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Showing most liked content on 06/09/2020 in all areas
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6 pointspics of the static whirly I sent you. all skins same for folded and unfolded. I have template for the s-55 but none for the skins shown...you may need overpaint where needed
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6 points
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6 pointsI could do with a "volunteer" to give this thing a look over if any body has any spare time............
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5 points
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4 pointsBased on some discussions in the old TW forums with TK, the 0.2 baseRCSmodifier value for the stock F-16A Netz in the game (note however TK has mistakenly assigned the F-16C baseRCSmodifier value to the F-16A Netz as explained later in this post) and other topics I have read I have come to the following conclusions: 1, The game engine does not correctly calculate an objects RCS. Instead it simulates it by using the size of the aircrafts hit-box as defined by its .lod to decide at what distance an aircraft is detected by a radar after taking into account that radars power etc. 2, The baseRCSmodifier value is a multiplier that reduces the size of the aircrafts hit-box to simulate any RCS reducing measures that aircraft has. This in effect reduces the range the aircraft can be detected on radar. 3, The games hit-box size RCS method is basically accurate for an aircraft with NO RCS reducing technologies as far as the game is concerned. So to work out the baseRCSmodifier value for an aircraft with a reduced RCS, we need to work out what percentage its real world RCS is of its hit-box game decided RCS. Knowen (or educated guess?) of RCS values of aircraft WITH RCS reduction measures: F-5E: 3 m2 F-16C: 1.2 m2 Gripen: 1.0 - 1.2 m2 F-18E: 0.75 m2 Rafale: 0.75 m2 Eurofighter: 0.5-0.75 m2 B-2: 0.01 m2 F-35: 0.01 - 0.005 m2 F-22: 0.01 - 0.001 m2 F-117: 0.001 -? m2 RCS values of aircraft with NO RCS reduction measures: F-16A: 6.0 m2 F-15C: 10.0 m2 To get the hit-box game generated RCS of an aircraft we have to work it out by comparing the physical size of the aircraft with non RCS reduced aircraft we know the RCS of. For size comparison we can use the F-16A 6m² at one end of the scale and the F-15A 10m² at the other. For example I would give the F-18F Super Hornet an estimated hit-box RCS of 9m² based on its physical size. Its real world (reduced) RCS is 0.75m² so the baseRCSmodifier value is 0.75/9= 0.083 BaseRCSmodifier=0.083 This was the same calculation done by TK in a (now gone) third wire forum topic to get the baseRCSmodifier=0.2 value for the F-16C that TK thinks should be used on the F-16A as well. (I say this as the real world F-16C has RCS reducing measures not the F-16A.) And as I said TK has gone on to use that baseRCSmodifier=0.2 figure for the stock F-16A Netz in the game. Same calculation for the F-35: Real world RCS of 0.005m² hit-box RCS of 7m² so 0.005/7=0.00071 baseRCSmodifier=0.00071 F-22: Real world RCS of 0.001m² hit-box RCS of 10m² (as the F-22 is roughly the same physical size as the F-15) 0.001/10=0.0001 baseRCSmodifier=0.0001 The hardest part is deciding where an aircraft fits hit-box RCS size wise. I collect diecast scale model fighter jets so I was able to compare all the aircraft in my examples to each other to decide how they compared size wise and what size their hit-box RCS would be in the game. Knowing the hit-box size of the F-16 equates to a 6m² RCS in the game and the hit-box size of the F-15A equates to a 10m² RCS in the game gives you a pretty good idea and scale to use.
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4 pointsTaiwan intercept Circa 1965, and the ROCAF is more curious than anything...so they went light. I don't suppose they'll be of any help if we call...considering there's no one around Given the clearance to proceed as briefed Found some PLAAF Beagles running in low over the coastline, and gave clearance to engage. Naturally, it turned into a free-for-all. Youthful enthusiasm, I swear..... But sometimes, is IS fun to just watch the show
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4 points
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3 pointsGive me fuel give me fire give me that which I desire .... sorry. The KC-135's history and the history of aerial refueling is an impressive one. From maneuvers considered to be stunts to the advances in technology, this video will do it's best to tell you the history of aerial refueling and the KC-135 in our season finale. We want to thank everyone for their continued interest in QAF. As we work hard to bring you another batch of videos we'll also feature videos centered on a variety of subjects that we hope you'll enjoy. You comments helped us improve and motivate to make the next "season" of QAF even better. Thank you all for your time. When researching this I was surprised to learn that a SAC legend played a key role in the development for aerial refueling.
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3 points
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2 pointsAll, again with the excitement growing around Gepard's Operation Seelöwe project, I noticed an opportunity to make another contribution. This time, it's around supporting the outstanding UK airfields phase he is currently working on. So, I made a UK Type 2 WWII Hangar, which was a type of temporary military aircraft hangar introduced in early 1940. It was steel welded and bolted construction typically clad in galvanized corrugated iron sheets. The T2 became the standard temporary hangar and one of the most mass produced hangars for the RAF throughout WW2. Here is one version I came up, all mesh and textures built from scratch, based on this particular reference photo mainly. Spent a lot of time especially trying to get the textures compelling and making it extremely frame rate friendly - under 2000 polys with just a few textures and lower detail version just 200 polys. You should be able to place a lot of these to amp up the eye candy with minimal frame rate hit is the idea of course. Anyway, still have some texture tweaks and other mesh updates to do, but getting closer to finalizing so hope you like it for now.
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2 points
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2 pointsI"d trust Frenchie with ANYTHING for RCN/RCAF/CF stuff! He's knows his stuff!! -- Did a little personal renaming; with different named lods and renamed skin and then a quick hex edit... for the static version (extended rotors), give me options for the various services. It's very over-mapped; meaning all the parts for the Player Flyable (tm) are used on this. Not a bit deal, as the file sizes are fairly small. I placed 2 at MCAS Kanehoe, and they look really good!! Of course, have to use the "inactiveyear=" switch on the _targets ini, but that's NO big deal (for me!! <gr>) could use a silver Air Force skin, but no big deal! looking good Russ!! Thanks!!
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2 pointsDrop all your graphic setting to as low as possible, turn off mirrors, turn off shadows. It'll look like shit, but it might be playable. Good luck with your treatments!!!
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2 pointsI see...It means it doesn't accept the command because that command it's not caught in the programming terms pool or the command, if exists, has another syntax. I think only TK can really help you because he programmed the game's lines.I am sorry it didn't work out for you. With the risk to annoy you I would suggest to play the game on a pc desktop, it's really worth it, in Win 10 64x. Why torture yourself on a laptop ?
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1 pointhttps://venturebeat.com/2020/06/06/how-microprose-returned-to-making-military-sim-games/amp/ How MicroProse returned to making military sim games I was delighted to discover that MicroProse, the military simulation game company that was once the pillar of the war game community, was reborn under the leadership of game developers David Lagettie and John “Wild Bill” Stealey. Hoping to capitalize on nostalgia and the hole in the market left by the dearth of military strategy games, the new MicroProse has announced three games coming to Steam soon, with more on the way. This is another post for the geriatric gamers crowd, like my interview with Joe Kucan of Command & Conquer fame. I first interviewed Kucan, who plays the villain Kane, more than two decades ago. The same is true for my first interview with Stealey, who was the cofounder of MicroProse. Stealey taught me how to fly WWII airplanes in the simulation game Warbirds from.....................
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1 pointyes, it's the single sheet skin texture. The good thing is, if I make an Army or whatever version, simple hex editing and renaming the MAIN skin (fuselag1, fuselag2, etc) and renaming the lod to match (HRS -seen above, CH-19 for USArmy, etc), all the interior bits remain the same. I don't know why this is true, but the H-19 is my favorite helicopter. Maybe from all those old movies (and don't forget, they used to get Prof. Challenger to the plateau to discover his dinosaurs!!) or my Dad used to take me to the western end of Santa Monica Airport as a kid (1960s) to watch the US Mail chopper pick up it's load of letter.
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1 pointI"m sure it's one of the many (myriad?) things that got fucked over the years with the various patches. I don't think it works in SF2 anymore. Maybe something missing from a dll??? Menrva might know??? Sad, because I liked the 1stGen hangar noises
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1 pointfor statics, you've NO idea how hard it is to find a good one!!! And dopey me dosen' t have them all extracted from the pre-lock object cats. Most, but not all
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1 pointI didnt think of the entrys as Im no guru lol...next time will get advise...and add them... btw thanks to Guuruu,,,,adding destroyed lod to file. destroyed LOD
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1 pointThe game engine looks for the hangar screen in the skin folder first. I checked this out on the Kfir C2 - it ignored my new hangar screen. I changed the name slightly on the ini and on the hangar screen (obviously names must match) and it worked just fine.
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1 pointyou just name it what you want, place the jpg/bmp INSIDE the aircraft folder, and do a rename in the aircraft's main ini. Remember how the game engine LOOKS for files --- folders, then cats. Folder always takes precedence. You've NEVER ever had to use a whole pathway -- all the back to 2003. Believe me, I know. I cut my teeth making hangar and loading screens in the early 2000s. That's how I got started modding these games Hangar and loading screens are the easiest things to do in this game.
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1 pointYou can also rename your hangar screen to Kfir_C2_Hangar and change the ini to read; HangarScreen=Kfir_C2_Hangar.JPG I've just tried it with a homemade screen for the Kfir C2.
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1 pointOh , sorry to hear that friend, I really am, I didn't know your condition at all. I myself, recently, was THERE (nasopharyngeal cancer). At the end of February I finished the radiotherapy. Man I wish I could help you. I wish you to make yourself well quickly and not have severe secondary effects (like in my case). I will think of you and I will pray for you friend. PS - Try fidlling with the graphics settings. You can access it via option menu and you can choose custom etc. If you close lens flare, shadows (put them on LOW) and mirrors you will have a serious frame boost. Maybe that will help.
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1 pointDouble check the following in bold. Make sure that no USAFUnit numbers are repeated or missing.
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1 pointThe entrie for terrain_types.ini & a readme for modders who are not so familar with adding stuff would be helpful...
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1 point
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1 pointshould do...set gear so it was compressed and leveled it to base...0.0,0.0,0.0 set to wheel bottom surfaces.
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1 point
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1 pointView File SF2 F-86D Sabre Dog Revamp Pack SF2 F-86D Sarbre Dog Revamp Pack 5/19/2020 "Quarantine Approved - Essential Mods" = For SF2 (Any & All) = This package is designed to replace the original F-86D/L pack available from the folowing URL: https://combatace.com/files/file/10286-sf2-f-86dl-v10/ by suhjake from 2009 It is NOT necessary to have the original mod pack, as this WILL replace it in total. Everything reusable from that pack will be included with this. On a side note, the F-86L "Lima" Sabre will be covered in a a seperate release. Even though the folder is named "F-86D-45" it represents =ALL= production blocks of the Sabre Dog, for those users included in the mod package. The following units are depicted herein: 101st Hikotai (56-68) - JASDF 16th FIS (51-59) - PACAF, Misawa Japan 37th FIS (53-58) - Ethan Allen AFB, VT 97th FIS (51-55) - Wright-Patterson AFB, OH 431st FIS "Red Devils" (55-58) - Wheelus AFB, Lybia 469th FIS (53-58) - McGhee Tyson AFB, TN 520th FIS (54-55) - Geiger Field, Spokane WA 146th FIS Pa ANG (57-60) -they used the F-86L congruently with the F-86D and a USAF Silver (Generic) -a blank skin for other skinners to use. All of the Original Skins have been completely redone, although they remain in bmp format. Several of the orignal decals have been reused, but modified from level 2 to level 0 (tail squadron markings). 26 all new serial and buzz numbers have been created. The 101 Hikotai and the 97th FIS & 431st do NOT use this same pool of numbers. They needed they're own for reasons that will become apparent during game play. The 431st is the ONLY unit in the pack that is listed on the stick squadronlist ini, and is tagged accordingly. Most marking are decals; in some cases wing and squadron marking had to be painted on due to mesh issues (tail). Decal randomization is TRUE for all skins. On the individual number lists, any number marked with a star (*) is 100% correct for that unit. All weapons, pilots, etc are included. A backup copy of the original Data ini is already provided, as the new one has many modifications and adjustments. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... they can be accessed after unzipperizing. Please follow the 'usual instructions' Happy Landing! Wrench Kevin Stein Submitter Wrench Submitted 06/08/2020 Category F-86
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1 point
Version 1.0.0
67 downloads
Static Aircraft Converted from Freeware SSJ-100 by me Russouk2004. Sukhoi SJ-100 Superjet Airliner.static object. for adding to airports etc... NOT to be uploaded to any other site,other than at Combatace.com. Further skins when complete. For use in SF2......NOT for comercial use. -
1 point
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1 pointUlly,your health is the most important thing. I for one,am always grateful for the amazing work of modders like yourself freely given to those of us who lack your talents. Keep safe and continue your recovery!
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1 pointHere's one way to win the North Atlantic campaign. UllyB's TU-160 in action. Probably don't need two Tu-160 models.
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1 pointIt's the same old OV-10A-model. I made a new high-rez-template for it and this is a first skin. Decals are new. And some fakepilot-stuff to improve the model a bit is also added. Required screeenshot:
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1 pointI still have this collection - the glory days..............
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1 pointDakota night agent drop somewhere in France.. (few wrinkles to iron out) not bad 1st time trial.
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1 pointI'm absolutely amazed by what @Menrva keeps coming up with. Frankly this new realSKY will be the SF2 equivalent of what Real Environment Xtreme textures do for FSX/P3D.
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