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Showing most liked content on 06/15/2019 in all areas
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5 pointsYeah I had brainstorm and reversed the mesh in 3ds max and works....brain freeze lol I recall TK mentioning it on 3W forums....im old not my fault lol...brain is getting on too...lol
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3 pointsThe use of chemical weapons is a war crime. It is a violation of the Convention of Geneva.
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2 pointsWhy would you want to ? as someone one of whose prime job in the Forces was CBRN Warfare, ie detection and decontamination, , I know how damned nasty Chemical warfare is, so i suggest forgetting that rather peculiar idea, and go back to killing and maiming by conventional means alone !!! If you really must cause mass death and destruction , there are of course Nuclear options in the Sim, however the chances are you will blow yourself to the Happy Hunting Grounds along with all the other poor buggers , wildlife, flora, and other unassuming and innocent bystanders !!!
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2 pointsF-4G from the 561st TFS on final check before take off i know the tailnubers are still missing but so are many other small details yet
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1 pointSince the SF2 engine is all about kinetic and explosive weapons impacts, that would require a change in the game code. That said, using chemical weapons or biological weapons is very much a war crime in the real world...
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1 pointSuper Etendard is modified (HitBoxes + CollisionPoints) There are also some older updates I already had done: fuel tank capacity, tail hook deflection... Super_Etendard_Data.ini
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1 pointI remember I read formerly somewhere in the forum that the gun must always be at 0° in the LOD (hidden in the fuselage then).
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1 pointI normally not work with tail gunners, so just a wild guess, since your models gun faces backward, an your Y pivot faces front then the deffaultyawangle=180 turns the gun around( or vice versa). If you make the gun's pivot facing the other way to the current one, it might work as you intend it. But like I said it is only a guess .
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1 pointVersion 0.6.1 was uploaded. Changelog: Version 0.6.1 -added decal texture file loading fallback: If numbered texture file is not found, it’ll then look for unnumbered file. -added option for using vertex buffer objects (Extra->Settings->Display->Use Vertex Buffer Objects) Maybe "Use Vertex Buffer Objects" helps with the performance problem some users have experienced with Version 0.6.0. Beware! Enabling this option while simultaneously "Write OSG log file" is enabled, writes A LOT to osg_logfile.txt. -bugfix: "Write Info File" didn't work in Version 0.6.0 -bugfix: Couldn't save UV Mapping as jpg file
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1 pointHello Gents, I've been hard at work getting the 7 (maybe 8) LODs in order, so as to make game play with the F-5a as frame-rate friendly as possible. I'm quite pleased with the results; what you see here is a squadron of twelve aircraft from the most detailed LOD to the least ... all flying in formation. What I'm pleased about is that you can tell they're f-5s from 1200m!!
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Version 1.0.0
420 downloads
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. -
1 pointsmall update, install ontop of Beta 2 in your flight folder: SARCASM 2 Beta 2 update 1.7z now broken weather horizon clouds have slight bluish tint to them added at the bottom making the billboard (particle) clouds look less fake when fading in into the scene at the distance, some tweaks to the clouds graphics in general, small fixes to clouds sizes in clear etc
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