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Showing most liked content on 11/12/2018 in all areas
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2 points@guuruu MATRA/BAe Dynamics ALARM MATRA/BAe Dynamics won a contract for 750 missiles in 1983 Originally, delivery was scheduled in 1986 but Unfortunately the development of the "Nuthatch" rocket motor (missile's engine) ran into problems.. results in delay Later undergone testes in USN Naval Weapons Center at China Lake using modified Red Top AAM Missile Motor(Yes, guidance & mission control units were the whole point at that time) in 1987, German firm MBB/Bayern Chemie and later LFK designed a new rocket motor for the ALARM in 1990, the weapon was certified at China Lake in JAN 1991, operational on RAF Tornado GR Mk.1(in most cases, 3 missiles were carried under the belly; although later a typical load was 3 under belly 2 on INNER wing pylons(both facing outwards) Specs: Length 4240 mm Diameter 230 mm Weight 268 Kg(although weight should be in Newton, anyway) Range(High alt launch) Brochure: 58 miles; 93 km/ 28 miles; 45 km (depends on source data) Hope that helps
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2 pointsThe pack not contains few textures that were used from stary's other pit creations and 2 of the meshes (rim of the clock - 'torus12' and the lower big ring - 'gauge_sides1') don't have materials assigned to them. Missing textures are the following: cockpit_yak28.bmp - part of yak28 pit LA15 panels 1.jpg - part of the la15, su7 and su9pits gunsight_Mig23BN.bmp - this is part of his bn cockpit pack mig23series_misc.bmp - I did not found this but renamed the mig28_misc.bmp contained in this pack, seem to work fine 9A panels.bmp - also part of the bn pack and the su9 pit I put together a small pack of these in case someone don't have all his work. Mig23pit_addtextures.rar
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1 pointI discovered these videos by an F-102, F-106, and F-100 pilot by the name of Bruce Gordon on Youtube. These are mostly his own stories with a few that are about other people that he has mixed in. Below are the first four videos on the play list. Spirit of Attack Playlist
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1 pointTragedy ... but he had a great run, he'll be missed, and his legend will live on for eternity. If anyone has a chance at re-spawning it's for sure him.
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1 pointI found this a couple of months ago and only just caught up with it this past week. The Great War YouTube Channel All Videos from THE GREAT WAR - chronological order THE GREAT WAR - WEEK BY WEEK 100 YEARS LATER S1 • E1 The Outbreak of WWI - How Europe Spiraled Into the GREAT WAR - Week 1 THE GREAT WAR - WEEK BY WEEK 100 YEARS LATER S5 • E46 Armistice - But Peace? I THE GREAT WAR Week 225
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1 pointContinued.. the Gopher was a own-goal.... only emitting vehicle in the seekers FOV..
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1 point100 years ago today, the guns on the Western front fell silent for the first time since 1914. 10 million Servicemen and women lost their lives or were wounded, in the bloodiest and most wasteful conflicts of modern times, and 100 hundred years later, we are still killing each other, young men women, and civillians dying in pointless and needless wars around the Globe. Spare 2 minutes of you life today, to remember those who served, or are serving today, and of those who gave their lives in the name of Freedom, At the going down of the Sun And in the Morning We WILL remember them LEST WE FORGET
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1 pointEven after DCS World releases its F-4E, there is no substitute for the SF2 experience: pretty much every minor variant of very major F-4 that ever served except for the F-4S and the modern updates to the F-4E/F-4F series... and historically themed environments to fly and fight in. I don't fly SF2 very much any more after about a decade of flying for hours nearly every single night I was home with an operational PC, but I still love it and appreciate its many advantages over past and present sims. If you are tight on money, SF2 is rather high priced for such a dated sim that technically isn't even supported past Windows 7. There is too much content to fully appreciate if you buy it all at one time. I have everything TK ever published for SFP1/WoX/SF2 (except for a few of the localized versions released outside the US). But I bought them all piecemeal as they were released, so the cost was spread out over a number of years. The downloads from CombatAce make it possible to get an amazing experience out of SF2 after only owning one core version of the game, which may have contributed to the games financial demise. Unfortunately, SF2NA was more like a naval expansion pack focused on a new terrain engine tested with Iceland, ship-to-ship combat, improved carrier support, and adding the F-14 Tomcat with its unique avionics and weapons. You really need another one of the core games to get the full scale flyable plane set, terrain, and campaign options the game is known for. WoV/SF2V (Vietnam) was always my favorite with WoI/SF2I (Israel) a very close 2nd. Both of those historical settings are very much centered on the F-4's actual combat record. SF2V's inclusion of aircraft carriers makes it a natural match for SF2NA. If you want to focus on flying F-4s on historical missions, SF2V and/or SF2I are the games you really need. SF2I has a unique stock flyable aircraft that may interest you: the F-16A. It also has the F-15A. SF2I also has Expansion Pack 1 that adds the flyable P-51 Mustang. But for many people, one of the most cost effective and best ways to expand your SF2 install is to get SF2E (Europe). The big score in SF2E are the flyable F-15A, A-10A, and Harrier. SF2E also has Expansion Pack 2 that adds the flyable RAF Lightning series and more importantly includes the mission editor so you don't have to buy it as an addon. Once you have the SF2E/Exp 2 setup, you can come to CombatAce and get the free NATO Fighters addon that provides a comprehensive expansion of the flyable plane set in one package. SF2NA's core theme of a hypothetical Cold War gone hot at Iceland from the F-4 to the F-14 time frame overlaps the SF2E NATO vs Warsaw PACT Cold War gone hot in Germany from the F-4 to the F-15 time frame. So if you are enjoying SF2NA but don't have the money to buy all the core sims and expansion packs, I would strongly consider buying SF2E and Expansion Pack 2 as the most cost effective way to vastly expand the gameplay options. But if you have a strong interest if flying F-4s in historical rather than hypothetical conflicts like me, you might be better off with SF2V and/or SF2I. The odd man out in all of these posts about what is needed to enjoy SF2 when on a budget is the original SF2 game based on the original SFP1 game: a fictional war between two fictional middle eastern countries with one side backed by the US and the other backed by the USSR. On the surface, it is not historical in any way starting with the fictional terrain, but it represents many real world situations where the USA and USSR went head to head via proxy countries like Israel and Egypt. If you don't mind the fictional aspects, it is essentially the same as buying SF2I with one substantial difference: it is the only SF2 game where you can fly a campaign as a mercenary and build up funds to upgrade your aircraft/squadron. If you enjoy a dynamic campaign where you can make a difference and steadily improve your hardware as you successfully complete missions, you might like this one more than any other. I am not much of a campaign person. I like to recreate historical missions. But if I am going to fly a campaign, this is one of the most fun ones due to the ability to get rewarded with more than living to fight another day when you succeed. Whereas the Vietnam campaigns are historically accurate and therefore somewhat dull and repetitive, hitting the same targets day after day with limited air opposition that can be completely killed off in a few missions leaving you to face tons of AAA and SAMs. SF2I is a much more exciting campaign environment: a lot happens in a short time in the Six-Day War and Yom Kippur. But you don't have the fun of building up your aircraft and unit that a mercenary campaign offers. So, enjoy SF2NA and the many free mods you can use to expand it, but if you really like it and would like to get a lot more out of it, also consider buying one of more of the other core games and associated expansion packs as dictated by your interest and budget. There is nothing quite like owning all of the games/expansion packs which ensure maximum compatibility with all available SF2 mods.
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1 pointHello everybody, The last month of Autumn has begun and we're preparing the next update for our three projects. We plan to release it in two weeks (doh!) or so and today we'll tell you about the upcoming additions. Of course, the stars of the show are FOUR new aircraft, two for Bodenplatte and two for Flying Circus. USAF P-47D-28 Thunderbolt is one of the biggest, powerful and menacing single-engine fighters of WWII. Its radial 18-cylinder engine with turbocharger, intercooler and water injection boost system enables this monster to reach 700 km/h at 7000 m altitude. Eight 12.7 mm M2.50 Browning machine guns with 3400 rounds total give a new meaning to the phrase 'spray and pray'. In addition, for strike missions, this fighter can be equipped with six unguided rockets and up to three 500 and 1000 pound bombs (225 and 455 kg). Being a late war aircraft, it has many interesting design peculiarities you'll be able to experience in the near future. Luftwaffe Messerschmitt Bf 109 K-4 "Kurfürst" is a glaring example of the inconsistency of the late war aircraft production in the Third Reich. This plane combines the newest weapon and engine technologies with maximum possible simplification and cost-cutting of the secondary systems. Its engines are a pinnacle of DB-605 line - standard DB-605 DB with water-methanol injection system and DB-605 DC with higher boost and power - and both of them will be available in our sim. Armed with 30 mm MK-108 gun and 13 mm MG-131 machine guns, it could also carry 250 or 500 kg bombs for strike missions (this is the first Bf 109 modification in our project that can carry a 500 kg bomb). It is interesting to note that this modification could retract its tailwheel to reach higher speeds - up to 715 km/h at 6200 m. Royal Air Force Sopwith Camel was one of the mainstay fighters of World War I. It was a contradictory machine, but in the right hands, it could face any foe. Carrying 168 liters of fuel (a very big reserve for its time), it could go on long patrols. This amount of fuel hampered its performance and made it hard to control and inert in a dogfight while full, but with about a half of fuel spent, the aircraft got a second breath and its horizontal and vertical maneuverability became on par with the best fighters of that time. Its two 7.69 Vickers Mk.I machine guns (late modification with the rate of fire increased to 750 instead of 500 and 745 m/s muzzle speed) were linked belt fed instead of fabric ones, reducing the misfire chance. It could also carry four 20 lb Cooper bombs. The Deutsche Luftstreitkräfte Pfalz D.IIIa was a second line fighter mainly used for escorting bombers and attacking the enemy balloons. It had very simple cockpit instruments because of the cost-cutting. Its one-and-a-half plane airframe (a design previously adopted by the French) was sturdy enough to sustain higher loads during sharp turns and dives. Its armament is standard for a late WWI German aircraft - two 7.92 mm Luftgekühltes Maschinengewehr LMG 08/15 (based on the original design of Hiram Maxim) with 650 RPM rate of fire and muzzle speed of 825 m/s, fabric belt fed. This fighter had an advantage of an excellent field of view, especially in the upper hemisphere. For Tank Crew - Battle of Prokhorovka project we plan to release 4 new player controllable tanks and the map of the southern part of the Kursk salient, but it will happen early next year. However, you'll see the new functionality being developed for this project earlier - it should be noted it will benefit not only the tankers but pilots as well. For instance, in the coming update, you'll experience the higher fidelity damage modeling for AI controllable ground objects such as trucks and tanks. Before, there was no difference where you hit a truck, but in the new system, each 'simple' vehicle has many types of simulated parts - wheels or trucks, engine, ammo rack, fuel tanks, driver, turret, main gun. By hitting a simple AI vehicle at these parts you can immobilize it or render it inoperable by damaging a turret or main gun if any. Statistics system will consider it destroyed if its ammo, explosive cargo or fuel tanks detonated or its crew was killed or its engine was destroyed or its suspension has been rendered inoperable (at least two wheels or tracks damaged). All this not only makes the tank missions more interesting but also increases the simulation accuracy of the ground attack missions for pilots. We also develop two scenario campaigns (USSR and Germany) for Tank Crew, each one containing 10 missions set in the second week of July 1943 near Prokhorovka. Another important change in the upcoming update is the adjusted logic used for scoring a kill. Previously, an aircraft was considered destroyed and a kill was awarded for it if it was damaged enough to prevent it from continuing the mission (for example, heavy damage of the controls, no fuel left, engine damage). Now, the 'aircraft lost' and 'kill awarded' events will be separated and their logic will be adjusted. An aircraft will be considered lost if its fuselage or wing at the base is broken, its pilot is killed or ejected. The victory, on the other hand, will be awarded if the scored hits were followed by the mission exit or disconnect in multiplayer, 'aircraft lost' event or the landing far from an allied airfield. Thus we motivate multiplayer players to try to reach a friendly airfield even if their aircraft is heavily damaged - even a hard landing there (as long as you don't break a wing at its base or fuselage) won't count your aircraft as lost and your enemy won't get the kill. We'll have other multiplayer improvements in the coming update as well: we have managed to find a way to synchronize weapon fire events on different multiplayer clients better, minimizing the total time of the delay to the total client-server-client ping and optimize the net delay compensation routines for transmitting aircraft positions and orientations. Server ping calculations will be also corrected - this is required for further improvements in the multiplayer lobby. Of course, we never forget about the singleplayer experience too - in the same update, we'll add 2-3 new mission types for Career mode, including Cargo airdrop and Free hunt. You can discuss the news in this thread
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1 pointAnd put fictional shots in What if section .... VMA-513 det. in Bagram. 2002.
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1 pointYou have to upload this set within two weeks... What I like in this game... that at time to time someones hard work and passion will pop up on a flight line.
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Version v3
490 downloads
This is a completely new version of the Galicia terrain. The new terrain includes new tiles and TODs, adjustments to the height map, many new targets and objects, winter and summer tiles. All necessary ground objects are included in the download. Galicia was the name of a territory in north-eastern Hungary and was the scene of major fighting during the First World War. It was invaded by the Russians early in the war, was recaptured by the Austro-Hungarians later, and invaded by the Russians again even later. This download includes all the ground objects necessary for the Eastern Front. A more complete ReadMe file is included in the download. I have included instructions for updating an existing install or for making a completely new install. Instructions for both FE1 and FE2 are included. New in Version 3 I have made all new farm and city tiles with new TODs. I have made many adjustments to the height map and changed the amount of tree and rough areas. Both summer and winter terrains are included. I have added a lot of detail to the battle fields, including machine gun placements, Austrian infantry units, debris in the battle fields, and more detail in the artillery batteries. I have added a lot of buildings to make the cities more crowded. I repainted the existing building skins and made some new buildings. I have added static aircraft to all the airfields and made many changes to the buildings, objects and other details to increase diversity. I have added about a dozen new airfields, field hospitals, and cavalry camps. I revised many of the ground objects and skins, and made some new ones for this terrain. All necessary ground objects are included in the download. Credits Gerwin's TFD editor was most helpful in making this terrain. I would not have been able to do it without this outstanding utility. I have included many of Geezer's maintenance figures, airfield objects, and AA machine guns in this download. Geezer also made some artillery for this project. -
0 pointshttps://www.msn.com/en-us/movies/news/marvel-comics-legend-stan-lee-dies-at-95/ar-BBPCSj8?li=BBnb7Kz
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