Leaderboard
Popular Content
Showing most liked content on 01/21/2019 in all areas
-
5 pointsfurther tests with 'wet' terrain..Isonzo and waterfilled shell holes working on V 2.0 and campaign and 'wet' fields
-
5 pointsMikoyan-Gurevich MiG-19SK "Farmer-N" - 3 Escuadrilla de Caza y Ataque, Comando de la Aviación Naval, 1970 This is the lovely MiG-19SK by Cocas. Skin Credit: Nyghtfall
-
5 points
-
4 points
-
4 points
-
3 points
-
3 pointsI found this 3d max script and I thought of sharing it with you. and it's Free Why Blueprint Manager? Most modelers will tell you that the most annoying part of creating a new model is setting up the reference images. Once you have them prepared in Photoshop or your 2d graphics software of choice you have to create the image planes having the same proportions with the images, you have to create materials for each plane, apply the materials to the planes and make sure they are properly mapped and visible in the viewport, align the image planes and make sure they properly fit with each other, then lastly, change the properties of the newly created image planes so they are non renderable, when they are forzen they still display the images, and have backface culling on so that they don’t interfere with viewing your model. Tired yet? Just to add to this, when you finally start working on the models you will need to hide/unhide or freeze/unfreeze the reference planes. Well, with Blueprint Manager, all these tasks are reduced to a few mouse clicks! What is it? Blueprint Manager is a MAXScript which automatically creates a set of mapped planes from a series of blueprint images, sets their object properties to non renderable, backface culling on, and show frozen in gray off, and places them in proper position. This is the URL to download the script
-
3 pointsI think such effects in FE2 only happen if some damage is done to inline engines, and I've also seen it happen if the blip switch is held too long on rotaries while the aircraft are still at the aerodrome (particularly with the Sopwith Pups and Tripes in their latest FM modified form). I've tried to tweak the chance of engine overheating post-damage in all of the modified data inis, although there are other random factors that FE2 throws into the mix probably. The relevant entries in the data inis, if available, are (located under the [Engine] section): DamageTempDelta=30 OverheatDamageRate=0.4 Values above I use for single-row rotaries, double row-rotaries are at 20/0.3 respectively, early inlines at 60/0.7, and later inlines at 50/0.5 - rotaries, in general, were more robust than inlines. Possible exceptions are the Spad A.2 and Morane Bullet with casserole spinner...values of about 50/0.5 are usually good for those...to mimic greater chance of over-heating, also for the "Anzani-powered" MS type G variants. Von S
-
3 points
-
3 pointsJust another update I had to restart the MT-LB model all over again from scratch. Thanks to yakarov79 for sharing his file with me, I learned some tricks from his work, this is how it looks now, it’s almost completed and I should release it soon. I hope you like it, once again I extend my thanks and gratitude to yakarov79 for his help and sharing his work.
-
2 points
-
2 pointsRockets away! no hits............. then they were gone...................
-
2 points
-
2 points
-
1 pointjust like the question states. leading off, i hope to -continue low level work on ODS upgrades (my part mainly in scouring the DL section for newer and better versions of already included mods, as well as some upgrade of whats already there) -continue with SAC B-52s (G model in particular, hoping for a partner on the H models) reskinning for the late 70s through end of SAC(1992) era -fix up the B-1s and FB-111s for SAC -minor tweaks to the B-52D, F and G for Vietnam, as well as minor tweaks for the white belly BUFFs to incorporate unit badges rather than just the SAC badge on both sides -repackaging some of the appropriate airliners as a USAF nationed Civil Reserve Airlift Fleet (CRAF) squadron for ODS -747-100/200, and possibly renewed DC-10s if a lil bird comes through (no pressure, no worries for the one that told me bout it) -finally, regardless of new trijet, new KC-10 skins using my current modus operandi (tga camo) with a focus on ODS not too much i hope, esp with a job keeping me busier than before and trying to learn how to land in a new sim w/o breaking at least one of the landing gear who else wants to give a sneak peek into their plans?
-
1 pointMany thanks for all the tips, Sky High, time to grab some mods and dust off EAW! SGSS seems to be a good shimmer-killer; I am using it in BoB2 and with MSTS content in Open Rails and it certainly sharpens up that which was not previously sharp. I could not resist a bit more dabbling in CloD-B last night, playing some of the included missions. Despite being under min spec as regards GPU RAM, it runs very smoothly so far, even pushing the slider up so 6 of us ended up trying to stop 24 Stukas from bombing Hawkindge (they spell it with the 'd', so no surprises they didn't get Lympne quite right either). The bad news is that having failed to stop many of them... ...we were treated to the spectacle of twenty-plus dive bombers level bombing their target. And yes I hadn't discovered that Alt+L turned on the reflector sight when I took that pic. Maybe because the missions are scripted, there are transmissions from the controller, telling you where the Bandits are, plus a certain amount of R/T chatter. You'll know all this already, but perhaps because the radio commands are there but broken, combat missions (which seem to be air starts) often seem to begin with you hearing or seeing yourself, the leader, giving attack orders, then off everybody goes, reforming automatically at some later point. This is seen below; the last line of 'my' orders is still visible as my flight of 6 Spits (the max) wades into 9 Heinkels (also the max available for this mission, a daylight defence of London - though I was able to replace all 24 Stukas attacking 'Hawkindge' with Dorniers). I was able to bunt after the straggling Heinkel streaming white vapour in the pic below, without the motor missing a beat that I noticed. So the effect of negative G on Merlin carburettors of the period is not modelled, it seems. This pic from a convoy patrol illustrates another research gaffe. I thought absolutely everyone within the English-speaking world and many without knew that the chap in charge of a fighter formation was called a Leader not a Commander, but it seems that 1C didn't, and didn't bother checking with anyone who did. At least, unlike the Hurris, the Spits aren't excessively weathered, though if I was painting a model, I would prefer it ended up looking like the ones in BoB2, as regards representation of the camouflage colours and level of shine. The inability of the latest version to accept accurate German national markings is a pain. In these one-size-fits-as-many-as-possible days, we seem to be going back to the 1960s, when FROG was the only company whose models often had swastikas and you had to buy the Almark or Escii ones separately for your Airfix and Revell kits, and exotics like the Lindberg He100 and Me163. And after we chased these Ju88s back from Manston... ... it was odd to see one the survivors half-looping like an oversized Pitts special when it reached France. Maybe this is what the CloD-B AI gets up to, when the mission script runs out of more sensible things for them to do. Or more charitably, perhaps it was the Ju88 I attacked earlier, whose crew ditched the rear half of the canopy and bailed out, flying on for a bit before going out of control. Enemy air gunners don't now appear to be the snipers of some reports, which is something. If the AI is as poor as they say (RoF's wasn't much admired but I could live with it) and the radio commands are U/S, then those and its very small scale will be its main major weaknesses as a single player BoB air combat sim. So my gold still goes to BoB2. EAW I might draw with IL2 '46 (with suitable campaigns like Spitfire Scramble) for the silver, with EAW well ahead in scope for the BoB but well behind with graphics, plus of course IL2 '46 modded has a scope beyond the Battle pretty well as wide as modded EAW.
-
1 point
-
1 point
-
1 point
-
1 point
-
1 pointI meant that in FE it's impossible to overheat the engine. In 1st Gens, engine overheating for piston engines is simply absent, at least with the Nov 2008 patch installed.
-
1 pointAs 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
-
1 pointearly rocket pack´s AERO 6A made out of paper , rockets with Mk1 (HE Frag) and Mk5 (HEAT) warheads
-
1 point
-
1 point
-
1 pointThe tasks i set myself. Finishing the Faeroer terrain. Finishing the Kuril islands terrain with new tileset and in 250m resolution.
-
1 pointJust getting started on some bump & spec maps, de-icer props now spin, rocket pods are part of the aircraft model , in RL they were automatically jettisioned after use, I couldnt find a way to do it through the weapons editor, only the caps would dissapear, at least this way the whole lot goes but only works well if you fire all the rockets in one hit as the whole lot dissapears as you fire the first rocket. I would ideally like to make the caps and body as parts that could be damaged on firing and drop away as part of the damage model.........I dont even know if it could be done.......way above my head that stuff. Been putting off doing any serial numbers yet..........I hate decals, I have no problem making them, just a boring job for something 99% of folks would never know if they're real or not ( or care probably ) Pit has had another re-vamp...... The work continues.....
-
1 pointThank you so much for this awesome update Kevin! This is my first flyable 'heavy' in the game, and I never imagined heavies could be such fun. Using 'auto pilot' and 'wing leveler' it's a snap to simulate a radar controlled approach for STRIKE missions. I'm using a simplified gunsight edit and playing around with the 'DefaultDepression' setting (unguided bombs): 645 'mils' seems to be working well for me (I've chosen a default STRIKE loadout of 45x M117A3, at 20,000ft & 370 knots/max power/water injection). [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=F-15E_sight.tga MaxDepression=250 DefaultDepression=645 Having just watched the movie 12 Strong here on SkyTV NZ, it's easy to imagine a special forces detachment on the beach guiding me in, and easy to appreciate why the USAF has kept the BUFFs around for 65 years and counting! "SHACK!" Many thanks, Kevin. Kiwi
-
1 pointStill plodding on with this....... It took just over 2 seconds to unload 58 rockets...... Yes I know the pylons were never used operationally.........but IT'S A GAME and you dont have to use them..... Pit.....probably about as good as I'm going to do...
-
1 pointThis sim never ceases to surprise me. I have never before been able to make a two-point landing, but here it is, a Bf-110C with one main wheel shot off, in North Africa:
-
1 point
-
1 pointGetting 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.
-
1 point
-
1 point
-
1 point
Version 1.0.0
108 downloads
SF2 A-6A Intruder, VA-42 & VA-128 Skin/Decals Pack 2/12/2018 = For SF2 (Any & All, Full-5 Merged Prefered) = *Can be used in any install that has access to the stock 3W A-6A* 2 new skins for the 3W A-6A Intruder that depict VA-42 "Green Pawns" and VA-128 "Golden Intruders". Be advised that these are =NOT= combat squadrons, but the Fleet Replacement Squadrons, responsible for training pilots and bombardier/navigators for all Intruder squadrons. VA-42 recieved the very first Intruder in June, 1963. VA-128 recieved theirs in September, 1967. These 2 squadron represent the East Coast (VA-42, NAS Oceana) and West Coast (VA-128, NAS Whidbey Island) training units. All markings are decals (excepting squadron color flash on tail fins), almost all made new for this mod (excepting the Pawn on VA-42, reused and modified from the original), and decal randomization is TRUE*. All serial (BuAerNums) are 100% historical for the A-6A, but should be considered "generic" as they do not depict actual aircraft from this unit. BuNum decalss are the same ones as supplied with another recent upload. Just allow the "Overwrite?" when asked during installing. The aircraft is finished in the standard Grey/White scheme, with full color markings. The skin is in stock jpg format. On the Loadout Screen, for skin selection you'll see: VA-42 Green Pawns (FRS-ATL) VA-128 Golden Intruders (FRS-PAC) Please note, =NOTHING= is included that makes the aircraft flyable; no inis, cockpit parts, nothing . You should have made it flyable already or need to seek the "parts" on your own. Also, if you have made it flyable, and use the "Read Only" trick on the main ini (A-6A.ini) to stop reversion to AI-only, you'll have to un-read only it to add this skin. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Landings! Wrench Kevin Stein *Be advised of while testing, for some reasons, when selecting these skins, the Modex almost always went to the last number* -
1 pointStarting work on the Crotale. The launcher texture is borrowed from my Lafayette and is just temporary. The copy is identical to the original (at least externally), using the same Hotchkiss 4-wheel truck. I'll include a separate version for France and international users in the pack. Finished the Type 89 multiple rocket launcher. I hate to admit it, but this is kind of a neat vehicle. 40 rounds + 40 more in an on-board reload system. They can really mess up an airbase.
-
1 pointStrike fighters 2 can look just as good as any sim out there! And no need to spend weeks trying to figure out how to take off! haha
-
1 pointAbukuma is being uploaded now. Here she is with the rest of the fleet. This class was originally planned to have a RAM launcher in the space between the superstructure and main gun. ("For but not with" is a common phrase for the USN and RN these days, isn't it?) I've been told that they are finally going to be added starting next year or the year after, so I've included the refit version of the ship as well. Actual dates are subject to change. I think I'll get back to work on some OPFOR ships next.
-
1 pointYeah, I intend to do the as-built (1944) and the SBC-27C conversion (1954). I think I'll be able to bring the polygon count down to a reasonable level in any case. Sorry, I really prefer to do ships that fall into at least two of these categories: Modern and/or pretty Heavily-armed Relatively easy to model Ubiquitous in a particular era/theater Anyway, I'm now working on textures for the Murasame. Weapons and decals are finished. The model is just barely over 28000 polygons, the same level of complexity and detail as my Aegis ships. When it's finished I think this will actually be one of my best works so far.
-
1 pointThat's a good point. And the ability to strike first is why I'm such a big advocate of stealth: This is the Zumwalt class, a secret project I've been working on for quite a while. The ship is huge (15000 tons), but also geometrically simple and symmetrical. That made it much easier for me to build, though I didn't skimp on the details. The Zumwalt will be the most advanced ship afloat, both in the real world when it's commissioned circa 2015, and in-game once I release it this weekend. I've even been able to properly simulate its 155mm Advanced Gun System. Thanks to countless hours of calculating, tweaking, and testing, the Zumwalt is able to hit targets beyond visual range with its guns. A demonstration is in order. Here I am, sitting like a lazy bum on the deck. This is so I can confirm range to target from the ship. Missiles are disabled for this test. Target is a Yukan landing ship 16nm away. (The Zumwalt can start shooting from up to 24nm away, but it tends to miss anything smaller than an aircraft carrier.) Zumwalt commences fire. To be clear, the AGS is an actual gun system in-game and not a fake missile launcher. Note that the guns remain concealed in their mounts until they are ready. The landing ship begins to suffer endless bombardment from an enemy it cannot hope to detect. The target is methodically gutted and eventually sunk. I know that the game engine usually puts opposing fleets many hundreds of kilometers apart so all this might seem moot, but I think it's cool nonetheless.
-
1 point
-
1 pointThat's the Hyuga, commissioned in 2009. She and her sister ship, Ise, are named after the Ise class battleships (which were given a flight deck and converted to hybrid battle-carriers). I'm sure those names are enough to rile some people up. So yeah, that's pretty damn big for a "destroyer" right? Well just a few days ago (August 6th), Japan launched an even BIGGER destroyer, the Izumo! She is 250 meters long, a bit bigger than Italy's flagship the Cavour, and about the same length as a Tarawa or Wasp LHD. According to many sources she's specifically designed to handle the V-22 and F-35B in addition to conventional helicopters. But don't worry, China, she's actually just a simple destroyer. Just like how the Kiev and Kuznetsov are cruisers.
-
1 pointThey should build four of them and name them "Hiryu", "Akagi", "Kaga" and "Soryu".
-
-1 pointsI always come back to my Mirages....There's something about this gleaming silver dart that makes it look more like a piece of art, versus a warplane. I think it fits both roles perfectly.
Important Information
By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..