesterday I found out that the AAM-5 model that was ripped from AC:AH do not match with the reference picture I got, either offline or online. So I decided to make one, using the image and the size of actual Sidewinder as a reference. Because I'm good at ZModeler, I started there to design the missile from primitive objects (Box, Cylinder, Tube, and Sphere) and assign the materials without textures before being exported to OBJ format. It took hours developing my own homemade AAM-5 missile (because I doubt no one has ever made this, even in OBJ format) because of lots of efforts, patience, and testing with new functions in ZMod. Why ZModeler? This 3D-modeling app is one of the best out there for the modern games that allows modding with new models. Similar to 3ds Max with a specific plugin, ZModeler is handy and easy-to-use with simple tools that helps creating objects a lot more easier. It is also where I firstly start the car mod for GTA IV.
Exported the model to OBJ format, I imported it to 3ds Max 7 and do more edits, including Unwrap UVW, textures assigning, and textures type (AAM-5's seeker glass is using the material data as "CanopyGlass"). The unwrap is not pretty good, however, because there are lots of vertices, but I do improvise by placing them on the head seeker texture. Vertices there mixed up with the branching textures, but during final results, they look A-OK.
The first export was pretty weird. The missile's orientation is mirrored on its Z axis, so I adjusted the Z coords rotation to face 180 degrees backward. The second one was having its missile smoke went offset few centimeters and the position of the missile within the F-15 launch rail was moved few centimeters from the center. After the position readjust within the Z coords to match the AIM-9's original position and enhancement over the textures for final touch, the third one came to a success.
IMO, this missile model is the lightest among other models I met, without drawing arguments in place - useful for F-15 because the Z rotation on its pylon position has been prefixed for most weapon models that can fit on it (a default prefix from vanilla FC2 game), but not with others that using it in racks that has Y or Z rotation based on its draw argument.
Here's what it looks like when in game.
Pretty cool, isn't it? It's almost similar to the picture below:
The missile can be deployed from F-15J and F-2A aircraft of Japan's specialty; the one and only launch platform prior to the replacement of US AIM-9 Sidewinder missile since the fielding of AAM-3 in JASDF's service.
The previous missile that is treated as AAM-5, is actually an IRIS-T advanced IR air-to-air missile, which can be found on Gripen aircraft. In terms of generation it is similar to AAM-5, but in shape it doesn't, so that's why it looks weird if Japan is using the IRIS-T while the name says "AAM-5". Now is provided separately, when I can make a full use of Aircraft Addons Pack, which currently delayed on its development due to the weird AI behavior of not attacking any target when it's replaced during tests like Su-15 and A-7E.
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