Leaderboard
Popular Content
Showing most liked content on 01/23/2019 in all areas
-
6 points
-
5 points
-
5 pointsGreat pics Geezer! Attached below is an experimental particlesys file with even smaller MG smoke effects than in the particlesys file included with my ver. 9.5 FM update pack - these double-up nicely as cigarette smoke for pilots, but tweak the emitter coordinates in your data inis for realism. For the MS type H and G variants, use something like: ExhaustEmitterName=MGSmokeEmitter ExhaustPosition=0.0,0.0,0.65 To put out the pilot's cigarette, turn engine off. Representative pics. below. Von S
-
5 pointsI'm back with some fresh Japanese content. I may admit that the main inspiration to do this were recent Japan vs Russia scenarios presented by @JosefK So, here it is. The plain realistic gray skin with no special markings as it is used in the JASDF Rinji F-35A Hikotai. And a semi-fictional 302 Hikotai skin with a tail art similar to the one used on F-4EJ Kai Phantoms.
-
4 pointsAttached is the Caudron R11 cockpit LOD, plus the aircraft. The only changes to VonS's latest files: - Position of ww1PilotNew3 (original XYZ coordinates have been commented out with //) in the DATA ini - HideExternalNodeName=Tub in COCKPIT ini I'll let you guys tweak the coordinates so the cockpit displays ingame. Caudron_R11 Cockpit.rar
-
4 pointsThe Demon is well named...especially on approach to the carrier. It wasn't pretty, but any landing you can walk away from...
-
4 points
-
3 points
-
3 pointsWW1 trench lighters were often made from expended rifle cartridges. The perforated sleeve would slide up to shield the flame from wind.
-
3 points
-
3 pointsBoeing F-112J Thunderstrike - VMFA-232, United States Marine Corps, 1972
-
3 pointsStarted surface mapping the Bleriot XI Type 2 this morning. As Crawford pointed out, few Bleriots were identical due to significant detail variation. Therefore, the model is a hodge-podge of details grafted on to an airframe based on the Italian Bleriot shown above.
-
2 pointsHave a look at my A-4PTM mod. I've used it a lot to mod the cockpit the way it is. There are also hints in the naming, on what axis it affects. You actually can move stuff only in one direction at a time, so if you need all 3 axis to move, than just add the mesh 3 times and move them one after the other. The "REMOVE_..."-bits in the cockpit.ini do not work in SF1 afaik, as the "Type=inactive" isn't available here...you have to move those just out of sight for SF1. The mod is for SF2, but I guess the moving stuff works for SF1 too. Malaysian Skyhawks
-
2 pointsGood news, Geezer! Do you need a walkaround of the Italian Bleriot XI Type 2 in the the Aviation section of Turin Polytechnic's museum (however, this plane is also a replic, not the original )? I have no link, but if you need, I can upload the folder to the file sharing service (15 photos, bottom and side view, 19.6 MB).
-
2 pointsLost some time for bump files, but I'm back to GR.1A ;-) Camera pod under nose left to do.
-
2 pointsAccidentally made this shot while testing pilot cigarette smoke. I particularly like the morning and evening atmospherics in FE2. Von S
-
1 point
Version 1.7
3,296 downloads
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. -
1 pointThought it was time for me to start a forum thread on my Nihon Hitori 2020 campaign to update all on my progress. Learned a lot so far as to the SF2 engine, much more to learn. Also wanted to start a forum thread to explain my creative process and keep folks abreast of developments plus pose questions. Now the pretext of "Nihon Hitori 2020" (Japan Alone 2020 in Japanese) is a mid 2/2020 campaign where the 201 & 203 JASDF Squadrons of F-15Js hold the line against a red tide of Flankers attacking Japanese ships & Hokkaido airports until JASDF reinforcements arrive to start shoving the Russians off of the Kurils as payback... and then a few F-35As help F-2A reinforcements kick a** ending with an explosive air-sea battle against a Russian surface task force. All within 24 hours, so the JMSDF emergency task force is racing up at 30 knots to have some AEGIS & aircraft-carrying destroyers formate with some older "escort destroyers" out of Ominato base and then sortie together to North Hokkaido from their Honshu bases while the shooting war only intensifies. All without overt US assistance as the current US President is more than likely to tell Japan they're on their own - he's already shown a clear misunderstanding at best of his responsibilities as Commander-in-Chief, a clear contempt for NATO, a deep empathy for Russian President Vladimir Putin, there's some open contempt between the current Japanese Prime Minister & the US President as a previous mentorship seems to have fallen apart, and the current US President even openly thinks, "If the United States keeps on … its current path of weakness, [Japan is] going to want to have [nuclear weapons] anyway with or without me discussing it." With that backstory, here's how the first mission is going to likely go: There's still some things that need to be firmed up, but this is the general idea for mission 01. Using WikiPedia for Order of Battle/ORBAT unless tipped off for a better source so Sukhoi Flanker plane color schemes and variants can and will change. When the second mission in sequence is firmed up and the third & fourth one (one of which will have JASDF F-35A), will announce that here also. Please follow this topic and ask me any questions or requests you got. Goal is to drop this mission pak on or before 25 March 2019 - my birthday!
-
1 pointSplash the zero's! she;s out! https://www.sas1946.com/main/index.php/topic,60485.12.html
-
1 pointAll this is interesting theoretical reasoning, but ... the fact remains. All things you write about are governed by the game engine (i.e., DLL files). And you can't fight facts. No, the moderator who creates the 3D cockpit, of course, makes the aiming frame and assigns the sight textures, but the game engine is responsible for the behavior of all this in the game. However, you can ask those who make cockpits. By the way, you may have noticed that some planes and helicopters in the game have no any references to the sight in the cockpit LOD files. But a crosshair appears in the game ... And what are we talking about? Why do you want to move the gunsight icon? Moving will make it unsuitable for aiming. Probably the easiest way for you - to remove the gunsight icon completely. P.S. I am now trying to solve an even more difficult task: I want to teach my virtual protagonist to look out of the cockpit (just as it is in FPS games: Lean to the Left/Right). But the game engine shows me the middle finger and says “You want too much of me!”
-
1 point
-
1 point
-
1 pointWell then, I guess I'll have to write a F-35A mission into V1 of my project. ETA is 25 March (my birthday) or sooner. V2 will have more goodies, but it will take substantial time to deliver them. Learning curve!
-
1 pointI did a data ini for Yakarov79's MT-LB and still doing some work to it however works well on the battle field.
-
1 point
-
1 point
-
1 point
-
1 pointThere is an instant action for the Hornet in the Persian Gulf that is a guns only 2 vs 2 fight against the MiG-15bis. It reminds me of so many SFP1/SF2 fights with the F-4 vs the MiG-17. AI response is similar and tactics required to win are similar... Given both sims have fairly realistic flight models, here is why the combat feels so similar: Weight: F-4 41,500, F/A-18 36,970 A/B thrust: F-4 2x17,900, F/A-18 2x17,750 Mil thrust: F-4 2x11,905, F/A-18 2x11,000 Wing loading: F-4 41,500 / 530 = 78 lbs/ft^2, F/A-18 36,970 / 410 = 90 Wing span: F-4 38 ft 5 in, F/A-18 40 ft 4 in The Hornet's aspect ratio and maneuvering flaps make up for its wing loading, but a slatted F-4E has respectable AoA authority. The F/A-18C is really a slightly smaller F-4 with more agility, a bubble canopy, but slower and smaller stores load. The F/A-18E pretty much matches the size and payload of the F-4. Of course the MiG-17 is basically a MiG-15bis with an afterburner and wings swept back a bit more for better transonic/supersonic performance. At dogfight speeds, the MiG-15bis is a lot like a MiG-17F stuck in military power with a higher wing loading. So, beating the Korean War era MiG-15bis with an F/A-18C in a guns only fight is not much easier than beating a Vietnam War MiG-17F with a slatted F-4E. The Hornet can climb and turn using its power/weight advantage to spiral above the MiG-15 and then bleed that altitude pulling high AoA to saddle up for a medium to close range gunshot. It is a little bit easier than the F-4 vs MiG-17 because the Hornet can briefly pull some radical AoA to lead for a gun shot while the MiG-15 can't turn or retain energy quite as well as a MiG-17. If you try to beat the MiG-15 with a ham-fisted turn-n-burn fight, you will bleed your speed giving the MiG-15 a chance to gain angles or even get a decent shot. Of course flying an unslatted F-4 or better yet an F-100D or F-105D vs the MiG-17 is far more challenging, but the overall fight looks the same. You just have to be more proficient at exploiting boom-n-zoom opportunities given the AoA restrictions on unslatted F-4s.
-
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 pointI'd like to present some early effects of my fork, let me know what you think. So far, I've only redone the top side of the fuselage. Before: and after:
-
1 point
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..