Jump to content

Leaderboard


Popular Content

Showing most liked content on 03/30/2019 in Posts

  1. 9 points
  2. 7 points
    Took a break from the Bleriot and dusted off the 1940 desert stuff. Found an old reference, Desert Prelude Early Clashes, and refreshed some delightful memories. Italy was woefully unprepared for the war that Mussolini suddenly sprang on the Italian military. Meanwhile, the Battle of Britain was raging over the Channel so Britain could not spare any desperately needed production for Libya/Egypt. Consequently, the 1940 desert war was the swan song of the biplane. It was the last time that biplane fighters were mainstream equipment used by BOTH sides, as no monoplane fighters were immediately available - small numbers of monoplane fighters began to slowly dribble into the theater some months later. The result was combat between many obsolete types of aircraft that had been retired from service in other theaters that had higher priority for new production aircraft. One example was the Italian port of Tobruk was initially defended by obsolete CR32s, as "modern" CR42s were being rushed to Africa but had not yet arrived. On one occasion, CR32s intercepted a British Sunderland over Tobruk and chased it out to sea where they shot it down. EDIT: for those who might be interested in this theater, and others, a good source is Biplane Fighter Aces of the Second World War - http://surfcity.kund.dalnet.se/
  3. 4 points
  4. 4 points
    B-52 BUFF over Baghdad ALCM launch ALCM missile is right on the target AGM-154 and SA-8 Gecko
  5. 3 points
    View File SF2 Mirage 4000A & B - French Air Force This aircraft mod represents Dassault's probable initial Mirage 4000A fighter and its trainer B variant in the French Air Force service. Since the company always created several variants of each type based on costumer requirement and evolution of technology, other national oriented types and variants will be uploaded as separate packages. This package comes with 3 skin sets for each variant, 3 squadron specific for A (18 planes), and 3 squadron sets for B (8 planes) and special Tiger Meet skin for a single AC. This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. In case you have the prototype variant you can skip the overwrite prompt of weapons as those 4 items are identical. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Important: The B variant comes with 2 types of cockpit, the basic setup will use a simple pit that has only the pilots cabin instrumented. The other is a fully modeled front and rear compartment, in which you want to fly you should activate the proper line in the AC's.ini file. CockpitDataFile=Mirage4000B_Cockpit.ini <---- basic setup ;CockpitDataFile=Mirage4000B_Cockpit_full1.ini <------ front seat ;CockpitDataFile=Mirage4000B_Cockpit_full2.ini <------ rear seat Be aware - the piloting seat position can not be changed during/in game, so chose wisely! Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. Submitter logan4 Submitted 03/29/2019 Category What If Hangar  
  6. 3 points
  7. 2 points
  8. 2 points
    Hello gents, I wouldn't be surprised at all if TK's formula for thrust in InducedVelocity is different from thrust calculations in the thrust formula - I haven't been able to solve that riddle but thanks for letting us know about it Mue. Maybe some SF2 jet specialists will be able to pitch in with their thoughts on it. On a different note, I'm happy with my latest tests for these post-WW2 prop aircraft so will most likely continue installing some of the tweaked types into my SF2 install as is, after the modifications. I've tried to go with an "accurate enough" approach for this stuff, while I tend to be nit-picky with the WW1 FMs. Have flown the first prototype of the Superbolt further, with the debug mode set to true in the huddata.ini file in the Flight folder, and was observing what happens. At alt., for example, it's misleading to look at the kph speed listed in the bottom left corner of the SF2 screen. Looking at the KIAS and KTAS numbers in the debug screen is more important. Flying the Bolt at an alt. of about 8120 meters, and at full WEP throttle, I get numbers like KIAS 334.3 and KTAS 514.0, while 93% throttle, just under WEP power, gives KIAS 324.2 and KTAS 498.6. I don't know how accurate the KIAS/KTAS numbers are in SF2...KTAS seems a little too high compared to the KIAS numbers, but an ave. of the low and high values at 93 and 100% (WEP) throttle gives me numbers of 411.4 knots and 424.15 knots. Such numbers translate to about 762 kph at alt. at non-wep, and 786 kph at full wep power. Seems like a reasonable difference to me, of about 25 kph with wep engaged, and I'm then hitting the 780s kph which is close to historical top speeds at alt. for the Superbolt (first prototype). [EDIT: have decided that it's better to set a mach limit value under the FlightControl section of the data ini for these post-WW2 prop aircraft than to use averages of KIAS and KTAS - setting the mach limit value about 100 kph above the historical top speed recorded at alt. for these types usually pushes them to within 20-30 kph of top historical top speed at alt. - avoid mach limit numbers identical to top speeds since top speeds are then too low by about 100 kph - this info is not relevant to the FE2 tweaks but SF2 is a learning process and anything of value, if possible, will be re-integrated into the FE2 data inis.] I'm not going to bother bringing the KTAS values down into the historical range since then KIAS will drop too much also - this will end up requiring some fairly low watt numbers for the engine power value under the Engine section of the data ini - so, if anyone wants to tinker further with this, I also recommend checking my lengthier post above where I've indicated some important entries, in bold, in the data ini - in that case for the La-11. Three things that haven't changed since I began testing these tweaks for my SF2 install: a) leave SL top speed uncapped under the Flight control section of the data inis for WW2 and post-WW2 prop aircraft, since it creates an artificial barrier for these powerful late-prop aircraft, and run at no more than "full military power" at near sea level (whatever the throttle setting might be in your data inis)....I've set this to about 80 or 85% depending on the aircraft...as indicated in one of my posts above, even if you push to full wep power at SL, you will get a slight boost in acceleration possibly, but it won't push the top speed that much if at all, until the relevant alt. table values for wep kick in (determined by the number indicated for the wep altitude startx value) b) a good difference between max engine power non-wep and with wep, under the Engine section, is about 200,000 watts...this gives a noticeable but subtle difference...no rocket-powered, artificial boosts are felt this way c) the third point: set the entry under the Engine section, for constantspeed for the prop, to FALSE (that's right) - most of those data inis have it set to TRUE - but testing in debug mode shows that the prop speed is then constantly at max. rpm value, no matter the throttle position, and the prop efficiency is constantly in the 95-100% range - setting that entry to False solves the problem (and then there are nice changes to prop rpm numbers, and efficiency, across the throttle bands) - hopefully that entry is not simply a cosmetic one ...but here are some numbers for the tweaked Bolt data ini, with constantpropspeed set to False: 3200 rpm, full wep 3067 rpm, minimum wep 3007 rpm, just under wep (93% throttle) 2407 rpm, 70% throttle (bit less than full military power) 1900 rpm, half throttle (cruise) 847 rpm, 10% throttle I might eventually post some of these tweaked data inis for the post-WW2 prop machines once I finish tinkering with my SF2 Cold War install....in the meantime the more relaxing skies of FE2 are waiting for me. Happy flying, Von S
  9. 2 points
    Mirage 4000A over the Shetlands (WIP terrain)
  10. 2 points
    IDF Canberra = BAD ASS! Mandatory Pic
  11. 1 point
  12. 1 point
    I would like to pin this thread, it that's ok with you,VonS. There is a WEALTH of data that shouldn't be lost. I'll also create a link to it in the SF2 Knowledge Base. thanks to all!
  13. 1 point
    Thank you! The templates will be released by Flogger23 when he is ready to do with it. The flare box is textured what it miss are the release holes, which I do remember had at some point. Skins have various level of weathering, there are some that are even dirtier, Tiger meet must be clean as that is a sort of "for the show/look" one. It is possible that on one skin the color is different of that section, I thought that was my eyesight, but seems otherwise. I can not comment on how bad to look at the skins for long, will ask Flogger on it to pinch in. We did not intend to make all the skins ourselves, so you guys can have fun with these, there could be so many different that it will cripple our paint department, but we did intend to provide at least one or 2 skins sets per plane type so they are not just "bare metal". That is odd, since the main folder have the wetpylon.jpg/bmp combo, so should not be black at all, but well check. Thanks for the info.
  14. 1 point
    Warm up your white scarf and enjoy yourself.
  15. 1 point
    But it's not blackjack...it is a vintage thing... sorry, my reply was not clear... This is more complicated. But there are ways to add some 'extra' useless things on mfd...Although those are mostly eye candies rather than useful functions. Still, the game engine is the limit.
  16. 1 point
  17. 1 point
  18. 1 point
    Initial Perusal (see what I did there?)
  19. 1 point
  20. 1 point
  21. 1 point
    Here are some new photos for the AB and I hope you like them. I will have all the files compiled soon, but I need 1 or 2 members to test it for me before I release the final work. Please contact me if you are willing to help. Air Base main gate. Main Hangar and there are 3 different models The inside Side door and a backup generator crew bomb shelter One of the main area of the AB with floodlights, the top red light animated rotate 360 and not to forget the warehouse and the garbage dump 2 big hangar for the transport craft Main big airplane area
  22. 1 point
    Found out that I was not using the correct blueprint so I just started making some adjustments to the model. This is what I have so far
  23. 1 point
  24. 1 point
  25. 1 point
  26. 1 point
    I dare. The WWII and Vietnam ace the all-time hero Robin Olds. Are you testing me? You´ll loose!!!:)
  27. -1 points
    With the all that's transpired in Venezuela over the past few months and the arrival of roughly 100 soldiers from the Russian Federation this week, this South American country has grabbed even more of my attention. I was always under the impression that they had an unusual collection of aircraft and were aware that even my countries' RCAF sold them 2nd hand CF-5As at one point. That said, I was surprised to find that their current air force is comprised of Sukhoi Su-30Ms (35) and F-16As (16.) That leads me to think a war of air supremacy between them and any likely adversaries, probably wouldn't be a stowing-fighters-in-revetments engagement that we've seen in some recent Middle East wars. They also have Mil Mi-17 (10) and Eurocopter Cougar (6) helos and a Boeing 707 tanker. All the aircraft are currently available for SF2 with the exception of the Cougar helo and I didn't check for the 707. Correct me if I'm wrong in my assumption though, that the Mi-17 is more or less the same helo as the Mi-8M which has already been modded? Unfortunately the terrain doesn't exist - closest to the theater is Central America and coastal Ecuador. Knowing nothing about how terrains are created for this game, I'm imagining a country the size of Venezuela (roughly 900-800 miles if your place a rectangle around it) with 3 significant mountain ranges, some deep basins and highly varied coastline would be one heckuva challenge. Not to mention that some part of Brazil or Columbia containing air bases would have to be created too. Without any skill to make it happen, I'll just dream about it. ;) I'm curious though if any other fans of this game think Venezuela would be an interesting theater to run some SF2 missions in? [Edit] I hope I'm not coming across as callous or insensitive, with suggesting a theater in which countless civilians are currently suffering. Like the handful of other conflicts raging around the globe, hardly a day goes by where I don't thing about those people - especially the children. But maybe it isn't cool to consider gaming in a theater where events are currently unfolding?


×

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..