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Showing most liked content on 01/13/2019 in Posts
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18 points
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11 pointsA quiet week end over Suez ... Something is brand new (wet paint) .....
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9 pointsSure looks like skin by Pappychksix....but I could be wrong. Below...F-105F of the 49th TFW...circa 1965
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8 points
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6 points
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6 points
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6 points
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4 points
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4 pointsEr, this a what if thread. My backstory has already advanced some dates so please don't read too much into it! Anyway, as we now know, the A-1 replacement was met by the British TSR1. Photo Credit: Günther Sterchi
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4 points
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4 points
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3 points
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3 points
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3 points
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3 pointsWhile I look for a French air pressure gauge, I worked on the Berg D.I Also found a scale model of the D.I used by the Ukraine post-WW1.
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3 pointsSince no one noticed that something is wrong with F.4 on the pic above... Current correct one.
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3 pointsYes, a very curious plane. By the way, one such aircraft appeared in Russia (it was among various types of aircraft delivered to the allies for the purpose of familiarization). During the Civil War it flew a red "aсe" Yuri Bratolubov. But the most interesting thing is that this triplane has survived to the present day. Now it's in the aviation museum in Monino (near Moscow). Unfortunately, it was barbarously restored and wildly painted ... https://vikond65.livejournal.com/24028.html?view=44504284#t44504284
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3 points
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3 points
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2 pointsView File realSKY Environment realSKY Environment January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This is my sky enhancement mod. It also combines the work of many other modders, in order to provide a realistic, better looking sky. Here below a quick summary of the changes: -Tweaked sky colours, something in between Cellinsky's widesky and the stock SF2 colours. -More realistic Night colours, sky and ambient are much darker. -More atmospheric, reddish transition from Twilight to Night. -New "dark blue" High Altitude colours (fly near space with a NF-104). -Moon produces a yellowish light instead of the default purple. -Sky is "wider" much like Cellinsky's widesky mod (background horizon clouds are bigger and more noticeable). -Added beautiful cloud graphics made by Cellinsky and ShrikeHawk, tweaked for each weather type. -Added a low number of stray clouds to Clear weather. -Added noticeable clouds to Overcast weather and Inclement weather, "fixing" a known SF2 "bug". -Combined various mods to produce a more interesting Rain Effect under Inclement weather. -Added Stary's lens flare effects from the SARCASM 2 mod, in place of Cellinsky's widesky effects. -Added Cloud Layer graphics by Stary, Fubar512 and Brain32. -Reworked secondary atmospheric effects, such as contrails and wingtip vortexes. In addition, the package includes alternative environment configuration files in the Alternative Weather folder; they enable different effects for the Inclement weather. You can choose between thunderstorm (default, adapt for most terrains), snowstorm (for cold, icy terrains) and sandstorm (for hot, desert terrains). For those who wish not to change the effect globally, I highly suggest to try the included terrain-specific environment example provided for stock SF2 terrains; the default global effect is thunderstorm, while terrains with their own environment file either use sandstorm or snowstorm as appropriate. Use this as a basis to customize other terrains. By setting the Effects to Unlimited, the game makes use of a DirectX 10 post processing effect; the stock game's post processing shader generates a pointless and horrible bloom effect which excessively blinds the player during twilight transitions. By default, realSKY includes a reworked post processing shader (TWPOSTPROCESS.FX) which provides more contrast, more vignetting, minor color correction and a daytime-only bloom effect, so it's miles better than what the stock game offers. Alternative post processing tweaks are included in the Alternative Shaders folder; choose the one you wish to try (check the included screenshots for fast comparisons) and overwrite the default one in your mod's Flight folder. If you don't care about the post processing effect, you may want to set the game's Effects to High in the Options menu. >Credits (in no particular order): -Cellinsky, for his fantastic widesky mod from which I borrowed some tweaks. -Stary, for his Thunderstorm and Heavy Snowfall weather mods, and his SARCASM 2 beta mod from which I borrowed some effects. -PanamaRed, for tweaks in regards to Clouds (especially the Broken weather ones). -Fubar512 and Brain32, for their Cloud Layer Top bitmaps, which I have smoothed for a better looking effect. -ShrikeHawk, for his CloudSkins mods, from which I took the spectacular cloud graphics. -BearGryllis, for his Thunderstorm Pack With Enhanced Lightnings 2.0b package. -Orsin, for his Improved Rain Effect and Heavy Rain 0.8 mods. -luk1978, for his interesting WeatherEffect package. -ArmedLightning, for his Special FX v2.2 mod for the GTR 2 game, from which I borrowed a lens flare effect. -baffmeister, for the idea of recreating sandstorm weather effects. -tiopilotos, for suggesting improvements on other subjects. -Eagle114th, for his Improved Wingtip Vortex mod which I have reworked. -JosefK, guuruu and Coupi, for their interest and support. I included the original readme files from the mentioned mods, where available, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 01/13/2019 Category Environmental Mods
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2 pointsPanavia Tornado IS 'Bavandar' - No.28 Squadron, Indian Air Force, 1985
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2 pointsStimulating series of posts gents' - always enjoy reading this technical stuff...currently tweaking my FE2/WOFF/ROF installs on the Windows 10 side of things on the Mac but I will come back to tweaking more FMs for a ver. 9.7. update pack in a couple of weeks....and I very much look forward to tweaking the FM for the Bleriot XI (will use either the 45hp Anzani or 60hp Anzani MS type G mod, from the ver. 9.1 update, as the basis for the Bleriot mod...the Bleriot should have slightly better lift than the MS type G but more drag). Speaking of varieties of Bleriot XI as outlined by Crawford, here's a pic below of various stats. on the type that I posted previously in one of the private threads. Von S
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2 points
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2 pointsOK, I'm really not sure...another try https://www.picclickimg.com/d/l400/pict/332697496548_/französischer-Druckmesser-Manomètre-Dewoitine-Morane.jpg https://www.picclickimg.com/d/l400/pict/292544064456_/Instruments-AVIATION-Ancien-Paul-Viet-manomètre-moteur-démarreur.jpg
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2 pointsUnfortunately (including for a patriot of Ukraine like me), this is a fictitious decal. The images of this aircraft are pseudo-historical fantasy. Not only there are no photos of the Berg with tridents, but also in the documents there is not a single mention of the presence of Aviatik Berg in the aviation of the Westеrn-Ukrainian People's Republic... In addition, even identification marks are fiction.
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2 pointsOn the Bleriot XI http://www.airminded.net/bleriot/bleriot.html http://fly.historicwings.com/2013/04/rebuilding-a-bleriot/ Slide-Show http://www.maket.ch/musees/27-bleriot-type-xi/detail/1090-bleriot-type-xi?tmpl=component&phocaslideshow=1
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2 points
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2 points
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2 pointsNATO F-84F Thunderstreaks (The Mirage Factory's F-84F with updated lines, rivets, etc. Original skins by Pappychksix, Thierry-As, Sony Tuckson, USAFMTL, Carlo ´´Soulfreak`` Vecchi, WhiteKnight06604)
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1 point
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1 point
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1 pointLooking completely awesome already.With yet more to add this is going to be a really fantastic piece of work.
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1 pointOh, I wouldn't be in your place. This aircraft is very difficult to model. There's a hell of a lot of wires! In addition, you will not find two identical airplanes, considering that Bleriots were made by everyone who will take the trouble... )) Maybe this photo of Bleriot XI type 2 will be useful to you? Seems from Windsock Datafile 108 THE BLERIOT XI AT WAR
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1 point
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1 pointThere are some .INI tricks you can do to get both runways active. This will get you twice the quantity and variety of game generated parked aircraft, if you go that route. It's also cool to see the AI operating aircraft from the other runway, while you're taking off or landing.
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1 pointBut as long as it is in ini file...it will appear. In case of a predefined model, it will be uncomfortable to use an airfield in other maps/time periods etc etc. .. but it is just my five cents.
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1 pointNot really, yakarov. The game is not that smart. Parking spots' coordinates must be defined inside the airfield's .INI file. We have them predefined for the stock game airfields, but for custom 3d models, it's a different story. I would like to know if there's an easy way to add precise parking spots, as well as night lights. I don't know which reference the coordinates use, if the center of the airbase or...
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1 pointThose F/A-18 in airbase view is from 'airbase'model or game flight line? I think it is not necessary to put aircraft models on airbase. The game will load flight line aircraft by itself. BTW check KillerBee upload...some ground flighline objects are there, so you will know what was done before.
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1 pointI really like it. Two little things to upgrade your work: 1. the brefing room lacks map, I don't know if this issue could be fixed, but I think could be great having map on the wall! 2. the "option" about no arcade cones or target pinpoints, should be an option I think ... so a clean install and optional files I think should be better. (I like having cones and target highlights ....) Anyway a big thank you mate!
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1 point
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1 pointextract data ini, and increase hulll, deck and superstructure armor. The values, of course are in mm, and for most ships easily researched. Don't forget about the "SinkTime=" line. Add if needed (many early ships don't have it. It's in seconds. Large, well armored fighting ships should take a "predictably" long time (depending on damage of course re: HMS Hood), 2-3 minutes for cruisers and smaller, 5-7 for carriers (mabye?) BBs 7-10 ???? (since no Iowas have ever been sunk, hard to calculate)
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1 pointWell SweetFX and Reshade are post processing, meaning they build on whats there and add additional graphical features. But I'm seeing that the DX6-7 code is not supported or the weird 32 bit eaw.exe is not either. Again like VBH says, we need a programmer that can code in graphical API's. I personally wouldn't want much (not much in the sense of modern games) just the benefits of DX9 or 10 code would make me happy. So we can loose this compatibility crap (not all crap, some of Windows OSs fixes work well). But the wrappers could be dropped to0. Thus no extra overhead. Then new menu screens and configuration screens can be properly added, perhaps liven up the object view to proper standards, or just removed from the code all together. But EAW is great now if you want to deal with all the workarounds and extra overhead. This post may sound like I'm putting EAW down, but I'm not, as my help site has had a lot of hard work put into it to keep players around to actually use the game.
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1 pointFound the Bleriot XI in my backup discs, so I'm dusting off the old model and thinking about what is needed to finish it. The kingpost structure seems the most common, not the trestle. I've not been able to find any closeups of the bracing and warping wire pulleys that were mounted at the apex of the kingpost. These will be VERY visible to anyone "flying" the model so it is important to get them right. Can anyone assist with closeup drawings or photos?
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1 pointView File Armstrong Whitworth Meteor NF.12 As radar technology developed, a new Meteor night fighter was developed to use the improved US-built APS-21 system. The NF.12 first flew on 21 April 1953. It was similar to the NF 11 but had a nose section 17 inches (43 cm) longer; the fin was enlarged to compensate for the greater keel area of the enlarged nose and to counter the airframe reaction to the "wig-wag" scan of the radar which affected the gunsighting, an anti-tramp motor operating on the rudder was fitted midway up the front leading edge of the fin. The NF.12 also had the new Rolls-Royce Derwent 9 engines and the wings were reinforced to handle the new engine. Deliveries of the NF.12 started in 1953, with the type entering squadron service in early 1954, equipping seven squadrons (Nos 85, 25, 152, 46, 72, 153 and 64); the aircraft was replaced over 1958–1959. What's in: - a new plane - 12 RAF skins 12 - pilot, weapons, sounds - all planes built serials 100 Credits: - Vetro 2k: original T.7 model - Yakarov79: nightfigher upgrade - paulopanz: skins, decals etc Operations: - key 10 canopy open Enjoy! @paulopanz Submitter paulopanz Submitted 01/11/2019 Category Meteor
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1 point
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1 point...and many more Link -> http://www.aviation-14-18.fr/aviation-française/instruments-de-bord/ Translation Engine Tach = Compte tours Air pressure=barographe..altimetres(?) temperature=jauge temperature
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1 pointI really like the look of the markings in the drawing! Might not be the most likely rendition but it looks cool... My original: CIA: FAR:
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1 pointok dude, where you been hiding all this time! that looks awesome! any plans for a mix civil-military field? askin for this dude i know that plays with airliners
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1 point
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1 pointThis is my first time with WWII planes, but I was little boried to fly over the A.O.I. (fantastic having this forgotten campaign to fly!) with US Amarillo serials. So here we are: Capitano Mario Visintini 16 vittorie, medaglia d'oro al valor militare alla memoria 412^ Squadriglia autonoma ... col suo gregario
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