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Showing most liked content on 04/28/2019 in Posts

  1. 7 points
  2. 4 points
  3. 4 points
    Belgian 4K. I love this plane. It was already a crappy morning when I left; dark, rainy, lots of people wanting to shoot at me. By the time we got back, conditions han't improved
  4. 4 points
  5. 3 points
  6. 3 points
    Is this terrain available? ..mandatory screenshot..
  7. 3 points
  8. 3 points
    I think I misunderstood Wilches post but I did a check of an online CF-5A flight manual and here's what I found out about the nose strut extension system. The strut extension switch was located outboard of the throttles and was used for take off only. The strut switch would be selected to extend during the pre take off checks. The strut switch was held in the extend position by a solenoid. After take off, when the gear was selected up, the solenoid on the strut extension switch would de-energize and the switch would automatically switch back to the normal position. In the normal position the hydraulic fluid used to extend the strut would bleed off and the strut would return to it's normal position. Using the strut extension added about 3 seconds to the gear retraction time, from 6 seconds to 9 seconds. The strut extended by 10 inches, giving the plane an additional 3deg AOA during the take off roll. I can't think of a way to model this in game but maybe someone will think of something. The simplest approach is to just build a model with an extended strut and leave it at that. I think it was done that way on earlier CF-5 and NF-5 models.
  9. 3 points
  10. 3 points
    And just a few more representative pics for this thread - currently tweaking the A-Team Polikarpov (I-16, type 24) into an earlier "type 10" used on occasion by the Republic of China - should be good for late 1930s scenarios using the China and Taiwan maps - will also include real engine sounds with the FM pack whenever possible...the Polikarpov rattle is great fun while flying. SF2 is an unexplored goldmine of WW2 possibilities...never liked any of the WW2 flight sims until I picked up SF2...great stuff gents'. For those wondering about how I get the crisp terrain graphics in the pics, especially at altitude, grab the "ATISetLod" app (if you have an ATI card, for non-ATI there are probably easier ways to set the lod) at the following link (https://community.hwbot.org/topic/137720-benchmark-tweak-software/) and set the LOD bias entry to a value of "-1" while in administrator mode, and save settings (I'm running such a value and have noticed crisper terrains in FE2, SF2, also WOFF and ROF). Von S
  11. 2 points
    couldnt possibly comment...if I did I would have to kill you....lol :)
  12. 2 points
    Not a 'what if' and definitely not WW2!
  13. 2 points
  14. 2 points
    I don't know if this is possible .. anyone know? F-5a, CF-5a and NF-5a leading and trailing edge flaps were completely manual. As I'm sure you know, the NF-5A had a basic maneuver setting with a lockout to prevent deployment at excessive speeds but without an auto retract/blowback feature. For the F-5A and CF-5A the Flap1 setting was the leading edge flap only with the Flap2 setting being leading and trailing edge flaps. For both take off and landing the full flap/flap2 setting was used. I've been tinkering with F-5 FM's for awhile and here are some settings I'm using regarding leading/trailing edge flap angles and speeds which I think are correct but should be double checked. F-5A and CF-5A Leading edge: 2 positions only, up or down 24deg. Limit speed 300kts. Trailing edge: 2 positions only, up or down 20deg. Limit speed 240kts. [not 100% sure about the speed] NF-5A Leading edge: 2 positions only, up or down 24 deg. Limit speed 450kts/0.90 mach [NF-5A had a reinforced wing] Trailing edge: 3 positions, up, down 8deg, down 20deg. Limit speed at 8deg is 450kts/0.90mach and at 20deg 300kts.
  15. 2 points
  16. 2 points
    Hello ignacioc91 all above is correct.... You cannot just make any flyable plane into a True Ground Object. .....but..... 1- You can make it into a non-flyable plane is a easy method [ but they are still a true airplane and a lot of a lot's MB ...!!! ] just remake a data.ini and a Folder. 2- Get the 3DS Max model and make changes to make it into a true ground object....making a Low Poly Model just ...the outside to be ...perfect....and no animation.... with the same skin's etc.....[ Reduce the texture skins to a lower resolution, either 256x256 ] from the maker.....if you want to put ...a ...F-14A for example. 3- The Game generate them automatically, via the game engine......also ...so the only you must to do is ....just to edit the airbase data.ini...Also The plane must be in the Game folder...otherwise will not see it.... If you want to place them where you want them you need a the coordinates so use the Target editir,.... to put in area's you want....and edit the airport.ini. Also the engine-game use's the 1st skin from the plane......only.
  17. 2 points
    Russ has a late model A3D????
  18. 2 points
    As a work around you could have the tip tanks be loaded as a non-jettison tank but have the fuel value set as zero. Set up on another hardpoint (but in the same position), have the actual wingtip tanks that carry fuel but these can be jettisoned and have no 3d model (so are invisible). Thus when you hit the jettison drop tanks key the 'invisible' tip tanks with the fuel will be jettisoned but the 3d model of the (empty) tip tanks will remain. You would set the weight and drag values of the 'invisible' to tanks to zero.
  19. 2 points
    I was feeling like a Delta Dart mission, so a pair of us flew against some heathen interlopers....... Since dogfighting in a 106 is a recipe for suicide, the Genie is the perfect weapon to make short work of the threat.. But it IS a bit disconcerting to have it ignite and go flashing past you...
  20. 1 point
    lol its quite basic .... ok say flap....as you know its animated by its pivot yes.... to make it able to be used in conjunction with another control surface....you simply add a mesh (invisible) that is animated independent of the flaps anim slot so basically you can control it like so...on its own.. and with another surface like with aileron as flaperon...got it ?...lol
  21. 1 point
    Since there are no stock decals for this bird I borrowed some from stock Spitfire Mk. IX (1st pic.) and repainted MontyCZ's Avia pack decals (2nd pic.). I think the second one looks better, what you think?
  22. 1 point
    I like it ! Screenshot needed
  23. 1 point
    Supermarine Spitfire LF Mk.9C - Aeronáutica Militar, 1946
  24. 1 point
    Thanks for your help!! I'll try it. It will be my first time with 3DMax, so I'll take a look at it! Thanks!
  25. 1 point
    animate flaps on their own as Flap mode...then add a small invisible box etc... link flap to it and when you animate the "box" you can have it activate in take off mode seperately in a different anim slot key in game... you can then add as many things to one slot\ and key press as you like
  26. 1 point
    You need special static aircrafts, if you want to set them as static objects on the map. Such static aircrafts you can find here: https://combatace.com/files/category/303-static-aircraft/ If you use the normal planes then thy would "lay on the belly" if they are equipped with retractable gears. The better way is to use the airfield ini and specify there, where you want to see parked aircrafts on the airfield.
  27. 1 point
    Man I LOVE YOU!!
  28. 1 point
    might be possible via editing terrain_types.ini...and terrain_target.ini. Same way as you will add any flight line object to airbase..Just you have to convert aircraft into a ground object.
  29. 1 point
    1977 Mirage IIIC training mission...
  30. 1 point
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  32. 1 point
    Thank you really for your kind words. You will soon
  33. 1 point
  34. 1 point
    Black Ops CENSORED flight over Groom Lake,Nevada.Top Secret mission.(C.I.A.) ?
  35. 1 point
  36. 1 point
    View File Breguet XIX Republican pack I have depicted three Republican squadrons: 22 Grupo, 23 Grupo and Alas Rojas (Red Wings). I would have liked to assign squadrons (Escuadrilla) to the first two skins but it would have only been guesswork. The Red Wings was a unit that was equipped with a range of aircraft including: nine Breguet XIXs; five Nieuport 52s; one Fokker F.VIIB; and one DH89 Dragon Rapide. It operated in the Aragonian front, hitting targets in Zaragoza, Huesca, Tardienta and Barbastro. LloydNB Submitter LloydNB Submitted 04/26/2019 Category First Eagles - Golden Era - Allied Skins  
  37. 1 point
  38. 1 point
    After the Tornado ADV was stillborn due to cost and development issues , the legendary Lightning was given new avionics & weapons and replacement cannon (Bk.27)….yeah,I know it's far fetched but I love this old bird !
  39. 1 point
    A change in pace...eeerrr...velocity :)
  40. 1 point
  41. 1 point
    Perfeito ! agradeço !! Perfect ! appreciate !!
  42. 1 point
    Martin-Baker Vortex - 'VX Flight', Lisbon Field, Aeronáutica Militar, 1948 Skin Credit: Charles
  43. 1 point
    First time whacking something since 2018.
  44. 1 point
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  47. 1 point
    RAF selling theres if you want one lol
  48. 1 point
  49. 1 point
  50. 1 point
    What bothers me is ... the 98% of a real tomcat model in this mod .. there is no evolution or revolution in the development.. stealthy cat? ... here


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