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Showing most liked content on 01/18/2018 in Posts
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10 points
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5 pointsis that a particular part of America? its a pretty big place i've heard mandatory screenie and a PSA (now why wont the game let me take a screenie of the loading process?)
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5 pointsLong ago, I used to do that kind of stuff professionally. I was a concept artist/designer in LA before I went back into aircraft engineering, ultimately retiring as a field service engineer for the Global Hawk, and also training college interns to make computer game models. Below is a marketing painting from 1979, done the old fashioned way - geometry, pencil, and paint brush.
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4 pointsAMERİCA1.2 80% of this map is over. if i can spare time i will share in a few weeks ..
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3 pointsWhen I retired four years ago, I decided that making digital aircraft would be a good retirement hobby.
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3 points
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2 pointsVonS sent some outstanding experimental shots that I just had to share with you guys. He is systematically tweaking files to develop a much improved environment for the new aircraft we are developing. The last two shots would look great over a muddy France!
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2 pointsjust getting all kinds of interesting scenes as i check my work....
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2 pointsHave a look at the cockpit of my Malaysian Skyhawks. I moved many things around to get the right look. You can move stuff around in several directions, but always 1 direction at a time. So just add the movements 3 times for the same type. Here's an example - the type is always the same, as is the nodename. Arresting Hook Lever in the Skyhawk cockpit - 1st rotated around X-axis, 2nd moved in the Y-axis and 3rd moved in Z-axis: [ArrestingHookLever_rX] Type=ARRESTING_HOOK_INDICATOR NodeName=side_control_r MovementType=ROTATION_X //1=retracted 2=deployed ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=45.0 Set[02].Value=1.0 [ArrestingHookLever_Y] Type=ARRESTING_HOOK_INDICATOR NodeName=side_control_r MovementType=POSITION_Y //1=retracted 2=deployed Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=0.01 Set[02].Value=1.0 [ArrestingHookLever_Z] Type=ARRESTING_HOOK_INDICATOR NodeName=side_control_r MovementType=POSITION_Z //1=retracted 2=deployed Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.0175 Set[02].Value=1.0
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2 points
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1 point
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1 pointYou're doing an awesome job, take your time to finish it. Your dedication to this project is admirable. Hopefully one day I will manage to create a much needed terrain for SF (and for the Italian Tornados...)
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1 pointMargin issues that I can't seem to edit. Here's copy/paste attempt #2. [Nose] ParentComponentName=Fuselage ShowFromCockpit=TRUE ModelNodeName=Nose DamageRating=DISABLED DetachWhenDestroyed=TRUE MassFraction=0.20 HasAeroCoefficients=FALSE MinExtentPosition=-0.55,3.49,-0.44 MaxExtentPosition= 0.55,6.01, 0.62 CollisionPoint[001]= 0.00, 5.42,-0.53 CollisionPoint[002]= 0.00, 4.66, 0.93 StructuralFactor=2 HasArmor=TRUE ArmorMaterial=Aluminum Armor[FRONT].thickness=10 Armor[REAR].thickness=10 Armor .thickness=10 Armor .thickness=10 Armor[TOP].thickness=10 Armor[BOTTOM].thickness=10 SystemName[001]=NoseSteer // Control Surfaces --------------------------------------------------------- [NoseSteer] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL MaxDeflection=45.0 MinDeflection=-45.0 CDdc=0.0 Cydc=0.0 Cldc=0.0 Cndc=0.0 MaxControlSpeed=15.0 ControlRate=1.0 ModelNodeName=NoseGearPivot RotationAxis=Z-AXIS // Landing Gears --------------------------------------------------------- [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.25 HideGearNode=TRUE ModelNodeName=NoseGearLeg ShockAnimationID=5 ShockStroke=0.165 SpringFactor=1.5 DampingFactor=1.8 WheelNodeName=NoseTire RotationAxis=Z-AXIS RollingRadius=0.35 CastoringWheel=TRUE CastoringNodeName=//NoseGearPivot Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=10.0 DetachNode[001]=LeftNoseGearDoor DetachNode[002]=RightNoseGearDoor
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1 pointFor serious constructive BETA testing of the campaigns please guys as its not a finished product :) StrikeFighters2 KAW68.7z Objects.7z Aircraft.7z ***** You will need to delete my options.ini and version.ini files as i forgot to before I uploaded. ***** Notes. SAM sites: This terrain does not correctly set up Red or Blue SAM sites. As a work around there is a SA-2 launcher set up as ‘static AAA’ that has its own built in Fansong search/ tracking radar and 5x missiles. The same thing has also been done with a MIM-14 Nike Hercules 4x missile battery. Nuclear weapons: There are no offensive tactical nuclear weapons however the South Korean Nike Hercules missiles are equipped with 2kt nuclear warheads as they would have been at the time. Also the F-106A and F-102A utilise the nuclear 1.5kt AIR-2A and 250t AIM-26A missiles respectively by default on an ‘intercept’ mission. Falcon Missiles: The stock TW AIM-4D Falcon has had its performance data dumbed down in order (I presume) to represent its poor performance when used by the F-4D Phantom in the game. However the reason the Falcon missile performed so badly when used by the F-4D was more to do with it being used outside its engagement parameters and the complex/ lengthy manual firing process the F-4D could only used. When used as designed by the fire control computer (FCS) of the F-102A/ F-106A and fired within its parameters (the FCS assisted the pilot with this) the Falcon was as effective as any other missile system of the era. In fact the IR seeker of the AIM-4D/ AIM-4G was the best on any IR missile until the AIM-9L was developed. As such I have corrected the data for all the Falcon missiles. To simulate the difficulty of manually preparing and firing an AIM-4D Falcon missile by a F-4D I have included the 6 second release delay in a specific AIM-4D used only by the F-4D Phantom in the game. F-106A: The AIM-4G station is not internal it is external so the AI will still engage with the missile as the AI will not use an internal IRM. I have the weapon doors set to manual opening. I also have a unique versions of both the AIM-4F and AIM-4G that combines the statistics of two missiles so it has the same kill probability of ripple firing two missiles as one. This is because the F-106A could ONLY fire its AIM-4 missiles in similar pairs. I use these missiles for the AI aircraft since as the player you can manually ripple fire two of the standard missiles at a time etc you just have to change your loadout at the loadout screen. In short the F-106A could fire a salvo of 2x AIM-4F, a salvo of 2x AIM-4G and a single AIR-2A Genie. To simulate this with the AI aircraft there is a single missile (AIM-4F_2_1) that represents the salvo firing of 2x AIM-4F and another missile (AIM-4G_2_1) that represents the salvo firing of two AIM-4G. F-102A: Same story as above with the F-106A and its Falcon missiles except the F-102A carried and fired its missiles in three’s. E.g. 3x AIM-4D on the rear rails all fired at once and 3x AIM-4A on the front rails all fired at once. However when carrying an AIM-26A/B it replaced one of the AIM-4A Falcons on the front centre rail. This means the F-102A could fire a single AIM-26A/B, a salvo of three AIM-4D, a salvo of two AIM-4A and its unguided FFAR rockets. Once again to simulate this with the AI aircraft there is a single missile (AIM-4D_3_1) that represents the salvo firing of 3x AIM-4D and another missile (AIM-2A_2_1) that represents the salvo firing of two AIM-4A.
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1 pointI've sent to Wrench all my old F-4B project files based mostly on Sundowner High res skins mixed up with Mytai's decals, I hope it will be useful to get this beauty out
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1 pointDetailing the forward deck of the N17/23 series. The Alkan-Hamy synchronizer gear was a developed copy of the Fokker gear. When combat was imminent, the pilot pulled on the ring-handle to engage the synchronizer, but in normal flight the gear was not engaged. This reduced mechanical failure due to excessive wear. The ammo belt was fed up to the gun on the right side, through a wooden chute with hinged sheet metal cover. The empty cloth ammo belt was fed out the gun's left side and then down inside the fuselage, where it was wound around a spring loaded drum. Because the cloth ammo belt (used by all versions of the Maxim gun) would often flex during high-G manuevers, the belts often jammed the guns during combat. The Germans developed the disintegrating metal link in 1916 to solve the problem, and the other major powers soon copied the German metal link concept. The later Nieuport installation for metal links extended the chute over the side of the fuselage so the expended links could fall clear.
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1 pointVonS' new FM for Lewis gun-armed Nieuport 17s is very authentic. The extra drag of the guns slowed them down so they were slower than the Pfalz D3. Sure enough, ingame some Lewis-armed N17s could not catch D3s that did not want to play.
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1 pointI may also do a new Breguet 14. VonS said he would look into how to construct mixed formations so the Caudrons can escort the Breguets.
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