Author Topic: Free Skies (The mod formerly known as Crimson Skies-ish)  (Read 166064 times)

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Offline CaptJosh

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Re: Free Skies (The mod formerly known as Crimson Skies-ish)
I know this topic hasn't been posted to in some time, however, having just read through it, I have to say, first of all, swashmebuckle, you do VERY well at alternate history. Your summaries remind me of Eric Flint's summaries of the changes wrought to Europe by 21st century Grantville, WV, being dropped in the middle of the 30 Years' War. Plenty of detail, but quite succinct, and they hold one's attention. These should be some sort of techroom entries in this pro-posed mod. Although the tech room should probably be called something like "squadron intelligence" instead.

I like a lot of the air-navy concepts. I disagree that a the one ship with the bow guns is automatically a pre-dreadnought. Also, classifying the turret on it as the primary gun battery is probably wrong. The bow guns actually look heavier. The turret near the superstructure would appear to actually be the secondary battery, for covering the broadsides of the ship, though the bow guns clearly can swivel to cover some of that themselves. Even if it isn't a dreadnought, it's one MEAN ship I wouldn't want to be on the wrong end of those guns in another ship.

That futuristic aerial carrier design for that other game mod is fascinating. And I have to say, the nacelle idea with puller pusher sets is likely the best end stage design of that. You get the power of four engines without the nastiness of the choppy air coming off the props of one set immediately hitting the props of the aft-most engines.

Keep it up guys. I love the concepts. Also, one of the planes toward the end of the thread looks like it was ripped right out of Disney's Tail Spin cartoon. Save that it's a biplane instead of a tripe, it's identical, as far as I can remember, to the plane of one Don Karnage.
CaptJosh

There are only 10 kinds of people in the world;
those who understand binary and those who don't.

 

Offline PeterX

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    • Peter
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
I have a model-WIP of an "old" Fritz-X bomb and want to ask can it be used in this mod.
Look there http://www.hard-light.net/forums/index.php?topic=75956.msg1507694#msg1507694
I´ll look for other stuff can be used here.(I hope so i can)
Peter
If i can´t model any ship then i use "flying trains" :-)

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
@The_E - I know it's perhaps a little early to be considering this, but I've made a list of music tracks that I think might be suitable for the mod. Most of them are from Freeplay Music. If you want, I could post or PM you a list of links for you to consider them.

 

Offline The E

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Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Sure, post them here.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish) - Music List
I was going to link to each track separately under descriptive headings but it seems that isn't possible, so here they are arranged by album (if one of the tracks doesn't appear on the album page try clicking on the "Next 10 Results" link). I took your thoughts into account (you wanted something that wouldn't sound out of place in an Indiana Jones or swashbuckling movie), although I also included some other action pieces that might be suitable.

Apologies if it seems that I haven't been very selective - I know this is a huge list. I mostly chose these directly from my search results, so I haven't scoured every single album on the site, hence I might have missed some other good ones.

I've included some of my thoughts on how each track might be used (e.g. briefing, in-game combat/action or ambient, title/mainhall music, cutscene/cinematic etc). Feel free to decide how they could be utilized.

Action And Adventure Vol. 1

Strike Eagle - In-game action. Would fit in with the other tracks more if it weren't for the rock/electronic parts and the drum beat, so I’m not sure about this one.

Tank Battle - Briefing / in-game action.


Action And Adventure Vol. 2

The Polis – Briefing or in-game; has parts that might suit ambient and action segments.

World Wonder – Briefing, or in-game ambient.


Action And Adventure Vol. 3

Sails Under Strain – Sort of patriotic, emotive sounding. Could be used for a cutscene, like for a ship leaving dock for its maiden voyage.

To the Sea – Very similar in feel to the above track.


Action And Adventure Vol. 4

Guns And Powder – Short in-game pirate-like theme.

Action And Adventure Vol. 5

Glory Underway - Might be good as a title track, or for use during a command briefing/cutscene. Has a slight sea-going/pirate-like theme to it.

On Another Episode - In-game action.

Out of Time – Slow paced, sad emotive music. Might suit a cutscene.

Soldiers and Pilgrims – Grand/heroic, cinematic memorial theme. Possible victory music.


Action And Adventure Vol. 6

Bomb Launcher – In-game action. Has guitars and synths, so it might not fit with most of the others. Sounds really good though.

Missiles – Dramatic in-game action. Sounds a lot like Bomb Launcher, but slightly less heavy with the guitar perhaps.

Starships - Orchestral with synth elements. In-game action.


Action And Adventure Vol. 8

Collateral Damage – Cinematic battle, or in-game action.

Cruel Spring Ahead - Tense sounding track. Could be suitable for briefings as well as use in-mission.



Battle Themes Vol. 1

Crawl And Hide - Briefing, or in-game ambient perhaps.

Empire Air Force - In-game combat/cinematic, or briefing (has some Asian musical influence, so might go well with missions based in the Far East).

Field Forces – In-game action, or briefing perhaps.

Gun Attack – In-game combat.

Growing Danger - In-game combat

Lost Wars - Briefing.

Navy Seals – Briefing, or perhaps use certain parts for in-game ambient or action segments.

Naval Combat - Cinematic, briefing, or in-game combat.

Objective Combat – In-game battle music.

Operation Eagle - Cinematic, briefing, or in-game action.

Prevailing Soldier - Poignant, memorial, cinematic. Suitable for cutscene, mission debrief or fiction viewer music.

Reinforcements – Briefing, or in-game ambient/action. Almost 7 minutes long, so parts of it may suit different situations.

Target Mission - Dark brooding piece. Might be good for a briefing, perhaps for a dangerous mission. Or in-game ambient/action.


Battle Themes Vol. 2

Foreign Shores – Tense sounding, in-game ambient.

The Spy – In-game battle. Sound might not fit with other tracks as it contains some synth elements, but it’s mostly orchestral.


Battle Themes Vol. 3

Angels Of Fire – In-game action or cutscene maybe.

Hatebreed - In-game combat.

House of Death – In-game action, or dramatic cinematic theme.

The Kings Men – Briefing (?) / in-game combat or cutscene.


Battle Themes Vol. 6

Armor - Suspense, short in-game event music.


Cinematic Electronic Vol. 7

Sneak Attack – Short event music (15 seconds long).


Classical For Film Vol. 2

Americas Beauty - Mission success debrief/victory music, or cinematic cutscene.

Black Day – Mission failure debrief.

Blissful Victory – Short victory music piece.

Fanfare - Mission success debrief, or short dramatic in-game event victory music.

Fight Good - Short dramatic in-game event music.

Great Eye – Short dark/mysterious briefing music, or in-game event piece.

Taste Steel - Short in-game action/event music (could be used for when friendly units appear or for completing objectives).

Volcano - Short dramatic event music.

Dark Dimensions Vol. 1

Midnight March – Briefing, or in-game event music (action/combat maybe).


Dark Drones Vol. 4

Death Coach – Briefing, possibly for a red alert/scramble mission (only 15 seconds long).


Drama Vol. 2

Steadfast - Sad/mournful, with a synth beat. I think this could be suitable for a powerful cutscene, such as one in which the player’s home ship is sinking/falling, and needs to be abandoned/and or scuttled, or something like that.


Drama Vol. 3

Field Honor – Briefing / in-game / mainhall or title screen?


Dramatic Soundscapes Vol. 1

Risky Adventure – Short track that could be used for in-game mission success or debrief music.


Dramatic Soundscapes Vol. 11

War Of The Nations – Emotive tune about memorial/loss, cinematic.


Electronica Transmissions Vol. 3

Tango Vs Tangle - Tense, dark track, maybe suitable for in-game ambience.


Evil Intentions Vol. 3

Truckstop – Campaign briefing/mystery or exploration feeling.

Villa – Somewhat doomy/mysterious sounding. Mission briefing/command briefing.


Evil Intentions Vol. 5

Doctors Theme - Mission/command briefing.

The Edge - Dark, mysterious, somewhat tense track with some synth effects. Might suit a briefing, or be suitable as in-game ambient music.

Frequency Orch. Elgar Pomp and Circumstance

Elgar Pomp and Circumstance March 1 - The B section contains “Land of Hope and Glory” (also known as “The Graduation March”).

Elgar Pomp and Circumstance March 3 - Parts of it could be used for in-game combat (Vassago’s Dirge convinced me that classical music pieces can have their place in FreeSpace).


Motivational Vol. 1

Morning On The Field - Victory music for debriefing, maybe.

Motivational Vol. 2

Beyond The Sunset – Cinematic / victory music for debriefing (not too sure about using this one).


Music For Pictures Vol. 9

Deserted Ship – Eerie music, not sure about the suitability of this one though.


Mystical Symphonic Vol. 2

The Noblemen - Grand, regal, cinematic. Cutscene/briefing music, or perhaps victory music for a debriefing.


Mystical Symphonic Vol. 3

The Nights Lady – Calm, reflective track. Might be good for a command briefing or for when reading fiction viewer text.


Orchestral Dimensions Vol. 1

Attack Underway – Dark sounding in-game action track.


Orchestral Dimensions Vol. 6

Hopeful Thoughts – Cinematic, memorial, regal sounding. Cutscene, or command briefing/fiction viewer track perhaps. Title music maybe?

The Saga – Sad military-like theme.


Orchestral Soundscapes Vol. 4

Flagship Commander – Briefing, maybe in-game music too.

The Escape Route - In-game music, ambient.


Orchestral Vol. 1

Pirates Nest – Powerful sounding track, probably good  for a title/mainhall theme, briefing, or might be make good music for an epic cutscene.

Sand Storms – Dark sounding. Suitable for briefing, and maybe in-game action too.

The Stand (The Last Stand) – Gloomy sounding. In-game ambient, briefing or debriefing.


Orchestral Vol. 2

Entry Of The Nations – Grand, cinematic rock orchestral track. Might not fit in with the other tracks, although it could suit a cutscene (like an end of game, outgoing one), or be used as a credits or victory theme.

Southsea – Piratey theme, may make a good title/mainhall theme tune. Could be used in-mission too.


Orchestral Vol. 4

Our Hope Beat – Cutscene/cinematic, or in-game event. Possible victory debriefing track.

Our Hope - As above but without the beat.

Mountains in the Sky – Possible title theme/mainhall music. I think this one fits well with the mod’s theme.

Pursued – Briefing or in-game combat.


Percussion Vol. 1

Abort - Briefing music for a red alert or scramble scenario. Could be used as battle music perhaps.

Abort Underscore – As above but without the sonar-like ping and other synth effects.


Promos Vol. 5

Ulterior Motive - Sinister sounding. Command or mission briefing music.


Soundtrack Action Vol. 2

Hunted - In-game combat.

Make A Run For It - In-game combat.

Must Persevere – Briefing, or desperate in-game combat, would be suitable for an epic dogfight.

No Second Chances - In-game combat with an ambient section.


Soundtrack Action Vol. 3

Prepare for Battle – In-game combat.

On the Battlefield – In-game combat.


Soundtrack Action Vol. 4

Atlantis Rising – Mostly soft-sounding. Would make good briefing music.

Power Surge – Urgent, dramatic, with synth effects. In-game action/combat.

Sharpened Arrow - Urgent sounding. In-game combat.


Soundtrack Action Vol. 6

Cant Fool Me – In-game combat.

Running Away - Desperate sounding, tense in-game combat track.

The Arrival - Dark, sad, reflective track with some synth effects. In-game combat.


Soundtrack Action Vol. 7

Dangerous Shadows – Tense sounding. In-game combat; might suit an attack on a dangerous ship/fleet, or a dogfight with an elite squadron.

Grand Façade - In-game action.

I Will Return – Powerful emotive, reflective track. Possible title/mainhall or cutscene music. Or perhaps briefing/debriefing (for partial defeat or loss maybe).

Twist and Turn - Long-ish in-game action piece, would probably suit a lengthy, desperate epic dogfight sequence in which you have to defend a vital objective, or attack a rival/enemy ship or fleet.


Soundtrack Drama Vol. 9

Clouds And Oceans – Mystical vocal track, not sure about its suitability.

Soundtrack Suspense Vol. 6

Dark Butterfly – Mostly piano with some strings. Command or mission briefing.


Soundtrack Suspense Vol. 7

Finally Discovered – Short dramatic in-game event track, could be used for new enemy units appearing.


Soundtrack Suspense Vol. 8

The Wild Sea - Briefing or in-game action piece.


Soundtrack Suspense Vol. 9

Worse than Death – Possible mission failure music, or just use as a mysterious sounding track for a command briefing.


Soundtrack Suspense Vol. 12

Beyond Our Control – Short mysterious sounding track, perhaps useful for a briefing.


Soundtrack Suspense Vol. 13

Elevate – Command/mission briefing.


Victory Grand Vol. 1

Opening The - Cinematic, but probably too romantic sounding.

Victory - The last 65 seconds or so could be good for a mission success debriefing.


Washingtonian Vol. 1

Capitol Pulse – Mission successful debrief music.

Precedent – Mission success/debriefing music.

While the Nation Mourns - As it sounds, a sad, patriotic-like piece.


Westerns Vol. 1

Dutchman – Grand theme. Might suit a command briefing or a cutscene. Would make a good victory tune too.


Westerns Vol. 2

Royal – Would suit command briefings/mission briefings. Might be suitable for in-game ambient, not sure though.


World Mix Vol. 3

Call The - African beats with orchestral strings. Command/mission briefing music.


Audionautix

The following are from Jason Shaw’s Audionautix site (http://www.audionautix.com).

Track #53: Big Intro - Short in-mission event music for appearance of new friendly units or something.

Track #54: Big Intro #2 - As above.

Track #64: Enemy Ships - Event music for when enemy units appear.

Track #80: Night Runner - Briefing music.

After listening to some Elgar and Hendel, I'm thinking that some other classical pieces could be included depending on where the missions take place, just to get across a pan-European (or wherever) feel into the mod.

EDIT: Deleted duplicate track under wrong album title.
« Last Edit: May 11, 2011, 07:38:53 am by lostllama »

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
A handful more.

Action And Adventure Vol. 4 (a good album for swashbuckling themes)

Black Flag - Dark, brooding. Good briefing track.

Burning Frigate - Pirate-like theme, good for a dramatic in-game combat sequence, or a cutscene.

Fight The Monsters - In-game combat.

Francis Drake - Sea-going/pirate theme. Briefing, or in-game action

Pirates Hook - Pirate theme. May be a little too light-hearted.

Woodlegger - Short, dark, dramatic vocal and orchestral track for in-game combat.

Seems like I've been really drawn towards Tillman Sillescu's material.

EDIT: Forgot to add the "Francis Drake" track.
« Last Edit: May 10, 2011, 11:20:40 am by lostllama »

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Just a heads-up on a possible source for sky textures: http://continuum3d.com/grafix/C3DB-SkyHome.html#

Discussion here: http://www.hard-light.net/forums/index.php?topic=76037.0

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Hello again. I'm contemplating joining this airship modelling forum to ask if there might be anyone interested in contributing to Free Skies (I'm assuming that aerostats are still present in this setting - correct me if I am mistaken).

http://www.airshipmodeler.com/forums/index.php?s=d261b098cc7cbadcc4e4db06da1f1050

There hasn't been much activity recently in the 3D/CG board but it seems like the best place to introduce this project. Shall I go ahead and make a post, The_E?

 

Offline The E

  • He's Ebeneezer Goode
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Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Sure-
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
I hope this summarizes the mod and its requirements well enough: http://www.airshipmodeler.com/forums/showthread.php?p=7809#post7809.

Made some progress on the model I started a few months ago.



I decided to go down the one-man fighter route. Shortened the canopy, moved it further back, remade the gun blisters and added a couple of wing-mounted guns. Also added some cowl flaps and reduced the size of the intake under the nose. Still need to remodel the propeller.

I've been thinking about making some fluff that doesn't sound too implausible for this thing. Basically, it's meant to be an early attempt to produce a parasite fighter (i.e. one that's carried about by an airship for scouting and CAP) that has the performance of a conventional land-based fighter. So it has a heavy-ish armament comprising 3 banks of two guns each (machine guns in the cowling blisters and cannons in the wings), which I'd like to configure so that they can be fired in any combination (I can live without this though) and the capability to carry a small variety of bombs and rockets. It also has plenty of space for fuel, giving it a good range, folding wings, and an undercarriage and underslung arresting hook gear so it can land on runways and carrier decks (the latter three features haven't been modelled yet). The engine is supposed to be slightly above average in terms of general performance, but unfortunately the overall aircraft design is a bit of a failure because the engine has been partnered with an inferior airframe (note the somewhat thick wing and drag-inducing gun blisters).

The design that I based this on is supposed to have a BMW 801A engine. I'm intending to get the cowling dimensions look as though they could house this engine type. However other planes like the Fw-190 that were powered by the 801 didn't have cowl flaps or a scoop-like intake fitted, so I'm probably going to say that the intake is for a special supercharger and the cowl flaps are for, uhm, extra cooling. Of course I could just ignore any attempt at pseudo-historical accuracy. I think the fuselage would look a little bland without these features so I'll likely keep them.

To keep the weight down to allow several of them to be carried by airships, it uses unobtainium has a hybrid geodesic/geodetic and monocoque airframe, probably using mixed materials like wood and fabric for the skin along the fuselage, and stressed aluminum in other places.  There's supposed to be some armour for the cockpit and fuel tanks but they aren't heavily protected.

Dimensions wise, it'll be about 8mtrs long with a wingspan for about 8.3mtrs.



Here you can probably just make out the hardpoints under the fuselage and the wings. The central one is intended for a large bomb, dumbfire rocket or drop tank, the two smaller ones further out under the wings are for smaller bombs or drop tanks, and the outermost ones are for small rockets.





Highlighted the control surfaces that I've modelled separately from the other meshes. Haven't done the rudder or flaps yet. I've experimented (on a copy of this model) with thinning out the rear fuselage so that it blends in with the tail, but I'm finding it hard to do without making it look crummy. The gray tube-like things extending from under the cowling and towards the cockpit and ending just above the upper gun blisters is what's meant to be part of an extendable docking hook so that it can dock with an underslung trapeze mounted on an airship. It's something I'm still mulling over.



Close-up of one of the slats. These would automatically extend outwards ahead of the wing during slow speed maneuvers and tight turns. They're a bit of an afterthought. They would look better on a straight-edged part of the wing, as right now they have a few kinks in their shape so that they fit flush with the wing when retracted.



Highlighted above are the outer parts of the wings that I'd like to make foldable to enable easier stowage.

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Hmmm...

It's certainly a lot of work to correct an X-Plane model for use in an external program (apart from X-Plane), but using plane-maker might not be a bad call if you're just wanting a program which will make the wings a certain size or dimension, angle, etc. There's a plugin which you can get to import an X-Plane object into Blender, and you can get Plane-Maker by downloading the X-Plane demo. Might be worth considering.

:)
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
I had considered using that but I haven't really looked into it. I have X-Plane 9 installed, so I might try it out. Actually, I'd like to see how this flies in X-Plane. I guess I'd have to come up with some stats for engine horsepower, mass, center of gravity placement, etc.

The basic shape of my model was made using RcCAD. Upon importing it into Blender I found that it had triangulated all the polygons, so I had to de-triangulate it first. I had a feeling that using more than one program to make a model would end up being problematic, but it seems to have worked out mostly OK (so far).

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Well, here's some general information on X-Plane aircraft you might keep in mind:

(a.) Exported models from Plane-Maker do NOT have the vertices welded between polygons, or whatever program-specific jargon you use. This is the first thing you'll probably want to fix.

(b.) If you want to test the design of the model in X-Plane, you'll need to re-create the aircraft in Plane-Maker first, which I'm sure you're well aware of. However, I've encountered several people who seemed to think that merely importing geometry created in an external CAD program would suffice to make an accurate flight model. On the bright side, that external model should make creating the PM model very simple, as now you only need to size the geometry to match the PM geometry to the model you made in Blender.

(c.) PM models will always be triangulated; this is in part due to how X-Plane uses geometry to determine flight characteristics. You'll need to re-combine all elements into quads.

(d.) Models are produced by parts. If you want to create a proper manifold mesh, you'll have a lot of work in store for you.

Again, you probably knew a lot of that, but just in case you didn't. :)
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Actually I wasn't aware of that, so thanks for the info. Points a, c and d apply to RcCAD too, IIRC; I haven't used the program for a while. Had this been a more complicated model I might have given up trying to correct it. The wings were in separate sections so I had to join them up in Blender, and the other parts (stabilizer, tail fin, canopy, guns etc.) are all separate, intersecting meshes. I'm a bit concerned about this, because I'm wondering how it will affect texturing, or indeed, anything else further down the line.

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
That's certainly something which has slowed down re-making X-Plane models for general use on my end as well. All in all, it's just something which takes time, patience, common sense, and a little know-how to process things. Taking and making enough time can go a long way.

Modeling by parts actually isn't a bad modeling approach, though it suits specific programs and applications better than general modeling. As you can see, joining things up again is the hard part. With enough tact and good insight, you certainly can make the best of things. As far as joining things up again, here's my advice: Try not to over-complicate the mesh in the early phases, take the parts into account one-at-a-time.

Finally, if you have any X-Plane related questions, feel free to ask, and I'll do my best to help.
"trolls are clearly social rejects and therefore should be isolated from society, or perhaps impaled."

-Nuke



"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Thanks. :) I'll keep your advice in mind in future.

 

Offline swashmebuckle

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    • The Perfect Band
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Ah, to dive bomb an escort ship with the new gravity script, launch off dumbfire rockets into airships to show off the new particle script, and return to the carrier airstrip with the new landing code.  Cool plane :yes:

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Well I thought I'd make it somewhat multi-role, a bit like what the Apollo is to FS1 or the Myrmidon to FS2 maybe. A jack of most trades but not quite excelling in any particular area. Haven't done any tabling yet, but for the time being that's my take on it. Glad you like it. It's slow going at the moment as I keep thinking about altering the fuselage and wings (the latter reduce the forward visibility from the cockpit between 10 and 2 o'clock low, which may make dogfighting difficult for those players that use the showship flag; then again maybe not, if we use target indicators as an aid to finding targets) and I still need to figure out how best to join up these separate meshes.

Something I'd like to suggest be taken advantage of for this mod is Nuke's mixed ammo script to enable guns to fire tracer, AP, and incendiary rounds. Use of m!m's turret control script to allow you to handle AAA guns Pearl Harbour-style (and perhaps also big deck guns on ships) would also be neat, as would being able to take control of gunner positions in multi-seater aircraft.

Also an ability to use War Emergency Power (WEP) to provide a temporary boost to engines. I think this could be implemented in the same way as in TVWP, i.e. afterburners that have a finite fuel reserve.

Having said all that, please note that I'm not expecting this to end up becoming an IL-2 clone.

 

Offline PeterX

  • 27
    • Peter
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
The Petljakov PE4 the IL 2 3M and the Me 262 had a thowable booster as special equipment on the wings or under the fusleage near the tails.
Peter
If i can´t model any ship then i use "flying trains" :-)

 
Re: Free Skies (The mod formerly known as Crimson Skies-ish)
Just to be clear, I wasn't referring to literal afterburning engines or rocket boosters, but about how we could go about implementing WEP in the same way as the non-rechargable afterburners were implemented in the TVWP mod. However disposable rocket boosters could be something to think about too.

Another feature that would add a bit of realism (again, sorry if this seems out of scope for this mod) would be to have weapon (and maybe fuel) payload affect maneuverability and top speed. This could be achieved by increasing the stall speed by a certain factor that's related to the total mass of the ordnance you carry. So for a plane with a full ordnance payload you'd have to be more careful with the controls to avoid stalling or entering a spin. Stall speed would reduce as you expended your ordnance, allowing you to maneuver more freely.
« Last Edit: June 18, 2011, 04:43:33 am by lostllama »