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Showing most liked content on 05/18/2020 in Posts
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10 points
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7 pointsTeaser...I like this skin.. some will need editing to remove numbers rdy for dcals. plane nearly done..shall I release it with the DC3 pit...its pit is still wip....doing gauges.atm
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7 pointsVideos of the final testing for the system. thanks Coupi for the videos
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6 points
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4 points
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3 pointsRecon mission over Lympne Airbase. Its like holding your butt into a wasp nest. A squadron of Spitfires is lining up for fast take off And here they go:
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3 points
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3 points
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2 pointsIt seems every GIMP user stumbles upon this (myself included, of course ): https://combatace.com/forums/topic/93235-how-do-you-make-serial-number-decals/?do=findComment&comment=753952
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2 points
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1 point
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1 pointAn error 200 is a catch all code that means something went wrong but we don't know what. An example might be the parts of the file we received don't add up to the check sum value of what we expected so the file is incomplete (corrupt). Solution: re-upload the file.
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1 pointRussian video of Kuz air group ops with the titel: "Mission in the Mediterrenian Sea"
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1 pointTry it again. When i saw your post i have tried to upload a what if F-5GN for the US Marines and it worked fine for me.
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1 point
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1 pointits not that the prolific Gimp users dont make this mistake, its that we do about 3-5 times a week and are so used to it that its part of our automatic fix it now checklist
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1 point
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1 pointThe worst has happened. It's confirmed. Not just from a journalist but a former colleague. Plz don't share any crash photos here. Please don't. I knew Jenn, from better days:
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1 pointThis is a long-awaited project (April 9th will be a year from starting the project) requested by my friend, tiopilotos, without him I wouldn't think of making these models. The models are completed and as soon as tiopilotos completes making of the data files and researching the information and testing (without this is just a static model) we will share this with you all.
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1 point
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1 pointWe got Super Phantoms... We got Super Sabres... And some Super Étendards loaded out to open some cans of laser guided whoop-a$$..
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1 pointWe have been working the past two weeks to complete this project and we are almost there, I would like to thanks Coupi who joined me and tiopilotos to complete the project, he is doing the testing and we are a bout 75% to get a working SA-3 system. I will try to get the system out for you all soon
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1 pointwhy dont you just ask for an in house Connie while youre at it mean while back to this, gonna have to look at those sky truck books once again. hopefully there's a few more post service users than Bolivian meat haulers
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1 pointrevisiting an old mod that set me down my current path..... now with nose arts cool thing is, given my fetish for camo as tga, the Shamu can be draped over both the blue and white and the current grey schemes effectively. dont judge the SAC band, still getting things dialed in
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1 point
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1 pointDaily Screenshot Challenge - Day 2 Theme - Soviet-Afghan War MiG-23's on a CAS mission over Afghanistan..
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1 point
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1 pointThere is a problem with the AI and missiles. 1) The AI can't use Laser weapons (well, that's not entirely true, under specific conditions your wingmen might use them, but not always, and no other AI plane, it's better to avoid them for AI use). 2) The AI uses the RocketAttackAI statements of their DATA.ini to attack, which means that while it is suited for rockets, it usually fails for modern, long range missiles. 3) Modifying the RocketAttackAI statement means you will tailor it for a certain range-class of missiles but means the AI won't correctly handle rockets and classes of missiles requiring another attack profile. You could tailor planes to have a better attack profile for Mavericks, but then the planes won't be able to have an efficient dumb rocket attack, or missiles with a different profile requirement. The parameters in the plane's DATA.INI are (values are there as an example for dumb rockets, not missiles) : [RocketAttackAI] RollInRange=8000.0 RollInAlt=1400.0 PullOutRange=900.0 PullOutAlt=200.0 ReleaseRange=2000.0 SecondPassRange=4500.0 SecondPassAlt=750.0 ReleaseCount=16 ReleaseInterval=0.08 AimPitchOffset=0.6 Everything is in meters, except ReleaseCount (in number of weapons fired), ReleaseInterval (in seconds) and Aim PitchOffset (in degrees). RollInRange and RollInAlt are the distance to target and altitude the AI tries to reach before starting its attack pattern. PullOutRange and PullOutAlt are the distance to target and altitude from which the AI will break out of its attack pattern. ReleaseRange is the distance to target at which the AI will try to fire its rocket/missiles. SecondPassRange and SecondPassAlt are the parameters for an eventual second (or subsequent passes), useful if you want to have a first pass at long range but don't want to wait for the AI to go all the way back to do another pass if the missile can be launched at closed range. ReleaseCount is the number of missiles launched per attack run, ReleaseInterval is the interval between each release. AimPitchOffset is for dumb rockets, and the number of degrees above or below the target the AI should fire (to attack for gravity and the pitch angle of rocket attachments), it's mostly useless for guided missiles. In the example above that means the AI will try to be 8km away from its target, at an altitude of 1400m, then will dive toward it, aiming 0.6° above and firing 16 rockets, 1 every 0.08 seconds when it is 2km away from the target. I can't remember if the PullOut values are the limits after which the plane disengage or a target to reach after firing. Once disengaged from it's first pass, if the AI still can fire the same ordnance it will try to get 4.5km away from the target, at an altitude of 750m and repeat the process. What happens in your case is probably that the plane tries to use the default, suited for dumb rockets, attack profile, meaning by the time it tries to fire the Maverick, it's already closer than the MiniLaunchRange for the missile, hence the passes without firing. The slamming into the ground might be solved by changing the PullOut parameters. The failure to call Rifle though is a bug that probably can't be solved that way and is probably tied to the number of sound voices playable simultaneously and their priority.
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1 point
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1 pointWIP 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.
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