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Showing most liked content on 03/03/2019 in Posts
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13 pointsHeading into the Mach loop, North Wales.... Turning hard... Out the other side.. Having worked on the original Tornado model created by ArmourDave way back in 2007 and trying to keep it up to date over the years I think I'm in a pretty good position to pass comment on this latest addition to the Strike Fighters stable. What guuruu has achieved here can only be described as OUTSTANDING work ! He and his team have put together the most complete and accurate representation of the mighty Tonka I have ever seen in any sim. The old Tornado models have served us well over the years, they were in their time as good as it gets but time has moved on and now we have a worthy replacement, if you don't already have these excellent new "guuruu" Tonka models you are definately missing out. As the "Mighty Fin" as we know it bowed out of RAF service just last week it's great to know I just have to fire up my pc and go fly a mission in one to be able to see one in the ( virtual )air again. I say again, a huge thanks to guuruu and his team.
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11 pointsAnother AD...this one a UA-1E Skyraider of VAW-33 around 1963...back in the days when color mattered.
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8 points
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8 pointsOn the front page* of the PARIS MATCH magazine... 70 years ago ! https://www.dassault-aviation.com/fr/passion/ Fake front page of the #0*
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7 points'Operation Enduring Freedom' 2002. VMA-223 ‘Det A’, 26th MEU-SOC HMM-365, USS Bataan.
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7 points
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7 pointsThis is what over-shooting looks like kids! Thankfully my wingman was there to save my butt!
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6 points
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6 pointsA very good and needed job! Here two edits I made for myself a looong time ago I hope you like and will be useful: 1) to add parked planes on deck, please past these lines on deck section [Deck] SystemType=FLIGHT_DECK FlightDeckHeight=16.259 FlightDeckLenght=259.04 FlightDeckWidth=35.00 LandDeckAngle=-7.0 LandingAimPoint=2.853,-96.052 CollisionMesh=clem_deck.LOD MaxExtentPosition=23.63,129,16.26 MinExtentPosition=-25.76,-129.2,15.18 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=45.0 Armor .Thickness=45.0 Armor .Thickness=45.0 Armor[REAR].Thickness=45.0 Armor[TOP].Thickness=45.0 Armor[BOTTOM].Thickness=45.0 ParkingChance=100 ParkingMaxSpan=8.00 Parking[01].Heading=-40 Parking[01].Offset=-0.102,27.309 Parking[02].Heading=-40 Parking[02].Offset=0.664,12.301 Parking[03].Heading=-35 Parking[03].Offset=2.849,-2.250 Parking[04].Heading=270 Parking[04].Offset=10.835,-17.75 Parking[05].Heading=270 Parking[05].Offset=11.1545,-26.894 Parking[06].Heading=270 Parking[06].Offset=13.2837,-35.8370 Parking[07].Heading=270 Parking[07].Offset=14.584,-44.518 2) the Foch "F" deck "R99" tower to put inside her proper folder: Foch.7z 3) If you ever need a blank deck to apply decal letter and numbers for making the ship class working, here you are: Clemenceau Blank.7z Thank you PS: Gunrunner (nomen omen ...) was faster than me !!!
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6 points
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5 pointsGloster Meteor F.Mk4 - Staffel 17, Swiss Air Force, 1951 Skin Credit: Paulopanz
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5 points
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4 pointsF-4E-41 Phantom II (69) RNZAF - Initial delivery batch of 11 Block 41 F-4E Phantom delivered in 1969 (first batch of a five year 16 aircraft order.) - Serial # NZ6201 to NZ6211. - Standard SEA camouflage and USAF stencils of the day. - Fitted "for but not with ECM" so RWR antenna, wiring and cockpit displays fitted but no computer to make it function. - Weapons procured includes Mk-80 series slick/ retarded bombs, AIM-9E, AIM-7E, LAU-10/A, and LAU-3/A First flight off the St. Louis assembly line. Early RNZAF Fern Leaf roundels - not popular! F-4E-41 Phantom II (72) RNZAF - Above aircraft after MIDAS4 gun muzzle modification in 1972 and instillation of low-voltage formation lights. - Decision for follow up purchase of RWR equipment deferred permanently so cockpit RWR displays removed. F-4E-41 Phantom II (74) RNZAF - Above aircraft with maneuvering slats fitted in 1974 via kit-sets procured with the second batch of Phantoms (Block 60) delivered below. F-4E-60 Phantom II (74) RNZAF - Second and final batch of 5 Block 60 F-4E Phantoms delivered in 1974. - Serial # NZ6212 to NZ6216. - Standard SEA camouflage and USAF stencils of the day (slightly different to the Block 41 aircraft as five years newer). - Fitted "for but not with ECM" so RWR antenna and wiring fitted but no computer to make it function. Cockpit RWR displays removed in RNZAF service. 1979ish, lower 'Camouflage Grey' color replaced with 'Light Gull Grey' as used on the RNZAF's P-3 Orion (this was done in real life on the RNZAF A-4K Skyhawks). 1984, F-4E fleet repainted in Euro 1 which better suits the New Zealand environment. F-4E-ARN Phantom II (84) RNZAF - 6 attrition replacements purchased and delivered in 1984 from current USAF F-4E fleet in preparation for RNZAF F-4E fleet avionics/ capability upgrade. - Serial # NZ6251 to NZ6256. - Standard SEA wraparound camouflage and USAF stencils of the day. - Full current USAF F-4E fleet RWR/ countermeasure (flare/ chaff) capability. - Aircraft equipped with TISEO and AN/ARN-101 Digital Avionics Modular System (ARN-101 provides for a CCIP bombing mode). F-4E-41/60 'Kahu' Phantom II (88) RNZAF - Comprehensive $140 million upgrade program: project 'Kahu'. First upgraded aircraft operational in 1988. - AN/APG-66(NZ) multi-mode radar. - Modernized cockpit with glass displays, HOTAS and a Ferranti wide-angle HUD. - ALR-66 RWR - ALE-40 countermeasure dispensers. - MIL-STD 1553B databus - Litton Industries LN-93 inertial navigation system. - Airframe and engines completely stripped down and given a life extension. - Aircraft wiring replaced. - Engine smoke abatement system. - Modern weapons procured include GBU-10 LGB kits, AIM-9L, AIM-7M, CRV-7, AGM-65B/G. - F-15 600 gallon HPC tanks as on USAF Phantoms. 1997 onwards all green camouflage. 2004, All RNZAF aircraft repainted 'Medium Grey'. Previous 'urgent operational requirement' program adds targeting pod (Litening), GPS navigation, GBU-12 and JDAM capability for OEF deployment. Background (all factual): In mid 1964 Operational Requirement No. 5/Air called for a tactical combat aircraft to replace the Canberra. Specifically a long range aircraft with the primary role of counter-air/interdiction and secondary roles of close air support and air defense. In June 1965 The Chief of Air Staff, Air Vice-Marshal (AVM) Morrison was quoted as wanting 18 F-111 aircraft for the RNZAF at a cost of £1.5 million per aircraft. The public and media supported the idea but the Chief of Defense Staff (who was a Naval Officer) and the acting Prime Minister publicly opposed the purchase. In August 1965 the Chiefs of Staff Committee rejected the idea of acquiring long-range interdiction aircraft and in September agreed that close air support should be the primary role of the new combat aircraft. In December came Air Staff Requirement No. 12 with the following requirements of the new combat aircraft: - Ability to provide effective air support to ground forces. - Highly reliable and robust - Self defense capability to evade or counter supersonic interceptors and surface-to-air missiles. - Long range. - Ability to operate closely with American and Australian forces. By May 1966 the RNZAF had finished evaluating six candidate aircraft: - F-4C Phantom II - A-7A Corsair II - Mirage IIIO - F-5A Freedom Fighter - F-104G Starfighter - A-4E Skyhawk In August 1966 the RNZAF officially asked the government to purchase 16 F-4 Phantoms at a total cost of £19 million. Now remember AVM Morrison making it known he wanted the F-111? He would later go on to admit he never wanted the F-111 he had wanted the F-4 all along but given the cost of the F-4 he wanted to make it look more attractive (cost wise) by putting it next to the F-111. The minister of Defense then announced the final stage of the evaluation had been reached and a decision was a few weeks away. The purchase of the F-4 seemed to be all but done... BUT the Treasury department now intervened and recommended purchasing the F-5! The RNZAF High Command was furious! But ultimately powerless to halt the path to purchasing the A-4 Skyhwak that had just begun. Over the next year the RNZAF, Cabinet Defense Committee, Treasury, the Finance Minister and the Chief of Defense wrangled over purchasing the F-4 or an alternative (F-5 or A-4). Then at the end of 1967 the New Zealand Currency was devalued and a squadron of F-4 Phantoms was now instantly out of New Zealand’s price range. It was either 11 Phantoms or 16 Skyhawks. So the Skyhawk it was. So if the Treasury Department hadn't intervened in the procurement process towards the end of 1966 it seems entirely likely that New Zealand would have placed and order for the F-4 Phantom II at the end of that year. Or once the NZ dollar devalued in 1967 the option of an initial 11 F-4E order followed by another 5 in 5 years was considered, which I have gone for here.
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4 points
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4 points
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3 pointsView File Clemenceau-class Aircraft Carrier (TMF) This pack has The Mirage Factory's Clemenceau class aircraft carrier by Marcfighters with updated data files for use in SF2:NA installs by KJakker. /------------------------------------------------------------------ There are two data file variants name Alt1 and Alt2. Alt2 is set by default. The "Alt1" variant of the data files uses the gun included in the original SF1 mod set up for SF2 file structure. The "Alt2" version is set to use an alternate gun made with data from sources avalible to me. The both Guns have been included. This file has been tested in SF2:NA. Note that as this model has all 8 100mm gun mounts. As such the operational dates for the class in the Data and Names files are set to run from their Commissioning dates to the time of the classes mid to late 1980's air defense refits. If Anyone has more precice info on when these refits started and finished please let me know. /------------------------------------------------------------------ Insallation. Backup the folders in your mods directory if you should happen to have the original. Place the contents of the "To Mods Folder" in the corresponding folders in your mods directory. You should not have any conflicts. If there are any they are most likly sound files. If you have a conflict just overwrite as you should be backed up. /------------------------------------------------------------------ By Marcfighters and/or The Mirage Factory. <-----LOD Files-----> clem.LOD clem_desk.LOD clem-001.LOD clem-002.LOD clem-003.LOD clem.OUT <-----Skin Files-----> Clemenceau.bmp Clemenceau2.bmp flag.bmp Grade.tga gray.bmp clem.SHD <-----Guns-----> 100MM_ACAS By KJakker <-----INI Files-----> Clem-65.ini Clem-65_Alt1_DATA.INI Clem-65_Alt2_DATA.INI Clem-65_NAMES.ini <-----Guns-----> 100MM_L55_M1964_C 100MM_L55_M1964_TF <-----Skin File Edited-----> In Foch directory. Clemenceau.bmp By ThirdWire. CV63_CATAPULT1.BMP CV63_CATAPULT2.BMP Source uncertain. <-----Sound Files-----> Impact4.WAV ShellWaterHit.wav SmallExplosion.wav TankGun.wav /------------------------------------------------------------------ Submitter KJakker Submitted 03/03/2019 Category Aircraft Carriers
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3 pointsAnd you needed these BLs against viewers ? I see ... Thank you very much for your opinion. Lot of people worked hard for final effect ;-)
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3 pointsWell between those two options there is, of course, the kind-hearted folk here at Combat Ace! We all had to start somewhere and I came here when I hit my first problems but suddenly, specific to what I like to do with the game, it all clicks!
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3 pointsi have no idea if this is even possible but what about some large generic gently sloped 'riverbanks" so that bridges would look less like stunt ramps?
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3 points
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2 pointsAs Wrench said, speed are in meters per second (Km/h divided by 3,6 = m/s) Not only in the flightdata, but also in deploy and retract values (flaps, landing gear, airbrakes) unless it's Mach values (variable geometry wings, and other stuff) Ceiling is in meters, and range in kilometers (I think...) Fuel in kilograms 1 kg -> 2,2 lbs 1 liter of fuel -> 0.78 kg ("Thirdwire game fuel" density) 1 US gal -> 3.78541 L 1 Imp gal -> 4.546 L and what I like the most is to calculate the hitbox of the fuel tank to keep it within the 3D model while having the right amount of fuel ^^ (MinMaxExtent in meters -> Liters) In fact, metric units all the way in the data.ini files. In the cockpit.ini file it's different, there's both (feet, lbs, knots, nautical miles / meters, kilo, liters, kmph...) and it needs to be specified.
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2 pointsiirc, jet thrust is in Newton Meters; not sure about prop planes --?. also, iirc, fuel weights are kg, for internal tanks. all other physical measurements are Metric. have been since day one. some speed statements MAY be in Meters/Sec (MPS). I think those are the ones in the -FlightData- section at the top. you're taking about individual meshes, and how the interact with each other. In the image below, for the Harrier 1, you can see the blue bounding box, with IS the actual mesh X/Y/Z parameters, and the green Hit box (and the fact they don't even match!! Seen this plenty of time of stock aircraft, too) IIRC this correctly, the Min/Max describes the extents of the bounding box, the actual size of the component. Obviously, the Hit Box (green) is where damage is taken (collision points) From the fuselage section of the 3W Harrier 1: MinExtentPosition=-0.74,-6.68,-1.00 MaxExtentPosition= 0.74, 1.26, 0.97 CollisionPoint[001]= 0.00,-6.67,-0.20 CollisionPoint[002]= 0.00,-2.61,-0.93 CollisionPoint[003]= 0.00, 1.25, 1.00 CollisionPoint[004]= 0.00,-6.68, 0.70 CollisionPoint[005]= 0.54,-4.98,-0.40 CollisionPoint[006]=-0.54,-4.98,-0.40 as you can see, there IS a tail mesh, but the Fuselage HB has been extended to cover it. Kinda weak, imho.
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2 pointsYou have to learn yourself for the most part ............this series started what around 2002 with the Wallmart SF Project 1 so some people were on this for years. TK has given out small bits of information in the past but it depends what part of modding you want to do. It helps if you have some computer literacy because you need to edit, move and save files on a Windows based OS. A lot of things can be done in Notepad pretty easily but may still take time and effort. If you want to do skins you need to learn to do them using a package like GIMP/Photoshop so need to learn about those. To do 3D models you need to spend a lot of time learning how to do that. Flight models - although ini edits really need some understanding of aero here - again not something you can pick up easily. Then writing your own tools needs full on programming skills.
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2 points
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2 pointsThe Game use Feet and Meter....etc...! The 3d max..also ...use both so you can built your model. etc... Speed also both. CLa and Cmq ..... I think is for aerodynamic Mach tables ... !! Example if you change the ...CLa and Cmq Mach tables for the stabilazer...you will...turn ..like ..UFO...if you want...or something like that. I think ...Caesar here was make something..like ..that change's ... CLa and Cmq !!!! RCS and IR entry = presume reduces the radar and heat signatures of the plane stealth... FastCargo explained it in this BaseRCSModifier=0.0000005 HeatSignatureModifier=0.0010 ===================================CLa, Cmq, Cmad, data tables, etc..================================================= and from ....... Fubar512 .................. CL0 Lift coefficient at zero angle of attack (AOA) CLa Lift coefficient due to AOA CD0 Zero-lift drag coefficient CDL Drag coefficient due to lift (induced drag effect) Cmq Pitching moment due to pitch rate (pitch damping) Cmad Pitching moment due to AOA rate (aero interaction between wings and horiz tail) Cyb Side force due to sideslip Cyp Side force due to roll rate Cyr Side force due to yaw rate Clb Roll moment due to sideslip Clp Roll moment due to roll rate (roll damping) Clr Roll moment due to yaw rate Cnb Yaw moment due to sideslip Cnp Yaw moment due to roll rate Cnr Yaw moment due to yaw rate (yaw damping) CLiftdc Lift due to control surface deflection CDdc Drag due to control surface deflection Cydc Side force due to control surface deflection Cldc Roll moment due to control surface deflection Cmdc Pitch moment due to control surface deflection Cndc Yaw moment due to control surface deflection DeltaStallAlpha Increase in max angle-of-attack before stall Xac X-location of aerodynamic center Ymac=Mean Area Chord at "Y" axis
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2 pointsBe more specific....!! One photo is like 1000...word's..... What they are or where they are ? Why they are used in the data.ini file of the aircraft ? or where is the line..with them ? Is the real measurement ....or ...1/72 scale...? The Game fly/uses the plane like ''real'....or.....simulate ...close to them...so need the meter's ? Or where are they ..and why .......? ? For each part from the Model ...Nose,Tail,...etc in the data.ini is diferent .Is the dimension from that part like this Fuselage ....above ! I think you are looking ...this dimension's....
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2 pointsGents, FIRST & FINAL WARNING!! take discussions to the MAIN Forums, that's why they exist. This is for Screenshots =ONLY=. Next time this happens, the posts will be deleted, and you're personal warning levels will be raised. ------------ required screenshot
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2 pointsWhat a great forumYou guys are great on the come backs and really is entertaining. One thing is for sure... I want to say thanks for the great work you guys put in and all your hard work is really appreciated by me. I love Combat Ace and the SF community.
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2 pointsWas thinking that looks good......till I saw this video of a Heron surfing on an Alligator
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2 pointsthere are many different skill levels and personalities amongst the modders here. some add complete instructions barney style, some dont. most of us dumbasses either figure it out (asking for assistance in forum when necessary) or i guess go back to Ace Combat on PS. i know this dumbass got busy learning some years ago. However, if you provide reciept of your purchased mod, we will happily provide a refund or discount on your next mod. Oh wait, you didnt pay? Thats right, we do this for free, working topics we want to around our personal work and life schedules. many projects (esp. campaigns) are years in the making as less than a dozen people are directly active on it, some cases only one primary with small help from a couple of others. shit gets forgotten about at the end, but mods are still free. as a matter of fact it states in most readme's that the mod is freeware and not to be used in any payware projects. what you paid to be a premium member is a donation to the site owner that supports the running of the site as a whole. the modders are freelancers that want to share their work with others in the community, not Erik's employees. but presentations by end users that act as if they are paying for the mods have been discouraging many modders into not releasing any new projects, and pissing others off. if there is a specific issue with a specific mod, address the original author that released it (yes for each individual mod of those many). constructive criticism is actually always welcome. but general bitching and griping "on behalf of others" isnt necessary. we can look up our FB accounts to get that. Clear now?
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2 points
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2 points
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2 points
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2 pointsVery good work, in the Malvinas field, I put giant structures like the peninsula and the mountain range that surrounded the alley of the pumps.
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2 points
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1 pointHello, Please, Could you tell me that they are the units of measurement used in the data.ini file of the aircraft ? Mainly I think about the flight characteristic data ! Identifying them is not obvious... Thank you, Coupi.
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1 pointI can make them from 500 to 7000 poly what you think is the best count for the poly? see the photo is only 730
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1 pointHow about fps in a game if we gonna put more than few lod rocks..or rock lods.
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1 pointI always make a separate mod folder, last thing I need is to screw up one of the main parts........ Except of course mods that clearly are for updating existing ones or adding more campaigns to existing ones.
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1 point
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1 pointSky, indeed the targets will show up no matter the terrain. However, many of the TMOD's were placed in relation to the default terrain, mostly in the towns and cities. So a factory placed on the corner of two roads in a city might not look correct with a different terrain set. Same for roads, beaches, airfields and seaports. Really, everything was placed very carefully in relation to the default terrain in both SPAW and the ETO so it's probably best to stick with those. That said, it would be interesting to see how much different an addon terrain set looks with the new target sets. Might not be that big a difference. One thing Jel forgot to mention is that the 1.6 development line has the ability to display different TMOD's depending on which side of the front line you are on. You can see this in SPAW if you look closely at the ships as you pass over them. They will display correct flags depending on which side of the line you are on. There's a lot of nice touches like this scattered about the new target sets. Besides the ships, vehicle convoys and aircraft situated on airfields change from Axis to Allied but there are probably others I've forgotten. All of the placement was done with the target editor and the individual characteristics of each TMOD was set using the TMOD editor. There is no comparison between hexediting and the editors. Hexediting is what you do when you want to fiddle about the edges of the EAW world while the editors allow you to make major improvements that greatly enhance the player experience in EAW. So to anyone interested in doing a little of their own modifications, ignore the advice to avoid the editors. They are quite easy to use. Take it from the guy who, by far, has the most experience with ALL of them.
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1 pointThe default EAW theatre is a 640x320 grid of terrain tiles. When you fly EAW and chose a target and a home base you see a map with the targets and bases on it. They were put in their positions on the grid using an editor which can add new targets, and delete or move existing ones. When you take off from your home base you will see hangars, AAA guns, barracks, fuel dumps and the like. These are the "TMods", and they were added to the your home base and placed in position and orientation using the same editor. When you fly you may see ships, trains, trucks and armoured vehicles. These are also "TMods". You may also be attacking a radar tower or a warehouse. Again these are "TMods" which need to be added and positioned by the target editor. There are other TMods such as trees, forests, houses, farms, cathedrals, windmills. These can be added and positioned using the target editor, but many are positioned on terrain tiles using a different editor. So if you note the numbers of targets and TMods in EAW1.2, and compare that with the numbers in EAWPro or ETO2018 you can see how many new targets and TMods have been added and positioned by VBH and Ray. This was time consuming work. The figures were quoted to recognise that. I would add that Ray has used my target editor to make SPAW, ModSqadBoB, in addition to his ETO2015. Moggy has used it for IRAQ , Dunkirk, and Switzerland. Pobs used it to make Spanish Air War and a Burma theatre. I used it to upgrade a number of older theatres such as DAW, Malta, Carrier Air War, and Pearl Harbour. I also made experimental limited tileset versions of the 1914-18 Western front, and the BoB theatre. The files we created have worked flawlessly, and I am justifiably proud of the reliability of my work. Jel
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1 pointWell someone is clearly in for a stormy day... \ Now time to scoot back to home plate!
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1 pointBeen working on AD's for awhile....So here is a EA-1F of VAQ-33 (Det. 14) off the Ticonderoga, circa 1968. Just need the radar pod....
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1 point
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1 point
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1 point
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1 point
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1 pointAn all time favourite aircraft for me too. Especially the big nosed, heavy, quite ugly radar versions! Yakarov is making the whole Meteor family like using Lego@ bricks in changing and mixing tails, wings and noses .... I only helped (and helping ) him to dress his great, fantastic work. Very happy about this.
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1 pointyah, I did them. They're in the KAW aircraft packs edit: looking over the archived KAW mods folder (still haven't finished rebuilding everything after the HD crash in December), it looks like I had started to assemble a package from just the AT-6Gs. Maybe, if you're really lucky, and ask really nice , I'll try and finish putting it together in the next few days.
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