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Showing most liked content on 10/12/2017 in all areas

  1. 5 points
    MiG-21UM Rework: will include minor Texture update, data edits & some new loadout options.
  2. 3 points
    Got the 3D model mapped and put together, but still lots of stuff to do before it can fly.
  3. 3 points
    Got a lot of details done, particularly the bracing wires. The inner wing bays used double bracing wires, and some were sheathed in wood fairings, possibly to damp vibration. Click shots for hi-res images.
  4. 3 points

    Version 1.0.0

    421 downloads

    ____________________________________ Bo-105 PaH1 Addon for SF2 series ____________________________________ General: -------- Since 1979, the German Army received 212 PAH anti-tank versions and 100 M-versions as liaison and observation helicopters totaling 312 Bo 105s. The helicopter was retired from German Army service on 13 December 2016 with an 18-aircraft formation flyby from their base in Celle. (source:wiki) Installation: ------------- Unpack the files, read the Bo-105_README.txt! Drop all files into your mod folder the way they are setup in this pack. If you are unsure about the way how mods are installed, check the knowledge base at CombatAce! Model features: --------------- + German Armyy Helo crew models + AN/AR 54 CM Dispensers. Never mounted, but stored for serious case. (Info by Ex PAH1 crew) + HOT missiles. The tubes are part of the model, as they were not jettisoned in real. Credits: -------- Kesselbrut for his Gazelle cockpit, i borrowed for this.
  5. 2 points

    Version 1.0.0

    578 downloads

    ____________________________________ A400M Addon for SF2 series ____________________________________ General: -------- The Airbus A400M Atlas[3][4] is a multi-national, four-engine turboprop military transport aircraft. It was designed by Airbus Military (now Airbus Defence and Space) as a tactical airlifter with strategic capabilities to replace older transport aircraft, such as the Transall C-160 and the Lockheed C-130 Hercules. (source:wiki) Installation: ------------- Unpack the files, read the A400M_README.txt! Drop all files into your mod folder the way they are setup in this pack. If you are unsure about the way how mods are installed, check the knowledge base at CombatAce! Model features: --------------- + Paradoors are set as bomb bay + Paratroopers and Freight Palettes like in my C-160D + Counter measures are just a guess. Open the bay (Shift+8) before use. + Shift+7 for Formation Lights. + Shift+6 shuts down outer engines for taxi. Credits: -------- Dels for his Hercules cockpit, i borrowed for this.
  6. 2 points
    I read somewhere that the first experiments with 100+ octane fuel were done by the Brits in the 1920s. Their specific focus was wringing the most performance they could from experimental engines for the Schneider Cup competitions, not everyday use by commercial or military customers. Mass produced 100+ octane fuel for everyday use was not developed until the 1930s, and required concurrent improvements in engine technology.
  7. 2 points
    Both gunners' stations could cover portions of the other's field of fire, but code limitations will probably prevent simulating this feature.
  8. 1 point
    A pair of F2H-2s from CVA-39 Lake Champlain fly a strike mission against an airfield runway with F9F top cover.
  9. 1 point

    Version 1.0.0

    158 downloads

    This cockpit will convert the stock First Eagles AEG G.IV from an AI plane into a flyable plane. The cockpit features fully functional gauges, throttles, rudder control, and stick. Acknowledgement About 10 years ago, ravenclaw_007 made the AEG G.IV flyable by making a cockpit using the cockpit from the SE5a. My thanks to him for leading the way. Installation Instructions for both FE1 and FE2 If you have already installed ravenclaw's version, you should delete the two ini files ("AEG_G4.ini" and "AEG_G4_COCKPIT.ini") before installing this version. If you still have the stock version, this install will replace the original AEG-G4.ini file. You should make a backup in case you want to revert to the original AI version. Open my "AEG_G4" folder and place all the files - 1 folder and 2 ini files - into your "AEG_G4" folder.
  10. 1 point
    ADVICE FOR NORTON ANTI - VIRUS USERS The other day I spent an hour or so online browsing and checking into my regular websites. When I switched my computer on the following day I found out that my NORTON settings for Tamper Protection, Anti-Virus and Firewall had been turned off. Yet I was the only person using the computer that day. Somehow my NORTON settings had been accessed and turned off. I was unable to re-set NORTON manually and had to connect to the NORTON server to get it back up and running. I guess the advice I am offering is to go in and check your NORTON settings yourself on a regular basis to see if anything has been altered or changed without your knowledge or input after spending some time online.
  11. 1 point
    A F4C with 15 miniguns !!!! Anyway, nice F4 pictures : http://www.8tfw.org/pages/philics.htm
  12. 1 point
    There's a little quick-mission editor by Nippy available in the download section for FE1 and FE2. It's basic, but allows one to select an opponent.
  13. 1 point
    So do I I wish we had the same as for SF2 at least
  14. 1 point
    Great work Flo! Thank you very much!!!
  15. 1 point
    B-26B 13th BS, 3rd BG, Korea 1951 (WIP; original skin by Allenjb42)
  16. 1 point
    So unexpected, thanks !!!
  17. 1 point
    still WIP, but it is the same skin for those with better eyesight, this mod brought to you by Donna Summers.... or the ANG comes out to play
  18. 1 point
    Amazing work, a really interesting plane!!!
  19. 1 point
  20. 1 point
    VonS plans on spending lots of time to make the FM. Historically, the R.11 had nice handling qualities - for a big twin engine aircraft. Adapted some stuff I already had to make the Darne-built Lewis gun mounted on a TO4 gun ring.
  21. 1 point
    Hello fellow flyers, If you've downloaded the Gotha FM tweaks, here's some info. to get the gunners a little more aggressive, and also so that their feet don't stick out of the fuselage. Under the AIData section, comment out the following three lines: GunnerFireChance=80 GunnerFireTime=2.5 GunnerAimOffset=0.0050 Add the following for the front gunner entry, under Crew (paste over old entries and add the new ones): GunRange=600 PitchAngleRate=35 MaxPitch=15 MinPitch=-15 DefaultPitchAngle=5 YawLimited=TRUE YawAngleRate=40 MaxYaw=100 MinYaw=-100 DefaultYawAngle=0 GunnerFireChance=70 GunnerFireTime=0.5 GunnerAimOffset=0.07 GunnerAimAccuracy=60 For the back gunner, use (again paste over old entries and add the new ones): GunRange=800 PitchAngleRate=35 MaxPitch=15 MinPitch=-15 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=50 MaxYaw=225 MinYaw=-225 DefaultYawAngle=180 GunnerFireChance=80 GunnerFireTime=0.7 GunnerAimOffset=0.080 GunnerAimAccuracy=70 They are fairly accurate with those entries and the Gothas put up a nice challenge... (will roll these little tweaks into a ver. 9.0 of the FM update pack...in the meantime there it is). Happy flying, Von S
  22. 1 point
    Got more work done on the Caudron.
  23. 1 point
    Hello again flyers, Well the A-Team Gotha has finally had its FM retweaked - did a major overhaul and further subdivided the types into the G.II, G.III, G.IV, and G.V. The III, IV, and V have the same over-compressed Mercedes IVa that the AEG does (posted above). The G.II gets the inline 8 Merc. IV with about 280 hp and the long crankshaft susceptible to breakage (a new sound for the inline 8 is included). Stats. are as follows: G.II top speed 148 kph near sea level (as historical) climb rate about 1.5 m/s @ 100% throttle at about 120 kph G.III 142 kph @ 100% throttle // 137 kph @ 90% throttle, near sea-level climb rate to 1000 m at 90% throttle is 2 m/s in 100s kph 1000 m alt: 136 kph @ 100% throttle (its historical top speed) G.IV 140-141 kph @ 100% throttle // 137 kph @ 90% throttle, near sea-level climb rate to 1000 m at 90% throttle is 2 m/s in 100s kph 1000 m alt: 137 kph @ 100% throttle (very close to historical top speed) G.V 142-143 kph @ 100% throttle // 138 kph @ 90% throttle, near sea-level climb rate to 1000 m at 90% throttle is 2 m/s at about 110-115 kph 1000 m alt: 140 kph @ 100% throttle (its historical top speed) - the G.II/III are easier to break than the IV/V - the G.IV is the best handling of them all - the big ailerons tend to give side-slipping more than turning ability (use rudder and slight opposite aileron in turns); sometimes you might need correct aileron to enter a turn but then have to go opposite aileron, otherwise you will slip into a descending stall; also you'll notice how the types tend to swing (with the long wingspan) after a turn is completed, for a while; this can be countered with opposite rudder but eventually disappears on its own; the G.IV is the most tamed of the types; open throttle to 100% beyond 1000 m alt. to take advantage of the over-compression on the III, IV, and V; 90% throttle is fine for climbs to 1000 m on these types; the G.II with its inline-8 climbs best at full throttle - the Ottomans may have had a G.III or IV in their collection; the Eastern and Balkan fronts had the G.II and III types; the Western front had the G.IV and V (bombing of London and other cities); a few G.III types were also on the Western front; the G.IV served until the Armistice; the G.V was taken out of service by the summer of '18 (Va and Vb variants followed); the Italian front saw a few of the G.IV types (I will update these little things for a formal roll-out of the ver. 9.0 FM and Realism Pack) - the types stall below the low 90s kph and fall into a spin; stalls occur already at about 100-105 kph in tight maneuvers - take offs are best when you pass about 120 kph - avoid rough maneuvers if flying with AI Gothas since some of the earlier types (the II and III) might fall into stalls/sideslips while trying to imitate you (flying these is risky business, as historical) - have included subtle vapor trails from the two engines, to make side-slipping/swinging more noticeable and easier to correct Happy flying, Von S [Files included in ver. 9.0 and later of my FM updates pack.]
  24. 1 point
    I'll need to make a cockpit - they often take as long as the airplane. Click for hi-res.
  25. 1 point
    Fooling around with 5-color lozenge camo.
  26. 1 point
    A few more shots of the standard factory color scheme. VonS is pretty much done with his outstanding FM - it even simulates the historical tendency to sideslip in tight turns. Now, I have to finish the art and the LODs, plus some other tedious chores before it can be released. Click shots for hi-res images.
  27. 1 point
    This is an dev Blog Update from the il2 Development Team from August, i will post frequently the new il2 Dev updates here to keep you guys informed. (Im not a part of the Dev Team, but im a supporter and a great fan of this series) They will expand to the pacific next year, until this, they will finish the new great Battle for Kuban! To find some Dev update pics, follow the Link bellow Here you have a preview of the Kuban map, already available for the BOK "Battle of Kuban" Preorder. https://il2sturmovik.com/ Hello Everyone! We approach the next milestone. Tomorrow we plan to begin testing if the release candidate version 2.012, which, as we said earlier, will include very significant innovations like: - German twin-engined attack aircraft Hs 129 B-2, - Kuban map; - New technology of shadows with extended range, clarity and detail in the cabin and flexible settings; - The updated flight model of all the aircraft of the IL-2 project, the planes will be more stable in the airflow, more properly respond to glide and a huge number of other changes in the flight physics; - Improved morning / evening mist visualization; - Improved visualization of armored glass on all aircraft of the project; - Updated set of official aircraft colors Bf 109 F-4 and Ju 87 D-3. Speaking of the plane Hs 129 B-2, it should be noted that this is an extremely interesting aircraft with many features. Firstly, this is the first twin-engine single-seat aircraft in our project. Secondly, it is equipped with French production air-cooled engines Gnome-Rhone 14M, with automatically adjustable oil coolers and a constant speed screw (2750 rpm) with the possibility of manual direct control of the pitch of the screw and the mode of feathering. The airplane is equipped with flaps with a hydraulic smooth extending system, which includes a special metering cylinder for extending flaps right to intermediate take-off position. In the cockpit there is a folding armored seat for easy getting in the aircraft. The instruments for monitoring engine parameters are installed directly on engine cowls, outside the cabin. Front firing weapons of the aircraft are installed in the central part of the fuselage, behind the cockpit, and fire through special channels along the sides of the cabin. Despite the tightness, the configuration of the cockpit canopy provides the pilot with an excellent front-to-bottom visibility, which is extremely important for the attack aircraft. Collimator sight is installed very unusually - outside the canopy, in front of the armored windscreen, which is also unusual in itself because it has a curved shape with a multilayer structure. The "Revi C/12D mit Zieleinrichtung" gun sight is equipped with a special mechanical sighting device for level bombing at fixed altitudes and speeds; How to use it in detail is shown in the images below. Well, finally, this is the first aircraft in our project that carries 30 mm cannonin the form of an optional under-fuselage mounted gun MK 101 or MK 103. Also a under-fuselage gunpod with 4 MG-17 machine guns can be mounted, bringing the total amount of front firing weapons to 8 with a common rate of fire up to 9200 rounds per minute, and ammunition up to 6,500 rounds. In total, version 2.012 will be one of the most important milestones in the history of the Il-2 project. Of course, with so many changes, there may be some shortcomings that we weren't able to find during testing, but we hope that their amount will be minimal and will not hamper the pleasure that you will undoubtedly get in the process of getting acquainted with this update. Here you can find the Dev Blog below: https://forum.il2sturmovik.com/topic/30723-developer-diary-part-169-discussion/
  28. 1 point
  29. 1 point
    Hello FE/FE2 flyers, Inspired by Stephen1918's fine-looking cabin for the AEG G.IV, I've now tweaked its FM to include proper, subtle over-compression of the Mercedes IVa engine that would have been installed on it. Historical stats. for the IVa engine are as follows: - typical output of about 252-260 hp at 1400 rpm - if full-throttle with over-compression, about 268 hp, to be used above an alt of about 1200 m Stats. for the tweaked data ini are now as follows: - 168 kph near sea-level at full-throttle with over-compression - 146-7 kph cruise speed near sea-level at about 80% throttle - 80% throttle gives a steady climb rate of about 2 m/s in the 120s kph, and can be held that way to about 1000 meters - open throttle to full beyond about 1000 m alt., to give: 1000 m: 162 kph @ 100% throttle (close to historical top speed for the type) 3000 m: 146 kph @ 100% throttle 4000 m: 140 kph @ 100% throttle 4500 m: 128 kph @ 100% throttle (noticeable drop off in top speed since this is its historical ceiling) 4580 m: 103 kph @ 100% throttle (anything higher in alt and it begins to drop into the 90s kph, stalling and shuddering) (a stable climb rate of about 2 m/s @ 100% throttle can be maintained in the 120s kph above 1000 m alt and to about 3000 m) - type holds its power well to about 4000 m alt. as indicated above; rudder and elevator are adequate; ailerons are numb, as typical of this big crate - also tweaked some of its inertia settings and stall/climb numbers for the airfoils (for more realistic stall speeds...performs best above 100 kph; also can attain dive speeds of close to 400 kph in the type but I wouldn't recommend it...see pics. below...had an engine fire and broke up when trying to exit a fast dive with engines full on) Happy flying, Von S [Files included in ver. 9.0 and later of my FM updates pack.]
  30. 1 point
    Stephen, why for you compel me to fly furniture vans... The cockpit is so good you have to fly it.
  31. 1 point
  32. 1 point
    Geezer's Large Industrial Objects: [TargetTypexxx] Name=Factory1 FullName=Factory1 Geezer ModelName=Factory1.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory2 FullName=Factory2 ModelName=Factory2.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory3 FullName=Factory3 ModelName=Factory3.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory5 FullName=Factory5 ModelName=Factory5.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory7 FullName=Factory7 ModelName=Factory7.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory8 FullName=Factory8 ModelName=Factory8.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory9 FullName=Factory9 ModelName=Factory9.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory11 FullName=Factory11 ModelName=Factory11.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory12 FullName=Factory12 ModelName=Factory12.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire
  33. 1 point
    Hi Heck, yes I remember reading that too - that over-compressed engines would overheat and cause cylinder damage, also damage of other components, if run at full throttle below about 1000m alt. It also depends on the fuel type used (as extensively debated over on TheAerodrome...I printed out that whole debate...makes for a nice, small book ). Fuel was low octane in WWI (octane ratings weren't even applied until after the mid-1920s I think)...ranging anywhere from about 50 octane to 70-72 octane for the "cleaner" stuff that was hard to come by, particularly for the Germans after supplies began to run short in 1918. Such fuel burns differently than high-octane stuff and would increase the temp. dangerously on over-compressed engines, at full throttle, below recommended alt. This is likely what the Entente found when testing such engines - since the Entente was using fairly low-compression, low-octane fuel. The Germans added benzole (synthetic additive, not benzine although they sound similar) to their fuels from about late 1917/ early '18, improving hp output of over-compression engines, and possibly not overheating as much if max. throttle had to be used below recommended alt. in emergency settings - although sources vary on this. Using high-octane, modern airplane fuel in such an engine might give different results, or the engine would just cut out if recommended throttle settings at low alt. were bypassed. Can't remember reading when 100-150 octane fuel became available, probably during WWII, although aero-engine technology by then was different and would utilize high-octane stuff efficiently. I'm theorizing here but it's possible that the best fuel for over-compressed WWI engines is what the Germans were using, fairly low-octane ("low burning") stuff with a synthetic additive thrown in to improve hp output, probably better than clean fuel with no additives for that kind of engine. The low-compression engines worked perfectly fine on the low-octane fuel, on the other hand. The Germans also had summer and winter mixtures of benzole/fuel, with more benzole thrown in for winter use, something like 60/40 for winter, and 30/70 or 40/60 for summer (less benzole in the summer I think). Von S
  34. 1 point
    The small objects group from Geezer's industrial objects. Out of time today. Work, work, work. Work, work, work. Hello boys. Have a good night's rest? I missed you... (my wife's hanging out, watching) More to come... [TargetTypexxx] Name=Shed1 DetailLevel=2 FullName=Shed1 ModelName=Shed1.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=Shed2 DetailLevel=2 FullName=Shed2 ModelName=Shed2.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=Wrhse1 FullName=Wrhse1 ModelName=Wrhse1.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse2 FullName=Wrhse2 ModelName=Wrhse2.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse3 FullName=Wrhse3 ModelName=Wrhse3.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse6 FullName=Wrhse6 ModelName=Wrhse6.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse8 FullName=Wrhse8 ModelName=Wrhse8.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Urban Block1 DetailLevel=1 FullName=Urban Block1 ModelName=Urban Block1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Urban Block2 DetailLevel=1 FullName=Urban Block2 ModelName=Urban Block2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0
  35. 1 point
    I was drawn to SFP1 by the F-4 Phantom. At the time early work in progress screenshots of SFP1 were being posted at SimHQ, I was flying Jane's USAF because it was the best option for the F-4/Vietnam era at the time. Wings Over Vietnam provided what I thought SFP1 should have been upon release: historical Vietnam map with carriers, the only thing missing was clouds. Wings Over Europe added clouds and the F-15A. But the user made addon, Korean Air War, was the outstanding centerpiece of the SFP1/WoX series. MiG Alley was the go to sim for the Korean War and allowed the player to experience the F-86, P-51, F-80, F-84, and MiG-15. But SFP1 KAW brought a much more up to date platform with superior modeling of everything except the gunsight. Fast forward quite a few years to the release of KAW for SF2. The terrain pushes the limits of what is possible in SF2. The available plane set is simply amazing. My preference is flying the Razbam F2H-2 payware addon aircraft, but the option to fly F7F Tigercats and F3D Skynights as night fighters isn't possible in any other sim. The experience is almost as good as possible on a PC at present. Only DCS World is poised to surpass SF2 KAW, but to date, no announcement has been made to support a Korean War map/objects and the only available flyable aircraft are the F-86F, P-51D, and MiG-15bis. Unless DCS decides to step up to the plate, I doubt there will be any combat flight sim that will surpass SF2 KAW in the foreseeable future. It is a shame that the Korean War isn't more marketable and that Third Wire never produced their own KAW product, but the free user made KAW SF2 would be hard to beat.
  36. 1 point
    Recently found a backup of an old project I thought I had lost some time ago. It's just a repaint of Marcelo's pit, but I can finish it, if you think it can be of any use to you.
  37. 0 points
    Thanks for the work you're doing! How I hate the limited mission editor of FE2!!!!
  38. -1 points
    View File Bo-105 PAH1A1 ____________________________________ Bo-105 PaH1 Addon for SF2 series ____________________________________ General: -------- Since 1979, the German Army received 212 PAH anti-tank versions and 100 M-versions as liaison and observation helicopters totaling 312 Bo 105s. The helicopter was retired from German Army service on 13 December 2016 with an 18-aircraft formation flyby from their base in Celle. (source:wiki) Installation: ------------- Unpack the files, read the Bo-105_README.txt! Drop all files into your mod folder the way they are setup in this pack. If you are unsure about the way how mods are installed, check the knowledge base at CombatAce! Model features: --------------- + German Armyy Helo crew models + AN/AR 54 CM Dispensers. Never mounted, but stored for serious case. (Info by Ex PAH1 crew) + HOT missiles. The tubes are part of the model, as they were not jettisoned in real. Credits: -------- Kesselbrut for his Gazelle cockpit, i borrowed for this. Submitter Florian Submitted 10/11/2017 Category Other Origin  


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