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Showing most liked content on 10/22/2018 in Posts

  1. 4 points
  2. 4 points
    Here's another fun custom mod inspired by Dan's A-4Ks. This one is an early A-4K 'Euro' mod for the stock TW Red Lightning '79 campaign. It has the Euro 1 paint scheme from Dan's mod which I managed to edit with chaff and flare dispensers (I didn't make the prettiest job, but good enough ) and ALQ126A electronic counter measures from the A-4M. It's armed with AIM-9Ls, Mavs and GBUs, but with the pre-Kahu steam-gauge cockpit. It has proper LAU-7 and LAU-117 camouflaged missile rails. Mod also has Pave Spike, and NZSAS and NATO ground laser designation teams. This thing is great fun to fly in Red Lightning, and doesn't disappoint as a WVR dogfighter with 4 AIM-9s on recce missions (although it doesn't have the legs for true Intercepts, CAPS and Sweeps); it's also a real can-opener with 4 AGM-65Bs! It has an .ini edit for low-level flying (AI pilots) and is almost invisible with the wraparound Euro 1 paint-scheme--the Kiwi Stealth Fighter! Backstory is that 75 Squadron RNZAF traveled to Europe on the deck of a US Navy LHA in mid- '79 as NATO reinforced Germany. An NZSAS detachment traveled with them, and may, or may not, have had anything to do with the acquisition of ECM, laser pods, GBUs, Mavs and Lima-model 'winders... the Kiwis aren't talking, and the Marines aren't either! Mod is properly .ini edited into Red Lightning (rather than using the stock TW campaign editor) and flies beautifully in the campaign. Cheers to Dan, Ravenclaw and Nyghtfall for their awesome mods, on which this little mod is heavily based! KB
  3. 4 points
  4. 4 points
  5. 3 points
    CF-5A flight with the new FM v0.96 by Baffmeister ! And new cockpit layout ! Many thanks !!!
  6. 3 points
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  8. 2 points
    Also sorry to flood the thread, but this is too damn priceless NOT to Flog...
  9. 2 points
  10. 1 point
    This will be a bit of a diary - Had to recreate the height-map - Tile-map does not work..also redone, e.g. starting from scratch - Initial area with focus on it: Venice and the according bay Next-Steps - Populate city of Venice (churches, ships, boats, bridges, monuments, etc.) - Outline the bay - City/town of Mestre (next due to the railway bridge)
  11. 1 point
    Hiya all, I've been loving playing around with Dan's A-4Ks, so here are some .ini edits for custom rocket loadouts that people might enjoy: These custom 'rocket' TERs are fake electronic pods. I've used fake fuel tanks in the past, but read in a thread recently that the fake tanks may increase the vulnerability of the model to enemy ordnance, so to be on the safe side, I've converted to fake EPs (which work just as well): Triple centre station RPs and mixed-twin wing station RPs all selectable from the loadout menu: These were all authentic RNZAF loadouts back in the day - at least for public displays and firepower demonstrations. With these custom weapon stations, all nine RPs are filled with a full complement of munitions, and are selectable all-at-once from the cockpit (unlike 'left-and-right' multi-pods). This setup sacrifices LAU-7 rails for the 'winders (which some of my other custom stations include) due to the game limit of 6 StationGroupIDs; I don't mind so much since this is the A-4K (70) and the RNZAF didn't get AIM-9s until July 1975 (Don Simms) so I don't normally use them with this model -- AIM 9s are still selectable for the outboard wing stations of course, just minus the LAU-7s which is the same as stock TW, so no harm, no foul. This Mixed RP and Fuel loadout is a bit more practical(!); selectable from the loadout menu for any mission, but a really nice loadout for SEAD missions with a mix of artillery and armoured targets: Here's the code for anyone who is interested: // --------------------------------------------------------- [LeftPylonRack] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.91,0.10,-1.00 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=200 AllowedWeaponClass=EP AttachmentType=NATO,USN ModelNodeName= PylonMass=31.75 PylonDragArea=0.03 SpecificStationCode=A4RNZAF_TER [RightPylonRack] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.91,0.10,-1.00 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=200 AllowedWeaponClass=EP AttachmentType=NATO,USN ModelNodeName= PylonMass=31.75 PylonDragArea=0.03 SpecificStationCode=A4RNZAF_TER [LeftWingStationTwin1] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-1.91,0.10,-1.24 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [LeftWingStationTwin2] SystemType=WEAPON_STATION StationID=9 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.05,0.10,-1.01 AttachmentAngles=0.0,0.0,45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [RightWingStationTwin1] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=1.91,0.10,-1.24 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [RightWingStationTwin2] SystemType=WEAPON_STATION StationID=11 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.05,0.10,-1.01 AttachmentAngles=0.0,0.0,-45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [CentrePylonRack] SystemType=WEAPON_STATION StationID=13 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.00,0.27,-1.04 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=200 AllowedWeaponClass=EP AttachmentType=NATO,USN ModelNodeName= PylonMass=31.75 PylonDragArea=0.03 SpecificStationCode=A4RNZAF_TER [CentreStationTriple1] SystemType=WEAPON_STATION StationID=14 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.13,0.10,-1.04 AttachmentAngles=0.0,0.0,-45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [CentreStationTriple2] SystemType=WEAPON_STATION StationID=15 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-0.13,0.10,-1.04 AttachmentAngles=0.0,0.0,45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 [CentreStationTriple3] SystemType=WEAPON_STATION StationID=16 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=0.0,0.27,-1.28 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=360.0 DiameterLimit=0.44 AllowedWeaponClass=RP AttachmentType=NATO,USN PylonMass=0.00 PylonDragArea=0.00 All the best, KB
  12. 1 point
    en algún momento cuando finalice otros modelos, y termine las modificaciones estándar que criticaron
  13. 1 point
    ... and this is what the code looks like for a weapon pylon as a fake EP: [WeaponData001] TypeName=TER_A4K FullName=A/A37B-5 TER ModelName=TER Mass=43.090000 Diameter=0.000000 Length=0.500000 SubsonicDragCoeff=0.020000 SupersonicDragCoeff=0.770000 AttachmentType=NATO,USN SpecificStationCode=A4RNZAF_TER NationName=USN StartYear=1956 EndYear=2050 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=1956 ExportEndYear=2050 ExportAvailability=2 WeaponDataType=4 StoreType=2 NumChaff=0 NumFlare=0 EjectPosition=0.000000,0.000000,0.000000 EjectVelocity=0.000000,0.000000,0.000000 Asymmetrical=FALSE HideStationPylon=FALSE Cheers
  14. 1 point
  15. 1 point
    Had saved this in 2003. Original Readme etc inside the zip. PapaRomeo_Gunsights_Mk3 for EAW.zip
  16. 1 point
    Heading off for a mission over Sweden, with Dragons as escorts.
  17. 1 point
    Coupi's job ;-) GR.1B, 12 Sqn decals 1st look
  18. 1 point
    hinking about adding a cannon (what if), the R4 are unusable
  19. 1 point
    budget cuts suck mandatory screenie, doubling as a Fedex driver with a
  20. 1 point
    by the way are you planning some other Fireye mod. with different fuzes/igniters ? 513. Nightmares.
  21. 1 point
    Devil Dogs over the desert...and on the ground. VMFA-314 "Black Knights"
  22. 1 point
  23. 1 point
    DCS World Open Beta 2.5 Hotfix and Release Version This week we released a second Open Beta update to address issues that some users encountered with the new, default controller profiles. Theses default profiles are now only used for a newly installed module, or the user manually loads them as a profile. Our next controller to add default profiles for will be the VKB Gunfighter Mk.II. Our goal is to have default controller profiles for all popular controllers. You can read the entire Hot Fix list here. This week we also moved the current Open Beta to the Release version. You can read the change log here. The biggest element of this is the updated Release version is the availability of the new MiG-29 for DCS World. DCS: F/A-18C Hornet, DCS: Persian Gulf Map, and Su-33 Bundle Pack Last Days The bundle pack consisting of the Hornet, Persian Gulf Map, and Su-33 ends this Sunday! In addition to the full pack, we are also offering a version of just the Hornet and Persian Gulf map. Find both on our e-Shop. You can also find both bundles on our Steam store at: Persian Gulf + F/A-18C + Su-33 Persian Gulf + F/A-18C Modeling Update We recognize that an important aspect to improve in DCS World is more realistic damage modeling in regards to localized effects, visual effects, affect on hit components, and type of weapon impact. Regarding the latter, the new damage model will be based on two types of weapon impact: penetrating impact and proximity impact. This provides us with three primary weapon effects on a unit: penetrating (projectiles), volumetric/pressure wave (high-explosive) and volumetric/shrapnel. This last effect allows weapon casing fragments to be tracked as unique objects entering the unit. This is not modeled in our current damage model system, but it will provide a great improvement to aircraft, and later, ground unit damage. When a projectile or shrapnel penetrates a unit, the strength and functionality of the of the unit component it intersects with is affected. This includes components like spars, flight control surfaces, engine, weapons, fuel, etc. This, in turn, can greatly affect aircraft performance and system functionality. The team has been working hard on this new damage model system, and the primary work is now complete. It is now undergoing internal testing. We will first roll out the new damage model system in our World War II aircraft, then later move to our more modern aircraft and then ground units. In these images, you can see the internal components of the P-51D and Fw 190 D-9 that are tracked as unique components that can be damaged. About Early Access and Open Beta For those not familiar with the terms Early Access and Open Beta, we want to use this newsletter to talk about how we implement them in regards to DCS World. DCS World Early Access Over the last few years, the concept of Early Access has taken traction with many companies in this industry. Before our adoption of this option, we were often bombarded with customer requests to test our products, or at least have the opportunity to have an early look. We offer Early Access to such customers, and we greatly appreciate the feedback on how we make the product even better. However, we also recognize that Early Access is not for everyone, and some players prefer their first experience in the game to be with a completed experience. We get that, and this option is not recommended for everyone. The time a product remains in Early Access can vary widely based on the scope of the project, technical hurdles, and how complete the module is when it enters Early Access. Eagle Dynamics and all of our third parties strive to make this period as short as possible. It’s important to note that when a development team starts work on a new project while another project is still in Early Access, it is most often because it’s a separate internal team or elements of the team have completed their tasks on the Early Access project and it’s time for them to move them to move on to a new project rather than sit on their hands. An Early Access module can be played on both the Open Beta and Release versions of DCC World. When we first release a new module or update it, we first release it to our Open Beta version of DCS World for “field-testing” and then we later move it to the Release version once we are sure there are no “blocking” issues. DCS World Open Beta Speaking of Open Beta and Release versions, we currently operate two versions of DCS World, the Open Beta version and the Release version (many fewer versions than before!). Because DCS World is a “living” project that changes daily, it’s possible for a project-wide bug to worm itself in and make the game unplayable for all. To prevent this and add a level of protection, we adopted Open Beta and Release versions. Most every two weeks (sometimes more with hotfixes) we create a new Open Beta version that comprises the changes from the prior two weeks. Although this first goes through both internal and closed-external testing, it is possible for errors to slip through. In this case, the Open Beta is utilized to identify a “blocking” bug that prevents all customers from playing the game (not just customers of a single module). For those that take part in the Open Beta, we greatly appreciate it and thank you for your testing efforts. If a “blocking bug” is present in the Open Beta, we always have the Release version available. This is why the Release version is sometimes called the Stable version. As such, the Open Beta version is for us to “field-test” new changes and check for any DCS-wide “Blocking” crashes, and the Release version is the result of the previous Open Beta that does not suffer any “Blocks.” As with Early Access, Open Beta is an option and may not be for everyone. DCS World on Fighter Pilot Podcast Our very own Matt “Wags” Wagner sits down with Jell-O on the Fighter Pilot Podcast and talks DCS World. You can also find the interview on Youtube. Expanding DCS World on Facebook Have you been looking for more translated DCS World news to your native language? We have recently expanded our DCS World social media presence on Facebook to include pages for Chinese and Polish pages. We welcome you to stop by and follow! We now have Facebook pages for English, German, Chinese, and Polish, with more to come: English: DCS World by Eagle Dynamics German: Digital Combat Simulator Chinese: DCS World China Polish: DCS World Polska Sincerely, The Eagle Dynamics Team
  24. 1 point
    New Point defense SAMs... only need a couple of test and paint
  25. 1 point
    Hello everybody, Today's Dev Blog will be a short one - we have a lot of work to do at the moment. Right now we're finishing five aircraft: Bf 109 K-4 and P-47D-28 for Bodenplatte, Pfalz D.IIIa and Sopwith Camel for Flying Circus and Po-2VS Collectors Plane. Two maps, Prokhorovka map (the map of the Southern part of the Kursk salient, to be correct) for Tank Crew and Western Europe map for Bodenplatte are also shaping up nicely. The engineer department continues their work on near-sonic aerodynamics required for late WWII aircraft. The interface is also being worked on - Marschal interface for multiplayer and tank (platoon) commander for Tank Crew. Speaking of more imminent changes, we plan to improve the in-game statistics and 'who gets the kill' logic in the next update. Today we can show you the in-game shots of Fw-190 D-9 Collector Plane: You can discuss the news in this thread
  26. 1 point
    Soooo I've just decided: This terrain, once finished, will not be released with a campaign. Sorry folks, but the amount of work already put into this is way too much for an old man like me. I love this particular corner of the world and that's why I've put so much effort into this terrain. But a campaign is (currently) beyond my limits...timewise. So pls stay tuned and hopefully this baby will be released in the next weeks,..once I've crushed all the bugs. One thing I can already say..it will have quite an impact on your PCs...more than 500 separate tiles (531 currently), 553 target areas with a total of 9705 targets...and still adding
  27. 1 point
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  30. 1 point
    a very promising test....might lead to something...who knows
  31. 1 point
    512 max tiles per terrain restriction broken...lol. now there's no limit, well at leat till 1024 are used up..
  32. 1 point
    Happy New Year. ...and coming in 2018..
  33. 1 point
  34. 1 point
    What bothers me is ... the 98% of a real tomcat model in this mod .. there is no evolution or revolution in the development.. stealthy cat? ... here


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