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yeah, with the negative backwards acceleration, combined with FO's replace weapons, I have my fighters launching automatically, and they will circle my capital ships or station unless told to do something else. then they will fly into an attack, slow to trail the enemy, and circle back. if they attack a stationary target they will circle it, and fire on it.
This sounds really very promising, but also kinda complex... I am interested though...
But - the models - I think that if there is to be some sort of WWII air combat mod, these will need poly reduced quite some way... 13000 is too much for a fighter...
Guys, my wee experiment with the Spitfire is coming to a close - I have two more variants to go (a Battle of Britain Mk1a and a PR. MK XIX) then I am on to... something else... WWII and airborne...
Here are the variants I have been working on...
This one is the LF (ow altitude) variant (note the clipped wing tips, to increase rate of roll) of the Vb. Kitted out with a tropical filter - the color scheme is based on a Spitfire based out of Tunisia, c.1942...
This one is a bit of an oddity - the Number belongs to a Mk Vb of 41 squadron, but the model is a Mk IX, mid to late 1944...
Fighters...main models... You know, I didnt think of that... Maybe with some small poly reducing I could use these models... If I can get them under 10000 say... Capital thinking Majestic!
Yeah - i am really keen to do this mod now - it should be an education, as I havent modded anything for such a long time... I would probably need a coder / partner in crime for this... (Just like Halo FC, I just do the models, I am really basic when it comes to sprites and odfs etc...)
I see it as the fighters being the capital ships and the airships being the stations. If you use the FlOps patch project you could even do away with resources and have a build limit on all the units. That way one wouldn't span a huge number of them. Or you could just use officers as say pilots or something.
The Patch Project wouldn't allow you to get the special fighter coding though. 3.1.4 of FO will come with much improved fighter coding as well, so be prepared .
I see it as the fighters being the capital ships and the airships being the stations. If you use the FlOps patch project you could even do away with resources and have a build limit on all the units. That way one wouldn't span a huge number of them. Or you could just use officers as say pilots or something.
Thats actually how my BSG mod works. Its all combat time based, no resources, just time to build ships.
And Dominus secretly is one of the FO devs He knows everything
Oh, and terra, if you decide that you do want to use FO as a base, I would be glad to help. I would even let you use my missles or whatever since I already have a fighter heavy mod for FO. You could really steal whatever you want from me.
One thing that is awesome is that the Devs have re-created the stock point defence cannon in this next patch(I think) so that you can choose whitch ordinances it can fire on. Eventually, they are gonna allow it to use a hit chance aswell. This would allow for an amazing flak cannon because you could layer it to hit not only fighters, but incoming missiles aswell.
well, there are still a few old special weapons that don't work, but I think they will all be fixed as apoclaydon finds them. He has been delving into that code more than I, because of his a3 concept mod.
And not only will there be a wiki, and instructions, ect(we are making somewhat of a bbom) but there are plenty of us here at msfc who can help with FO code. i know me and Ryderstorm can do it, and I"m sure there are others here too.
well, there are still a few old special weapons that don't work, but I think they will all be fixed as apoclaydon finds them. He has been delving into that code more than I, because of his a3 concept mod.
And not only will there be a wiki, and instructions, ect(we are making somewhat of a bbom) but there are plenty of us here at msfc who can help with FO code. i know me and Ryderstorm can do it, and I"m sure there are others here too.
As far as I know from Apoc, only the trading ships aren't working correctly, but that'll probably be fixed soon. All the other 'broken' stuff either works now or has been improved (or will be improved with the next patch)
I can only echo the rest - even though I don't mod, somehow I've managed to acquire a decent working knowledge of the stuff in FO and I'm always glad to help (or ask Optec or Doca if nobody seems to get it ).
I seem to remember that I mentioned a new modeling technique I was playing with on these models, I also remember saying I would explain exactly what I meant...
So, here it is... Sorry if its old news to anyone, but it certainly is new to me...
Basically, as you can see from the images above, I take an image, then apply it to a box, with the faces reversed...
Then, I create a new material for the model, set the emissivity to semi transparent, then apply it to all modeling parts I create.
So, by then viewing the model as textured, but with a wireframe overlay (with backfaces off) I have a great outline to reference...
If you can manage it (it is quite tricky to make it all line up correctly) you can apply the image from a schematic to the top, sides and front / back of the box - giving you a perfect outline to reference, in order to get the model shape spot on...
It can also let you build the model with a mind to texturing it later - i.e. the layout of the poly lines on the model can reference actual break lines on the schematic, making the lining up of textures later much easier...
If anyone is interested, maybe I can put up some sort of tutorial later...? I think this technique can apply to practically any model..
Oh, and as you can see from the pics... two new warbirds on the way...
a tankard of the finest ale to he (or she) who names them both...
Sorry Folks - it looks like the tankard of ale goes to TF.
Second prize of a four pack of rubber bands goes to kjc733 for getting the type right for both.
They are;
Hawker Hurricane MkIIa (slightly linger nose to accommodate the bigger Merlin engine, but retaining the standard 8 .303 in brownings)
Messerschmitt Bf 109 G-5 (the high altitude air superiority fighter variant, although everything Ive read does indicate the guns - two 15mm MG 131s and one 20mm cannon - were concentrated in the fuselage, this example has two additional 7.92mm MG17s in the wings...) I really have no idea how I'm going to model the two heavy MG131s above the engine... should be fun...
And yeah - a tutorial could be in the offing too...
Well, it really has been a while since I've been here... Maybe I should open the window... its a little... stuffy...
Anyways, Ive been really busy lately... Work has had me taking 6 flights in the last 2 weeks... Ive been in Brussels mainly, and the UK... but enough about me... look at this!
Ive been really very impressed by the work of Thunderfoot, Jetfreak and ISS Enterprise to name a few, and i thought I would have a go at making some WWII themed art... (if you can call it art...)
Anyways, I had a little down time yesterday and also this evening, and I though I would share... Additionally, this represents my first work for nigh on four weeks (if not more) I was getting a little rusty...
If you look real close, you'll see that the spits all have different registries... Oh, and I took the background from the web, just google "Southern England from the air"...
Hello:
The sepia gives a very nice old effect to that pic, like it really shows the time period those planes might have been flying and blowing-up stuff.
Yep - I finally finished the Hurricane (while on my last business trip - these models are all that keep me sane while Im traveling... That and a bootleg copy of Knight of the Sky - Google it, its an ancient MSDos WW1 flight sim) .
I'm on a massive WW2 trip just now... But I am gonna get back around to the Halo thing soon - I just haven't been motivated at all...
Those are beautifully done, mate. Makes me want to go find Ginger Lacey and go swanning about looking for Heinkels over Manston-In-The-Dust or Biggin Hill, lol.
thanks again guys - as I said, I am thinking of doing some sort of WW2 air war mod, Im thinking of doing the following models as a minimum;
RAF
Spitfire Mk vb
Hurricane Mk 2a
Luftwaffe
Bf 109 E "emil"
Bf 110 A
Fw 190 A-4 (possibly)
these might get done if a) I can get the mod off the ground b) I can make it play nice c) I dont lose focus / interest d) I really need to get back to the Halo mod...
US Navy
F4F Wildcat
F4U Corsair
F6F Hellcat (possibly)
US Army Air Coprs
P51 d Mustang
P47 a Thunderbolt
Imperial Navy
A6M Zero
Then maybe if I (or any kindly passing coder) can make bombers / torpedo bombers work in A2... we might see the likes of the B 17, He111, G4m Betty, Mosquito...
Looking good mate. You know if you do this instead of air bases as bases you could have aircraft carriers and do the game over a water background like Naval Armada.
Also I recommend you and the Halo team check out the Halo FC staff room.