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Showing most liked content on 11/09/2017 in all areas
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7 pointsSome Israeli choppers... Tzefa and Saifan Tzefa and Anafa Training Day Border Police Yasur
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6 pointsIf you have YAP’s Drug War you have access to the Bell 206B. What you also have access to is all of the textures/skins for the stock FSX Bell 206 because the mapping is the same. All you have to do is download a texture from a FSX site like Avsim.com or Flightsim.com and then convert the file called Bell_206B_T from a .bmp or .dds file to a .tga file (I use a free program called DXTBmp for this) and rename the file remapbell.tga and put it in a skin folder together with an appropriately worded textureset.ini file. You can fly the Bell 206B in your SF1 and SF2 installs, and with so many skins out there it should see a lot of action.
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4 pointsSame model that came out off site a couple of years ago? from the Gulf... Taz and Ms Taz. same plane. always do your homework kids!
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2 pointsI spent quite a while playing with battle fields when I was doing to the Vogesen2 terrain. I was not able build an emitter that would work intermittently. Later, I made some craters that have smoke coming out of them, they work continuously and do add some effects to the battle field. Gterl and Quack have each figured out a solution. I came up with a third option, so you have a choice (maybe you can mix them.) In my experiments, the field guns and infantry would only "see" objects that the game engine places in the terrain. They don't seem to "see" targets placed in the Target.ini. Maybe this is a limit of FE1, I don't know if it's the same in FE2. In Vogesen and Galicia, I was able to place an AA gun behind the lines (theTarget.ini defines a location and the game engine picks a gun and places it) The guns from the target.ini see it and shoot at it. (But they don't see enemy infantry and field guns.) With some experimenting you can find a place where it's too far to get hit, but close enough that the other guns see it. The field has to be pretty flat, if there's a hill between them, or if one side is much higher than the other, they don't shoot. I was able to get some pretty active battle fields (check out Vogesen2 and Galicia2.) You see a lot of tracers, and explosions where the field gun shells hit the ground. I made a rail mounted artillery gun and Geezer made some artillery guns. Those will shoot at a balloon, so they will be elevated when they shoot. Again, you need to experiment with distance and placement of the enemy balloon before the guns will see it, but not be able to hit it. You'll see the guns shooting, but the explosions where the shells hit are quite a distance away and you may not even see them. For Collisions, Wrench is right, the things placed in the tod don't detect a collision. (this includes the trees and most of the city and farm buildings.) This is built into the game engine and can't be changed. Things placed in the Target.ini will detect a collision. In the Types.ini, some objects declare a "CollisionMesh" (which is an LOD.) But not all of them do, so I don't know if you need to have one or if it uses the original mesh unless another one is specified .
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2 pointsSeems you found the solutions to your problems in PM, just in case you didn't, and in public so other people can benefit if they find this thread with the same concerns : 1) Mue's LODviewer doesn't degrade the rendering of the models, what's missing is some tricks in texture rendering, as well as normal and specular maps (but that's less of a problem in FE). 2) You can rotate the models by keeping ALT+LeftMouseButton pressed while moving your mouse around. 3) You can translate the models by keeping SHIFT+LeftMouseButton pressed while moving your mouse around.
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1 pointThe best way to find the perfect car is to go to the showrooms. Take a seat in the car and ask yourself how it feels. If it feels good then ask for a testdrive. If driving the car feels good, then it is a good solution. If you enter a car and you feel "Thats it!" then you have found your perfet car. Its only a question of feeling.
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1 pointYou had no idea that the USAS possessed such weapons in 1917. But, yes, SF2 afterburner effects work in FE2.
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1 pointYes, Stephen, it was your smoking craters that started me thinking about this in the first place, along with the light emitter from the lighthouses in Korea. My mind often puts disparate things together; it's part of the psychosis. Then again, these juxtaposed things often don't work together, and that's probably the case here, because of the way the game engine works. One odd thing I noticed using Mue's Cat extractor, FE2 seems to contain all the effects from SF, but they may be turned off in FE2. It''ll be interesting to see if they are. Time to break a few eggs.
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1 pointYou don't need to extract them to view them, if what you are after is indeed just an asset viewer, Mue's tools work for FE too, last time I checked : However, if you are after real extraction to modify the models, then you'll get no help from this part of the community; it's possible, the tools exist somewhere, but it opens the gate to people stealing other people's hard work and is frowned upon around here.
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1 pointAll good food for thought and yes my needs will dictate decision. Kids, gotta haul them little buggers around safely since I can't strap them to the roof rack. I like toys, speed, and minimal carbon footprint. I'm really leaning toward a Tesla S Model but I'm having a hard time convincing myself I need the price. I've looked at most higher end sedans and crossovers and I really enjoyed the Lincoln MKT, again a bit pricey but it literally had everything I want (minus the self drive of Tesla) thing with the Lincoln is that it doesn't hold a residual value very well. MB S series, BMW 5 series, and Audi A7/S7 also nice contenders. I have to admit I have not looked at the Volvo so that's a great suggestion that I'll go do. If I could get a Tesla X with Toyota's hydrogen fusion engine this would not be up for debate. Until then I'm half slung on the proverbial commode. Wait or pull the trigger. Check the man card or get a sleeper. Side note the new Cadillac CT6 is pretty tasty but the Cadillac holds a worse residual than the Lincoln. Insurance isn't that big of deal. I routinely switch between Amica, Liberty Mutual, and State Farm to get on their lowest rates and save tons of money for great policies. I'm all over the Aventador if they'll make a sedan version.
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1 pointAbsolutely rubbish list. I'm waiting to buy the Lamborghini Aventador SV once I get access to my trust fund. Next summer.
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1 pointHopefully my day job as an automotive market analyst can finally come in useful... 1. Which bodystyle do you prefer? Sedan? Coupe? Cabriolet? SUV? Crossover? Shooting Brake? Hatchback? 2. Premium / non premium brand price point? 3. Buying outright? PCP? PCH? Lease? Bank Loan? If so, what's your monthly Total Cost of Ownership budget? 4. Powertrain / fuel type? Diesel / Petrol / Plug-in Hybrid / Mild Hybrid / Battery Electric? 5. Any specific features? Panoramic roof / Connectivity (remote start, Apple Carplay etc) / Advanced driver assistance (lane keep etc)?
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1 pointThanks for your comments, gentlemen. I've been reading VonS's posts in another thread about environment tweaks. I'll try changing the fog and sky color settings. The purple band doesn't bother me too much, although sometimes it's much more pronounced. My question was why does the game only use the sky mod sometimes, while other times it reverts to the stock sky. I noticed in the terrain ini that the weather chance settings did not add up to 100. I adjusted the numbers and the problem seems to be fixed.
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1 pointEarly Access review: You may be aware that CAP2 V810.4 is now available in the Steam beta branch. You can read more about the update here. We will push the beta over to the default branch once we’ve ironed out any issues using the initial feedback. How to access the beta Right click on the game in your library and select properties. Then go to the beta tab and select the beta from the drop-down menu. Please note, the VR beta is still the old version. We will however be enabling this very shortly, we will drop you a line when we do. If you don’t yet own CAP2 you can get it here. We need your feedback Whether you are new to CAP2 or are just downloading the latest patch, we want your feedback. Here’s how to give it: Reviews: If you are enjoy/are enjoying CAP2 we would appreciate a quick Steam review as this massively increases visibility within the store and helps spread the CAP2 word. Bugs: Please report all bugs in the main bug thread as this speeds up development and helps us keep track of what’s been reported. For VR related bugs and feedback please use the VR Pilot's Lounge. Dev Sit-Rep: Keep an eye on this thread for what’s going on behind the scenes. MagsTV You may have seen the MagsTV video for CAP2 which is definitely worth a watch. It’s worth noting that we are taking the feedback at the end of the video into consideration along with player feedback and demand. As always, thanks for your support and patience, we appreciate it. Sim155 Ltd Early Access: Creating the game you want 'this is exactly the sort of sim I want to play and there's not been enough of them in recent years. I have feeling this will turn out cracking' 'I'm still having fun with it despite any early bugs which are being worked on and the Devs are closely working with the community feedback' 'in my opinion the Devs are the most active devs I've come across on steam addressing game issues and listening to those who are currently testing the game' 'from flying the Harrier what little I have SIM155 is going to knock it out of the park' 'I am really starting to like it after flying around a bit, can't wait to see how it will develop' 'showing a lot of promise. Buy it if you want to support development' UNSUBSCRIBE - If you want to unsubscribe from these emails please respond to this email, inserting 'UNSUBSCRIBE' in the subject box. Sim155 Ltd | 38 Westminster Oval | Stockton on Tees | TS20 1UX | United Kingdom Reg in England No: 5722013
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1 pointThank you gents'! What a pleasant surprise - it's always a pleasure to work on FE2. Lots more FM tweaks to other plane types coming up and will also continue testing the possibility of including vertical winds or turbulence into the sim, also negative G effects on the engines. FE2 is a great sim and very mod-friendly! Happy flying, Von S
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1 pointThe tiles are not the problem in terms of feasability. The issue is with the TOD files (amount needed). Creating TOD files is a nightmare..compared to this task it's rather easy to produce a set of nice looking tiles.
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1 pointSuccessful over-compression of the late Spad 13 (235hp variant), Se5a (Viper), and Ansaldo SVA.5 now completed. Detailed stats follow below, and a ver. 9.0 update pack is soon to follow. Also I'm happy to see that the altitude tests are not far off from some of the numbers, for example, that the venerable Dan-San Abbott had posted on TheAerodrome.com: http://www.theaerodrome.com/forum/showpost.php?p=492512&postcount=3 Stats. in FE2 for the Viper-powered Se5a, with a slightly high compression ratio of 5.6:1 100% throttle @ near sea-level: 228kph 85% throttle @ near sea-level: 222-3kph 100% @ 1500m alt: 223-4kph (often-cited top speed) climb @ 85% throttle in 120s kph to about 1100m: 4-5 m/s climb @ 100% throttle in 120s kph from about 1500 to 4000m alt: 5-6 m/s 100% @ 3000m alt: 212kph 100% @ 4000m alt: 200kph 100% @ 5000m alt: 187kph 100% @ 6000m alt: 134kph (noticeable drop off since exceeding ceiling here) 100% @ 6050m alt: 70s kph (drops quickly to 60s kph and into a spin) can attain about 440kph in a dive with engine full on (good stats., comparable to the nearly "300mph" in a dive as reported figure; 440kph is about 275mph) Stats. for the Spad 13 (235hp), with a slightly high compression ratio of 5.6:1 100% throttle @ near sea-level: 222kph (close to sometimes-cited top speed) 85% throttle @ near sea-level: 213kph 100 % @ 1500m alt: 215 kph (close to sometimes-cited top speed) climb @ 85% throttle in 130s kph to about 1100m: 4 m/s climb @ 100% throttle in 140s kph from about 1500 to 5000 m alt: 4-5 m/s (starts to stall if climbed below about 120kph) 100% @ 3000m alt: 207kph 100% @ 4000m alt: 196kph 100% @ 5000m alt: 184kph 100% @ 6000m alt: 173kph 100% @ 6930m alt: 142kph (noticeable drop off since exceeding ceiling here) 100% @ 6960m alt: 117kph (on verge of stall/spin here) can attain about 445kph in a dive with engine full on (good stats. again, comparable to historical notes on the type; this one doesn't break when pulled out of a dive that fast, although there is creaking of the frame; the Se5a does lose some of its wings if pulled out roughly at these speeds...see notes on how to "really dive" in the Se5a, available on the internet; watch for one buckle in the wings said the flight commander, two buckles getting close to 250mph, etc., three buckles and away the wings go) Stats. for the Ansaldo SVA.5, with high compression at a ratio of 6.0:1 100% throttle @ near sea-level: 232kph (close to sometimes-cited top speed) 85% throttle @ near sea-level: 226kph 100% @ 1500m alt: 229kph (close to often-cited top speed) climb @ 85% in 120s kph to about 1500m alt: 4 m/s climb @ 100% in 130s kph from about 1500 to 4000 m alt: 5 m/s 100% @ 3000m alt: 217kph 100% @ 4000m alt: 203kph 100% @ 5000m alt: 190kph 100% @ 6000m alt: 179kph 100% @ 6340m alt: 111kph (noticeable drop since exceeding its ceiling here, stalls/spins easily at this height) can attain about 430kph in a dive with engine full one (doesn't lose wings when pulling out roughly, but frame does creak) Happy flying, Von S
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1 pointA new Pfalz Dr.1 model sure would be a great addition to FE2, but take your time on the model if you decide on it Geezer. I'm sure the final product will be amazing. My modified FM for the Pfalz Dr.1 is a major overhaul - it incorporates the modifications to the airfoils for the D.III/IIIa, among other changes, that file itself being an overhaul of the Alb. D.V FM. I'm sure the data ini can be used with a new Pfalz Dr.1 - might only require a change to the rolling radius for the wheels and coordinates to the tailskid, so it sits on the ground properly, and maybe adjustments to the center of gravity, for a proper view from the cockpit. Happy flying, Von S P.S. Speaking of FMs, it shouldn't be too much trouble to re-work my Pfalz Triplane FM into one for the Pfalz D.VIII (removal of the middle wing, changes to weight, also power output, etc., the D.VIII being powered by the uncompressed version of the Siemens-Halske 11-cyl. rotary). Will get to that once I finish with the Caudron R.11 FM.
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