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  1. 9 points
    And other things navalized..........
  2. 7 points
    Last pics.. AI cheating... left side no flap, no airbrake... landed OK...
  3. 6 points
    Hi Everyone - this baby should now definitely be ready for Xmas. Sadly no campaign, maybe later next year..who knows More pictures:
  4. 6 points
  5. 6 points
  6. 3 points

    Version 1.0.0

    57 downloads

    New skin pack for excellent Caudron G4 by Stephen1918. Skinpack included two skins with french and russian paint schemes. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Eugene1
  7. 2 points
  8. 1 point
  9. 1 point
    Store is back online! Edit: seems that it is back down....
  10. 1 point
  11. 1 point
    Update 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.
  12. 1 point
    Getting 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.
  13. 1 point
    Ok, visited psychiatrist and he said I can fly . So take off ...
  14. 1 point
  15. 1 point
    New Point defense SAMs... only need a couple of test and paint
  16. 1 point
    red spinners are standard MTO markings, as is an RAF style fin flash however, stars are most likely in 4 positions, not 6 during TORCH, several squadrons had the US Flag in the opposite positions of the wing stars. The flag was removed after TORCH, probably within a few weeks (if not days). Yellow surround star roundel seemed to last to approx. end of 42, and in some cases, into 43, before reverting back to the non-bordered blue background
  17. 1 point

    Version

    394 downloads

    P-51C Mustang, ETO by Wolf257 = For SF2, Any and All* = *Note: reccomended to have at least SF2 Expansion Pak 1, and be at the latest patch level, as the decals referenced on the Generic NM skin call to several stock 3W decals. If not at that level, you'll have to find alternative serial numbers and period-correct USAAF national insignia decals to use* Some slight modifications and tweeks to Wolf's P-51C "Malcolm Hood" USAAF Mustang bring it closer in line for SF2 usage. Included are 3 skins: 356th FS, with 99.9% hisorically accurate codes, serials and nose arts 'Generic' Olive Drab 'Generic' Natural Metal. All skins are in jpg format, and decal randomization is set to TRUE. 2 Data inis are suppliled; one is the original from way back when, and the one being used now has some of the SF2 statements. It's not perfect; it seems works well enough, but does need further adjustments and fine-tuning by an expert. A new SF2 version of the original 'box art' Hangar screen is included, as are the needed weapons (ie: the drop tank), sounds and the pilot figure. Happy Landings wrench kevin stein


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