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Showing most liked content on 10/21/2018 in Posts

  1. 15 points
  2. 8 points
    hinking about adding a cannon (what if), the R4 are unusable
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    Heading off for a mission over Sweden, with Dragons as escorts.
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    I am going to compile the information on the loadouts by aircraft model with mission types, for example: Swedes, JAS-39C, Strike //October 2001 Precision Guided Munitions were cleared for use on Gripens; LITENING pod is operational 1st time on Gripens in 2003) EDIT: 4x GBU-12 Paveway II/GBU-10 Paveway II, 2x Rb-74 (9L Sidewinder)/Rb-98 IRIS-T, Centerline tank, LITENING pod like this other team mates may work on the LOADOUT.ini accordingly. Thanks. Yan P.S. Suggestions are of course welcomed.
  8. 1 point
    View File SPYDER Sam System Rafael Advanced Defense Systems (RADS) SPYDER-SR The SPYDER (Surface-to-air PYthon and DERby) is an Israeli short and medium range mobile air defense system developed by Rafael Advanced Defense Systems with assistance from Israel Aerospace Industries (IAI) The SPYDER is a low-level, quick-reaction surface-to-air missile system capable of engaging aircraft, helicopters, unmanned air vehicles, drones, and precision-guided munitions. It provides air defense for fixed assets and for point and area defense for mobile forces in combat areas.The SPYDER launcher is designed to fire Python-5 and Derby surface-to-air missiles which share full commonality with the air-to-air missiles This model uses an Electro-Optical turret for target acquisition with a maximum range of 15 km for the Pyhton 5 missile and 40 for the DERBY. Instalation: ------------------------------------------------------------- Put the content of the objects/groundobject/SpyderSR_L folder in your mod folder. The game must replace with this system older AAA systems, so be aware. Also, you need to have the Python5 and Derby missiles from Ravenclaw_007 WeaponPack in the Objects/Weapons folder. You could find them here https://combatace.com/files/file/13929-weapons-pack-2/ Crédits : -------------------------------------------------------------- 3d Model: angelp Python5 and Derby Missiles: Ravenclaw_007 This addon is and will in all cases remain freeware, and is only allowed to be available here in Combat Ace Released under Combat Ace Fair-Use terms Submitter angelp Submitted 10/21/2018 Category Ground Object Mods  
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    Also sorry to flood the thread, but this is too damn priceless NOT to Flog...
  12. 1 point
    I've been keeping my eye on some things over the years and this project is one of them. Formerly Project Brazil this mod is basically it's own game. It's what WoFF is to CFS3. All you need is a working copy of Fallout New Vegas for PC and the rest is done by the mod. I will go out on a limb and say this is probably the only mod on this level for the Fallout series that has been completed. The amount of effort that went into this project is awe inspiring and so far the improvements they've made are very good. I've been permitted to to play the game prior to it's release and I'll be doing that more and more this evening, tomorrow, and probably all the way up to it's release date on ... you guessed it. 10-23-2018 It says a lot when people consider this mod to be New Vegas 2. Even more interesting is despite some major challenges both in production and in life. The team still managed to carry on and getting help from various skill sets. Even those who have become somewhat a celebrity the Fallout modding community. In the end this mod is a game made by Fallout players, for Fallout player and if you have any love for the series (especially for New Vegas) you'll love this mod. Hopefully, if time will allow, many of you will be able to play it and perhaps we can chat about here if you want to. Welp let me shut up and get back into things.
  13. 1 point
    budget cuts suck mandatory screenie, doubling as a Fedex driver with a
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    Mitsubishi Ki-99 'Beryl' - 762nd Flying Group, Imperial Japanese Army Air Service, 1946
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    Hello Everybody, This week our Executive Producer, Jason Williams, paid a visit to our Moscow studio. Of course, we have many discussions about potential ways of improving the project in the near future and more distant plans. We can't disclose what we're discussing yet, but when we'll be able to tell you we're sure you'll be surprised and amused by the new prospects. Meanwhile, we continue our current work and can show you some new WIP screenshots. First, the new late WWII German pilot for Bodenplatte: Second, here are the first in-game Pfalz D.IIIa cockpit shots: And third, here is a sneak peek from our partners, Digital Forms - these images show the 3D models of the PzKpfw IV Ausf.G and M4A2 "Sherman" powertrains: You can discuss the news in this thread
  16. 1 point
    Also as I start prepping repaints - obviously necessary for the above project - a Gripen paint kit would be much appreciated. Please. Now I could just graft Dhmari & Canadian decals to currently existing skins like the USAF pak out there, and leaning in that direction... but be nice to do more than that. No rush though, see above.
  17. 1 point
    Thanks much. The tentative plan is this: Goal of a release of v 1.0 by 1 June 2019, at least one beta by 1 March 2019. Remember, I have a lot to learn & create in putting my concept to reality. The Dhmaris will have C model, and have South African help in the form of C model too. The Canadians & Swedes will lead a UN peacekeeping mission to deescalate tensions and the Canadians will have E-model Gripens. But they'll eventually require... heavyweight help. The Parani will be using some Chinese fighters, and phasing out MiGs due to the MiG battle record against 4th gen US & European built fighters and price.
  18. 1 point
    Hello lofty_c, welcome to First Eagles. I think you'll enjoy it. In First Eagles 2, the "Terrains" folder is plural, add an "s" to your folder name. (In First Eagles 1 it is singular, so the installation instructions can get confusing.) Let us know if this solves your problem.
  19. 1 point
    New CF-5A_72 FM and cockpit mod attached. Some changes to the lift/drag numbers and I've removed the Sidewinder rails via ini edit as I can't find any evidence they ever acquired that capability except maybe the modified late versions that were going to be used as lead in trainers for the CF-18. Crusader sent me a different cockpit that has some gauges moved around to better reflect the CF-5A so that's included. The new cockpit also has new gunsight TGA's and I've added Crusader's "raise the viewpoint" cockpit mod that offers better over the nose visibility during landing. Use the thrust vector keys to make it work. Some other minor changes and I've added some info for calculating take off and landing speeds at various weights. See the readme for more and don't forget, USE FULL FLAPS FOR TAKE OFF and KEEP THE SPEED UP! Here's the beta 0.96 update: CF-5A_72update0.96.7z
  20. 1 point
    I wish you luck, you will need one ;-)
  21. 1 point
    On the list ;) as well as i will TRY to make the 2 different cockpits and plane layouts (early and late) wish me luck on this enterprise, because i will need all the possible help...
  22. 1 point
    YE-152M in painting process
  23. 1 point
    who let the dogs out.... city mouse, country mouse and then theres if ya mad about all the BUFF pics, dont be a little
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    While geared more for the SF2 series, the basic information is usefull for new (and even continuing!) FE2 players Have Fun!
  27. 1 point
    @ KJakker , i made a test with MK82AIR_DSU and as you can see the bomb detonates at 1,75 meters above the ground
  28. 1 point
    @ravenclaw_007 I noticed a possible issue with a difference in the fusing distance on the slick vs retarded TDD Mk81 bombs. The Mk81_TDD, Mk81_N_TDD, and MK81_Ng_TDD have a "FusingDistance=10.000000". The MK81SE_TDD, MK81_N_SE_TDD, and MK81_Ng_SE_TDD have a "FusingDistance=0.000000". Is this difference in fusing distance done on purpose or is it an error? The TDD fuse on these bombs look like they have laser proximity emitters, if so and 10m range is intended then I would suggest "FusingDistance=10.686600" based upon the info i provide below. In testing SAM's with Snailman and Spillone104 we found that weapons have no hit boxes/collision point. Only WeaponDataType=7 which are Cruses Missiles have any collision entry in the DLL files and that is only so that they can be shot down. What FusingDistance= does is set a maximum fusing distance away from the weapon LOD's 0 point in a straight line along its center Y-axis. This behavior matches a remark I remember TK made when he was ask about proximity fuses on the AIM-54 over on the TW forum back when SF2:NA came out. As such you might want to set the "FusingDistance=" for weapons's out at the point where fuse action would be initiated even it it is a contact fused weapon. On a regular MK81 for example this would be a "FusingDistance=0.756900"... ...and on an MK81_FE it would be a "FusingDistance=1.673000". The MK81_TDD's TDD_base mesh with the four laser rangefinders on its base has a MinMax center point of 0.6866. ((0.6935 - 0.6797)/2)=0.0069+0.6797=0.6866. Then 0.6866 plus "FusingDistance=10.000000" = "FusingDistance=10.686600". On your AIM-4E it would be "FusingDistance=1.209000". If you wish I could go through your entire Weapons Packs 1 and 2 and adjust all impact fuse and A2A weapons according to this discovery.
  29. 1 point


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