Leaderboard
Popular Content
Showing most liked content on 08/05/2019 in Posts
-
13 pointsFound details... In works..J-7B,,J-7EBJ-7EH,J-7G,J-7PG heres G with new proper canopy (not 100% but im happy with it)......and correct details antennaes\Aerials lights,etc ignore skin ...
-
12 points
-
4 points
-
4 points
-
4 points
-
3 points
-
3 points
-
2 pointsQuick Aircraft Facts: F-16 Fighting Falcon a.k.a. F-16 Viper Hello! Since this is CombatACE.com I can say that most of you knew this segment might pop up eventually, and since this CombatACE.com I can say that most of you are familiar with this aircraft and all of its facts. So I humbly present this QAF video about the F-16 as a test more so than something to watch. A test as in I'd like to know what areas I should focus on. There were a lot of things that I wished I could pack into the time slot; however I hope the presentation accomplishes its mission with covering the the majority of the facts, history, and providing enough information to get people interested in learning more about the F-16 and other aircraft while at the same time providing them with enough information so they can be well informed about an aircraft. I mentioned in the past that I loved to watch the show Wings that came on discovery. However with time becoming more and more limited I figured the QAF program can do what Wings did, inform interested people about aircraft, but do it in a matter of minutes. So without further ado here's the latest QAF video about the F-16. Our next video will feature the F-35. Thank you for your time and please enjoy the video.
-
2 pointsWhat can be achieved (graphics heavy content!) when your heart is in it. One of EAW's challenges to me has always been to make objects look as solid, strong and realistic as they are and it's not easy to do within the limitations of the game. Harbours for instance aren't just a few lines on a terrain tile but solid structures with a lot of objects and defenses. Plane shelters aren't waver thin polygons but solid concrete, often up to 1/2 a meter thick. Canons on ships don't sit on the side of a turret but are protruding from the front, pointing at the enemy. Without control over the dreaded rendering sequence it never looks right, stuff disappears behind the 3D model or displays in front of it when it shouldn't or switches on/off like a nervous object which doesn't know what to do. It limits any creation in that smaller details have to be left out because it makes these problems worse to a point that it really gets annoying. So I came up with EAW's equivalent of CFS2's 100% 3D models, objects which use every available bit of space in the 3D models and sometimes surpass it's limitations. In the past 10 years I've build a lot of these 100% models which, when properly combined, create pretty realistic environments. The city models were expanded, resulting in more buildings per object and photographic skins to make em look even better. New models were build trying to capture the atmosphere of remote towns and villages in other countries, essential to make an addon campaign like Italy work. These models are way more complicated then a plane's fuselage or a two engined wing or a tailpeace, even though they also have their own challenges. The time invested in these objects is simply staggering, as at the time my knowledge about solving R/S problems was not very great but vastly improved over time. The problem wasn't really in building the models or creating the skins but in solving every rendering issue as the model progressed and learning why it was such a problem. Creation times went from over 6 months for a single 100% model to less then a week full time today. Every new object has got these issues when not being a simple cube but something with curves and various angles. One wrong placement of a node or polygon and things no longer work as they should and it's time to call in the 3DZ detective. The problem is different every time and not something you can spot at a glance unless you've come across this problem before. If you haven't it becomes a wild guess, and it gets worse when the model has 5 or 6 such issues. Even today some problems, even though solved, remain obscure as to why they're happening but as opposed to wings and fuselages there is more freedom to move polygons around, I mean if a sunscreen doesn't work over the restaurant then you can always move it elsewhere and with a bit of luck get a proper result. Still, the issue needs to be examined and solved if you want to stick to your original idea as moving the polygon isn't a solution but a bodged fix which doesn't teach you anything. So here are a few of these solved problems in my collection, which I think add just that touch of realism which has always been missing because Pentium 3's were simply not fast enough to display these models at reasonable framerates. Amogst these objects are also tanks, trucks, ships, weapons and defense structures like Belgian Gates and Czech hedgehogs, pilboxes, barbed wire, trees, bushes and crops, etc. etc. Von Beerhofen BTW rather then destroying one of my own bridges a replica of the Antheor Viaduct is close to being completed, the proper way as a 100% 3D model with a fully working R/S, as it's an object which will suit the italy addon and give it the right atmosphere!
-
2 pointsView File Mig-9 "Fargo" Cockpit This cockpit was too long on my computer and it wasn't uploaded, I just forgot about it. It should work with: The cockpit.ini file name may need to be renamed,and there may be a need to adjust the position of the cabin itself. I am sure that even a less skilled user can do it with ease. I hope that you will like the mod. Cheers, Starfighter2 Submitter starfighter2 Submitted 08/05/2019 Category Jet Cockpits
-
2 points
-
2 points
-
2 points
-
2 points
-
1 pointThe 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/
-
1 pointLook in the Knowledgebases of SF1 and SF2 here in this forum. There you will find a lot of usefull informations.
-
1 point
-
1 pointthank you!!! and thanks to the rest of you too!
-
1 pointYou can load it in the arming screen, choose it while flying, but there is no weapon, pylon looks empty and when you hit enter nothing happens
-
1 pointThis guy think's he's flying a Spitfire in the Battle of Britain!
-
1 pointView File C-47/Dakota/R4D Pack of C-47/Dakota/R4D for WW2 mods. Most skins by me. Decals are again, mostly by me. NO cockpit, sorry! Thanks to Thirdwire for the original C-47 3-D model. Have fun! A. Mariani Submitter amariani Submitted 08/04/2019 Category Other
-
1 pointA video I thought I should share. Crossing the Atlantic Ocean in a 1930s Airliner. Encounter inflight icing, fuel problems, and weather as we head to remote northern Canada before crossing to Greenland, as we fly a Douglas DC-3 across the Atlantic to celebrate the 75th anniversary of D-Day.
-
1 point
-
1 pointThen my guess is that the basepoints (which are defined in the strategic node section of the campaign's data ini) are directly taken from the position entries in the terrain's target areas. Here is an example (taken from SF2E). The city of Dessau is located at 586146.06,568259.31 in the stock GermanyCE terrain. The SF2E campaign data files has two basepoint entries related to Dessau, one is 581000.0, 563000.0 and the other is 605000.0, 579000.0. They differ by several thousand from the terrain position of Dessau. TK did it like this (IMHO) so that ground units would appear several kilometers away from the settlements. So you do not need further target areas to solve this problem. It is probably enough to slightly change the campaign basepoint positions.
-
1 pointView File SF2 OV-10A Bronco, Remod Pack SF2 OV-1A Bronco, Remod Pack 7/27/2019 -For SF2, Any and All (Full Merged Reccomended) This is an remod of the North American OV-10A Bronco FAC and light attack aircraft, previously available. While there are still several issues (documented in "Notes"), it is in as good a shape as possible for SF2 without having someone build an entirely new LOD. If you have ANY previous versions, you are STRONGLY advised to back them up or delete them from you Mods folder(s). This includes the aircraft, decals, etc. There are 9 skin and decal sets in this package. Skins remain in their original bmp format. Many decals have been refreshed to remove any "ghosting" around their edges. The SF2 "date switch" =IS= active on several skins. Included are the pilot figures, the drop tank and sounds. All weapons used on the aircraft are STOCK 3W items. The skins included are: USAF: 20th TASS Overall Gray (1969<) 19th TASS (USAF Camo1) 19th TASS Euro 1 (3-tone Gray/Greens) USN: VAL-4 "Black Ponies" (1969-72 SEA) USMC: HMLA-267 (1968-71) VMO-2 (1968-1979) VMO-2 (Desert Camo)(1990<) VMO-6 (1968-77) USMC Camo1 (3-tone Gray) As is always reccommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Please read the notes section for more information and the change log. USAFMTL's original 2009 readme is included, in the main aircraft folder, for historical purposes. Good Hunting! Wrench Kevin Stein Submitter Wrench Submitted 08/02/2019 Category Other
-
1 point
-
1 pointModernizng the Migs. (few tweaks...upload as soon as done for few planes)
-
1 pointDay/night, all weather, fast, low/hi, strike, anti-ship, CAS, recon, nuclear ... etc ;-)
-
1 point
-
1 point
-
1 point
-
1 point
-
1 pointSome mission pak testing screenies that don't fit into a themed day...
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..