Leaderboard
Popular Content
Showing most liked content on 02/29/2020 in Posts
-
17 points
-
11 points
-
7 pointsWIP Brand New Mirage F1Cs at the maneuver we have : denissoliveira (LOD accurate reworking), Ludo (Template skinning), Crusader (Avionics-Weaponry updating)... AND... The Team is working on the unpublished Mirage F1B ! All the versions, export, ground attack and improved will be covered for single and twin-seaters.
-
7 points
-
7 points@ jack33 the above is a skin i just finished , i´m working on the new F-4G_78 / F-4G_85 / F-4G_89 the F-4G_78 and F-4G_89 are done and F-4G_85 will be next , so expect more Euro 1 camo pictures to come unfortunatley i have a problem with the cockpit it is still to large ( lod is now 7,76 mb ) but i´m working on it mandatory screenshot
-
6 points
-
4 pointsIn german language we called it "Schreiberrakete". It had seeker heads and a memory device, which "wrote" all data, so that after landing could be evaluated, wheter the missile would have hit the target or not. Those "missiles" were always white and had black stripes around the body. They had never rocket engines or maneuvering fins. This picture show a MiG-23ML with training missiles for R-23 and R-60. BTW: Nice to see the different camo schemes of the planes. Every single fighter plane of the LSK had a unique camo.
-
4 pointsAll of Ravenclaw_007's expansive additions will be included in the final release .. the first pack of which, I dare say, is nearing completion
-
3 points
-
2 pointsUZR-60 УЗР-60 UZR-73 УЗР-73 someone was working on UZR-60 ... I saw some pics in WIP here...
-
2 pointsHallo Carlo my computer is working again and i send already the new 275 gallon tanks for the NF-5A to Sophocles this are the 275 gallon drop tanks for the NF-5A
-
2 pointsthe story of an aircraft this aircraft saw the light of day 14-July-1970 as F-4E 69-7208 and was delivered to the RAAF 82nd Wing on 06-October-1970 in 1971 the aircraft was updated with the APQ-120 radar as well as the formation stripes and the new MIDAS-4 gun muzzle after the aircraft returned in 1973 to the USA it was 1976 rebuilt in to a F-4G 69-7208 and started the service 1978 with the 563rd TFS of the 35th TFW the final Squadron the aircaft served with was the 561st TFS from the 57th TFW , the end of the aircraft came 01-March-1995 after an engine bleed air failure which produced smoke in cockpit and the crew ejected , Capt. M. T. Manning (pilot) and Major M. J. Leggett (WSO) - ejected safely , the aircraft crashed 7 miles north west of Tonopah test range in Nevada
-
2 points
-
1 point"Downloaded some aircraft", is like modded to some degree. Although from the rest of your description it indeed sounds more like a Windows 10 or modern driver issue. Cannot really help you with that. I don't use Windows 10. I do know of about certain tweaking software for windows incompatibilities, but they are not easy to use: http://dege.freeweb.hu/ https://sourceforge.net/projects/dxwnd/ May be more worthwhile switching to Strike Fighters 2 instead.
-
1 point
-
1 point
-
1 point
-
1 point
-
1 pointA-10's flying Red Flag hops out of Nellis (with thanks to Gunrunner for the ACMI loadout solution).. Brrrttt!!! Friendly armour moving forward to mop up... And a pass at the gunnery range on the way home to use up the last of the ammo..
-
1 pointThis comes up every once in a while, and even I sometimes don't remembe, and have to look it up. So, what this little tutorial will, do, is show and list the steps necessary to "take things out" of a cockpit, that you really don't need. First off, you really, REALLY, REALLY should have a copy of Mue's Lod Viewer (tm). This will give a perfect view of the cockpit itself, with a full listing of the component meshes & their names. In the image below, you see I'm using Raven's Hurricane Mk.1 cockpit, and have marked part of the gunsight. We'll be removing it, as the aircraft I want to use it on, dosen't have one. You'll also notice the mesh name highlighted, over on the upper left pane. So, now we open the cockpit ini, and we'll be adding "new" insturments, so we can move these meshes out of the way. This part stays the same for all the differing methods, of which I will show you. In the =CockpitSeat01' , or 3rd section down, where all the instrument are defined, you'll add the "new" listing --always in numerical order!!! The actual "named" move sections (keep reading) are added at the bottom of the cockpit ini. [CockpitSeat001] ==-major snippage of uneeded statements== Instrument[029]=StandbyCompass Instrument[030]=ADI2 //--removes or moves --/// Instrument[031]=Move1 Instrument[032]=Move2 Instrument[033]=Move3 Instrument[034]=Move4 <----- Move "instrument" statements Instrument[035]=Move5 Instrument[036]=Move6 Instrument[037]=Move7 Instrument[038]=Move8 Now, the first way we discovered, sometime in the mid-2000s, was to "drop them out of sight". It goes something like this: It used the airspeed values, so as soon as the game starts ( "0" knots") the items vanishes. But, there are better and simpler ways As stated by Cliff7600, you can tell the game the mesh is a light (like a warning light, or light bulb, or whatever) As so below: The 3rd Method, as posted by Yakarov and Wilches, is simply make the mesh "Inactive". As seen below Remember, no matter how many moves you use, they must all be listed in the Insturment section, and must match the names of the moves listed. Save and close the cockpit ini, and go in-game to test the operation. It should look like the image below, with all the meshes of the gunsight removed And that's pretty much it Thanks to whoever first invented this (bpao? armordave?) and to cliff7600, yakarov79 and wilches. Happy Moving!!!
-
1 pointcheers guys after some alterations...works... next Q...how to move seat forwards ?...lol radar op
-
1 pointNote that modded content often impacts framerate. So when you say SFP1 lags, is that an unmodded or a modded game?
-
1 point
-
1 point
-
1 pointPlayboy and Little Miss Mary, F-86H Sabres of the Maryland Air National Guard returning to base, job complete. And so is the "H" model Sabre....
-
1 pointHere are some pics from a conflict that as far as I remember I haven't seen any related mods about it: On October 1981 during Western Sahara War, Polisario fought against Moroccan forces to take control of the small town of Guelta Zemmur. Moroccan Air Force Mirage F1CH supported ground forces. Polisario had acquired heavy armament including 2K12 Kub (SA-6) air defense system. Polisario forces placed a single SA-6 battery in the area to protect rebels from Mooccan aircrafts. On the afternoon the SA-6 radar, 1S91 Surn acquired a Mirage F1CH that was approaching the area and started tracking it. Launch! Pilot tried to evade the missile deploying chaff... but it was not enough
-
1 pointI finally decided to push this mod forward, and it's pretty much complete, now. Only some little eye-candy elements need to be reworked. Here below a screenshot of the Mission Editor screen. The original SF1/WOX games never had such a screen so, in keeping the same style of the other menu screens, I have used bits from the original SF1 planning screen, made the green area larger, etc. Everything fits nicely I think. I expect this menu mod to be released in early 2019. It supports the Mission Editor DLC, but no support for the Campaign Customizer DLC, sorry.
-
0 pointsYes russouk2004 it’s has a security log so I won’t be able to change it
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..