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Showing most liked content on 12/06/2018 in Posts
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7 points
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3 pointsGetting there........ HEAVILY reworked Alphasim model by me. Model is in game, basic panel lines & rivets 80% done, all animations sorted, flies like a pig.....I need an FM guy if anyone is feeling brave.... Still to do; rocket pods, tidy up some joins in max, skins etc,etc. I might attempt a pit.......then again I might not, bear in mind I'm not a proper 3ds max guy. Anybody with access to good colour unit marks etc please pm me.
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2 pointsThanks Crawford; as I mentioned I think the problem was introduced with Geezer's replacement pilots (like the one seen below, sandwiched between two stock air gunners in the AEG), which all had their shadows set to TRUE. I eliminated the 'shadow rope' when either I set that to FALSE in each new pilot's .ini file, or disabled the new pilots altogether, so the sim defaulted back to the stock ones. The AEGs seen here are at about 10,000 feet because I recently hand-edited most of the default mission height settings in MISSIONCONTROL.INI (as well as dropping the cloudbases a bit, tho I'm not sure if this edit works in FE2 as it reportedly doesn't in SF2), so that I am now getting some missions well above the maximum of about 3,500 feet I usually got before.
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1 pointIt was the 2007 when i made my first model (the G.91) for the TW series; i thought it's time to revamp a bit this little hooligan .
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1 pointAbout two weeks ago, Wilches recommended a post-war, Polish version of the Anatra DS. That resurrected my interest in the Russian Civil Wars, and since the changes seemed minor, I decided to do it. It took a little longer than I expected, but it's finished and I uploaded it today. The Polish version has a different cowling, different radiator, and a slightly different rudder. As a result, it uses different skins from the Russian plane. I included the new skinning templates with the download, along with decals. The plane is armed the same as the Russian version, with two guns and a small bomb loadout. Ojcar made a new FM for this plane (my thanks to him) with improved handling and smoother take-offs. I will be revising the Russian and Austrian versions of the Anatra DS in the near future.
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1 pointLast pics.. AI cheating... left side no flap, no airbrake... landed OK...
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1 pointThe Poles got 8 Anasals in March 1919 they also captured a Soviet plane, as you say, in April.
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1 pointUpdate 3.008 Dear friends, We spent the two weeks since the previous release on intensive work on important aspects of the project. In the not-too-distant future, we'll be adding some huge new features for our Early Access titles, so we've decided to take some time and concentrate on several smaller, but important and long-awaited improvements and create this update. The main feature of this release is revised airframe damage modeling - an important part of the damage system. Airframe damage system was completely overhauled to take into account additional parameters. The damage modeling as a whole was tuned and improved and bugs fixed - you can read the entire list below. There is large amount of changes and improvements in aircraft systems, their model and the AI. We added the new British pilot model to the sim and all Bodenplatte and Flying Circus pilots can now take their oxygen masks and goggles on and off. Multiplayer improvements also continue since the last version too. There are new performance optimizations for sea maps. Users who encountered stutters using Microsoft Force Feedback joysticks and TrackIR now have an option to tune FFB effect polling frequency using the additional setting in startup.cfg file. For mission designers we added a way to control Timer and Counter values dynamically. To do this, there are two new logical objects Modifier: Add Val and Modifier: Set Val. We plan to widely use them to alter various triggers in the future, but at the moment they can be used for: - modifying a Timer trigger value. A modifier can set, add or substract the time value in a timer by using the 0 index of the controllable value and 1-st field of the value vector. When set to a negative value, the time counter is reset and the timer stops until the next input. For example, this can be used to reset and stop a timer in a mission, delaying some events tied to it. - modifying a Counter trigger value and threshold (initiall set in a mission). To alter a Counter value, use the 0 index of the controllable value or alter Counter threshold using the 1-st index. For example, a certain mission event like a premature elimination of some targets can lower the threshold of a Counter to make sure the others are eliminated at the moment the player arrives to the waypoint. Main features: 1. Late war British pilot added to Spitfire Mk.IXe; 2. New control elements added to mission logic (useful for mission designers): "Modifier: Add Val" and "Modifier: Set Val". They can alter the values of other logical elements - Counter and Timer (when used with a Timer object, Set Val can input a negative value to reset and stop a Timer); 3. Force Feedback joystick owners who experience stutters can alter the new value in startup.cfg that governs the maximum frequency of FFB effects polling to try to eliminate them (update_freq parameter in [KEY = force_feedback] section can be set to a value from 0.5 Hz to 10 Hz, example: update_freq = 10.0); 4. Additional renderer optimizations for sea maps (Kuban, Bodenplatte in the future) allowed to boost performance on such maps even more; 5. AA searchlights now can follow Attack Area command which can be used to limit their search area and/or use them as visible beacons (useful for mission designers); 6. Multiplayer: 'allow other players to man stations' option now saved; 7. Multiplayer: various issues like statistics 'freezing', inability to start a mission, kill messages disappearing were fixed for high-load servers; 8. Multiplayer: missing AP hit sound effects and some other sounds restored; 9. A rare crash that could happen in high load situations like joint air-ground engagements with many units has been fixed; 10. keep_binary_log = 0 option in startup.cfg correctly removes binary logs from the game folder on exit; 11. Career: mission area correctly set while escorting transport planes in Stalingrad TOW; 12. Incorrect navigational markers won't be shown in a mission without player aircraft; Damage model improvements: 13. P-47D-28, Yak-7b and Spitfire Mk.IXe wings made less fragile when damaged; 14. Aileron control rods correctly damaged when Yak-7b, P-39L-1 or P-47 wing is damaged; 15. An overdone HE explosion effect on the primary structure of an aircraft has been reduced. 16. Damage calculations of the airframe take a hit angle into account; 17. Damage from direct hits and explosions on the skin and control rods has been tuned; 18. Minor visual damage correctly appears after a first hit; 19. The visual damage of a cockpit glass correctly appears after a first hit there; 20. Ju-52 instruments can be damaged now; 21. Aircraft primary structure won't erroneously receive double damage in case of hits on the internal components like fuel tanks, engine, radiators, etc.); 22. Airframe sturdiness tuned for all aircraft; 23. Armor of the internal components corrected whenever it was wrong; 24. P-47D-28 wing damage corrected (wing loss is preceded with a wing crack); 25. A weapon won't fire if its ammo supply was lost with a wing part; 26. Fuel tank fire probability corrected for Flying Circus aircraft; 27. Ammo detonation effects differ visually depending on the explosion power; Aircraft improvements: 28. Bodenplatte pilots put on and remove oxygen mask when needed; 29. Bodenplatte and Flying Circus pilots put off their goggles on parking; 30. Ignition box cover animated on Pe-2 series 35; 31. CB panel cover animation corrected on Fw-190 A3/A5/A8; 32. Gunner folding seat animation corrected on Ju-88; 33. Bendix course detectors animations corrected; 34. Dead pilot model position corrected on Pfalz D.IIIa; 35. Bf 109 G-2 cockpit lamp corrected; 36. P-47D-28 visual wing crack corrected; 37. Visible projectiles at high aircraft speed appear correctly; 38. MK-108 fire sound corrected on Bf 109 K-4; 39. Fuel tank fire effect corrected on Flying Circus planes; 40. Ejected cartridges correctly appear in multiplayer; 41. The maximum number of ejected cartridges corrected based on real time instead of a simulated one; 42. In multiplayer, all visible projectiles appear from gun muzzles instead of aircraft center; 43. Visible gun convergence corrected in multiplayer; 44. The delay between pushing the fire trigger and experiencing the gunfire FFB effect has been reduced. 45. Pfalz D.IIIa performance corrected; 46. Sopwith Camel description corrected; AI improvements: 47. AI pilots correctly perform Chandelle maneuver; 48. WWI AI pilots won't 'stuck' flying forward; 49. AI pilots evade ground even better; 50. Conditions for attempting vertical maneuvers corrected for all fighters; 51. AI pilots will bail out of aircraft with cracked wings or fuselage instead of trying to fight; 52. WWI AI pilots open fire sooner; 53. WWI AI pilots maneuver more aggressively; GUI changes: 54. Starting altitude won't reset in QMB; 55. Flare gun indicator won't be shown after restarting a mission in external view; 56. Flight frequency option in Career corrected; 57. The wrong message about timescale won't be shown on mission end; 58. Interface music can be turned on when interface sounds are turned off; 59. Airfields are correctly shown after changing the current chapter in Career; 60. Previously selected modifications correctly shown in QMB. Please discuss the update in this thread.
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1 pointHello gents', can confirm that it works just fine in FE2 - cloud height/base toggles in the environsys file, also average altitudes for missions in the missioncontrol file, per theater and per period (relevant tweaks included somewhere around ver. 9 and 9.1 of my FM update packs). Also works in my install of the regular/vanilla SF2 - can toggle cloud heights...in fact I'm using my tweaked environsys files from FE2 in SF2 and they work fine, giving me the same clouds and cloud heights across both sims - one of these days I will get to uploading the relevant, tweaked files for SF2 - but FE2 is my priority. Happy flying, Von S
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1 pointLuftwaffe F-16A Block15 OCU (fictional) in tactical trials, armed with AIM-7M Sparrow and AIM-9M Sidewinder
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1 pointi don't think you can switch them on or off. Unless it takes it cure from the airfields (main) ini. Most lights (runway) come on after dusk. afaik, you can only have it ON and rotating. (but, thats all i know!!! <grin>)
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1 pointNo, Stephen, the Poles never bought planes at Anatra Plant. This Anasal with Sagittarius on board, for example, was a trophy that the Poles seized on April 19, 1919 from the Reds in Wilno (Vilnius). Earlier, this aircraft (serial 815) was part of the 3rd Artillery Air Squadron of the Workers' and Peasant' s Red Air Fleet.
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1 pointIt's a LOD problem and not repairable without the MAX files - the engine doesn't interpret them properly when processing shadows, unless the author finds the max file and puts a few stitches on it. It is the result of a "flaw" in the 3D model and can't be fixed by an .INI change. This is not a "bug" of the engine, or a fault of the modders, 'cause in the early days of SFP1 the shadow system was rudimentary, buggy, required to create a separate 3D model for the shadow. So, most players played without shadows, and most modders couldn't test their model properly (as they couldn't determine whether the fault was one of some parts of their original 3D model, or of the shadow 3D model). An easy way is to just change the "CastShadow=" to FALSE also eliminates the problem for that aircraft. However, I never had a similar problem with stock Camels!
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1 pointGerman JAS-39T Tysk Draken patroling the Shetland Islands. Tysk Draken back to homebase at Faeroer islands.
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1 pointYou know what he said when I asked 'What are you using for screenshoots ?'. ..... PrintScreen ... I'm in depression .
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1 pointWhat if Germany would have bought MiG-29K instead of giving up Russia's debts.
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1 point
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