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Showing most liked content on 01/06/2019 in all areas
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8 points
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6 pointsGo Time! Call Me Ishmael MNF in Lebanon Bird of Prey Firebirds Egress with cover Taking in the view The Oldest and The Boldest
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5 pointsFound this in my YouTube recommendations and thought I should share it.
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5 points
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4 points
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4 pointsTime for some fresh screenies from our favourite, niche WWI flight sim - FE2. Been doing a bit of WOFFing and a lot of ROFing lately on the BootCamp side of the Mac Pro (in Win10), and I'm pleasantly surprised how well FE2 holds up when compared to those sims. It seems that we have FMs now that are close to those in ROF (from what I've been able to compare in ROF), but AI that is closer (more varied) to the one used in WOFF - best of both worlds I think. Thank you modders for your continued work on FE/FE2. Early morning offensive patrol in the pics below, using Stephen's new Galicia terrain (pics. below are on medium settings in WineSkin, by the way, on the Mac side of things). Von S P.S. If you've put in enough "flight time" with the modded FMs in FE/FE2...you shouldn't have any special difficulty flying the FMs in ROF that have often been described as very difficult on full realism settings.
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3 pointsFinal update I think, I have been working yesterday on the tracks and I think I got them correct thanks to yakarov79 for his tip.
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3 pointsView File F-101B VooDoo. SF.2 2019 Redux. Reworked pack of F-101B/F VooDoo. Generally old good VooDoo in new dresses. There are some small changes in data.ini files mostly in weapon stations section - so Backup your original file. You might not like it. Pack contains three versions - In reality, IR sensor was applied to different airframes different block build - not really possible to cover in this game engine limits. To make it easier in this game it will be. This is mostly to cover in some right way decals I've made and units. VooDoo '59 without IR sensor - block build 65-96. VooDoo '65 with IR sensor - block build - 100-120. VooDoo '69 ANG - same as 65 - just different set of skins. (I have an additional nation in my install: USA Air National Guard - that's why I have it as a separate model - but in this pack, it is set as USAF bird). All new skins in 3072x3072 resolution. New bump maps and specular maps. also in 3072.. plus more than 1000 decals so the set is again huge after unpacking. Pack contains 17 skins for Air Defense Command - all squadrons that ever used F-101B (from different time periods to cover years of usage). and 7 skin sets for Air National Guard from different time periods. All new decals consisting 451 serial numbers for blocks 65-120. Plus some buzz numbers decals - not all - as Buzzes disappeared in mid 60's. Serial numbers cover B and F models. Backup your original F-101 Folders. Also Decals! Some time ago (long ago) I started to use specific AIR-2 Genie for Voodoo - to accommodate it in weapons bay it is moded as specific stationcode=AIM4 - so to appear this Genie in a game you have to copy weapon AIR-2_Genie_101 also. Genie has new skin. Credits: Original models ErikGen yakarov - skins / decals / some small ini tweak Plane Number (airbrake decal) for 132FIS ANG from original VooDoo pack by Dave. Have Fun. May the VooDoo be with you. Jarek Hereda Submitter yakarov79 Submitted 01/06/2019 Category F-101
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3 pointsMike - I had the same problem and fixed it by replacing two groups in the wwiCaporetto_data.INI - [SolidObjectTextureMaterial] and [AlphaObjectTextureMaterial] - with the two shown below. Just copy/paste and it should work. [SolidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=5.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=false AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.00000 DiffuseColor=1.000000,1.000000,1.000000,1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Fade=NORMAL StartFadeDistance=50.0 EndFadeDistance=50.0
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2 points
Version 1.0.0
400 downloads
Reworked pack of F-101B/F VooDoo. Generally old good VooDoo in new dresses. There are some small changes in data.ini files mostly in weapon stations section - so Backup your original file. You might not like it. Pack contains three versions - In reality, IR sensor was applied to different airframes different block build - not really possible to cover in this game engine limits. To make it easier in this game it will be. This is mostly to cover in some right way decals I've made and units. VooDoo '59 without IR sensor - block build 65-96. VooDoo '65 with IR sensor - block build - 100-120. VooDoo '69 ANG - same as 65 - just different set of skins. (I have an additional nation in my install: USA Air National Guard - that's why I have it as a separate model - but in this pack, it is set as USAF bird). All new skins in 3072x3072 resolution. New bump maps and specular maps. also in 3072.. plus more than 1000 decals so the set is again huge after unpacking. Pack contains 17 skins for Air Defense Command - all squadrons that ever used F-101B (from different time periods to cover years of usage). and 7 skin sets for Air National Guard from different time periods. All new decals consisting 451 serial numbers for blocks 65-120. Plus some buzz numbers decals - not all - as Buzzes disappeared in mid 60's. Serial numbers cover B and F models. Backup your original F-101 Folders. Also Decals! Some time ago (long ago) I started to use specific AIR-2 Genie for Voodoo - to accommodate it in weapons bay it is moded as specific stationcode=AIM4 - so to appear this Genie in a game you have to copy weapon AIR-2_Genie_101 also. Genie has new skin. Credits: Original models ErikGen yakarov - skins / decals / some small ini tweak Plane Number (airbrake decal) for 132FIS ANG from original VooDoo pack by Dave. Have Fun. May the VooDoo be with you. Jarek Hereda -
2 pointsGotcha. So, you can do a rudimentary HUD with only rounds showing for your purpose. Problem is it might interfere with your normal gun sight. This is an example that will at least show you your remaining rounds: [HUD] HUDMaterial=HUDMaterial HUDColor=0.0,1.0,0.3,0.8 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.155,-0.195 ViewportBottomRight=0.155,0.210 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=14 TextBold=TRUE [HUDModeNav] Symbol[01]=HUD_WeaponCount [HUDModeAA] Symbol[01]=HUD_WeaponCount [HUDModeAG] Symbol[01]=HUD_WeaponCount [HUD_WeaponCount] SymbolType=WEAPON_COUNT_TEXT TextPosition=0.0,0.140 HorizontalAlignment=CENTER TextFormat=%01d You'd add this to the bottom of the aircraft's AVIONICS.ini file. Others out there might have better solutions.
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2 pointsBeing a bit of a stick-in-the-mud - not an entirely inappropriate condition, for a player of WW1 air combat sims - all the recent modding activity for the Italian front hasn't yet lured me away from my Biggles-based but still dominant affection for the Western Front (all quiet or not). My Jasta 4 Cambrai campaign came to a nasty end when I collided with a comrade attacking the same enemy; first time that has happened in a while. So for a change of pace, I started off an Armchair Aces campaign with KEK Douai in August 1915, flying the Fokker E.I. I'm staying alive and racking up a surprising number of kills, including several on a single sortie. This is all the more surprising because the E.I is a truly awful fighting aeroplane. Rate of climb is nearly non-existent, while turn rate and radius are nearly as bad, with a tendency to judder on the point of a stall at the drop of a hat and to fall into a wild spin if you don't ease back or push the nose down when duly warned. Recovery is do-able but only after a lot of height is lost, so tight turns at low level are right out. Still, the varied and smaller-scale air fights are a lot of fun and modded FE2 brings all its inherent virtues to the party, including the ability to 'warp' and avoid transit flights, the rarity of uneventful, contact-free missions, the reliability of flak in indicating enemies, and the unequalled variety of aircraft types. Here are some scenes from recent missions. Illustrating the continued superiority of FE's pilot animations over all comers, I look down soon after take-off, despairing at why the earth is taking so very long to drop away below me. After finally managing to get above a few hundred meters and reach my patrol area, a more agile French-made and flown Morane 'Bullet' goes down, after I eventually managed to put enough rounds into him. Bringing on your flight-mates is a strong point of FE/FE2, so I am happy to keep watch above, as a comrade knocks down a Vickers two-seater. Not to be left out, on a later flight, I knock down a BE myself... ...and on another mission, I too clobber another hapless Vickers... Sadly, no pics were taken of Nieuport 10s doing what they do best, namely, bursting into flames after a few hits. I think I will edit the campaign files for that period as I am seeing too many of these (the British didn't use them apart from the RNAS near the coast, not where I'm flying, and a handful briefly loaned to the RFC 'for special duties'). And we must by now have shot down an entirely disproportionate number of the forty-nine Morane Bullets produced. The Morane Type L 'Parasol' would probably be a decent substitute for one or both, and I have seen none of these so far. Anyhow, for the sake of historical accuracy, I'm resisting any temptation to put more than two or three Fokkers into the air at once. Thankfully, the equally small enemy flights make this no particular risk, although we have lost one pilot due I think to a mid-air collision. Despite the pretty hopeless performance of our machines, we are usually well able to beat up one enemy flight before moving on to the next. So life with Kampfeinsitzerkommando Douai is pretty sweet...at the moment. And I'm reminded why I still reckon modded First Eagles/FE2 is at least as good, if not better, than any other WW1 air combat sim.
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1 point
Version 5.6
12,842 downloads
THIS IS NOT UNDER THE COMBATACE FREEWARE LICENSE ACCORD YOU MAY - Have fun with this mod - Use it as you see fit once you download it, even modify it as you see fit - Create your own textures as you see fit and upload them under your name IF you wish to send me any modified core files (I don't need to review skins as that doesn't affect any core files) please PM me the modified files and I will check them out. There is no exception to this policy given my attitude towards staying out of jail. I will check them out and yay or nay the decision, but if I can edit any files in order to not go to jail, I will inform you and that will be it. I understand you may have information of a sensitive nature that you may have access to and frankly it does not belong in any files of this download. If that bothers you then please don't send me sensitive information, I think I've made it clear that I'm not going to jail in order to appease to players. http://combatace.com...24-my-projects/ Newer skin PSD with Block I ECS (no stacks) now available for skinning needs: http://combatace.com...-skin-template/ - Fixed some glaring errors in the INI files. -
1 point
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1 pointHi Mike, Also check over the following two links that overlap with the good info. Geezer has posted above (should get rid of the shimmering oddities that way): https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738584 https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738564 Happy flying, Von S
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1 point
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1 pointI have all three, but I couldn't make any hand at ROF, whatsoever (this is my fault, rather than that of what is an excellent sim, enjoyed by many). So, I removed it from my increasingly-crowded hard-drive. And, while I appreciate the great achievement that is WOFF, I almost always turn to FE2. I couldn't do a mod to save my life, so I can only repeat my gratitude for the work the talented people on here have so generously shared in order to bring this game to its current level of excellence, achieved in the face of such worthy competition. Thanks is also due to TK for providing us with a series of games in which all this has been possible.
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1 pointI set IAS/TAS 0.488 because I made simulations for 22 km altitude because that's the max alt the missile reaches before diving to target. In SF1 the ASM function is not present so I'm not quite sure how you will simulate the missile. As far as I remember cruise missiles in SF1 use radio command or semi auto command. These types of guidance don't use loft, so you just fire the missile from high altitude and you hope that there will not be mountains between missile and target. Send me your copy of Kh-22 missile and I will make some tests using both ASM and semi auto command.
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1 point
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1 pointI think these values are quite unrealistic. Let me explain some things taking into account the russian wikipedia: https://ru.wikipedia.org/wiki/Х-22 1. IAS/TAS Ratio has to do with the flight altitude, 0.86 is 10,000 feet (3000m). Maximum range for initial Kh-22 was 300 km when fired from 10-12 km altitude. Shortly after launch the missile climbs to 22 km (75000 ft) and at that altitude accelerates to 3700 km/h (3.5 Mach). So, reaching 585 km at 3000m level flight is even unrealistic for later variants Kh-22M/MA. 2. Maximum speed in your graph is 1447 m/s which is 5200 km/h at 3000m alt. Maximum speed for Kh-22M/MA was 4000 km/h at 22000m. I guess we all know that a missile can fly faster at higher altitudes due to thinner air. So according to this graph the Kh-22 should fly at about 5500-6000 km/h at high altitude! 3. Sonic speed must be set 343 m/s when the missile flies at surface level. The higher the altitude the lower the sonic speed. This changes at 18 km altitude. Higher than 18 km sonic speed starts increasing. This is my effort on how to tweak this missile: However keep in mind that the missile simulator tool calculates speed, range and time for level flight. So at this graph you have a missile reaching 300 km at 0.488 IAS/TAS (22.5 km) altitude. Practically game range should be shorter because Kh-22 is being launched at 10 km alt, climbs at 22 km alt and then at a certain distance from target starts diving. In general, determing the correct values for ASM missiles is more difficult and you need to test missile's performance in game again and again because flight profile of ASM missiles is more complicated. Personally when using this tool to determine values for surface to air missiles I test missile's performance in game again and again. Then according to what I have seen in game I keep working using the range tool until I have achieved the best combination between real values and realistic performance. Unfortunately it's an extremely time consuming process.
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1 point
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1 pointExcellent work. You put a lot of effort into those skins. For my part, I'm working on a cockpit for the Caudron R11.
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1 point
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1 pointHello, all the brothers-at-wings. I present to you a small selection of skins for a wonderful Nieuport-17 by Geezer. This is my first experience that I decided to publish, so please do not judge me very harshly. I do not think that this work deserves to be laid out in the Download section, but I hope someone will like them. In any case, all the credit belongs to Geezer, since I just used his works. So, what's in the archive? The "Dux" folder represents you the most correct type of the Russian Nieuport-17, built at the Moscow Dux Plant. The specific Russian roundels - a distinctive feature of the Dux-built aircraft - were applied in 14 positions. This generic scheme is also well suited for the Nieuport-21, although it needs a small correction (the 'leuvers' drawn on the sides of the aircraft and the elevator control wires do not match). The following three folders represent the 19th Air Squadron (19th Corps Air Detachment or 19th KAO) of the 1st Air Combat Group (1st BAG) - perhaps the most famous aviation detachment of old Russia. 1st BAG fighters had no marked external differences as far as markings were concerned, but the scull of the unit emblem was slightly different on each individual aircraft. A pair of Nieuport-17s represented a staff flight. Capitan (of cavalry) Alexander Kozakov, Commander of a 1st Air Combat Group, flew on a French-built Nieuport-17 in Summer-Autumn 1917. Kozakov’s assistant, pod’esaul (Cossacks sub-Capitan) Shanghin was using a Russian-made aircraft at the time. Since Shanghin kept aloof from his command duties, the actual commander of the 19th Air Squadron was Boris "Bob" Huber. In the "19th KAO" folder is the standard skin, typical of the aircraft of the 19th Air Squadron, where there were aircraft of both French and Russian production. The rudder bore the “Adam’s Head” - the emblem of the 19th KAO. This generic scheme can also be used for Nieuport-21. Finally, the "3rd KAO" folder contains an interesting paint scheme of another Russian aviation unit. It correctly represents the aircraft built in France for delivery to Russia. The Indian’s head was the emblem of the 3rd Air Squadron (3rd Corps Air Detachment). The serial number is fictitious; the colors of the squad emblem are supposedly given. All you need is to simply place the unzipped files in your Nieuport17c folder and start the game. New skins will be available for selection in the Loadout menu. https://oldbrowser.files.fm/u/ga6a2ywd
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1 point
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1 pointI am still tweaking colours, trying to find better balances. They are something in between Cellinsky's widesky and the stock SF2 colours. Fog colours are a real PITA to get right. My huge thanks to Cellinsky, Stary, PanamaRed, Fubar512, Brain32, ShrikeHawk, BearGryllis, Orsin, luk1978, for their respective mod works! Following screenshots are just a work in progress, not the final quality; for some reason the new night colour seems very dark on screenshot, but in-game the environment is reasonably visible. Day Sunset Dusk Night Overcast Inclement
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1 point
Version 1.0.0
336 downloads
New\Updated 2048x skins, Decals & Reverted F-106 cockpit... Added 1920x Hangar and Loading screens... New\Updated pilots... All ini files are mostly the same... All credits to the original creators in the original readme (below)...I just polished it..... ------------------------------------------------------------- Installation: ------------------------------------------------------------- >>> Please backup and delete your mod folders: "B-58A" in \Objects\Aircraft and \Objects\Decals folder...or you will not see the new skins... Copy the contents of the uncompressed "To_Mod_Folder" folder into your Saved Game mod folder. Overwrite any conflicts... Enjoy! Viper ------------------------------------------------------------- Original Readme: ------------------------------------------------------------- B-58A "Hustler" 7/8/2011 -- For SF2, Any and All -- This is a modification of Pasko's B-58 Hustler, to bring it more in line with SF2 standards. If you have the 2009 SF2 Update, just install this directly OVER your pre-existing folders, allowing the overwrite. If you don't, don't worry about it. Two skins are included (the same basic skin used twice), with all new 100% Historicaly Correct (tm) serial numbers, listing each operational aircraft that served with the 43rd and 305th Bomb Wings. Unfortunatly, I was unable to break them down each into which served with each of the 6 Squadrons in the 2 Wings, but this should do nicely. There are also 2 cockpits included: The original SF2 mod by Dave (USAFMTL), that uses the F-106 pit and, An extensivelly modified F-4 Phantom pit (stock 3W ini only -as the cockpit exists in all versions of the game). This one makes use of many 'moves' to drop items out if sight, and uses the physical external model for the windshield framing. Neither one is perfect ... this is elaborated further in the "Notes" section, with instructions on what to switch or turn off in the various inis; depending on which you choose. Right now, it's using the Phantom pit, as it really is quite a bit closer than the 106's. In the Loadout ini, several alternate loadouts are listed. These can be accessed from the 3rdWire mission editor screen (for post-Expansion Pak 2 users). Other ini edits repositon the running & landing lights, add 'virtual' flaps (as this aircraft made use of drooping elevons -without the original source file this is impossible to duplicate-), minor engine adjustments, and avionics tweeks. It could also stand a slightly improved FM; the changes and other comments are in the "Notes" section. Weapons are included, the nuke explosion effects are =NOT=. YOu should probably have them from the GunnyPak. Speaking of weapons, a "new" 8kt ARM is included; this is a fictional ARM version of the Genie, more in line with "Fail Safe" and the No.6 Decoy/EW/Escort aircraft, and gives you a SEAD load. Kill SAM sites DEAD!!! Since real decoys don't/can't exist....it's just for fun! There's also and EO version, that can be used for STRIKE or SEAD missions. As always, =READ= the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs/requires/should have, to make it a LOT easier to install. Also, as usual, the expected 'Notes and Other Nonesense' comments by me. This =IS= Required reading -- there are some issues that are addressed there. --------------------- To Install: As always, unzip the "sf2_hustler_pak.zip" to a temp folder or your desktop, or somewhere' else that's easy to find. Then, simply copy/paste the /Objects folder directly OVER the /Objects folder of your SF2 install of choice. All the folders have already been seperated out into their correct format that SF2 requires/wants/needs/should have for all mods. That's it ... Off you go! ----------------------- Notes and Other Nonsense: Ok, first and foremost of importance ...when carrying the Two Component Pod for Nuke strikes - DO NOT UNDER ANY CIRCUMSTANCES ORDER YOUR WINGMAN TO 'DROP TANKS'!!!!!!!!!!!!!!- This WILL cause the game to lockup/freeze for some reason, and the only way out is C/A/D to start the Task Manager and kill it that way. You, however, can drop your tank, exposing the multi-megation bomb, This is how it would have been delivered ... the tank was kept until the bomb run, jettisoned, and then the bomb dropped. Apparently, when Wingmen are given the 'attack my target' order, they should automatically dump the externals. (Unfortunately, during STIKE mission testing, it seems that giving your wingman ANY orders like - 'attack my target' may also freeze the game. Don't know what's causing it. Something releated to the nukes/TCP maybe??? Just be advised ... and let the AI handle ALL of these aircraft). They're quite fun for high-mach, low level flying. Don't forget, too, these aircraft would have operated alone on their missions into the Soviet Union, and NOT in formations. You may want to send you wingmen home on STRIKE, and do the job yourself. Your choice -- but just remember what happens. Also, the aircraft =REALLY= needs a new flight model ... IMO it has too much drag and not enough lift, and has a tendencay to 'tail stall' during hard turns. Of course, it's a frakking BOMBER, and shouldn't be making fighter-like manuvers. There ARE some clipping issues with the Phantom cockpit as used -- the side window frames disappear. As I'm totally opposed to fucking around the the games clipping distances, these have been left alone. You'll just have to not turn you head too far left or right. I've narrowed down the cockpit views to try and prevent this as much as possible, but it's a moot point. Which brings up another point -- my feelings are that even with cockpits and such, bombers should be left under the control of the Games AI -- it does a much better job of putting iron (or uranium/plutonium in this case) on the target. I'm may also update Pete "pappychksix" Fredrico's SEA camo skin, and will release that when it's done. It needs better decals! Howeve, given the excessively SMALL conventional load ... the aircraft may be better used as a Pathfinder, with high-explosive ARMs, LOTS & LOTS of chaff, and super-powerfull jammers. Essentially, and EB-58s, similiar to the EB-66s as used in Southeast Asia. We'll see.... ---------------------- -Swapping Cockits: If for any reason, you want to go back to the 106's pit, here's what you do: Open the B-58A_DATA.ini, and scroll down to the [NOSE] section. You'll see this: [Nose] ParentComponentName=Fuselage ModelNodeName=Nose //ShowFromCockpit=FALSE ShowFromCockpit=TRUE you'll note I already have the switch in place to turn off the nose, thereby removing the external windows/windshield framing. Simply uncomment the 'ShowFromCockpit=FALSE', and comment OUT the 'ShowFromCockpit=TRUE It would then look like this: [Nose] ParentComponentName=Fuselage ModelNodeName=Nose ShowFromCockpit=FALSE //ShowFromCockpit=TRUE Save and close the data ini. In the B-58A.ini, where the cockpit statements are, you'll see this: [AircraftData] AircraftFullName=B-58A Hustler AircraftShortName=B-58 AircraftDataFile=B-58_data.ini //CockpitDataFile=B-58_cockpit.ini <--- CockpitDataFile=F-4E_COCKPIT.INI <--- HangarScreen=B-58_Hangar.bmp LoadoutImage=B-58_LOADOUT.bmp LoadingScreen=B-58_loading.bmp LoadoutFile=B-58_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=B-58_AVIONICS.INI You do pretty much the same thing, commenting out the F-4E cockpit ini, and uncommenting the B-58 cockpit ini. Thusly: [AircraftData] AircraftFullName=B-58A Hustler AircraftShortName=B-58 AircraftDataFile=B-58_data.ini CockpitDataFile=B-58_cockpit.ini //CockpitDataFile=F-4E_COCKPIT.INI HangarScreen=B-58_Hangar.bmp LoadoutImage=B-58_LOADOUT.bmp LoadingScreen=B-58_loading.bmp LoadoutFile=B-58_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=B-58_AVIONICS.INI As stated above, NEITHER is a perfect choice .. the Hustler had a rather unique cockpit, and did not have the radar display or RWR in the pilot's compartment. These was handled by the Radar Navigator (aka Bombadaier) and the Defense Systems Operator seated behind him. For gaming purposes, this will have to suffice. You'll also have to rename the 'xCockpit' folder back to just plane Cockpit. This has all the F-106 cockpit bits. Of course, if one wants to convert to totally AI, simple comment out BOTH cockpt inis, and it'll revert to computer/game AI control. ----------------------- Sources: AeroFax #??? - Convair B-58 Hustler Warpaint #4 - Convair B-58 Hustler Credits: Pasko & Co for the original release; Dave & Co for the 2009 upgrade; ??? for the J-79 sound I borrowed/included (Ravenclaw? Spillone? GMG??? don't know, but thanks!), Me for the decals and such like TK for the whole series! ---------------- If you have any problems, questions, comments or whathave you, I can be reached via the email addy below, or at the Usual Places - the message boards. Good Luck, Good Hunting, and Happy Landings!!! Wrench Kevin J. Stein kjstein@ca.rr.com -------------------------------------------------------------------------- Legal BS: This is freeware; it CAN be distrubuted, as long as this readme and all pieces of the package remain intact. This package may NOT in any way, shape or form be used in any payware addition Bribes are accepted; ask for the day's going rate. ------------------------------------------------------------------------ -
1 pointin my case any way do not work no object nor vertex ((( Working at aircraft stoped.
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1 pointActually it is from frame 1-10, frame 0 should be the object without animation keys. the movement is OK the way you describe. Although if you make a search (early warning) radar then simply look at the "spoonrest" or the "flatface" it does not need animation, just in the _data.ini have to define the modelnodename= that should turn (radar entry) and the timing you want. the game engine will handle the rest.
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1 pointyes, you can make a light rotate (see Stary's lighthouses) you'd need to build in the animation into the LOD, and most likely use a 'self illuminating tga', and the tga for the light beam itself would need creating
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1 pointdown load this, study the entries, adjust as needed for your use. somewhere also is an post about adding smoke to buildings (like powerplant exhaust stacks). that should also have some relevant clues. not sure if one can make a light rotate, but it can be made to blink and the blink rate can vary. best advice until someone else posts
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1 pointThanks guys for the replays. Got it fixed. Will pack the RT-33A mod together now. ;-) Ready for download!
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1 pointTry this link http://www.tailsthroughtime.com/2015/08/canadas-nuclear-strike-force-1st-air.html
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1 pointwe do have a RF nose but the dimensions of it are wrong , i´m currently working on a shorter more correct nose this is the old nose we have , the new one will look much better ( i hope )
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