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Showing most liked content on 11/26/2019 in Posts

  1. 4 points
    SitRep: First test of a tile for the Port of Dover. The colors does not fit perfectly, the cranes, ballons and buidlings are at the wrong position. Its WIP.
  2. 3 points
  3. 3 points
    Dear Friends, 1C Game Studios is proud to announce our next combat theater in the IL-2 Sturmovik: Great Battles series of products – Battle of Normandy! It was just over 75 years ago that the western Allies launched joint airborne and amphibious landings in the Normandy region of France. Both the preparation and execution of the invasion of Normandy had a large air component and involved many airfields in the UK and in France, especially after the Allies landed and built many Advanced Landing Grounds. Some German-built and occupied airfields were captured, repaired and re-used by the Allies as they advanced. The Allied advance towards Paris and eventually Germany was not easy and air-power was heavily employed to help facilitate a breakout. The Germans had a very difficult time keeping their hold on France and were faced with defending against not only Allied fighters, but also dedicated ground attackers, bombers and even naval units. The history of this battle makes for a lot of interesting gameplay. We hope to bring this period of the war to life like never before, just like we have done with Battle of Bodenplatte and our previous Eastern Front titles. Due to its important location, Battle of Normandy opens up additional mission scenarios and a vast timeline for great aerial warfare action utilizing many aircraft and content from our previous titles. Plus, Battle of Normandy adds a lot of content that can be utilized in our Battle of Bodenplatte environment. Content Battle of Normandy, will continue to offer a wide variety of gameplay options and also push our product forward with additional technology, features and improvements. We will of course, have an awesome plane-set that represents the era in which the title takes place. It will also include all the features that is standard for our WWII titles such as QMB, Pilot Career, Custom SP Missions and Multiplayer support. We also plan to include a Scripted Campaign focusing on a specific part of the battle. See below for additional information. Battle of Normandy Plane-set: P-51 B/C P-47D “Razorback” Typhoon Mk.Ib Mosquito F.B. Mk.VI Spifire Mk.XIV (Collector Plane) C-47 Dakota (AI) B-26 Marauder (AI) Bf-109 G-6 “Late” Fw-190 A-6 Ju-88 C-6a Me-410 Ar-234 (Collector Plane) V-1 Buzz Bomb (AI) This is what we plan to build based on our current research and desires. Of course, if for any reason one of these planes cannot be built to our satisfaction, we will find a suitable replacement. Normandy Map To support this particular Great Battle, we plan to build numerous ground vehicles, tanks, paratroopers, artillery, bunkers, objects, obstacles, buildings, airfields and ships that will bring flying such dangerous missions to life. The map of Battle of Normandy is also planned to be very satisfying in its size, scope and detail. Substantial portions of Southern England, Normandy and Calais regions will be included. We plan to have two versions of the map. There will be both pre-Invasion and post-Invasion versions. This allows us the ability to have our Pilot Career span the period preparing for the invasion and post D-Day events. It also allows us to create scenarios that are even further removed from the invasion itself and explore the 1942-43 period with some assets from our previous titles and certain Collector Planes. The gameplay possibilities are quite exciting to us and we hope to you as well. In addition to the content we plan to create, we will also continue to improve our Digital Warfare Engine and add some ‘in the works’ features that were not ready for BOBP release. This includes such items as, Air Marshal, improved MP Lobby, GUI-based Object Viewer, new rendering techniques and drop-tanks. Of course, this is on top of all the numerous small improvements, tweaks, fixes and enhancements we will continue to work on. We never stop working to improve our products and simulation engine. BON Pre-Order Available! To kick off Battle of Normandy development we have launched the Pre-Order period today! Our Pre-Order discounted price is $10 Off MSRP at $79.99 for the Premium Edition until the Pre-Order/Early Access period ends. The final MSRP at time of release of Battle of Normandy Premium Edition will be $89.99. Pre-Order Battle of Normandy Here We hope you are as excited as we are to build Battle of Normandy. When it comes to WWII, there are many interesting theaters, time periods and events that would make for an awesome product. There are also many fascinating conflicts outside of WWII that could make for a really fun combat simulation. We have considered them all. However, we have chosen Normandy as our next destination so we can explore one of the most famous battles in history and Normandy will allow for a more complete accounting of the air war over Europe (East and West) which gives you the player a more complete experience. Building Battle of Normandy also allows both the developers and the community to utilize some of our existing content to expand your gameplay options even more. We also wish you the absolute best this Holiday Season to you, your family, your friends and our dedicated development partners all over the world. We appreciate all the support and nice words you have said about our products during this most recent development cycle which was a lot of hard work. We will continue to build a better product, grow the team a bit more and listen to you, our loyal customers. We’ll see you on the beach! ….and in the sky! The IL-2 Sturmovik Team
  4. 2 points
    Arriving over Khe Sahn Wingo gunning troops in contact. I'm sitting on the ground by now with the rudder gone and lots of holes in the bird just off the opposite end of the runway. Forgot what key was mapped to shut the engine off. Last pass over the target area, NVA gunner got me good. You can see the smoke in the distance.
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  8. 1 point
    Hi guys, is it possible without the use of hex editor to edit your pilot data; let's say for example changing your rank or resetting your kills to 0 without having to create a new pilot?
  9. 1 point
    View File Mirage F1EQ-4 Mirage F1EQ-4 This mod is dedicated to BPAO, nothing would have been possible without him. During the late 1970s, Iraq placed an order for a variant of the Mirage F1, designated as the Mirage F1EQ, which were specially modified for extended range to perform strike missions. The EQ4 has the same capabilities like the EQ2 with the addition of In-Flight Refueling, buddy-pod tanker, large RPL201 2.200 L external fuel tank and the Harold reconnaissance pod. Covered unit : 91st Squadron F1EQ-4 specifics: R550, no R530, S530F, AUF2, CLB4, CLB8 radio-altimeter Doppler Radar Navigation Radio-compass Seat Mk4 RWR BF AAR probe Sycomor, Remora, Caiman, Syrel, Baz-AR, COR2, CC420 pods capability Sycomor gondolas (P0 station, retrofit 1986-87) Harold pod RPL201 EFT Intertechnique AAR pod (Shift-1 for Hose-Drogue deployment/retraction, MaxSpeed=550 km/h=300 kts) This addon is and will in all cases remain freeware. Released under CombatAce Fair-Use terms. Enjoy The Mirage F.1 Team Submitter ludo.m54 Submitted 11/17/2019 Category Mirage F1  
  10. 1 point
    Hi I'm asking for your expertise about fuel usage (easy/normal/hard mode) and calibration of the fuel flow gauge in the cockpit. Has anybody ever tried to precisely tune the fuel flow gauge, with success, or with difficulties, or never made it and gave up ? Because I'm really searching the way to do that and I encounter some difficulties I barely understand (what is 1.0 ? for example lol) And then I remembered that the stock terrains are scalled down compared to reality, and now I wonder if the fuel usage set to hard is proportionaly increased, to keep the ratio in max range. On many planes (all of them) I never had the real endurance in time corresponding to the manufacturer values. And now that I count every pound used in a minute to calibrate the damn gauge in pounds per hour, I realise there's no way to have a realistic autonomy (in time). I barely fly 1 hour yet I was supposed to have fuel for almost 2 hours. So I decreased the MachTable values and obtained more endurance but lost the top speed and ceiling. I set the fuel usage to "normal" and the indicated fuel flow figures are way more close to 'reality'. Does that mean that fuel usage set to hard is keeping the range but alter the fuel flow in the process ? Thanks F-108 FastCargo's model : Two YJ-93-GE-3AR
  11. 1 point
    The skinpack I am working on for the upcoming F-22A Raptor contains a fictive JASDF 2-tone blue camo, like the one seen in the F-2s of 3 Hikotai, 6 Hikotai and 8 Hikotai. At the moment, this skin for the Raptor has got the markings of 6 Hikotai. I sort of dislike that squadron's tail marking being used on the Raptor, so I am looking for good quality reference images of the tail markings of 3 Hikotai and 8 Hikotai instead. Can anyone help? If high-res images of such emblems are available, I can worry about converting those to decals. I've tried my best but only found decent images of 6 Hikotai's marking, which you can see being used as a decal here below. I think that markings for 3 Hikotai would be more appropriate, since it's the longest serving JASDF squadron, and the first to use the F-2s with the 2-tone blue camo, and so the most likely to be the first to convert to the F-22J (in a fictive reality).
  12. 1 point
  13. 1 point
    Released for FSX but wondered if a modder could take a stab at her for our sim http://www.sim-outhouse.com/sohforums/local_links.php?catid=114&linkid=25997
  14. 1 point
    Unfortunately, current squadron markings are way different than what they used to be in the 1950s. Anyway, thanks for helping out! Here below the marking I am hoping to find in better quality: 3 Hikotai Even better, the ADTW (Air Development and Test Wing) tail marking is more appropriate for this fictive skin. I need to find a hi-res one, still no joy.
  15. 1 point
  16. 1 point
    @ludo.m54 Any chance of an -EQ5 please? That seems to be the Exocet-packing version for the Iraqis many of us are waiting for. Thanks; Josef
  17. 1 point
    Fuel usage.. uhhm it could be Easy - you wont run out of fuel Normal - halfs the fuel consumption Hard - fuel consumption as set in the data Could be that TK had something on that on TW forum And the map size - thats just to make the map/distances to fly smaller/shorter to speed up gameplay.. it has no effect on how the planes function. Yes, Ive done the fuel gauge setup a few times. Ill have to find my notes to be sure, but its like this: The Value= entry is lb (or kg as set by ValueUnit=) per second For example, you have a fuel flow scale with a max flow rate mark of 10000 lb/h To have the entry for the 10000 lb/h mark, you divide 10000 by 60 = lb/h, then again by 60 = lb/s for the Value= Example from TW A-7E cockpit ini [FuelFlowIndicator] Type=FUEL_FLOW_INDICATOR NodeName=needle_fuelflow MovementType=ROTATION_Y ValueUnit=LB Set[01].Position=-222.10 Set[01].Value=0.083 <------------ 300 lb/h Set[02].Position=-15.50 Set[02].Value=1.389 <------------ 5000 lb/h Set[03].Position=46.10 Set[03].Value=4.167 <------------- 15000 lb/h Its a non-linear scale - values set for each range of the scale
  18. 1 point
    i don't understand how SF1 is dead. why then SF1 forum here and members on this SF1 board??????? I dont know ansi or unicode - only if the SF2 models can be used in SF1. It is sad that no one can find the way so we miss out and lose but ok then as progress i guess. oh well and gkabs you should in readme say it not work for SF1 series since you say allowed to use in Strike fighters 1 but you cant do that it doesnt work. now off on mission trip with my outdated laptop and SF1 lol lol lol
  19. 1 point
    I think will be easy ...!! We do have here some carrier's to be close to her.... = and here is some info's that will be very usefull.... = http://www.navy-radio.com/ships/agmr2.htm https://www.ussarlington.com/USS Arlington AGMR2 History.htm http://www.navypedia.org/ships/usa/us_cv_saipan.htm and here is a plan ....... =
  20. 1 point
    Unfortunately we didn't plan to release the templates at this time. The lybian versions of the Mirage F1 is on our to do list. There is an issue with the bump map so maybe it will come back in the future.
  21. 1 point
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  23. 1 point
    I appreciate the randomness of the mission generator too. One word of advice - if using the various formation.ini files included with my FM update pack, be aware that the one for lowest congestion/scarcity of aircraft, that often creates lone-wolf single missions, may sometimes crash FE2 (perhaps FE1/FEgold too) depending on the mission type selected. While not a big problem, it's worth being aware of. I particularly like lone-wolf missions for the early war, with hardly any aircraft in the sky for miles and miles, as historical. I will see if I can somehow combine commands included in the missioncontrol.ini and formation.ini files, for a future ver. of the FM pack - although I will be somewhat busy with my early WW2 install for SF2, for a while. Happy flying, Von S
  24. 1 point
    Canadair CT-133 eager to bite something :) (yes skin is coming soon)
  25. 1 point
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  27. 1 point
    just a hunch, but your install path may be write protected in one form or another, try starting two campaigns and see if you can still see the first (after you have flown a mission or two in the first) if you can see the campaign while still in the game but not after a restart your game exe probably do not have the write permission
  28. 1 point
  29. 1 point
    http://www.frenchwings.net/indochina/gallery/thumbnails.php?album=22 it may help, though in french only (English version of the site is not working)
  30. 1 point
  31. 1 point
    Not sure how you have it now. There should be 2 mesh/pivot to have it work properly. The way I would make is have the actual pivot of the mesh being used with the gear animation and an extra mesh as Airbreak In hierarchic way the following Fuselage AirbreakL/R <---- can be a simple flat 1*1cm single poly item. This is used for the Airbreak animation, AnimationID=7 MainGeardoorFrontL/R <---- actual door mesh as part the gear animation, AnimationID=1 or the proper one you have for gears. Might have to set up a gear down limitation, but that is just a guess.
  32. 1 point
    It's subtle but 410 SQN over the Jimmy Lake section of the CLAWR.
  33. 1 point
    Kenyan Hawks...Something told me to load AIM-9's On things that will never happen again....The MiG-29's appeared, and were SO intent on chasing down my wingman, they never looked in my direction 4 miles away and below them. The sidewinders came in handy.
  34. 1 point
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  36. 1 point
    Vickers 553 Bomber version 2 seat...got 1 seat somewhere need finish these British Mig21 copy lol
  37. 1 point


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