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Is there even a model of it? That's one of those kits I'd like to pick up were there such an animal.
Awesome. I'm sort of in the crowd who doesn't like the Orange Decals, but it's great to see it here. I do, however, like that it's a clean, non-marked version - could we see a grey un-affiliated Zipang? And potentially an F-14A+ version? *Eyebrow waggling*
I see. Check the comment in the skin request thread if you could. It's got some info for you before you take on the F-14s.
So much sexy. Where'd the green and yellow colors come from, anyway? They're making me want blue and red.
See? I can hit the reply button. (When I'm paying attention)
Yeah, I'm definitely seeing that sort of issue. It looks like the default time has them non-reflective when loaded into the editor, playing with the time gets you varying degrees of invisible to actually pretty nice looking at night.
Things also seem waaay brighter than a normal map. Let me get a screenshot.
Oh ****, this looks awesome.
Quick question: are you guys coming to make any buildings/other ground objects top populate it?
The Ridgeback colors make me want a Zipang XFA-27 even more, augh.
I would contend that the whole reason ground attack is fairly dull at the moment is due to the nature of the maps we have. We have little encouragement to get down low, and there's only a handful of maps with big enough geographical features to put a line of sight barrier between an attacker and what shoots at it - it kind of defeats the point of having line of sight (nap of the earth) flight when there's nothing to hide behind.
It would be interesting to see a hierarchy of ground attack develop, rather than simply making the accuracy diminished, so that players are encouraged to start off first with SEAD using their SP weapons and missiles on anti-air, and then be encouraged to get in close and use the cannons to finish off targets which aren't so much of a threat, but I feel like the maps need to see some TLC so that they're not so much open spaces for dogfighting, but more like the War Thunder arcade maps, with geography that's pretty much insane.
I went and played around with the overdrive mutator not too long ago and found you can change the color of the aircraft, but the particles emitted seem to have their own texture (or I just wasn't paying attention to the ini file and skim reading)
This would be really cool if it could view weapon hard-points for a given plane/SP weapon/main weapon combination.
I'm sort of disappointed there's no trim vanes, but what really gets me is the locked open F110s on the later models.
The STF-21 does sound like the AST-14, which I've seen it said somewhere it was separate from the AST-21 with, of all things, a reduced radar cross section - so basically a new, stealth, Tomcat.
Hnngh. Could we get a fugly Infinity Zipang for the F-14A and the classic for the F-14D?
/Totally not sitting next to two Zipang models.
Aaand done. CBU-87's so the family has some ground attack capability with the YF-14, MMLs are now the last SP weapon for the ST-21, all AIM-120s are properly rolled.
And I don't give a damn about the AIM-120s under the wing gloves being aligned properly in terms of the Z axis without knowing how to set up proper AIM-7 hardpoints for them to be aligned to.
I'll line them up that way at some point today or tomorrow, but it's far easier to line up two missiles next to each other than it is line one up after the other.
Given that there's plenty of ejectors that carry bombs on either side of the trough, I assumed it would be perfectly fine for AIM-120s.
I may set up the properly aligned AIM-120s as another .ini file so that the six shooter aesthetic remains.
It's a temporary thing to appease people who want to get some Ace Combat feel going for their Tomcats.
The multiple micro missile launchers on the ST-21 was mostly just to entertain myself and to figure out how to to orientate things - it's also what I started doing towards making the hard points look right, so I included it because I couldn't come up with any better SP weapons.
I should note that these use the AIM-9 hard points, and without them they're going to look funky.
Spawning enemies initially is easy enough, but, what's the most efficient way to spawn enemies after a mission has begun for the sake of making a mission with a sense of progression?
Oh - People should probably be told about the whole speed thing in the editor down there in the bottom left. It starts out at 10 which is impossibly slow for anything other than extremely precise movements, bumping it up to 1000 is a good measure (and something you did). Camera controls too; I'm aware there's WASD, but is there any way to move the camera up and down?
Definitely can't wait to pick this game up. I'm quite disappointed I didn't find out about sooner.