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Showing most liked content on 07/21/2019 in Posts
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6 points
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4 pointsSukhoi Su-21FI Simple single engine frontline fighter, based on S-37 project.
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4 pointsSOOOOOOOOO looking forward to this, can't wait for the F-5A & C........................'Skoshi Tiger Baby'
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2 pointsThe JF-17 Thunder is one of the rarest and least known fighter aircraft in the world. Operated solely by the Pakistan Air Force, it is a capable fighter in the same class as the F-16. On conditions of anonymity, we spoke to one JF-17 pilot to learn more. https://hushkit.net/2019/07/19/flying-fighting-in-the-jf-17-thunder-interview-with-pakistan-air-force-fighter-pilot/ Also it seems Flying and fighting in the Su-30 - must be bonus week! https://hushkit.net/2019/07/20/flying-fighting-in-the-sukhoi-su-30-flanker-a-pilot-interview/
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2 pointsHere is my method: 1. Load up a skin for the aircraft you need a damage tga for. 2. Open an existing damage tga. (I prefer stock ones, since they look quite good.) 3. Load the alpha channel as a selection from the damage tga. 4. Copy the selection, then insert it over the skin of the aircraft as a new layer. 5. Move, rotate and resize the holes as needed and delete all unnecessary parts. Since you do not have an alpha channel yet, there is no need to edit it separately. 6. Make a new layer between the skin and the edited damage graphics and make it solid black. 7. Select the damage layer, load the transparency of the layer as a selection, then save it as an alpha channel. 8. Merge all the layers, then save it as a tga with the proper name. (If you want to keep it as a damage template, then save it as a psd document before merging.)
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1 pointThat in itself does not make it less playable. Just incompatible with 32-bit systems. There are different things that concern me: Distance LODs and other polycount considerations, especially for high polycount situations such as airfields. Texture size for loading times and also SSD disk space. Consistent art-direction and quality control. Of course a lot of that is both tedious and unpleasant to do, it could even imply rejecting volunteer's work, but the worst alternative is ignoring such and calling the game engine 'unoptimized' instead. Which is a popular way of putting things. As for Falcon BMS's objects. My personal preference is to have low poly good-enough shapes for everything, instead of detailed shapes for a few objects and stand-ins for the rest. But making objects is just a lot of work, especially making nice textures from scratch, and mapping them. With my limited experience with making ground objects; it took way too long. Often, In my head it was long finished, but in actuality it was not. Good to read your other observations on Falcon BMS and IL-2 CloD. I don't know much about Clod, but adding another theater like that besides the Channel front sounds like a great addition.
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1 pointAren't these GBU-54s? They're set in the .inis as LGBs (and in real life they're dual mode GPS/laser guided bombs). Try to do the same with GBU-38s and make sure they're set as GPS guided bombs in the .inis.
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1 pointYeah, as usual a picture does better then words. So I made and attached one. This is the stock F-14A '77 and for this purpose I opened it twice to show the alpha channel beside it. But normally you work in the RGB *OR* the Alpha channel. Now this damage texture has the damaged areas above the nose section, which is obvious because I temporarely put the texture/skin there as well, as a faint overlay. Cockpit areas and gear have been excluded. But when you use this damage texture as a template for a new object, surely it won't be matched like this. Damaged areas will be on odd nodes. So then I move the areas around, photoshop calls that 'Nudge'. Sometimes I copy/remove/mirror some damage areas as well. But it is all a bit annoying since any such action in the RGB channel should be repeated for the Alpha channel in about the same way. In the example picture I show a selection to nudge part of the damage area, into a new place. When done in the RGB channel. I want to move just the selection area back to the shown position (or make a new similar selection area) and do the same nudge in the Alpha channel. Edit: it makes sense to start with a damage texture that is quite filled with damaged areas overall, unlike this one below. Since it is easier to remove then to add new damaged areas.
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1 pointI take the newer stock Damage Textures as a base. Not the ones with just small bullet holes. Fuselage-ones for another fuselage and wing-ones for a new wing. Then I put the plane texture/skin in the background and decide on moving the damage areas to suitable places above the texture/skin. When done I remove the texture/skin and save my work. Now there is bit of a problem: I need to move both RGB channel and Alpha channel in the exact same way. But I don't know how to do this automatically. So in photoshop I mostly use keyboard arrows (with or without shift pressed) to nudge these sections in RGB channel. Then I remember how many times I hit the arrow key and repeat that same thing for the Alpha channel, so they line up again.
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1 pointBump. Hi Logan, is there a chance to release this bird?
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1 pointTrick this is not. As explained many times in KB simple weapon/aircraft editing.
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1 pointFunny thing in that link that I posted: The Il-2 1946 continuation efforts have to respect the original system requirements. So no 64-Bit/DX11 allowed there, also limitations are implied for polygon counts and distance LODs. Well... I actually like that. since many modded additions are too cruel for system requirements. I tried Falcon 4 BMS briefly, and I don't think I ever managed to properly take-off with the F-16. I was flying but could not use any weapons because I had failed to upload some files into the cockpit, during pre-flight procedures... Falcon 4 BMS's object quality is all over the place. You can see that in their object reference interface: For example the T-34 tank model is used as a stand-in for an M60A3? They will need many years of effort to get all these objects up to some acceptable level. Like the level of Strike Fighters. In the past there was Jane's Fighters Anthology. And I remember a bunch of missions pitting the UK against France. That was a cool idea. So I was wondering the other day: did they even have objects to make it proper? Turns out they did not, and they used M1 Abrams and Humvee as ground units for both the UK and France. At that time the 3D objects were so fuzzy you could have just used these models and call them AMX-30 or something and nobody would notice, but no, it was called a French M1 Abrams.
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1 pointThese SF2NA anti-ship strike missions are lots of fun! There was a time that I still ran SF1 when SF2 was out for a while. But after playing with the SF2NA naval warfare features I never looked back. Even without harpoon missiles it should be possible to sink some ships, when using an F/A-18 with CCIP bomb trajectory indicator on the HUD.
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1 pointOh yeah, that's more like it! Now that I've got the Harpoon Block I and Block 1Bs available for my Hornet's, things are different. I loaded up 4 CF-188Bs with AGM-84A's, 4 with AGM-84C's and 4 with Walleye II's. The AGM-84C's did the trick and after 5 hits sunk the carrier. I fired last and it was a hoot to see my 4 AGM-84As plunge into the sea where a carrier had once been. Wow to the punch of the Walleye II - a single hit sunk a frigate. One of my pilots after firing off all his AGM-84As went guns against a Destroyer, landed 107 hits on it and survived to tell the story despite having 3 SAMs fired at him - psycho, absolutely psycho!
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1 pointVery big difference right there. The same is true for Bench Mark Sims with their access to the Falcon 4.0 source code and Team Fusion's access to the IL-2 Sturmovik Cliffs of Dover code. The resulting enhanced versions by both of those teams are nothing like the originals in terms of game play and visual quality; both were recompiled as 64 bit and had DirectX 11 support added. Albeit, neither of those has had any modding efforts that makes them more sim lite, or were even given an alternate, more relaxed play mode. Of course the original games for both were targeted at a more hardcore flight sim crowd, so unlikely there's much audience for liter versions.
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1 pointAwesome! Tha tarmac should be lighter as it never looks black as the screenshots. I love those hirez airfields.
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1 pointThe two I stated were jst off the top of my head. Any Israeli pilots I know by name got most of their kills in the 60's and 70's, I don't know any Iraqi's by name and the only Iranian I can think of would be Jalil Zandi .
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1 point1981. Neu Brandenburg strike with fighter cover. ... on the way to the target ... ... strike ... ... escape ...
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1 pointI figured it was a reference to the US Navy specifically, epsc since Mavericks character is based on Duke Cunningham. It looks radical. All the F-18 stuff was real footage. I'm stoked.
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1 pointHi and thanks for the kind words Currently bug fixing and balancing the campaign as the austro-hungarian forces are winning too easily. Next step afterwards: Packaging the whole thing and include FE2 description (I might need help there as I've only FE-Gold) 2-3 weeks cheers
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1 point1976. Two Imperial Iranian Air Force BAC Thunderstrike Mk.52's (the export variant broadly similar to the standard RAF Thunderstrike S.2) launch on a recon probe of Soviet defences on the northern border of Iran... With the shores of the Caspian Sea in the background the Thunderstrikes use the hills for terrain masking from Soviet radar The Cold War is at it's height, and the ELINT and SIGINT 'take' from the sortie will be shared with NATO and the Shah's Persian Gulf allies. Persistent rumours that RAF instructors on secondment to the IIAF have been participating in these missions have never been confirmed.....
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1 pointGrumman-Panavia Tomcat FGR.6 - No.17 Squadron, RAF Strike Command, 2002
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1 pointA few When Thunder Rolled screenies as requested by select individuals: Our North American F-100F Super Sabre SAM Hunter in "bare metal"...
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1 pointAND.. we do all out stuff for FREE!!! I'm always proud to see the level of dedication that this community puts into their work, wiether it's a skin/decal set, an add on ship or plane, or a utility like this one, and the others Mue's created for us. My hat is off!
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1 pointIn short, NO. As said above, how can you simulate B/C weapons when the objects don't breathe? There's still plenty of napalm and cluster bombs for you blasting pleasures...
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1 pointWhy 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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1 pointThe use of chemical weapons is a war crime. It is a violation of the Convention of Geneva.
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1 pointThat's what the Knowledge Base is for! (and MB is master of it !) A note to all the new folks: Always check the Knowledge Bases, both the SF2 and SF/Wo* (aka "1stGen") first!. I do admit the SF2 KB is not nearly as organized as the 1stGen one, so some digging may be required. If one can't find the subject, PLEASE post the questions! We'll try and help out as best we can!!!
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1 pointit's a data ini issue, caused by using an out-dated version. Because the external tanks are detatchable nodes of the aircraft model and the call-out in the data ini is for the older, 1stGen style of lod (model). I'd rename the data inis and that should clear up the extra tank problem. or you can extract NEW, current data inis from the ObjectCats, and place them into the aircraft's folder, replacing the older version (after renaming them for back up)
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