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Showing most liked content on 06/23/2020 in Posts

  1. 8 points
  2. 6 points
  3. 4 points
  4. 4 points
  5. 4 points
    de Havilland Vampire FB.7 - No.6 Squadron, Royal Dhimari Air Force, 1952
  6. 4 points
    and finally the Mk.7(IRQ-7a) in game..with GKABS excellent pilot!
  7. 3 points
  8. 3 points
    de Havilland Vampire FB.7 - No.6, No.11 and No.13 Squadrons, Royal Dhimari Air Force, 1951 Skin Credit: Gramps
  9. 3 points
  10. 3 points
    yeah logan is a gent...dont want to keep pestereing him tho lol... mues editor is god send for checking stuff heres so far... gauges fine now...just mirrored pivots.. panel lights are via H key (unused arrester hook key in this exterior models case...) needs tweaking as I used the gauges as lights...only prob is...moving gauges like compass wheel are wrong when lights on as the compass(light) mesh wont turn... I have an idea how to fix this...by using a transparent tga coloured for lights so gauges visible through the "light" thats why adi`s have no light...the way I propose will allow lit adi`s too....also lights for gauges etc is quite low in poly count too,which is a bonus. rollbar pivot needs tweak too...
  11. 3 points
    Russ, keep at it man - you're acquiring a ton of knowledge and experience and doing great work! In my opinion, one genius that can write the book on cockpit building by far is @logan4
  12. 3 points
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  14. 3 points
  15. 2 points
    Back where everything started some time ago... FREMM Frigates, ASW and MP versions, Italian Navy Some modern Russian ships
  16. 2 points
    Hey @GunnySonics that's nice but there were no Arleigh Burkes in 1984. That said, happy flying...
  17. 2 points
  18. 1 point
    I know theres a few things about with info...thread about the types etc but nothing definitive. for example.. how Pressure_Altimeter Pressure_Altimeter_1 , _2 and _3 differ.. how data,affects when lights come on... what confuses me is values and positions... basics like gauge amounts ok.. things like [HydraulicSystem-pressure2] Type=OIL_PRESSURE_INDICATOR NodeName=HYD2_Pressure_NDL MovementType=ROTATION_Z ItemNumber=1 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=87.58 Set[02].Value=25.0 Set[03].Position=178.36 Set[03].Value=50.0 how are they arrived at ? Iassume fuel light eg is...if plane carries 1000kg then in ini its 1001 means empty see what i MEAN.. confused .com. why ? using basically same gauge as another a\c I have this [Altimeter] Type=PRESSURE_ALTIMETER_3 NodeName=ALTim_Needle CounterNodeFormat=alt_dig%d MovementType=ROTATION_Y ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=1000.0 and now counters go backwards...though pivots etc are correct... also same for two altimeters and they differ in height displayed... im starting to regret doing pits lol.... one example.....in my c117 pit... I have a light texture set as light_ON in cabin....and its set to a dummy hook key and light comes on in new pit exact same but no show.... I think we need a thread where such can be posted.
  19. 1 point
    SF2 still uses CGR for anti-ship missiles.
  20. 1 point
    Use JSGME to set this effects and look. if you dont like remove it with JSGME very easy and without headache https://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml
  21. 1 point
    I ll start...link to pages that show what terms available and some different info... https://combatace.com/forums/topic/89454-cockpitini-list-of-items-and-documentation-for-creating/
  22. 1 point
    https://combatace.com/files/file/10391-hollywood-explosions/
  23. 1 point
    Stary´s Hollywood effects pack.
  24. 1 point
    One of the first things I liked in this Strike Fighter series sim was the realistic way missiles fall before turning on their motor and spring forward. Things, through weapon editor, could be set nicely in SF1 series. I thought I can do that, too, in SF2 weapon editor, but no matter the delay or booster parameters fixed by me, the heat seeking missile just springs forward without falling first. Can anyone tell me how can I set the missile to fall first before turning its motor on please ? I noticed thtat Sparrows work just fine when I set these parameters for falling.Thank you. PS - I know that heat seeking missiles are faster and they don't technical fall like heavier ones.
  25. 1 point
    Yeah, I did some thorough dig and you are right. The sustainer motor work in conjunction with the delay factors and heat seeking missile don't have any so that is why I can't get the effect (and yes I already admitted, I know that in reality heat seeking missile don't fall prior to their launch). It's simple , I couldn't see it from the first time. Sorry, my fault. However thank you for open my eyes on the matter.
  26. 1 point
    All of them. I tried the AIM-9 range and some Russians A-8 and A-8B PS - Have you notice my reply in Willie Pete thread ?
  27. 1 point
    Operation "Magic Carpet 84" UK/US mission to gain Air Superiority over Syria flying from RAF Akrotiri and a large Carrier Battle Group in the East Med
  28. 1 point
  29. 1 point
    ..and the Martin-Baker Irq-7a .. (derivative of the GQ-7a found in F-104 Starfighters) and a few more..
  30. 1 point
    you asked for some changes so wait for them, meanwhile a new historical skin
  31. 1 point
    hanks for the offer but the pilot is already cooked


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