Unit Preview: Sukhoi Su-34 Fullback and Su-37 Super Flanker

snsfro

Warlord
Joined
Jun 13, 2003
Messages
272
Location
USA
OK, I have given up on Wyrmshadow making these units on account of he hates me:D . Therefore I have asked permission by BeBro to create variations on BeBro's Su-27 Flanker. I am not sure whether BeBro will do the Su-33 naval Flanker, so i didn't do one myself. What I have done so far are the Su-34 "Fullback" Fighter-Bomber and the Su-37 Terminator (Super Flanker). The Su-37 will feature a thrust-vectoring run animation. I am not sure what other animations to put the Thrust-Vectoring on. Here's the preview of the Su-37's "Thrust-Vectoring" run animation.
BTW, Wyrmshadow: if your going to make the Su-37 anyway go ahead. The more the merrier:D .
Edit: Also, Notice the Engines and, though they are hard to see here, the canards.
 

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Snsfro, one problem, I see not the conards that're part of the Su-37. Could just be missing them but yeah
 
DONE with the RUN of the Su-37. They look better in different Civ colors. This is the one in the 1st player pallete. I had to make the canards much darker than the rest of the Civ-Specific parts so that they would be noticable in the Player 9, 27, 28 palletes. Its hard to make one color fit all in the Civ-Specific world. Making them just the same camo as the plane would make them invisible in some directions. I tried to make the canards look best in the three Player palletes mentioned above because my Russian civ uses these colors (Brownish). After Spending 16 hours on the Run (Vector) animation, I tested it only to find that it looks half as good with the stupid game throwing in the Default Animation twice during the run. It still looks OK though. The attack and death animation will probably be not so flashy because they don't even last 1/2 of a second in the game! Here is the Run animation in all directions. The last direction is cut off in this preview, I don't know why (It isn't like that in the game. this should also give you a better view of the canards.:goodjob:
 

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Oi, so it did have canads. il hard to notice on the sw/se but yeah, that makes sense. Anyway, now that I know they're there, lovely. this thing seems like it's coming around good.'specially the paint scheme.
 
Those little "extra wings" are called canards (those before the main wings) ;)
 
In the future (a LONG time) I might improve on the canards. they will move in the Run and so on. I also had a good idea: In Civ3, when an aircraft conducts a bombing run (without any interceptions), Its run animation plays whilst the default (or victory, I think) is played about 1/5 and 1/2 of the way through the run. Every time the default animation is played, the Run animation is reset. Knowing this a Run animation can be "timed" so that such thrust vectoring run animations can work in Civ3. This might fix the "Teleporting" problem with aircraft that contain a run animation that vastly differs from the default animation.
Another thing: I am considering that in the future, I will improve upon the attack animation so that it will do a Backflip will shooting a missile, then burst away at a high angle of attack. I will need to find the exact timing for MOST aircraft for this to work. I will also need bebro's help in the modelling directions. As you know, this model is not mine. I have just modified BeBro's
Su-27. So making the plane Backflip would need the correct model. I have to admit, I am good with PaintShop, but NOT with modelling. So BeBro, can you make your Su-27 "Backflip" and send me the animation? Then I can modify it once again!
Here's a picture of what i want the Su-37 to do, maybe not this advanced:
 

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Well, a cobra seems a little daring to do in combat. ;) I think, however, that Pugatjov once did the full 360 degree version on a Su-37 prototype, though. Maybe this could be a victory anim (if the timing allows it)? :)
 
I can do that, eventually.
 
Snsfro, just make it a normal attack.
I was already planning on making mine do a Cobra or Bell.
I was surprised to see just how good this looks, don't stop. Keep practicing.
 
You mean that you are actually doing a Super Flanker? I must have given you 10 replies telling you to do it, and in each one you have said no. So I decided to do one myself BECAUSE you weren't doing one...And now it turns out you ARE!!! ARRGGHHH!!! I have just wasted 3 Days... i will still post the unit though, because I am almost done.
 
I said I plan on doing it eventually, maybe I won't have to. Right now Im going other things. Maybe teach you how to read could be one of them.
 
Wyrm..I must say, you've managed your anger a bit better...and this is entertaining....damnit..

*snickers and ducks behind a counter*

While you're teaching, you can learn to do unit32 images...

>_>

<_<

*runs*
 
I do make them now. Follow my "22 new aircraft" link
 
About the "cobra" manoeuvre: I had once the same idea, but with the limits of Civ3´s air units, I think it is wasted time to make such an anim. When your attack anim is too long, Civ creates some funny effects, it even stops the unit in mid-air sometimes when the intercepted plane has an anim of significantly other lentgh and frame rate.

You need a lot of frames to get this look correctly, and then you have to mess around with either the anim rate in flicster or the "Normal Speed" values in the unit´s .ini file. In either case the results are dissapointing. Therefore I would not recommend making jet attack anims with much more than 10 - 15 frames. With more, you need to slow down the normal speed, I did this moderately on some of my planes.

But with much more this would slow down the plane in game too much (seeing your hitech jetfighter moving over the make like a snake isn´t nice). So after a lot of testing, I dropped the idea - it costs too much time to work on it, and the results aren´t good.
 
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