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Showing most liked content on 09/27/2017 in Posts
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11 pointsTook a break from WW1 and played around with some of the 1937 Sino-Japanese war stuff. Click shot for hi-res image.
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4 pointsMajor overhaul of P-40 markings and theater bands etc. Serial numbers are different to aircraft numbers on the cowling as the cowling number was given in theater depending on the servicing unit the aircraft was assigned to. P-40E Home Defense Squadrons (including Tonga and Fiji) P-40K Operational Squadrons (Guadalcanal/ Solomon Islands etc) P-40M Operational Squadrons (Guadalcanal/ Solomon Islands etc) Single P-40L delivered to the RNZAF by mistake, however it was assembled in New Zealand and flown briefly before it was shipped back to the USA. P-40N Operational Squadrons (Guadalcanal/ Solomon Islands etc) and OTU (Operational Training Unit) Squadrons 488 (NZ) Squadron Buffalo Mk.I defending Singapore (in vain) 488 (NZ) Squadron Hurricane Mk.IIb (Buffalo loss replacments) defending Singapore at the bitter end PBY-5
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4 points
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4 pointsInfo extracted from various posts on TW forum ... 10% 20% particle systems 30% 40% 50% 60% terrain 70% 80% objects 90% player cockpit and avionics
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4 points
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4 points
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3 pointsAlso, if you like to fool around with paint programs, desaturate an ingame screenshot. Compare the result to a high quality B&W shot in similar lighting conditions to analyze your color values. Click shot for hi-res image.
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3 pointsI'm running FE2 in Win7 with DX10. In my Options.ini I have: [GraphicsOptions] DisplayDeviceID=0 DisplayWidth=1920 DisplayHeight=1080 DisplayDepth=32 AspectRatio=1.777778 AntiAliasing=1 UseAdvancedShaders=1 ForceDX9=TRUE ForceVSyncOff=FALSE LensFlare=2 DetailLevel=4 ObjectDetail=2 ObjectTexture=3 CockpitTexture=3 CockpitMirrors=1 CockpitReflection=1 EffectsDetail=3 TerrainDetail=2 TerrainTexture=3 HorizonDistance=3 GroundObjectDensity=2 WaterDetail=2 CloudsDetail=1 Shadow=3 Dunno if these settings will work in Gen1, but it's worth a try. Click shot for hi-res image. Also, I have brightened the light levels - standard game lighting is too dark and murky. Below is my Flight folder, which is mostly stuff I got from Quack74 and Panama Red. Flight.rar
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3 points
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2 pointsView File Mirage F1CE (1975-1987) Mirage F1CE (1975-1987) This mod is dedicated to BPAO, nothing would have been possible without him. In June 1975, with tension growing with Morocco, Spain decided to strengthen its Air Force and bought 15 Mirage F1C that were allocated to Albacete AB. In mid-1976 there was still some tension with Morocco and Algerian and Libyan MiG-25 flights on the Mediterranean, which would lead the Spanish Air Force to purchase ten more Mirage F1C and two years later order 48 Mirage F1C and F1E. F1CE_Early specifics: - no 550, AIM-9 SW instead - R530, no S530F, CLB4 - no radio-altimeter - Seat Mk4 Covered units : Ala 14, 141° Escuadron. A big thank to all on Combatace and C6 forums that helped us solving issues we encountered. Any omission in credits is totally unwanted, if I forgot somebody, let me know, I will correct this. This addon is and will in all cases remain freeware. Released under CombatAce Fair-Use terms. Enjoy The Mirage F-1 Team. Submitter ludo.m54 Submitted 09/26/2017 Category Mirage F1
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2 pointsI'm rebuilding my FE2 after a hard drive crash a while back, and I had everything backed up, except my terrain folders. I had used Geezer's airfield objects and personnel, so I wanted to install them again. Having recreated the types.inis for the terrains I have, I figured I would post the generic entries here, so people would have them, if they wanted to install Geezer's objects into a terrain. Might save some work, especially now that we have Mue's fantastic targets ini editor. Just copy and paste these entries into the types.ini for whatever terrain you want to modify at the end of the list and number them in sequence. Of course, make sure you download Geezer's objects (if you're new to this ) and install them first. Here's the entries I've done so far: For Geezer's figures: [TargetTypexxx] Name=Austrian Officer DetailLevel=2 FullName=Austrian Officer ModelName=Austrian Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=British Officer DetailLevel=2 FullName=British Officer ModelName=British Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Dog Expressing Approval DetailLevel=2 FullName=Dog Expressing Approval ModelName=Dog Expressing Approval.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Dog DetailLevel=2 FullName=Dog ModelName=Dog.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=French Officer DetailLevel=2 FullName=French Officer ModelName=French Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=German Officer DetailLevel=2 FullName=German Officer ModelName=German Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Italian Officer DetailLevel=2 FullName=Italian Officer ModelName=Italian Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech On Stand DetailLevel=2 FullName=Mech On Stand ModelName=Mech On Stand.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Waiting01 DetailLevel=2 FullName=Mech Waiting01 ModelName=Mech Waiting01.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Waiting02 DetailLevel=2 FullName=Mech Waiting02 ModelName=Mech Waiting02.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Waiting03 DetailLevel=2 FullName=Mech Waiting03 ModelName=Mech Waiting03.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Walking01 DetailLevel=2 FullName=Mech Walking01 ModelName=Mech Walking01.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Walking02 DetailLevel=2 FullName=Mech Walking02 ModelName=Mech Walking02.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Working DetailLevel=2 FullName=Mech Working ModelName=Mech Working.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mechanics Waiting DetailLevel=2 FullName=Mechanics Waiting ModelName=Mechanics Waiting.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mechs Resting DetailLevel=2 FullName=Mechs Resting ModelName=Mechs Resting.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mechs Waiting DetailLevel=2 FullName=Mechs Waiting ModelName=Mechs Waiting.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Medic Kneeling DetailLevel=2 FullName=Medic Kneeling ModelName=Medic Kneeling.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Medic Walking DetailLevel=2 FullName=Medic Walking ModelName=Medic Walking.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=NCO DetailLevel=2 FullName=NCO ModelName=NCO.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Pilot With Dog DetailLevel=2 FullName=Pilot With Dog ModelName=Pilot With Dog.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Pilot With Map DetailLevel=2 FullName=Pilot With Map ModelName=Pilot With Map.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Pilots With Map DetailLevel=2 FullName=Pilots With Map ModelName=Pilots With Map.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Standing Pilot DetailLevel=2 FullName=Standing Pilot ModelName=Standing Pilot.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Stretcher Guy DetailLevel=2 FullName=Stretcher Guy ModelName=Stretcher Guy.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= For his Maintenance objects: [TargetTypexxx] Name=Container DetailLevel=2 FullName=Container ModelName=Container.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Dope Can DetailLevel=2 FullName=Dope Can ModelName=Dope Can.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Fuel Drum DetailLevel=2 FullName=Fuel Drum ModelName=Fuel Drum.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Ladder DetailLevel=2 FullName=Ladder ModelName=Ladder.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Large Crate DetailLevel=2 FullName=Large Crate ModelName=Large Crate.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Maint Cart DetailLevel=2 FullName=Maint Cart ModelName=Maint Cart_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Maint Stand DetailLevel=2 FullName=Maint Stand ModelName=Maint Stand.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Small Crate DetailLevel=2 FullName=Small Crate ModelName=Small Crate.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Step Ladder DetailLevel=2 FullName=Step Ladder ModelName=Step Ladder.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Tool Box DetailLevel=2 FullName=Tool Box ModelName=Tool Box.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Supplies DetailLevel=2 FullName=Supplies ModelName=Supplies.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Wheel Chock DetailLevel=2 FullName=Wheel Chock ModelName=Wheel Chock.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Work Table DetailLevel=2 FullName=Work Table ModelName=Work Table.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= And for his hangars etc: [TargetTypexxx] Name=Base Ops FullName=Base Ops ModelName=Base Ops.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Tent Hangar FullName=Tent Hangar ModelName=Tent Hangar_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=15.00 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 ZBufferOffset=0.000000 FlatObject=FALSE CollisionMesh=HangarCanvas2_col.LOD DamagedModel= DestroyedEffect=MediumFire DestroyedModel=HangarCanvas2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Hangar 01 FullName=Hangar 01 ModelName=Hangar01_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=2 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6000.0 CollisionMesh=Hangar_1_col.lod DamagedModel= DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Hangar_1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Hangar02 FullName=Hangar02 ModelName=Hangar02_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=2 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6000.0 CollisionMesh=Hangar_3_col.lod DamagedModel= DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Hangar_3_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Tent01 DetailLevel=1 FullName=Tent01 ModelName=Tent01.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=Tent1_col.lod DamagedModel= DestroyedEffect=SmallFire DestroyedModel=Tent1_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Tent02 DetailLevel=1 FullName=Tent02 ModelName=Tent02.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=Tent1_col.lod DamagedModel= DestroyedEffect=SmallFire DestroyedModel=Tent1_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Line Shack DetailLevel=2 FullName=Line Shack ModelName=Line Shack_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Maint Shed DetailLevel=2 FullName=Maint Shed ModelName=Maint Shed_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Barracks-1 DetailLevel=1 FullName=Barracks-1 ModelName=Barracks-1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2000.0 CollisionMesh=HotDog_Stand_col.lod DestroyedEffect=SmallFire DestroyedModel=HotDog_Stand_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Hangar03 FullName=Hangar03 ModelName=Hangar03_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=2 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6000.0 CollisionMesh=Hangar_4_col.lod DamagedModel= DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Hangar_4_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Barn DetailLevel=2 FullName=Barn ModelName=Barn_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 As I finish others, I'll post them, just in case anyone is in need of them. These work in FE2, not tested in FEG, or SF2, if you wanted to use them in those, you might have to make changes, especially to the destroyed models, etc.
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2 pointsen realidad mis modelos apuntaban a un mod luftwaffe 1946+, el TA-152 No hay faltante, pero con algunas modificaciones a puro ojo cortando y soldando vértices y sin ningún plano logro esto FW190A.bmp
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2 pointsok i got it to work , problem is that you have to renumber your StationGroupID so that the left and right inner pylons have there own ID number , this may work on A-4 or A-7 but not on aircraft like the F-4 because there are all StationGroupID used already dont know if it is worth the work ???
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2 pointsI'll also release a graphics pack, with templates and the Photoshop art (with layers). You can have a great time making new skins.
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1 pointWith Atari's Video Computer System (2600) having hit its 40th anniversary sometime between August and September this year, I thought it would be a little fun to do a review of a new "homebrew" game for the system. AtariAge.com released "Scramble" by Champ Games for Atari VCS this year, four decades after the system first hit the streets, and it's quite an incredible game. Play with either the Atari Joystick or a Sega Genesis Gamepad - Scramble is programmed to discern between the two. Read on to learn more! “Scramble” for Atari VCS is a port of the 1981 arcade game of the same name by Konami, designed and programmed by Champ Games, and published by AtariAge.com. It was released through AtariAge in July of 2017, one of seven new homebrew games which were released for the VCS this year – 40 years after the system first hit the streets (semi-officially on 11 September 1977; local stores nearby Sunnyvale, CA had the system advertised as early as 1 August of that year). It is a side-scrolling space shooter with 99 run-throughs and incremented difficulty. Under the Hood: Stars, bullets, and blasts, oh my! Scramble is an incredibly well executed port, especially given the limitations of the VCS. It is a 32K game that uses the Display Processor Chip-Plus (DPC+) to assist the VCS’s 8-bit 6507 CPU. The practice of adding extra chips to game boards was popularized by Nintendo (think Star Fox and Yoshi’s Island), but was pioneered by Activision for the game Pitfall II: Lost Caverns (1984) for Atari VCS. Developed by David Patrick Crane (interesting how the chip was named, isn’t it?), the DPC helps return processing cycles to the 6507 CPU, while also enabling 3-voice, 4-bit digital sound. Effectively, the DPC increases the number and quality of sprites that can be drawn simultaneously, as well as improving the quality of sound that the VCS can produce. The modern “Harmony” and “Melody” chips used in many homebrews include DPC+ mode, which further improves upon Crane’s DPC. While not all homebrews utilize DPC+, Scramble takes full advantage of it, and the results are impressive. Graphics, Music, and Gameplay: In Atari's heyday, a title screen with selectable game settings was unheard of. It is actually fairly common in today's homebrew games. Akin to the arcade, Scramble shows a "splash" screen as well as the point values for each target, and high-scores screen. Note the game's code was completed in 2016; it was not available in cartridge format until this year. At power up, Scramble features a starting screen akin to the arcade original, where the player may select difficulty (Novice, Standard, Advanced, or Expert), view the high score table, and is also shown the point value for each target destroyed (also displayed in the arcade game, and akin to Robotron 2084, Defender, etc.). When the player begins, the game opens with the original arcade stage music, albeit not quite as deep and booming as the coin-op version’s. The other arcade sounds are there as well. The bombs make the classic whistle as they fall, the multi-part explosions for fuel tanks, bases, and the player’s ship are intact, and the UFOs have their own wobbly noise in line with the original. As with the arcade game, there is a limit to how many sounds can be played at once, so if the screen gets particularly busy, some will cut out (e.g., bomb whistle) until things calm down. From a graphics perspective, Scramble is up there with the best of them. The colors are vivid, especially when playing on a CRT television (even the screen captures don’t do it justice, since they grab the signal before the TV displays it), and although the graphics are not quite as good as the arcade’s (more on this later), the game is simply gorgeous. The map is practically identical in layout to the arcade, the number of sprites on the screen is astounding for a VCS game, the stars sparkle in the background, and screen flicker when multi-color sprites overlap (think about the ghosts from Pac Man) doesn’t impact gameplay (indeed, when you're in the heat of battle, it's almost unnoticeable). At certain points on the map more than 6 sprites can be on the same scan-line, including the player’s multi-colored sprite, bullets, and bombs, and the screen flicker has no bearing on gameplay in any way. Such a display could even make an NES slow down and flicker (Technodrome in TMNT, anyone?). The game supports 2 bombs and 3 blaster shots simultaneously, allowing for up to 5 offensive shots on the screen at once. Bombs dropped from high altitude take a while to fall, however, so your bomb release rate typically drops the higher you are. Every time you complete a stage, making it through the “Base” section at the end of the run, you start at the beginning at higher speed and with tougher enemies (akin to the arcade). Another challenge is your fuel supply. At lower difficulties, fuel consumption is lower, but in Advanced and Expert, you have to take more risks to ensure you shoot the fuel tanks (labeled with an "F") to keep enough gas to get to the end of each stage. Sometimes, you'll have to swoop down and engage with blasters, even if it means putting yourself in line with a missile or meteor. The game supports 99 play-throughs. Admittedly, I’ve made it through only 3. On "Expert" difficulty, the UFO's fire back, and some of the rockets seek the player. This shot also shows the variety of multi-colored sprites supported simultaneously, even on the same scan-line, and the number of player shots that can be displayed simultaneously. Note the fuel tank at the bottom left of the stage. Controls: The stage constantly scrolls to the right, while the player’s controls are unlimited mobility top-to-bottom, and up to half-screen left-to-right. That mobility is especially necessary in section 5, where the player navigates through the opening of the final base, and getting the ship to the right place at the right time is absolutely paramount to success. Scramble is also one of a handful of games for the VCS which supports more than a single button on the controller. Long-time fans of Atari may already know that the VCS is compatible with the Sega Genesis gamepad controller in place of the Joystick (it won’t work for the analog Paddle or Driving controllers). The VCS recognizes the d-pad for directional input and the “B” button in place of the standard joystick button. Scramble was programmed to check if a Genesis controller is connected to the Atari upon power-up. If detected, the game allows for the use of the “C” button to drop bombs, and the “B” button to fire the ship’s blasters, giving the player more control over their shots. If a standard Atari Joystick is plugged in, the button will fire both bombs and blasters simultaneously, which is still easily playable. Excepting at higher difficulties, the extra control from the Genesis gamepad is really a nicety, so don’t sweat it if you don’t have one. If you need to take a moment away, the game also has a pause feature, which is highly uncommon for Atari games. In the case of Scramble, flipping the Color/Black and White switch on the console will pause or un-pause the game. Positioning can be paramount - immediately after this still-frame capture, I crashed into the fuel tanks. Differences from the Arcade: As one would expect when bringing an arcade game to Atari, there are a few differences from the original. The fine detail isn’t quite there on the Atari port – for example, the bombs are little squares instead of the arcade style sprites with fins and tubular body, the ship exhaust is monochrome, and the sprites themselves have less detail. As mentioned above, the sound isn’t quite as “boomy” as the arcade version, although it is highly faithful. The terrain isn’t in solid colors like the arcade, rather, it is constructed using colored lines. Even so, this is a damn-close port, more faithful than many of the best ports on Atari across the 1970s and 1980s, and although higher fidelity is now fairly commonplace for 21st Century homebrews (e.g., Juno First, Pac Man 4K, Chetiry), Scramble is a cut above. It captures the arcade original’s gameplay with what are, frankly, minimal sacrifices to complete the port. Flaming meteors in stage 3. A bit tricky in higher difficulties to keep fuel levels up. Purchasing Options: Scramble comes in either NTSC (North/some of South America, Japan) or PAL60 (most of Europe, some of South America, Asia, and others) format, boxed with an instruction manual and poster to hang on your wall for $50. The big question is: is this game worth almost the same money as the latest triple-A first person shooter? For a serious collector, the answer is absolutely yes. It is one of the finest arcade ports ever to reach the Atari VCS and is quite a bit of fun. With 99 play-throughs, you’ll be playing for a while, too. That said, if you’re a casual classic console collector, capping most purchases below the $25-30 range, the $50 price tag is a little steep, and the programming marvel that is Scramble is probably not worth the asking price for three reasons. First, odds are you can find the arcade ROM and play it in its full glory through a Multiple Arcade Machine Emulator (MAME) for free…legalities of doing so aside. Second, the binary file is available at AtariAge by the programmer, and if you own a Harmony Cartridge, you can download it and play it on your console (or PC through the Stella emulator) for free. Third, Scramble is not yet available in “Cartridge Only” format, so the price is what it is, and probably won’t drop any time soon. If it does become available as Cartridge Only, the asking price will likely be closer to $20-$30, which is much more acceptable for a casual collector, and certainly worth the money. If you have an AtariVox voice synthesis module/memory card, the game can keep track of more scores. On-board memory is enough for the top 10 until you reset or power-off the game. The AtariVox will keep the scores saved indefinitely. Final Thoughts: All in all, Scramble is a wonderful game for Atari VCS (2600), and an exceptional example of what the system is truly capable of producing graphically and audibly 40 years after its release in 1977. It is a must-have for the serious collector, and should be a first-look for casual collectors if and when it gets released in cartridge only format. Have you played Atari today? -"Caesar"
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1 pointThe difference between ANSI formatting of the LOD or Unicode formatting of the LOD. 1stGens can't see Unicode LODs.. SF2 is Unicode, but reads both. FE2, iirc, also used unicode for the stock lods. 3rd party users (may) have the choice when exporting to use either. What I"m not sure of, is the "latest" TW Exported for MAX still give you that option. (never got mince set up!) in any case, these China Skies birds look awesome!
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1 pointThanks for clarification Sun, a bit sad to hear that, but I respect it.
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1 pointI have the max files, but in my opinion as one of the original Mirage Factory who worked on it, this and any other MF work should now stay for SF use only, there's a lot of work been done to them since Oli passed away.
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1 pointStratos if to have a Jaguar A here if its to make a M i would gladly help whit that!
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1 pointany chance for the 190A series??? The one's we have, are from 2005, and are badly in need of updating!! these look GREAT! Can't wait to add them to my ETO mods folder!
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1 pointThe link to the DEM site in my old terrain making tutorials seems to be dead. Thats why here a working new link: http://www.webgis.com/terr_world.html
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1 pointthere is only one solution for the rocket pods , one left and one right pod assembly i have them finish i just have to create a new weapons ini for them , if i find some time for it
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1 pointThanks. VonS likes it too, and intends to make an exceptional FM for the model. More shots - click to view hi-res images.
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1 pointJungle Scooters - Almost done. I will also upload the D-704 refueling pod tomorrow.
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1 pointHello, Fulcrum in action... I would like to create a NKAF Fulcrum pack so I would like to add Odd Rods IFF systems... do we have these antenna by Fakepilot method ?
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1 pointHello guys, In the next few months we're going to start to upload new versions of the already available aircrafts and also brand new ones. So stay tuned for more informations. First upgrade : the Mirage F-1CG. (see the readme for the changelog) Enjoy
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