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Showing most liked content on 07/01/2020 in all areas
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7 pointsI remapped the berra and redone most of the textures....remade some parts that were chunky...will post screens in a bit. small bits to add like decals,warnings etc etc then adapt the old skins.
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6 points
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5 pointsSlow progress on the HFB-320M ECM Hansajet. Right now I´m doing all stencils, after that all lines will be redone.
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5 points
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4 pointsUnfortunately a few of you are expecting SF3. That is not going to happen so you're going to be disappointed. I'm expecting a version of SF2 that's officially W10 compatible and also looks a little bit better because it takes advantage of newer shaders etc. My expectations could only be exceeded if TK throws in a few of those planes that are in his mobile games as AI only (because clearly he isn't going to do cockpit for them).
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3 points
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3 pointsI agree with @yakarov79. I also get @Nyghtfall's point. TW created some decent aircraft 3d models, but the terrains? Dear heavens, they are atrocious! Not just visually, but also taking into account historical and geographical accuracy. The Vietnam terrain from SF2V is an absolute mess, which reminds me that I have yet to complete the WIP rework of it I have. So, I'd rather have important fixes from TW, game engine wise. Terrains? Hell no, leave those to me and a few others who put passion and research into them.
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3 points
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2 pointsHi I like the Sukhoi fighters ! it’s good to make us salivate... So what is the current status of the Fitter family new mod project ? Best regards, P.
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2 pointsYou know...i can have access to mk.90 boobseye...while not to puma cockpit. I should say...nice pumas...meanwhile if time allows take photos of interior..helo interior....
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2 pointsAgree. And finally game engine is ruining half of our effort, cause of stupid limitation like ground radar .. In fact all we need is distance to ground target and it is max annoying that we can see this distance in game HUD, but no way to use it .
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2 pointsI am guessing that the radar is not being used correctly. Use search mode to find contacts at long range. Use the appropriate key shortcut or mapped button to move the radar cursor to a detected contact. Use the appropriate key shortcut or mapped button to lock on, which can generally be done at ranges greater than 10 nm for most US/NATO aircraft and later USSR/Warsaw Pact aircraft. The auto search/combat and/or boresight modes are all limited to about 5 or 10 nm depending on the aircraft. But even the long range manual lock has range limits that are usually less than the max search range possible. For instance, a radar with a max search range of 30 or 40 nm might only be able to track/illuminate targets at 20 or 30 nm. Whereas monster like the F-15 can detect contacts at 80 nm or greater, but can't track them at those ranges... which is ok since the AIM-7F/M used by the F-15A isn't going to fly that far anyway. Most SARH missiles are only effective at ranges less than 10 nm anyway, unless you are at high altitudes and/or high Mach numbers when you launch. I prefer to use AIM-7 missiles at ranges where they have been historically effective, which also seems to work fairly well within the game: 8 nm or less, preferably a head-on shot with high closure rate or less than 5 nm for a stern shot. Later Desert Storm AIM-7M BVR shots were about 35 to 45 % successful, but those were generally fired at ranges of 8 to 12 nm. Vietnam had more successful BVR shots than originally claimed because the "Combat Tree" system that allowed F-4s to use enemy IFF to confirm targets was classified, but even the declassified shots weren't that many and were all taken at ranges less than 10 nm, generally 7-8 nm with the AIM-7E2. In the game, the AIM-7E2 is horrible for head on BVR shots, it works much better as a stern chase dogfight missile, whereas the slightly earlier AIM-7E is great for head on shots and horrible for stern chase shots.
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2 pointslo se PeacePuma. algunos mínimos cambios en Berlin 1945- plataforma del aeropuerto de Tempelhof, torres flak, y algunas mejoras de sitios mas históricos vistos desde el aire
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2 points
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2 points
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2 pointsWell, I totally agree with you, that it would be the best solution, if TW sets it's focus on fixing or improving SF2-engine stuff instead of bringing new models or terrains. But I have to disagree on the easy-peasy stuff. Probably for a few guys it is like this...including you. But for the whole majority it is just not so, if the goal is a plane that looks like one and not a cube-like thing. ;)
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2 pointsRAF Stapleford Tawney, a small satellite airfield for RAF North Weald. Inside the camouflaged C-Type Hangar, made by Sundowner, you can sometimes find parked airplanes.
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2 points"2 weeks" I mean, hell, SOMEBODY had to say it!!
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2 points
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1 pointOnly time i encountered this problem is right after installing the F-18E/F where one sound file came in conflict with the old one... By chance i always make sure i have a copy of my running game BEFORE doing any change. I put the old sound file instead of the new one and i was back in the sky :) Your problem might not be like this one... but it sounds like that. Removing the plane and decal folder of the installed plane will not solve it as you always put sounds, weapons, etc... you need to get rid of the every new files you installed and put the old one's...
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1 pointInfrared missile won't work as radar guided ones, which is exactly like in real life. In game, for an unexperimented eye, they "seem" to work the same (like a fire-and-forget missile) because SOME of them, including the Mica IR, being new they have LONGER range than any other IR missile, AIM-9L for example. Don't be fooled by that difference. Firing an AMRAAM is 95% a fire-and-forget missile, opposed to MICA IR which is not. So if you fire MICA IR from, let's say 20km it won't hit the target for sure in SF2 series IF the enemy skill is set to HARD, meaning that the enemy A.I. pilot can fool the IR missile taking early evasive manouvres. So don't confuse BVR missile with IR missile just because some new IR missiles have apparently (very) long range. No, the weapon editor is an utility which you can download from the utility section in download sector. The weapon editor works like this: you have in C:\ModFolder\StrikeFighters2_XXX\Objects\Weapons\ folder all the weapons you brought/downloaded/created plus the stock ones (look into that folder and observe). Weapon editor KNOWS how to work with those weapon folders you have there. When you run it (after you install it) it will show you the weapons that you can edit yourself (from each SF2 game installed on your HDD) or just read each weapon characteristics (press EDIT button after you selected a weapon from the list - see the photo) As you can see in the picture radar guided BVR Mica EM has a max launch range of about 70 km ! If you have just 10NM which is about 18.52 km it means that something is wrong with the weapon settings. If you want to arrange weapons in your weapons editor use WeaponData.ini file. You can generate it directly from the weapon editor (notice the SAVE DAT/INI button). After you change something in your weapon editor don't forget to SAVE, to weapondata.ini file and directly into the editor (SAVE button). Don't tinker/tamper with data into weapon editor IF you don't know or you are not sure what you're doing! To make things easier for you in the matter of game's weapons just go to download section and download the latest weapon packs. Notice that you can download, too Soviet weapon packs (most of therm enemy weapons considered) as well there. I forgot to add something in the previous post. If you have a very high altitude ( plus a very high speed) in the moment you fired the missile, then you will notice that the range settings for that BVR missile will suddenly raise with 10-20%, which is logical, higher speed plus higher altitude means that it will have higher initial speed, plus the speed given by the fact that the missile falls to the target (gravity). In SF1 series I remember that SAHM missiles (AIM-7 Sparrows ones especially) didn't work if the enemy plane was flying low (under 2000 feets) exactly like in real Vietnam times/situations (there was something with the Sparrow guidance as I understood it). I didn't try this in SF2 to see if it's the same.
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1 pointBit the bullet and re-loaded.Zipped up all the mod files though so will be able to update fairly quickly
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1 point
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1 pointMore info here: https://combatace.com/forums/topic/88511-argentina-israel-resume-kfir-sale-talks-block-60/
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1 pointwell, i used easy-peasy expression just to compare making models and fixing things that should be fixed. we know that making models in real is tedious work. Just in case some will whine that we do not have this and that and also that model.... There is plenty of websites that offer ready models, purchase, and ask someone to export into Lod format.
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1 pointreinstall...1st move all ur mods....then afer install...add them back 1 by 1 until you find which mod is causing problem...
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1 point
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1 point
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1 pointor just maybe they havent been working on it as they cant get to work in lockdown...im happy to wait if it turns out to be good.
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1 point
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1 pointI remember watching this video from Battlefield 3 and it was labeled "Realistic Dog Fight". I'll let this video do most of the talking. I'm just saying this is why I ask people that have been there and done that a lot of questions. When I do something as far telling a fictional story, I want it logical, accurate, and enjoyable. Logic and accuracy taking center stage. All that aside I think this another reason why DCS reigns supreme.
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1 pointsounds and looks just like its big brother...sounds real...well it actually is if you think about it...lol
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1 pointi think it is better to use something like this instead. It is wrong machine for that knd of work
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1 point
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1 point
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0 pointsIf TW will add new terrains/planes etc... this will confirm that TW is arrogant and ignorant. And does not give a shit about what the players' community would like to improve. As I said many times before - This game does not need new planes or terrains. Do you want a new plane? which one? Making new plane is easy-peasy stuff.
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