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Showing most liked content on 08/13/2019 in all areas

  1. 7 points
  2. 5 points
    Intruders... Just for a second, I thought the DeathStar had wandered into my airspace
  3. 5 points
  4. 4 points
    This morning I uploaded new cockpits for all eight of Laton's Fokker E-Types. Each cockpit has functional controls and gauges, including the compass mounted on the wing. The cockpits are all basically the same, with minor changes to fit each plane. My thanks to Laton for making so many planes for First Eagles.
  5. 4 points
  6. 4 points

    Version 1.0.0

    83 downloads

    I modified the cockpit from my Fokker D.II to make new cockpits for all eight of Laton's Fokker Eindeckers. Each cockpit has a fully functional stick, rudder control, throttle, and gauges, including the wing mounted compass. The cockpits are basically the same, but each has been tweaked to make it fit into Laton's fuselage and to reflect differences in the type (like the number of guns in the E.IV planes.) I have sorted everything into the appropriate folders for easy installation. My thanks to Laton for having made so many planes that we are still flying today. Installation Instructions For both FE1 and FE2- For each plane, delete Laton's original cockpit folder and cockpit.ini file and replace them with mine.
  7. 3 points
    that would explain the Sabre and BAnshee pics on Instagram. pity, I don't have a seXBox controler, or windows 10. Be nice to have the Oraguan, Sabre, Panther and Banshee on our side of the screen
  8. 3 points
    Most likely those 568 are mostly subvariants with different skins and armaments. As I have seen in some videos of Modern Combat, there were for instance separate Eurofighters for Germany, Italy, UK etc. Same plane with a different skin shown as a new one in the menu screen, so to speak. Those mobile games use the Unity engine, which is perfect when it comes to small, quick games for mobile and PC. The models lack a transparent canopy glass and the number of polys (which is fine for a mobile game) seems low when compared to that of stock SF2 planes. It isn't worth to port those into SF2 anyway, unless they could be easily reworked, IMHO. The clouds' rendering instead, I could use some of that! But it's a totally different engine...
  9. 3 points
    I use paintshop pro 7 from back in 2000 ish its on freeware sites older stuff and abandonware sites. http://www.oldversion.com/windows/paint-shop-pro/
  10. 2 points
    I've only created one skin I consider okay, and I used Gimp to do it. Gimp is easy to use when it comes to layering. One way I learned when it came to weathering was to place an aluminum colored layer underneath my camo layers, and then use the eraser function on the camo layer, with a cracked paint brush I downloaded from Deviant Art, and the jitter function in the Gimp brushes menu to scatter "scratches" in the paint. I don't know if Paint.net has these types of functions, I highly recommend Gimp, because it's very easy to get decent, if not perfect, results. A layer of gray along panel lines, using a vegetation brush, and the jitter function, along with a Gaussian blur, and a reduction in opacity, creates a good accumulation of "dirt" in the panel lines. Hope some of this helps. ps You can create brushes for Gimp. There are instructions on the net for how to do it. Another idea would be to create a "dent" brush to show small dents in the aluminum.
  11. 2 points
  12. 1 point
    View File Cockpits for Laton's Fokker E-Types I modified the cockpit from my Fokker D.II to make new cockpits for all eight of Laton's Fokker Eindeckers. Each cockpit has a fully functional stick, rudder control, throttle, and gauges, including the wing mounted compass. The cockpits are basically the same, but each has been tweaked to make it fit into Laton's fuselage and to reflect differences in the type (like the number of guns in the E.IV planes.) I have sorted everything into the appropriate folders for easy installation. My thanks to Laton for having made so many planes that we are still flying today. Installation Instructions For both FE1 and FE2- For each plane, delete Laton's original cockpit folder and cockpit.ini file and replace them with mine. Submitter Stephen1918 Submitted 08/13/2019 Category First Eagles - WWI and Early Years - Add On Cockpits  
  13. 1 point
    Completely uninteresting PC game when we love SF2 ! SF2 Modders/skinners create very very numerous and beautiful add-ons to enjoy... SF2 needs an update from 2013 ! Best regards, Coupi.
  14. 1 point
    Quick Aircraft Facts: F-35 Lightning ll The F-35 Lightning ll is currently being produced and will replace aging fleets of aircraft for military branches all over the world. Her first flight was on December 15, 2006 and she entered service for the United States Marine corps in 2015, The United States Air Force in 2016 and finally she entered service for the United States Navy in 2019. She is a single-seat fifth generation fighter jet with stealth capabilities produced Lockheed Martin. This segment of Quick Aircraft Facts will feature the F-35 Lightning ll and will to tell you more about her story in 3 minutes or less. I want to thank you all for taking the time to watch and support the QAF videos. Please enjoy the video.
  15. 1 point
  16. 1 point
    I had similar problems with ships. Ended up using it like this, then all is fine:
  17. 1 point
    Coincidentally I did a small test with _HM bitmaps two days ago. - Added a _HM to the normal inland tiles, instead of just the coastal tiles, mainly by changing the _Data.ini. - Raised each tile's HeightMapScale from 40 to 240, to exaggerate the effect. It works as expected, see test image below. A coast like the cliffs of Dover while inland it is like Verdun 1918. So again, for coastal tiles this stuff is useful. But for inland tiles I have no good answer yet. Maybe some tiles can benefit from a _HM bitmap, like tiles with rocks and snow. But in general they don't seem to add to the viewing pleasure there: Either you don't notice their effect, and when you scale them up it quickly becomes too much.
  18. 1 point
    Hmmmm.....Paint.net is very good for basic stuff, never done any weathering with it, not sure it would really be adequate, or up to the task .I use Paintshop myself, however if you dont have access to that program have you considered using Gimp ? its free, and from what I understand , you can get some pretty decent results from it. Again, I only use Gimp for making decals, as Paintshop is my weapon of choice. its another option at least if not a perfect one. Sorry I said here I use Paintshop. but I meant Photoshop.......doh !!
  19. 1 point
    With a little trick you can view ALL lods contained in the cats: Create a fakeaircraft.ini that contains the following lines: [LOD001] Filename=Meteor8_pit.lod <--- insert lod file name here By opening this fake aircraft ini the LODViewer shows the referenced lod. The meteor clock node name is "face_clock":
  20. 1 point
    The REAL weather channel...WB-57C Canberra, 58th Weather Reconnaissance Squadron.
  21. 1 point

    Version 1.0.0

    123 downloads

    The Potez 540 was a French multi-role aircraft of the 1930s. Designed and built by Potez, it served with the French Air Force as a reconnaissance bomber, also serving with the Spanish Republican Air Force during the Spanish Civil War. Although obsolete as a bomber, it remained in service in support roles and in France's overseas colonies at the start of World War II. 3D Model (Veltro2k) Textures and FM (Charles) Cockpit (Kesselbrut) Best Sim : Thirdwire unzip ad folders to their appropiate places...have fun THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT
  22. 1 point
    Since the Sherman M4A3E8 was not used in the Pacific Theater of WW2, I assembled a similar M4A3(75)W for that purpose. Available on my site as of now. Also I update the Flak-18 88mm a little.
  23. 1 point
    SONO TORNATO! Odio lasciare le cose in sospeso. non credevate mica che avrei lasciato perdere, vero? Ecco un po' di aggiornamenti; Il terreno ha ricevuto obiettivi aggiuntivi. Dall'ultima volta che ho postato, sono stati aggiunti aeroporti, installazioni Radar e SAM in Ungheria, Austria, Grecia, Svizzera (neutrale, giusto per eye-candy) e persino in una piccola parte della Romania! Alcuni target sono troppo vicini se non oltre il famoso Muro, quindi nel caso li disattiverò per non causare bug di gameplay. Inoltre, sempre pur considerando i limiti del motore grafico, ho riprodotto assai fedelmente i percorsi dei numerosi fiumi nell'Est Europa, cosa che avevo già fatto per la Pianura Padana e il resto dell'Italia. Mettete a confronto la seguente mappa e l'estratto bitmap delle texture del terreno; noterete anche la presenza del noto lago Balaton in Ungheria. Anche altri laghi sono riprodotti, ovviamente!
  24. 1 point
    Bueno amigos, yo he quedado bastante satisfecho con los resultados, les dejo aquí los valores, y les comento como van... [DiveBombAI] AimPitchOffset=2.0 RollInRange=500.0 RollInAlt=10.0 PullOutRange=300.0 PullOutAlt=175.0 ReleaseRange=500.0 [RocketAttackAI] RollInRange=7000.0 RollInAlt=1200.0 PullOutRange=1000.0 PullOutAlt=200.0 ReleaseRange=2500.0 SecondPassRange=4000.0 SecondPassAlt=700.0 ReleaseCount=16 ReleaseInterval=0.095 AimPitchOffset=0.8 [strafeAI] RollInRange=1500.0 RollInAlt=10.0 PullOutRange=400.0 PullOutAlt=175.0 ReleaseRange=1200.0 SecondPassRange=3500.0 SecondPassAlt=11.0 ReleaseInterval=1.0 AimPitchOffset=0.0 [DogfightGreen] SafeAltitude=10 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=5.0 RQIRMFireAngle=5.0 ASIRMFireAngle=10.0 RHMFireAngle=5.0 MaxPitchInput=0.4 MissileDetectChance=10 MaxCannonRange=2000 OptimalCannonRange=1000 MinCannonRange=50 MaxRollForGunAttack=45 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightRegular] SafeAltitude=10 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=5.0 RQIRMFireAngle=5.0 ASIRMFireAngle=10.0 RHMFireAngle=5.0 MaxPitchInput=0.4 MissileDetectChance=10 MaxCannonRange=2000 OptimalCannonRange=1000 MinCannonRange=50 MaxRollForGunAttack=45 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightVeteran] SafeAltitude=10 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=5.0 RQIRMFireAngle=5.0 ASIRMFireAngle=10.0 RHMFireAngle=5.0 MaxPitchInput=0.4 MissileDetectChance=10 MaxCannonRange=2000 OptimalCannonRange=1000 MinCannonRange=50 MaxRollForGunAttack=45 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightAce] SafeAltitude=10 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=5.0 RQIRMFireAngle=5.0 ASIRMFireAngle=10.0 RHMFireAngle=5.0 MaxPitchInput=0.4 MissileDetectChance=10 MaxCannonRange=2000 OptimalCannonRange=1000 MinCannonRange=50 MaxRollForGunAttack=45 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 Siempre que ustedes vuelen a unos 25-27 metros, los numerales les seguirán a una altura de 32-37 metros de altura... si bajan de esa altura... sus numerales se asustan y suben a 60-70 metros y bajan a 30 metros y así... para un correcto bombardeo de buque por parte de los numerales, la maniobra es igual que en la realidad, solo que recuerden llevar el vuelo a 25-27 metros para que sus numerales no suban de altura, deben mantener esa altura hasta que den la orden de ataque a sus numerales, después de dar la orden, los numerales mantendrán su altura y realizarán el ataque a no ser que se les dispare un misil, en cuyo caso se saldrán de la corrida de puntería y lo intentarán evadir... después de tirar las bombas... si tu sigues vivo, seguirán en la zona, tirando de cañones a los buques, si tu has muerto, se evaden de la zona tras tirar sus bombas... si los detectan, automáticamente bajan a 25-14 metros para evadirse de la zona. La puntería de los numerales es bastante buena, pero también fallan, lo que lo hace bastante realista. Me ha costado un gran dolor de cabeza, pero me ha convencido bastante como ha quedado (¡Olé!)... espero que les sirva y lo disfruten... mañana lo terminaré de probar, porque es en serio que se me ha levantado un gran dolor de cabeza y voy a dormir... xD Un saludo de su amigo español!


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