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Showing most liked content on 02/11/2018 in all areas
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4 pointsView File Thirdwire E-2C Hawkeye Hi-Rez As promised...here is the E-2C Hawkeye in Hi-Rez for all you guys who released E-2 Hawkeye skins in 512 x 512. Hope you guys enjoy. Special thanks to 1977Frenchie for all his help in the completion of this skin. Questions or comments can be sent to me here. Regards, Pappy Submitter pappychksix Submitted 02/10/2018 Category Other
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3 pointsjust a thought on The Monkey... is there any possibility of finishing it, giving it animations and skins (when possible, of course..). One could export it to the game as a "new" ground object, in particular I'm thinking of a tank. It could throw poop shells as it's weapon... ducks and runs... (sorry, I HAD to ask it!! I mean, I've done a Zombie Squad....)
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2 pointsSince we seem to be so far behind in replacements for our CF188s...the Gripen was tossed around as a possible replacement.
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2 pointsI was aware about viper63a's aircraft upgrades. They are a must, although the Hercules use the old 3d model, not the latest we have. So, it could be useful for the package you are preparing, but in regards to the campaign .ini files, I'll have to remake them almost from scratch. About the US Army, I have the US Army Aviation as a separate nation, in my custom mod folder spanning from 1948 to 2018. I can add it for our standalone ODS mod. At least the Apaches will fly for the Army, not USAF.
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2 pointsTo enhance the ground support of the troops on deployments...the GoC purchased A-10s in a deal brokered with Washington. Still needs some serial work to complete it.
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2 pointsView File E-2C Hawkeye Late Here is the E-2C Hawkeye WITHOUT the lower white surfaces for all those who are looking for a late model E-2C. Again, enjoy, Pappy Submitter pappychksix Submitted 02/11/2018 Category Other
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1 pointThis is the first release of the LOD Exporter for blender. A main reason for this release is to get feedback / bug reports from you users (3D Modeler). I'm not a 3D Modeler myself. I only tested the exporter with rather simple object (hierarchies). I tried to implement the exporter only based on the information I found by investigating LOD files. Thanks again to logan4 and angelp who provided me with specific lod files that helped me to understand the lod file format better. The Bottom line is that I have no idea if the exporter works for you. So please give feedback. The Exporter Script: Update: The latest version can be found in the download section: https://combatace.com/files/file/16747-lod-exporter-for-blender/ 1.) Installation Open the Blender User Preferences - Add-ons Tab (File -> User Preferences... -> Add-Ons) Click "Install from File..." Browse to and select the exporter python script "io_export_sf2_lod.py" Click "Install from File..." (or double click on the script name) In the Add-Ons Tab under Supported Level select Testing and enable "Import-Export: Strike Fighters 2 LOD Exporter" The LOD exporter is now installed and enabled. Under File -> Export you should see the menu item "Strike Fighters 2 LOD (.lod)". It's greyed out until an exportable object is selected. 2.) Usage Select the object you want to export and click File -> Export -> Strike Fighters 2 LOD (.lod) The file browser opens. In the lower left area you see the LOD exporter options. Currently there is only one option: enable/disable writing the out file (text file with information about the exported object(s)). The selected object and all child objects are exported. Please note! The objects must meet the following requirements: -No scaling in the Transform Properties allowed (that means: scale x = y = z = 1.0). If your object has scaling, it should be applied to the mesh (Ctrl-A) -A material must be assigned to the object. Only the first material of an object is exported. Only the following material parameters are exported: -Diffuse Color (the lod file format also contains ambient color. Currently the exporter set ambient color = diffuse color) -Specular Color -Specular Intensity -Specular Hardness (I think in 3ds Max it's called glossiness) -if "Shading -> Emit" > 0.0 then self illumination is enabled -Transparency (if transparency is enabled, then the object doesn't cast and doesn't catch shadow. if transparency is disabled, then the object cast and catch shadow. The specific LOD format version the exporter writes, doesn't support arbitrary cast/catch shadow combinations. The other LOD formats I don't understand enough (yet). Sorry!) -Alpha -Mirror Reflectivity -Diffuse texture image name (as diffuse texture the exporter uses the texture where "Influence -> Diffuse -> Color" is enabled) -Normal map texture image name("Influence -> Geometry -> Normal" is enabled and the Normal value is also exported) -Specular map texture image name("Influence -> Specular -> Intensity" is enabled) -Normal and specular map can only be used together with a diffuse map. (If I exported a normal or specular map without diffuse map, then the LOD wasn't shown in the game or the game crashed. I don't know why...) The exporter supports no animation yet
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From the album My skins
Back after a long break. Here's a taste of what's coming soon -
1 pointThis FM is for the Cocas/Wrench package available here: https://combatace.com/files/file/16542-sf2-ww2-eto-p-47d-40-late/ This was quite an interesting FM to attempt. I didn't even know the late model P-47's had dive recovery flaps until I downloaded the package. The P-47 had good horsepower, especially with WEP, but it was also heavy with a high wing loading. The Soviet turn time tests put it in the 26-28 sec range. This FM seems to be at the low end of the range. When dog fighting it seems best to keep the speed up above 200kts and avoid turning contests. Any break in the action presents a good opportunity to grab some altitude which will offer some potential energy prior to the next engagement. If you dive down on targets at high speed the plane maneuvers quite well and you may have the option of a turn fight for a limited time. Quite a few changes to power ratings during the P-47's WW2 service. For Battle of the Bulge FM's I'm looking for the best power output when using 100-130 grade fuel as the higher octane 100-150 was restricted to aircraft based in England until early 1945. There was a kit developed in early 1944 that boosted the WEP rating with 100-130 grade from about 2300hp to 2535hp, both ratings using water injection. I got confirmation of this power rating from an RAF Thunderbolt II flight manual. The kit was meant for aircraft operating outside of England so was probably meant mainly for MTO and PTO operations. P-47's in England got a different kit that I think was meant for the transition to 100-150 grade fuel. Interestingly, from the speed charts I've been looking at, the earlier P-47's had higher speeds in the 30000ft range than the later versions. The later versions were faster up to about 25000ft so there may have been some changes to the turbocharger system as the P-47's were assigned more and more low level missions. With this FM you can expect max speeds of about 345mph at sea level and 435mph TAS at 25000ft. NOTES: DIVE RECOVERY FLAPS: Surprise! These were actually built into the model using an animation ID so the animation has been activated. On the real plane they were designed to shift the wings center of pressure forward to aid recovery from high speed dives. I tried to add some aero coefficients to get them to work like the real ones but it didn't work so went with the same approach as the original FM. They just work like airbrakes but are handy if you ever encounter my "Generic Mach Tuck Effect". INTERCOOLER DOORS: Another surprise animation ID, also activated. Not sure yet of the typical positions so I just set them up the same way Wrench did the cowl flaps. WEP TIME: There was a 30gal alcohol/water tank that gave about 14min and 30sec of WEP. The Thunderbolt II manual said this was limited to 5 Min at a time but, like the BF-109G-10, you get the full duration. ROLL RATES: From a couple of sources, max roll rate was about 90deg/sec at about 255 MPH. Still have to tune the low and high speed roll rates. ISSUES: Some of the cowl flaps are visible when viewed from the front but not from the back. A more realistic looking prop hub would be nice! Also, maybe a couple of distance lods? OTHER STUFF: I've been getting a lot of frame rate issues in my WW2 install, some of which is caused by effects. To help the situation the exhaust effect will be default off from now on. If desired, it can be activated by removing the double slash from the ExhaustEmitterName=//, in the engine section. My main intention with these WW2 FM's is to build an EAW style flight sim. After putting up with the MomentOfInertia effects for quite awhile and using the trim work around I've had enough so will go with "default off" for that effect. I will include at least a token number for the inertia effect and will make sure it works in the right direction. Activation is the same as for the exhaust emitter. Flight simmers looking for torque, slip stream and P-factor type effects should buy a different game! I have seen some definite errors in the ammo weights showing up in the load out screen. Occasionally, the weight is double what it should be. On the plus side, the extra weight doesn't show up in game when using the hud de-bug mode so seems to be just a harmless glitch. Here's the FM: P-47D40_DATA0.95.zip
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1 pointFrench Army Aviation and Royal Army Aviaion ..... gazelles...pumas...other stuff... edit: daddy... ..will pm u later...regarding aircraft list....
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1 pointI have loaded the plane into the Download area. It still need the Okay of an admin. Then you can fly and enjoy the original TMF F/A-18A.
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1 pointthe 3-tube "bazooka" type launchers have always been problematic in game. They drop even more than HVARs or 60#ers.
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1 pointthe funny thing is, the skins are STOCK!!! It's the decals that make the mod!! but I thank you for the compliment!
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1 pointGot a fair amount of work done on a Breguet 14 companion for the Caudron R11, but that has triggered a question. Because of its rhino horn exhaust, the Br14 had a gunsight offset from center line. Wondering if there was a difference between the settings for F2 and F3, I tried offsetting the pilot's vantage point in the data ini, but there was no result! Third shot shows F2 toggled and fourth shot shows F3 toggled.
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1 pointI encountered some ini problems while developing Lewis gun-armed Nieuports, so I've temporarily set them aside until we get them working right. Meanwhile, I continue work on the Pfalz D8. Some interesting shots of a replica being built in Sweden. Note the complex engine mount sitting on the table shown in the first shot - second shot shows a 100-year-old original. Youtube link shows final assembly of the plywood fuselage.
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1 pointNote: This French-made Nieuport-23 (S.No. 3598) belonged to Boris "Bob" Guber, the unit commander of the 19th Сorps Aviation Squadron (19-й KAO), which was part of the 1st Combat Aviation Group (1-я БАГ) of the Imperial Russian Air Service. This plane did not have the number "3" on board! Here is a more correct reconstruction:
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1 pointAlso got some work done on the Pfalz D8 - a fast climbing little bumblebee of a fighter.
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1 pointHaving gotten assistance from baffmeister on some damage modeling issues, the stable of Nieuports is back in-work. Thanks, baff.
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1 pointyes...but. I would focus on - what we have... - what we can have in near future...(before deadline - if there will be deadline) so any new model - sure....but who / when / if ever / ? - improvment of what we have - cleaning folders - outdated/ not used/new models./ etc. + (bmp to jpg)
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1 pointIf you guys update, then please work on the fps. F.e. the ground objects. Making them in jpg format would save a lot of space and of course it makes the sim faster...
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1 pointI also have an updated A-4KU/TA-4KU in the works. Although probably mostly optical updated.
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