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Showing most liked content on 05/19/2020 in Posts

  1. 9 points
    "Go Do, That Voodoo, That You Do, So Well"
  2. 8 points
    yes. 1. invite frends 2. open refrigerator and give some cold beer to friends. 3. sit at PC and start the SF2 game. 4. you are playing SF2 with friends.
  3. 7 points
  4. 6 points
  5. 5 points
    Convair F-102J Delta Dagger - 203, 204 and 302 Hikotai, Japan Air Self-Defense Force, 1970 Skin Credit: Razbam
  6. 5 points
    Someone said Voodoo?
  7. 5 points
  8. 4 points
    Hawkinge Airfield of the Fighter Command
  9. 4 points
    arent you backwards in case of a scramble? some more NKAWTG
  10. 3 points
    View File Heinkel He-100D1 Heinkel HE-100D1 The Heinkel He 100 was a German pre-World War II fighter aircraft design from Heinkel. Although it proved to be one of the fastest fighter aircraft in the world at the time of its development, the design was not ordered into series production. Approximately 19 prototypes and pre-production examples were built. None are known to have survived the war. aircraft model by Veltro2k: destroyed model by Capun: cockpit by Kesselbrut: FM, decals and texture by Charles unzip ad folders to their appropiate places...have fun Submitter Veltro2k Submitted 05/18/2020 Category Other  
  11. 2 points
    Well, to convert them, you'd need missionaries to preach at them for whatever religion you want them to convert to. Hopefully, circumcisions won't be necessary. Or human sacrifices. AND, they would really want to change. --------- But yeah, once the model is exported to the final LOD, nope. Can't go back. There are, however, plenty of free models all across the net for the taking. Most will require SEVERE reworking to bring them to SF2, but it's doable (just ask Cocas, and Russ, and Swam.....)
  12. 2 points
    Attention Pilots! Update 4.006 will probably be released on Tuesday May 19th (tomorrow) if all goes well. If not, we'll try again on Wednesday. So back up anything you want backed up before you attempt the update. This will be a big one, maybe backup your entire IL-2 install folder just in case. Update servers will likely be jammed for a while so please have a bit of patience with us. This update is JAM PACKED with good stuff. We think you'll like it a lot. Also, I will leave the Yak-9 and Yak-9T Pre-Order discount live for a few more days, but hurry it will end soon! These Yaks are worth every penny. A lot of fun! Buy Here! Some great skins for the Yak-9 are included. Finally a Soviet fighter with good performance and a 37mm punch! Sizzler!
  13. 2 points
    Recon 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:
  14. 2 points
  15. 2 points
    Ракета 5В21А there is light in the tunnel for Vega.
  16. 1 point
    Good job I've set the service end date as 1977 then isn't it?
  17. 1 point
    The numbers have to be arranged like the sample one. You can have them any color you like. The game engine is set up that way so it reads 5 times to the side from left to right and in two rows, the size of the numbers must match or close to the ones you see. You only need a single square mesh for each digit and to map the mesh in position '0', from there on the game will do the rest for movement. The naming and positioning(sequence) of the individual meshes are identical to the analog counter systems (dig5,dig4,dig3,dig2,dig1 = 00000). The game will only activate those meshes that are used, so if it should display like 58%(or what ever) only the last two digit will be activated on the counter.
  18. 1 point
    Veltro2K's Heinkel He-100D-1 masquarading as a IJAAF fighter. It actually looks like one!
  19. 1 point
    I'm afraid I've been away from the sf2 gaming for a while. I can't remember how to create a Korea specific mod folder. I'll check the knowlege base. Thanks, I didn't think of that.
  20. 1 point
    Deffo..NO.if you want a model make one is best advice..
  21. 1 point
    Dear friends, Update 4.006 will be released soon and we can show you more of the coming improvements. Today we'd like to demonstrate how the aircraft materials and textures will look in the new renderer compared to the old one. For instance let's look at La-5 series 8, He 111 H-6, P-38J-25, Albatros D.Va: We also have good news about the changes in 4.006. First, the airframe damage model for the WWI planes will be tuned according to your feedback. Second, the ships in the sim will have more advanced physical models - they will be able to run aground, receive an impulse from collisions, etc. - this is important for the Battle of Normandy where they played a major role. Third, according to Tank Crew players' feedback, we added a server option to disable tank AI gunners in multiplayer. Another option that has been requested for a while - now tech chat messages are a difficulty option so the players will be on equal terms in multiplayer. Our engineering department improved the FM and systems modeling for a number of planes, including Yak-7 and Bf-110. Tank Crew assault guns will be able to fire indirectly at a heading and distance set by the gun or platoon commander. In the graphics department, we're adding an alternative antialiasing method, FXAA, which trades some AA quality for a noticeable performance boost. It also has a side effect of somewhat improving the visibility of the contacts against the ground, especially when used in conjunction with the "Sharpen" graphics option. Several planes from already released modules will get the 4K quality external textures and the rivers and sea will get the updated water surface visualization. As usual, the full list of the changes and improvements will be available at the update launch and it is already close to 70 items total. We're hoping that the next update will be another step forward in the development of the project and you, our customers, will enjoy it. And to finish today's Dev Blog, here are a couple of Yak-9 and Yak-9T Collector Planes screenshots from our Producer: You can discuss the news in this thread
  22. 1 point
    Strange. this is one of my favorite theatre and it works without problems mostly . are you sure you putted everything needed in correct modfolders ?
  23. 1 point
    closest to multiplayer SF2 has come is threads back in the older days of 2013 or 14 where members here would post missions from campaign mods (Op Darius comes to mind). but as far as going out and dogfighting your buddy, its a wish for SF Win10 that wont likely come true (although i'm sure it would be a cash cow TK) to clarify, it was not 2+ people flying and fighting in Op Darius. it was one community member picking say VF-103 in Super Hornets playing the game in their own system, then posting screenshots of how it went to include if they were shot down. rinse wash and repeat across the dozen or so that posted to that thread
  24. 1 point
  25. 1 point
    Lockheed Martin F-16C - VI Brigada Aérea
  26. 1 point
  27. 1 point
    Nobody has modified the code to support multiplayer and I don't think anybody has tried. With WoX (SF1) you could use Hamachi to have multiplayer, but it doesn't work with SF2.
  28. 1 point
  29. 1 point
    The Yak-23 masquerading as the Westland Wolf!
  30. 1 point
  31. 1 point
    Speaking of Tomcat, I have a bit of news and I think this is the thread to do it. Tomorrow - Saturday in the US - there is a livestream all day about the F-14. Details: https://fightson.net/tomcat/ Long, long list of guests and door prizes!
  32. 1 point
    Mach Loop , Buccaneer S2B going low and fast
  33. 1 point
    Grumman Intruder S.1 - No.214 Squadron, Royal Air Force, 1966
  34. 1 point
    Actually, I was not entirely right, after extensive testing using adjusted MaxVisibleDistance for targets it seems the ATG_AGM behaviour is not always following the RocketAttackAI profile, provided the AI starts its attack far enough from the target it seems to do its own thing properly, without an explicit AI profile, only firing one missile, at long range; but if it's too close to the target (or the target has too short a MaxVisibleDistance) it seems to revert to the behaviour set by RocketAttackAI (I thought it a coincidence but altering RocketAttackAI seems to affect that close range behaviour), with all the limitations and issues discussed previously. My hypothesis is that the attack profile for AGMs is either dynamic, based on the weapon's data, or hard coded (but why TK decided to do it that way when he added entries for the newer CruiseMissile remains a mystery), but similar to how the engine determines whether to conduct a LevelBombAI or DiveBombAI bombing run, there is a distance to target element to which of two behaviours it uses. Reasons it might not always work as intended thus are not really related to AI profile but possibly problems linked to warping (and thus the AI being too close to the target), or possibly a visibility issue, the target becoming visible to the AI at too short a range for the AI not to revert to the RocketAttackAI profile. Editing the AI profile thus helps mitigate the problem but isn't properly dealing with it as it creates its own issues. My previous statements are still valid for weapons set as guided rockets such as APKWS and Vikhr which are set up as ammo for Rocket Pods (at least the ones I use). Anyway... lots of things to change to take that into account, dammit, for years I was wrong on that one.
  35. 1 point
    Buccaneer S2 masquerading as the... Buccaneer S1 !!! I know it's a bit poor, but it was mainly to share my files : ) Donwload the textures from Russouk's Buccaneer S1 conversion here : and then you could use my files with the Buccaneer S2 LODs (4 LODs to use from the Ravenclaw's FAA Buccaneer release) : SF2_Buccaneer-S1.rar And here's the link for the Buccaneer S1 serial numbers, just in case someone would create more TGAs ^^ http://www.ukserials.com/results.php?serial=XN ------------------------------------------------------------------------------------------------------------------------------------------------------- If you're still dinosauring in SF1/WOx (like me), here's my files for the Buccaneer S1 with the Buccaneer S2 LOD (only 1 LOD) : Buccaneer-S1.rar But you will have to convert the S1 textures to bmps (and maybe other things I forget...) ------------------------------------------------------------------------------------------------------------------------------------------------------- You will enjoy the De Havilland Gyron Junior underpowered Buccaneer, with a downgraded cockpit Good luck... All minmaxextent positions updated, collision points, etc... Any question, complain ? PM at combatace -> Cliff7600 Thanks
  36. 1 point
    Veltro2K's BV 141 masquerading as the Polikarpov R-6
  37. 1 point
    I just had a terrible thought (well, for me, since I can't make working water bmps....) 99.9 percent of all terrains will be needing new water bmps, to take advantage of this new feature. OTH, this is a FANTASTIX plus for WW2 PTO NavAir Ops!! and every single one of our existing ships, carrier, escorts (ie: ALL warship!!) are going to need all the new parameters, expecially the new radar statements (yes, they're FINALLY networked) well, boys, roll up them sleeves ... we got a job of work to do!!!


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