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Showing most liked content on 01/29/2018 in all areas
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9 pointsGot a new computer last week, to replace my very old XP machine. Still sorting through mods and deciding whether to transfer installs over to the new computer or start building them from scratch again. Of course the first flight had to be over the stock Iceland terrain, which I'm finally able to enjoy, about 5 years after the rest of you guys!
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7 points
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3 points1950's USN Carrier Air Wing 'Sunday Punch' v USN Carrier fleet (war gaming) 12 x AD-4 Skyraider - (Ship) Strike 12 x F4U-4 Corsair - (Ship) Strike 12 x F4U-4B Corsair - (Ship) SEAD 12 x F9F-2 Panther - (Ship) SEAD 12 x F9F-2 Panther - Escort Verse 1 x Essex (1950) class Aircraft Carrier (Long hull) 1 x Atlanta Class Cruiser 4 x Fletcher Class Destroyer 4 x Allen M. Sumner class Destroyer 12 x F9F-2 Panther - Intercept 12 x F9F-2 Panther - CAP
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3 pointsThought you guys might appreciate the kind of testing dialogue that we go through to develop new aircraft? VonS wrote: ...that the cockpit and engine section are transparent when viewed from about 400-500 m (LOD 2 level maybe?)... (see first shot below) My reply: RE: Pfalz - the "missing" stuff is deliberate. Ingame you are looking at LOD2 (see second shot below), which has only 7,610 polys (compared to 24,792 polys in LOD1). There is no "right" way to determine the distance at which LOD2 replaces LOD1 to maintain high frame rates. Currently, I have the transition distance in the PfalzDIIIa.ini set at: [LOD001] Filename=PfalzDIIIa_LOD1.LOD Distance=50 That's how I can run dogfights of >32 aircraft with no performance penalty (see third shot below). I have a fairly healthy rig - my frame rates are generally high - so it is difficult for me to guess when the change should occur. If you think your rig can handle the load, increase the distance to 100, or 200, or whatever. Perhaps this is an installation tweak we should include in our instructions?
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2 points
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2 pointsA couple more "Battle of the Bulge" era FM's attached. I did some speed checks on the stock ThirdWire FM's and the speeds were too low for a Merlin 66 powered 100 octane version so I made a few changes. The sea level horsepower numbers looked good so the tail wheel drag numbers were adjusted similar to what I used for the Spit1 Battle of Britain FM's and the CD0 values were adjusted slightly to get the proper sea level speeds. Some of the speeds at altitude were still too low so I added some ram air boost to extend the full throttle heights an additional 2000ft for low and high blower and that gave some good numbers. With WEP, you can expect 335-340mph IAS/TAS at sea level and about 405mph TAS in the 19000-21000ft range. The speeds I checked at other altitudes up to 32000ft are all within +/- 5mph of the chart I was using so the engine table is a done deal. There may be some AI crash issues with the later WW2 FM's I've been making so some changes to the AI behavior may be required. For the Spit9's, I added an additional 5deg to the nose up elevator travel and that helped some, but the Spit9's still seem quite "G" limited at higher speeds so some other adjustments may be required. Roll rates and rudder behavior will get a closer look as well. Still have to do some research on the drop tanks but they will get added eventually. I originally planned to use the TW Spit14 for an eventual Battle of the Bulge campaign but the bubble canopy versions may not have been "in theatre" until early 1945 so will probably use one of the Spitfire 9 versions instead. Here are the FM's: Spit9FMs0.95.zip
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2 points
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2 pointsreminders of Pan Am everywhere, lets show em what else flies around the districts (and guess what movie marathon is playing in my background..)
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2 points
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1 pointI haven't had an active install of any TW game for about two years now, this Tonka might just bring me back, nice work Craig
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1 pointView File Grumman E-2C Hawkeye The Northrop Grumman E-2 Hawkeye is an American all-weather, carrier-capable tactical airborne early warning (AEW) aircraft. This twin-turboprop aircraft was designed and developed during the late 1950s and early 1960s by the Grumman Aircraft Company for the United States Navy as a replacement for the earlier, piston-engined E-1 Tracer, which was rapidly becoming obsolete. The aircraft's performance has been upgraded with the E-2B, and E-2C versions, where most of the changes were made to the radar and radio communications due to advances in electronic integrated circuits and other electronics. The fourth major version of the Hawkeye is the E-2D, which first flew in 2007. The E-2 was the first aircraft designed specifically for its role, as opposed to a modification of an existing airframe, such as the Boeing E-3 Sentry. Variants of the Hawkeye have been in continuous production since 1960, giving it the longest production run of any carrier-based aircraft. The E-2 also received the nickname "Super Fudd" because it replaced the E-1 Tracer "Willy Fudd". In recent decades, the E-2 has been commonly referred to as the "Hummer" because of the distinctive sounds of its turboprop engines, quite unlike that of turbojet and turbofan jet engines. In addition to U.S. Navy service, smaller numbers of E-2s have been sold to the armed forces of Egypt, France, Israel, Japan, Mexico, Singapore and Taiwan. WHAT's IN: - a new flyable plane - 9 new/upgraded skins CREDITS: - Wrench: Upgrade pack, VAW-123, VAW-124, JASDF skins - Dave & JSF Aggie: VAW-112, VAW-121 skins - paulopanz: other skins (IDF, EAF, Marine, Mexico, Singapore,Taiwan), revamp pack INSTALL: - SF2nA needed - all in your mod folder and overwrite Enjoy @paulopanz Submitter paulopanz Submitted 01/28/2018 Category Other
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1 point
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1 pointThe J35Ö. Bog standard J35D, with Strahi's edited file, plus the "old" SF1 skin.
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1 point
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1 pointThat's one friggen intense hobby. Now where do you store that thing? I bet he's put it in his will. haha
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1 pointTotal of 10 different skies to roll into the environsys ini file for a ver. 9.5 update of the FM pack. Or I might make two separate environsys ini files, that contain the five weather patterns (clear, scattered, broken, overcast, inclement), to accommodate for the 10 weather types - and so that entries don't have to be toggled in the environsys file. Another alternative is to make four versions for the four theatres for FE2, so that they can be "installed" into the relevant terrain folders - will see what is most workable. Also tweaked now is the sky width (slightly wider) and vertical sky panels with Panama Red's cirrus effects in place (slightly taller now) - this allows the clouds to intersect with and "fade into" the vertical sky panels at some altitudes. Weather types: 1. clouds clear high - cirrocumulus layer 2. clouds clear low - altocumulus type 3. clouds scattered high - stratocumulus and cumulus types at higher alt. 4. clouds scattered low - stratocumulus and cumulus at lower alt. (slightly taller and thicker than no. 3) 5. clouds broken high - cumulus and cumulonimbus at higher alt. 6. clouds broken low - cumulus and cumulonimbus at lower alt. (much taller and slightly thicker than no. 5) 7. clouds overcast high - nimbostratus type at higher alt. 8. clouds overcast lower - nimbostratus type at lower alt. (slightly shorter and thicker than no. 7) 9. clouds inclement higher - nimbostratus and cumulonimbus at higher alt. 10. clouds inclement lower - nimbostratus and cumulonimbus at lower alt. (slightly wider and thicker than no. 9) Stary's "thin" cloud from the ver. 1.3 Sarcasm pack, also his cloud for the ver. 1.5 Sarcasm pack - work beautifully with this for the right effects. Also necessary is the very thin Ilyushin2 cloud for FE2, by Gumpy (will include the necessary files). Panama Red's clouds are too thick for these subtle variations to work - although they can be used if you really like them. Have compressed Starry's and Gumpy's clouds from 4 to 1 MB (from 1024 x 1024 size to 512 x 512) - improves frame rates but the clouds still look pretty much the same. Pics included below of the weather types (Stary's blizzard effect on the inclement pics, by the way, but rain works well too ). Happy flying, Von S inclement low inclement high overcast low overcast high broken low broken high clear low scattered low scattered high clear high
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-1 points
Version 1.1
248 downloads
SF2 "What If" Supermarine Rapier F.1 3/10/2016 *= For SF2 -ONLY-!! Full-4/5 Merged Reccomended =* *** NOTE! you MUST have the stock 3rdWire Hunter F.6 as part of your merged installs; this aircraft mod references this stock cockpit. *** This package contains a NEW "What If..." aircraft for Royal Navy Fleet Air Arm, and several Commonwealth & export customers, as used in the mid-1950s through the late 1960s. Everything is included, excpeting the cockpit, as noted above Skins included are for the following countries/units: No. 830 NAS RN FAA (HMS Eagle) No. 882 NAS RN FAA (HMS Ark Royal, circa 1962) No. 860 MLD (HNLMS Karel Doorman, circa 1956) No. 805 Sqdn RAN (HMAS Melbourne) VF-870 RCN (for either of the 2 CVs circa 1957) The SF2 "date switch" is use for the Royal Navy skins. Other are selectable via their countries from the Select Service drop down, and will start on the dates stated in the userlist ini. All markings are decals, and decal randomization is TRUE. The only excpetion is for VF-870, as it's rudder markings are painted on. The aircraft is fully carrier certified. All weapons used are stock 3W items - hence the need for Full-4/5 merged. A pilot figure, and the drop tanks are included. Wingfold and canopy operate via the Standard Animation Keystrokes ; Shift/9 for the wings, Shift/0 (zero) for the window. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Also, as usual, give the "Notes and Comments" section a read, too. model by Cocas skins by Cocas Wrench INI work Cocas and Wrench
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