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Showing most liked content on 01/14/2019 in Posts

  1. 19 points
    early rocket pack´s AERO 6A made out of paper , rockets with Mk1 (HE Frag) and Mk5 (HEAT) warheads
  2. 10 points
    As I've stated before................."Detail at its finest"! Can't wait for WEP PAK3 total! Mandatory Pic - Can't remember where this pic came from, but I thought it was cool
  3. 9 points
  4. 5 points
    Why not? Fully imagine!
  5. 5 points
    Geezer - For your use, trailing are some close-ups/detail shots of the Bleriot XI that I pulled out of the archives. Mike Dora - Is Mike Lockhart still working at Rhinebeck Aerodrome?
  6. 4 points
    German MiG's over the Faeroer islands heading to the Shetlands. The worst thing that can happen to us is a german in a MiG! Heading home
  7. 4 points
    Sorry for being a little late to the Bleriot XI party. There are currently two replicas (FAA-registered as N913BL and N791X) at MAM - the pix I forwarded were of N913BL at an airshow a couple years ago, and you can see N791X in the photo adjacent to the placard and I've included a hangar shot of it below (especially note the original-style wing suspension). N791X was rebuilt after a crash-landing and was formerly registered as C-FBLW in Quebec where it was originally constructed. All three of those registrations can be searched on and the aircraft background and some photos of each are available online.
  8. 4 points
    Thanks for your help, guys. I figured out the last gauge was fuel pressure!
  9. 4 points
  10. 3 points
    Down and out in North Africa.
  11. 3 points
    Guys - Thanks for the help on the Bleriot!
  12. 3 points
    Well, in the case of Bleriot you will not encounter such a problem. Its oil pressure gauge is extremely simple. In FE, as I recall, the castor oil in the flask actually pulsates only in the cockpit of the Morane-Saulnier N “Bullet” by p10ppy. For all other aircraft, the oil in the glass remains fixed. This is not as realistic as that of Moran, but this is also an option.
  13. 3 points
    I think I could nearly build one of those myself with some junk lying around in the garage! Imagine flying in one?
  14. 3 points
    And a few more photos: http://www.airminded.net/bleriot/bleriot82.html
  15. 2 points
    View 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  
  16. 2 points
    Yeah. On January 18, an Italian Tornado was shot down by AA, and both officers have been POWs for the entirety of the war. Their plane was the only one in the formation to have successfully refueled in-flight, and so proceeded alone with a recon mission, while the other 9 aircraft (not Tornados) returned to base.
  17. 2 points
    Here's another interesting perspective) http://www.aerodrome.se/?page_id=68#
  18. 2 points
    A few previews of my Kuril Islands 2020 single mission set now using RealSky - - by @Menrva are below:
  19. 1 point
    Panavia Tornado IS 'Bavandar' - No.28 Squadron, Indian Air Force, 1985
  20. 1 point
    Nicely done Spinners, I can still remember when the then in-development MRCA was initially to be called the Panther, before it was renamed Tornado. This must have been in the 1969-70 time frame. I recall preparing hand-drawn scale drawings of it while still at high school, with the optimistic intention of one day scratch-building a model (oh well) . In those days all the artists' impressions showed a much sleeker airframe - something more akin to the eventual Tornado F3 than the stubby GR1- with half-circle intakes plus half-cone centrebodies á la Mirage III. After I joined the RAF in 1972 I discovered what MRCA was believed to really stand for in the eyes of the Service at that time: "Must Refurbish Canberra Again". Only the really cynical said it stood for "Mother Riley's Cardboard Aeroplane".. Mike
  21. 1 point
    Other ships that are very easy to destroy are most of the ships from the Falklands War mod. Such as the Type 21 frigate and Type 42 destroyer. Thanks everybody for your help!
  22. 1 point
    Everything except space flights ;), but it wasn't hard. It's probably the best strike plane in aviation history. Something like modern Mosquito, but 3 times better ;-) Yup, some Tonkas were lost in early days of 'Desert Storm', but they did the most dangerous missions. How many F-16 could be shooted down doing same things ? Nobody knows . 40+ years of duty ;-) and still deadly.
  23. 1 point
    I have found it hard to sink the Udaloys and Slava @KJakker provided mods for. Seems to me KJakker got the SAMs and AAA to properly work... below is a F-2A watching a horde of ASM-2 missiles try to take on a Russian reinforcement fleet. That explosion you see there is an ASM-2 meeting a premature end.
  24. 1 point
    However, the instruments could be located to the left of the pilot
  25. 1 point
    Stimulating 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
  26. 1 point
    OK, 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
  27. 1 point
    Oh, 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
  28. 1 point
    these are the cockpits and they only have the basic instruments modeled
  29. 1 point
    Barométre/Barographe http://bleuhorizon.canalblog.com/archives/2007/02/24/4117538.html :-)
  30. 1 point
    @warthog64 Which ships are you having trouble with? I have done a lot of data file work with ships and ground objects so if I can take a look at the ones giving you issues I may be able to diagnose what the problem is and fix it.
  31. 1 point
    Since no one noticed that something is wrong with F.4 on the pic above... Current correct one.
  32. 1 point
    A quiet week end over Suez ... Something is brand new (wet paint) .....
  33. 1 point
  34. 1 point
    On 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
  35. 1 point
    Yes, 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
  36. 1 point
    Getting with the biplane program - a Fiat CR.42 over Cyrenaica:
  37. 1 point
    for old style (1stGens) just dump all the parts at the root of the /Objects folder. actually, at the 08 patch level, you should be able to have an /Objects/Pilots/folder. It's no different from /Weapons or /Decals. And we KNOW those work
  38. 1 point
    extract 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)
  39. 1 point
  40. 1 point
    Hello, Interesting drawing... Edit : http://www.pilotes-prives.fr/viewtopic.php?f=2&p=72931 http://bleriotxib.canalblog.com/archives/2009/02/12/12508832.html
  41. 1 point
    Of course. We are very lucky in such a relatively small community to have so many who are so talented. And generous.
  42. 1 point
    CVW5 and friends tanking over the South China Sea...
  43. 1 point
    Looking to fill the aggressor requirement for USAF ,USN and possibly NATO customers , private companies investigated the purchase of modified JF-17 Thunder fighters . The US government agreed to the private purchase on condition that a US engine and avionics were fitted,and that no "live" weapons could be carried . The modified jet was known as the A-17 .
  44. 1 point
    Some development work at the First Eagles forum may interest you. I frequently pass stuff like aircraft and ground objects to Buddy1998 for conversion to WOFF. Shot below shows stuff being developed in cooperation with VonS and Quack74 that may eventually find its way to WOFF.
  45. 1 point
    Couldn't resist posting this one - a simple 'over the shoulder' shot certainly, but it has a nice sense of purpose, direction and depth, with the aircraft in the foreground, superimposed on the cloud in the middle distance, and both overlaid on the terrain which rolls out towards the invisible horizon. And it encapsulates how Rise of Flight brings us back to...well, to the rise of flight, with the airman alone in the vastness in his fragile plane, as he flies towards the ultimate visible representation of the horrors of war, not knowing what fate awaits him over the lines...
  46. 1 point
    They also served, who 'only' stood and watched...
  47. 1 point
    Cheers - nice to be back. Here is a simple mission which illustrates the trouble I'm having: There are a few new definitions I've not seen before - marked with ??? below. As you can probably tell, I based the structure of this MSN on one I saved from the in-game mission creator. // comrpnt - simple circuit AI sqn test [MissionHeader] AircraftType=F-4D_67 MissionMap=VietnamSEA MissionType=RECON StartDate=05/01/1969 StartTime=10:00 [Weather] WeatherType=CLEAR WeatherAlt=2000 WeatherThickness=10 HasHighLayer=FALSE HighLayerAlt=4000 FogAmount=0.60 ContrailAlt=4000 // Force AI to take off heading North StartWindDirection=180.0 StartWindSpeed=0.0 WindGustingAmount=0.60 [MissionData] GeneratedMission=FALSE AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE CreateStaticAircraft=TRUE CreateHelpFlight=FALSE // There's a war on so max everything out! EnemyAirActivity=3 EnemyAirDefenseActivity=3 FriendlyAirActivity=3 FriendlyAirDefenseActivity=3 // Which AircraftMission below are you? PlayerMissionID=2 PlayerPositionID=1 MissionNumber=1 //***************************************************************************** // Da Nang origin=636000,492000 // Leading squadron [AircraftMission001] AircraftType=F-4D_67 Name=Anvil FormationType=USFighter Texture=USAFCamo1 Squadron=555TFS AircraftNumber=1 Size=3 RandomChance=100 StartTime=0 MissionType=RECON // *** What does BaseArea do??? BaseArea=Da Nang Air Base // *** What does LandArea do??? LandArea=Da Nang Air Base TargetArea=Da Nang Air Base ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE CarrierBased=FALSE Position=636000,490800,0 Heading=0 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=Recon TracerMixRatio=6 // *** What does KillMarking do??? KillMarking=0 PilotTrainingStandard=EXCELLENT Nation=USAF // Take off (mandatory WP) Waypoint[01].Command=TAKEOFF Waypoint[01].Position=636000,492000,0 Waypoint[01].Size=100 Waypoint[01].Speed=140 // Depart airfield airspace (mandatory WP) Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636000,503000,610 Waypoint[02].Size=1500 Waypoint[02].Speed=140 // Head South - pick up Approach Waypoint[03].Command=APPROACH Waypoint[03].Position=646000,471000,2510 Waypoint[03].Size=1500 Waypoint[03].Speed=100 Waypoint[03].Objective=TRUE // On finals Waypoint[04].Command=LAND_LINEUP Waypoint[04].Position=636000,481000,1210 Waypoint[04].Size=1500 Waypoint[04].Speed=70 // Land Waypoint[05].Command=LAND_TOUCHDOWN Waypoint[05].Position=636000,491125,0 Waypoint[05].Size=50 Waypoint[05].Speed=55 // Da Nang origin=636000,492000 // PLAYER'S aircraft - lined up behind Sqn [AircraftMission002] AircraftType=F-4D_67 Name=Bison FormationType=Single Texture=USAFCamo1 Squadron=555TFS AircraftNumber=4 Size=1 RandomChance=100 StartTime=60 MissionType=RECON BaseArea=Da Nang Air Base LandArea=Da Nang Air Base TargetArea=Da Nang Air Base ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE CarrierBased=FALSE Position=636204,490680,0 Heading=260 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=Recon TracerMixRatio=6 KillMarking=0 PilotTrainingStandard=EXCELLENT Nation=USAF // Take off (mandatory WP) Waypoint[01].Command=TAKEOFF Waypoint[01].Position=636000,492000,0 Waypoint[01].Size=100 Waypoint[01].Speed=140 // Depart airfield airspace (mandatory WP) Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636000,503000,600 Waypoint[02].Size=1500 Waypoint[02].Speed=140 // Head South - pick up Approach Waypoint[03].Command=APPROACH Waypoint[03].Position=646100,471000,2500 Waypoint[03].Size=1500 Waypoint[03].Speed=100 Waypoint[03].Objective=TRUE // On finals Waypoint[04].Command=LAND_LINEUP Waypoint[04].Position=636000,481000,1200 Waypoint[04].Size=1500 Waypoint[04].Speed=70 // Land Waypoint[05].Command=LAND_TOUCHDOWN Waypoint[05].Position=636000,491120,0 Waypoint[05].Size=50 Waypoint[05].Speed=55 // What do these definitions do??? [Callsign] GroundCallsignID=7 FACCallsignID=1 TACCCallsignID=1 //end of MSN file All help and guidance gratefully received. Regards, comrpnt.


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