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Showing most liked content since 02/19/2024 in all areas
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19 pointsHello everyone, I wanted to let you know that WINGSOVERISRAEL has sent me the Eurofighter Typhoon EF-2000B, two-seater model. He has been working on it with his friend for a long time and asked me to complete it.
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19 points
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18 points
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18 pointsF-4G final version , arresting hook is now done and mapping and template is complete , next i have to bring all F-4E´s , F-4F´s and F-4G´s to the same standard and change all number 1 skins aircraft has now a lod size from 8,33 mb and the cockpit 7,70 mb , sofar i dont have any major issues with the FPS slow down i´m on win7 , CPU i7-4790k , 32 Gb Ram and a ASUS Strix Rog 1070 Ti with 8192 MB GDDR5 SDRAM so it is a old computer who still runs perfect FPS based on a heavily modded GermanyCE terrain from Rents are between 40 to 69 FPS
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17 points
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17 pointsthe F-4G Wild Weasel pack is almost done , something was still missing the AN/ALQ-131 , so i was working on it in the past days and here is the new 3d model , adding more details to the pod , mapping and making the templates will be next for the rear inner exhaust part i dont have good pictures so i do have to work around a bit there , the part is not yet finish and will look much better when it is done the pods are using 30 inch suspension lugs for now in some cases the 14 inch lugs could be added i know it is not perfect but i think it will be acceptable
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16 pointsAmidst the blue skies, a link from past to future. The sheltering wings of the protector...
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15 pointstesting the new lower tail section for my new F-4E /F / G , new arresting hook and vents movements of all parts ( tail hook , cover plate and actuator ) are done just by entry in the data.ini still have to add some more details to the model and the template i think next will be a aircraft carrier landing to check if the data.ini entry work ok
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14 pointsthanks for all the help on this one thats how they look like now
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14 points
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13 pointsSu-25 Czechoslovakian Air Force end 1980th. The insignias on the right wing are in wrong direction. The basic rule for czech insignias is, the Blue is always to the front, the Red is always toward the fuselage.
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12 pointsI made a few edits to the parking on the Kitty Hawk to give a more crowded deck (this is slightly different to the version that I posted in the ODS30 thread so you will get a bit of variety in your different installs). From this stock parking.. To this.. Make sure you're on the right approach angle, it's a pretty tight squeeze onto the deck... And when you get down in one piece, I left a parking spot for you to taxi to.. And that all important text to copy into your CVA-63_DATA.ini file... ParkingChance=100 ParkingMaxSpan=12.0 Parking[01].Heading=270 Parking[01].Offset=27.77,79.19 Parking[02].Heading=270 Parking[02].Offset=27.77,67.58 Parking[03].Heading=270 Parking[03].Offset=27.77,56.94 Parking[04].Heading=270 Parking[04].Offset=27.77,-68.68 Parking[05].Heading=270 Parking[05].Offset=27.77,22.07 Parking[06].Heading=090 Parking[06].Offset=12.0,8.0 Parking[07].Heading=270 Parking[07].Offset=13.0,-1.0 Parking[08].Heading=090 Parking[08].Offset=12.0,-11.0 Parking[09].Heading=270 Parking[09].Offset=29.62,-47.45 Parking[10].Heading=270 Parking[10].Offset=29.62,-59.06 Parking[11].Heading=090 Parking[11].Offset=-20.0,-82.0 Parking[12].Heading=090 Parking[12].Offset=-20.0,-91.0 Parking[13].Heading=050 Parking[13].Offset=-14.0,-99.0 Parking[14].Heading=050 Parking[14].Offset=-12.0,-108.0 Parking[15].Heading=050 Parking[15].Offset=-10.0,-117.0 Parking[16].Heading=270 Parking[16].Offset=23.0,-80.0 Nimitz will be next...
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12 pointsMerci a tous. Les textures sont au format JPEG (500 ko environ et 3 Mo pour les TGA), désolé il n'y aura pas 4 saisons. Toutes les textures sont terminées, il me reste quelques ajustements et réglage a faire avant de les mettre en ligne ici ! :) Thank you all. The textures are in JPEG format (around 500 KB and 3 MB for TGA), sorry there won't be 4 seasons. All the textures are finished, I still have a few adjustments and adjustments to make before putting them online here! :)
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11 pointsFalcon 4 (1998) also has a tile based terrain. Like Strike Fighters 1/2, also like European Air War (EAW) and the old Novalogic flight 'simulations' Raptor/F-16 MRF/MiG-29. I had a look at the files a long while ago. But could not recognize the essential bits. Essential bits being: - The tile textures. These images are easy to find - The tile-map. In hindsight, this is interwoven in a big L2 file, together with other data. - The tile texture files to tile index numbers table. Which needs to be translated to _Data.ini syntax. - The height-map for elevation. But this week I tried again, and got it to work. See screenshots. This Korea terrain has 1024x1024 tile positions on the map. There is only 1 height value per tile, also 1024x1024. Each tile represents 1km. Each tile bitmap image is 128x128 pixels. There are 1109 tile images, 1051 of which are actually used. These 1998 original ones don't have alpha channels for the marking of water. None of the tiles are placed on the map with a rotation (nor mirroring like Novalogic did) To compare: Stock Strike Fighters terrains are 500x500 tiles. Each tile represents 2km. Each tile bitmap is 256x256 pixels. Each 2km is spanned by 4 height-map points. Tiles can be rotated 0/90/180/270 degrees. So different in all ways. I had to adjust some settings in the terrain _Data.ini to make this Falcon 4 terrain work better, as to prevent "terrain mesh build-up gaps", visible on the horizon. Preliminary values being: [TerrainMesh] TextureThreshold=0.90 LowDetailMeshThreshold=0.75 MedDetailMeshThreshold=0.50 TileToHeightGridRatio=1 Fred Balding's Falcon tools were a must. As hosted here https://www.pmctactical.org/f4/downloads.php . His Terrainviewer 1.55 has the texture files to tile index table. It can display the list without copy-paste option. To prevent hours of typing, I ripped it from hex data in the Terrainviewer executable. TheaterMaker-03 has a tool Pathmaker that can export a matrix from the Falcon L2 file. (Basically a photoshop interleaved raw file, with 7 channels and 7 byte header, with the tile-map in Red and Green channel.) As explained in this old forum post. https://www.pmctactical.org/forum/viewtopic.php?t=21366 Since the terrain has this huge amount of 1000+ tile textures, I automated handling of everything involved here. By photoshop batch scripts, or by programming quick temporary conversion tools. Don't want to do such manually, 1000+ times. Soon, I will host a copy of the SF2 terrain conversion on my website, when I get it finished up a bit better. Don't feel like manually doing to loads of water alpha channels and targeting area work. So I will leave that be.
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11 pointsI'm still on TOD object placement. The major job is done. Only the islands of Alderney and Hern are left. Two of six Alderney tiles are already populated with TOD objects. So it looks at the moment: At the moment this tiles are still jpg. I must convert them to tga, to make them to water tiles. I hope, that i can finish this terrain till Easter.
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11 points
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10 points
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10 pointshere is the AN/ALQ-131 Beta pack for testing , includet are the Block I , Block II and the EAPUP ALQ-131 Beta pack.7z the service years as well as some settings could be subject for change if you use them on the F-16A/B/C/D you may have to adjust the centerline attachment positions thats the one i use for the TW F-16A , it is a new entry in the data.ini [CenterlineStation_ECM] SystemType=WEAPON_STATION StationID=13 StationGroupID=5 StationType=EXTERNAL AttachmentPosition= 0.0,-0.37,-1.09 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=EP AttachmentType=NATO,USAF ModelNodeName=pylon_centerline PylonMass=78.02 PylonDragArea=0.02 includet in the pack are AN/ALQ-131 Block I AN/ALQ-131 Block II AN/ALQ-131 EAPUP
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10 points
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10 pointsJimbib sent me some static planes for populating the airfields: Here the DC-9
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10 pointsThe first take-off test flight loaded with ordnance for the A-6 Screenshot by Coupi.
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9 points
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9 pointsI added a few more parking slots to the LHA-1-USMC to make the deck a bit less sparse. Going from this.. To this.. Copy this into the [Deck] section of your LHA-1-usmc_DATA.ini file: ParkingChance=100 ParkingMaxSpan=3.0 Parking[01].Heading=300 Parking[01].Offset=13.00,-83.00 Parking[02].Heading=300 Parking[02].Offset=13.00,-95.00 Parking[03].Heading=300 Parking[03].Offset=13.00,-107.00 Parking[04].Heading=250 Parking[04].Offset=12.00,55.00 Parking[05].Heading=250 Parking[05].Offset=12.00,45.00 Parking[06].Heading=250 Parking[06].Offset=12.00,65.00 Parking[07].Heading=300 Parking[07].Offset=13.00,-73.00 Parking[08].Heading=300 Parking[08].Offset=13.00,-63.00 Parking[09].Heading=000 Parking[09].Offset=-15.00,-103.00 Parking[10].Heading=250 Parking[10].Offset=12.00,75.00 Parking[11].Heading=250 Parking[11].Offset=12.00,85.00 Parking[12].Heading=250 Parking[12].Offset=12.00,95.00
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9 points
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9 pointsAlpha version no.2 is now available for download. Together with TFDtool v1.16. The water alphas are now there. 270 tiles have been converted into a .tga file with alpha channel holding the water area. The farm tiles are now rotated randomly, to be less repetative. (Could not do the same with roads, yet, as the roads are not drawn exactly in the middle of the tile...) Looked at the Hi-Tiles Allied force set. But was not convinced of it being a good replacement for Korea. Also tried some things with the BMS 4.33 tiles again. But the files with the same name are NOT a drop in replacement. Forests and hills match, but cities and farms and their transitions are not matching up. Also these tiles look less flexible in time periods, the urban areas obviously looking somewhat modern.
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9 points
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