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Showing most liked content on 09/14/2018 in Posts
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5 points
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5 points7 engine bomber............. (Doom 34, which had an engine lose oil pressure on takeoff from Barksdale. the crew didnt report it to the mission commander until past the halfway point enroute to Iraq)
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1 pointDon't see many of these at the movies http://www.imdb.com/title/tt7515456/plotsummary?ref_=tt_ov_pl
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1 pointYes, it is possible and it is working. So no worries. You can switch front - aft seat. The cockpit is built this way...known feature of few aircrafts. Perfectly would be - if you switch to backseat ...then you can not go to front seat while in the air... ... - at least that is how it works in my beta TAV-8.
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1 pointWhat DA said. Strafing runs are called in common enough with fighters, and you can even see one on Speed and Angels with "Faceshot" and his RIO doing a strafing run in support of troops in contact. 20mm is absolutely legal to fire at infantry.
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1 pointI would call bull. A similar debate is on using the .50 cal on troops. and old joke is that your aiming at the web gear or canteens not the enemy soldier. in reality, US troops are generally taught to use escalating force. you start with a rifle round not a MOAB. BUT... if your a gunner on a 50 cal and its what you have handy, then you dont downgrade to a rifle, you engage. in the case of the Marine pilot, he may have nearly caused a blue on blue incident, or exceeded minimums while engaging (flew too low for example). as to the use against the enemy infantry: what difference if they are killed by 20mm (the lesser use of force in this case) or 500 lbs of high explosive and shrapnel? final bit: the term OPFOR as spelled out typically means own forces playing the part of enemy for training exercises. actual enemy is referred to as the enemy (or haji, goat f***ers or other derogatory term of the day). if the pilot engaged the OPFOR as traditionally used, no amount of justification would save that pilot at the court martial!
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1 pointHo aggiunto tutti gli aeroporti possibili (esclusi vari aerodromi sportivi minori) della ex-Yugoslavia (Serbia, Montenegro, Bosnia-Erzegovina, Macedonia, Croazia, Slovenia) e dell'Albania. Ci sarebbe spazio pure per qlc aeroporto in Austria, Svizzera, Corsica, Grecia e Ungheria. Vedrò come aggiungerli, se neutrali e giusto come eye-candy, oppure se usabili in-game. Questo terreno è la versione per conflitti fittizi durante la Guerra Fredda. Per il conflitto dei Balcani ci sarà una versione apposita che terrà conto al meglio, per quanto potrò, dei vari cambiamenti di alleanza durante quegli anni. In questo terreno vari aeroporti iniziano ad esistere/cessano di esistere a partire dalle loro date storiche (ho fatto numerose ricerche)!
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1 pointSeriously ... what's up with the USMC all you can eat crayons? When did that become a thing? Is it because of their budget?
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1 pointI've seen it. My recommendation: Make the time/effort to see it. It's DAMNED good.
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1 pointOk, I replaced the rudder entries with the ones from the stock Spitfire Mk. IXc. In the data.ini go to [Rudder]... [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL //ReverseInput= MaxDeflection=33.8 MinDeflection=-33.8 CDdc=0.0135 Cydc=0.1671 Cldc=0.0255 Cndc=-0.0223 CydcAlphaTableNumData=37 CydcAlphaTableDeltaX=10.00 CydcAlphaTableStartX=-180.00 CydcAlphaTableData=1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000 CydcMachTableNumData=11 CydcMachTableDeltaX=0.10 CydcMachTableStartX=0.00 CydcMachTableData=1.217,1.204,1.164,1.096,1.000,0.976,0.917,0.834,0.728,0.633,0.544 CldcAlphaTableNumData=37 CldcAlphaTableDeltaX=10.00 CldcAlphaTableStartX=-180.00 CldcAlphaTableData=1.000,-0.282,-1.469,-2.418,-3.016,-3.189,-2.918,-2.234,-1.221,0.000,1.282,2.469,3.418,4.016,4.189,3.918,3.234,2.221,1.000,-0.297,-1.361,-1.795,-1.335,-0.844,-1.173,-0.915,-1.301,-1.463,-1.653,-2.122,-2.735,-3.318,-3.659,-3.620,-3.119,-2.202,-1.000 CldcMachTableNumData=11 CldcMachTableDeltaX=0.10 CldcMachTableStartX=0.00 CldcMachTableData=1.217,1.203,1.163,1.096,1.000,0.985,0.931,0.838,0.731,0.638,0.562 CndcAlphaTableNumData=37 CndcAlphaTableDeltaX=10.00 CndcAlphaTableStartX=-180.00 CndcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,0.971,0.986,0.990,0.718,0.163,0.023,0.034,0.139,0.058,0.112,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 CndcMachTableNumData=11 CndcMachTableDeltaX=0.10 CndcMachTableStartX=0.00 CndcMachTableData=1.218,1.204,1.164,1.096,1.000,1.161,1.220,1.203,1.144,1.051,0.966 MaxControlSpeed=122.52 ControlRate=1.0 MaxControlSpeed=56.32 ModelNodeName=Rudder ReverseModelOrientation=TRUE RotationAxis=Y-AXIS ...and replace everything with... [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=30.0 MinDeflection=-30.0 CDdc=0.0134 Cydc=0.0541 Cldc=0.0171 Cndc=-0.0304 CydcAlphaTableNumData=37 CydcAlphaTableDeltaX=10.00 CydcAlphaTableStartX=-180.00 CydcAlphaTableData=1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000 CydcMachTableNumData=11 CydcMachTableDeltaX=0.10 CydcMachTableStartX=0.00 CydcMachTableData=1.217,1.204,1.164,1.096,1.000,0.976,0.917,0.834,0.728,0.633,0.544 CldcAlphaTableNumData=37 CldcAlphaTableDeltaX=10.00 CldcAlphaTableStartX=-180.00 CldcAlphaTableData=1.000,-0.506,-1.890,-2.985,-3.661,-3.834,-3.485,-2.655,-1.445,0.000,1.505,2.889,3.985,4.661,4.834,4.485,3.655,2.445,1.000,-0.534,-1.751,-2.216,-1.620,-1.014,-1.401,-1.087,-1.539,-1.725,-1.942,-2.484,-3.188,-3.850,-4.222,-4.143,-3.525,-2.423,-1.000 CldcMachTableNumData=11 CldcMachTableDeltaX=0.10 CldcMachTableStartX=0.00 CldcMachTableData=1.217,1.203,1.163,1.096,1.000,0.985,0.931,0.838,0.731,0.638,0.562 CndcAlphaTableNumData=37 CndcAlphaTableDeltaX=10.00 CndcAlphaTableStartX=-180.00 CndcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,0.971,0.986,0.990,0.718,0.163,0.023,0.034,0.139,0.058,0.112,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 CndcMachTableNumData=11 CndcMachTableDeltaX=0.10 CndcMachTableStartX=0.00 CndcMachTableData=1.218,1.205,1.164,1.096,1.000,1.161,1.220,1.203,1.144,1.051,0.966 MaxControlSpeed=113.81 ControlRate=4.0 ModelNodeName=Rudder ReverseModelOrientation=FALSE RotationAxis=Y-AXIS The problem I was having was that when I tried to turn left using the rudder it would turn right instead and vise versa, also reaction was a little slow. This mod solved the problem.
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1 pointoh brother... I've been skinning since 2005; I DO know how to make a skin. I can also build a multi-layered template (with all the trimmings) from the original, single layered skin. Done it dozens of times. I can, and have, also built templates from the lined and UV maps. Done that several dozen times, too. The point being, is it's kind of hard (read impossible) to create a new skin, and still retain the panels and rivets when they aren't seperate layers. They just wind up getting painted over. Not what we'd like. I'd suggest looking at the templates that have been uploaded for the various ww2 and even the 3W aircraft. You'll see what we're talking about. I'm not even going to address this....
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1 point
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1 pointthat included template is a flat, single layered bitmap. That makes it somewhat useless for creating new skins, as there are no seperate layers for panels, rivets, control surfaces, staining, and all the other required details. When you can find the time, the full, LAYERED PSD template would be QUITE welcome, as Sokol said. --- Also, is this a "final release" or a beta? Now, mind you what I"m going to say may seem critical, but I've been around the block with building new aircraft more than a few time (150+) (skinning, inis, unfortunately NOT MAX work), and I sort of know what might need to be done. There are major issues with components being mis-named, lack of correct hit boxes, meshes that should be "cut" from the main (see image below, which shows the "hit boxes" as released): inner and outer wing sections need creating & proper naming (just cut between flap an aileron the rest is simple text editing in the data ini) Vert fin part of fuselage, should be it's own mesh, child of "Tail" should have a "tail" mesh, r/l stabs reassigned to that mesh. canopy animation seem awfully weird -as in not working. Simple text edit switches back to manual, player controled: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=2.60 AnimationID=2 Again, I'm not complaining; new replacements for the FW-190 series is desperately needed! Wolf's is 15+ years old, and the DAT's aren't available to the General Populace (and only their Dora-9 and Ta-152 are their's; the others are based off Wolf's MAX files, which he game them). It just needs some care and fine tuning. Other than my comments above, it's a fine example!!! I CAN'T wait for the rest of them!!
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1 point
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