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Showing most liked content on 08/03/2020 in Posts
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12 pointsFor dog sake. Do you really need to quote the whole post with all those screenies? We have seen that nearly a year ago...While allenjb42 post was enjoyable at the time ...your quote is not. Definitely not. Really hard to see a point of copying those pictures and asking questions while you could use a private message system - which works perfectly fine on this forum. not to mention ...You did not bring anything valuable to the screenshot thread from yourself. as for screenie.. my new substitutes for the most common stock ground objects...
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6 points
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3 points
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2 pointsFlown on the Somali Airlines 707 a fair few times in the early 80's. 👍🏻Don't suppose you could release the skin?? Cheers Jeff
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2 pointsNope, AFAIK. If you hit a water tile (and Tag=2) the aircraft explodes. You can always set water tiles as Tag=0. The stock GermanyCE terrain from SF2E has the entire tilemap filled with Tag=0 tiles. The result is that you can land everything everywhere, even on water. Again, with TFDtool it can be fixed easily.
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2 pointsNo, it means tilemap TAGs. I tried to explain it in the past. A tile with Tag=0 is treated as landable, with Tag=1 is treated as (bumpy) land, Tag=2 as water, so the plane explodes when on it. It exists already, it's TFDtool. gerwin added this function on my request. Just download the newer version at his site.
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2 points
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2 pointsA VW-1 Warning Star departs NAS Barbers Point for the start of another 16 hour Barrier Patrol
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2 pointsWhile my tips are probably more helpful for prop. aircraft, I recommend nonetheless tinkering with the following values outlined below (I've had success with this for my FE2 tweaks, also for prop. aircraft in SF2). Relevant section to tinker with is of course [Rudder] in the appropriate data.ini. ----- [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=25.0 -----> this is often the crudest but most effective value to tweak first (see info. for entry immediately below) MinDeflection=-25.0 -----> this is often the crudest but most effective value to tweak first (reduce the value in increments of about 2.0 and retest to satisfaction, higher values give more rudder response since greater arc of movement, lower values give smaller arc, etc.; for example, 20.0/-20.0 will give less rudder movement than 25.0/-25.0) CDdc=0.0073 -----> drag effect on rudder movement (higher value, more drag, lower value, less drag, usually doesn't require tinkering with) Cydc=0.0362 -----> side force when moving rudder left/right (decrease in increments of about 0.005 and retest to satisfaction, for less effect during rudder movement) Cldc=0.0010 -----> roll moment when moving rudder left/right (helps to pitch wings up/down during rudder movement, higher value for pitch up, lower for pitch down or neutral, usually avoid tweaking this unless you are flying a staircase as some of us do in FE2 - triplanes, etc., and tweak in increments of about 0.002) Cndc=-0.0307 -----> yaw moment/strength when moving rudder left/right (decrease towards value of zero in increments of about 0.005 and retest to satisfaction, for less yaw during rudder movement, and obviously increase in same increments for more yaw effect; for example, a value of -0.08 should give more yaw than -0.03, don't be confused by the fact that in math class a negative no. closer to zero is a "bigger" no., it's the other way around for the yaw moment entry in the data inis) CydcAlphaTableNumData=37 CydcAlphaTableDeltaX=10.00 CydcAlphaTableStartX=-180.00 CydcAlphaTableData=1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000,0.970,0.883,0.750,0.587,0.413,0.250,0.117,0.030,0.000,0.030,0.117,0.250,0.413,0.587,0.750,0.883,0.970,1.000 CldcAlphaTableNumData=37 CldcAlphaTableDeltaX=10.00 CldcAlphaTableStartX=-180.00 CldcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,1.040,0.871,0.643,0.339,0.170,0.201,0.140,0.185,0.200,0.224,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 CndcAlphaTableNumData=37 CndcAlphaTableDeltaX=10.00 CndcAlphaTableStartX=-180.00 CndcAlphaTableData=-1.000,-0.985,-0.940,-0.866,-0.766,-0.643,-0.500,-0.342,-0.174,0.000,0.174,0.342,0.500,0.643,0.766,0.866,0.940,0.985,1.000,0.971,0.986,0.990,0.718,0.163,0.000,0.000,0.000,0.000,0.112,0.294,0.400,0.531,0.669,0.800,0.906,0.976,1.000 MaxControlSpeed=50.25 -----> in meters/sec (reducing this helps to give more rudder sloppiness at higher speeds, test in increments of about 10.0, also keep in mind that actual speed at which this effect kicks in in FE2/SF2 will usually be about 20.0 or 30.0 m/s higher than value specified for "MaxControlSpeed") ControlRate=4.0 -----> controls sluggishness/snappiness of control input (test in increments of about 0.5, up or down, for more or less snappiness of moveable control surface, in this case of rudder) ModelNodeName=Rudder ReverseModelOrientation=TRUE AnimationID=1 ----- NOTE 1: "Cydc" and "Cndc" values are in a relationship of sorts (proportional to one another) - usually test changes with only one of those values first, to satisfaction - if no success then change other value and retest - if again no success then tweak both, keeping in mind that more "cydc" will point the nose more quickly in the direction you want to go, and more "cndc" will give you more yaw but will keep you going more so in the same direction - try to visualize the relationship and the changes to get to something realistic - for example, too little "cydc" (flight path direction upon rudder movement) and too much "cndc" (yaw along the same path of flight) sometimes gives a strange "rudder reversal" effect at speeds above about 500 kph in SF2 where "cydc" will start functioning as an inversion of itself (giving opposite direction to rudder input). NOTE 2: entry above is for the tweaked, late Albatros D.II for FE2 (not to be used for jet aircraft - merely included for info.) Happy flying, Von S
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2 points
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2 pointsStuck since i have no pics of the landing gear wells... and i have them so close to me... but the museum is closed...
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2 points
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1 point
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1 pointYou're welcome. The tool does work. Sometimes, it sets too many tiles surrounding the airbase to Tag=0, so I manually set others to 1 or 2 where appropriate.
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1 pointdollars to donuts he means height field tags, which are part of the HFD generated by the terrain editor.
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1 point
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1 pointexcept for fuse, there is not much of a difference between earlier models. RD1 and TD1 were introduced in 1983. R-40RD1/TD-1 was equipped with 'radio - optical' fuse. Not sure if this is the correct translation, but that how it is in Russian language. Doubt that warhead was heavier. I believe it was still the same as RD / TD. And that is stated in one of my books. 55kg. different fuse - 'Bekas'. one of the better sources for Russian info was website ракетная техника or something like this. Do not remember the web address now. Of course, it is in Russian. But plenty of good info. edit: and Russian magazines are quite very informative. A lot of technical info, drawings - a very professional approach to topic. poping up in ebay quite often.
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1 point
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1 pointfor metal skins now...I do panels etc 1st then add real metal textures to panel areas like so....some great textures out there for free.. check modelling forums...If i need ref I usually look at them or eduard site for parts etc....
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1 pointUsing C117 cockpit for connie...removed the digital Displays, and the Sperry units...added new tachos and fuel gauges...need to adjust a few a tad more and we are away.
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1 point
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1 pointFixed making dummy landing gear nosegear2 copied main strut damper and axles...made them 1 poly shrunk poly to minute...added clear.tga set to opacity 0 and added as dummy gear .dont think game likes wheels angled.. also wheels sunk in tarmac...its ok from side low view,I think it cos runways are not exactly ground level( i know its not possible...) might play with size of wheels a tad
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1 pointA fork of my nations expansion mod. Only a few will recognize these (fictive) insignias.
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1 point
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1 pointModels all done...had to redo fuselage as it was mapped using subobjects...fuse had two textures so now it has one...a lot of parts like engines too...so cylinder mapped them and they came out ok...texture was not placed well,now it is...also was mapped wierd on the fs9 version...engines now can be different camo as before they were same... to do...prop textures...co-ords etc....then data etc...hopefully ready for w\e did look for paint kit but doesnt seem to be one...so skins might be rare....but some of the others might work....in the freeware pack are this model...the US Navy EC121K Warning Star also USAF EC-121R...L-049 BOAC ,ALPHA Constellation L-1049C ALPHA Constellation L-1049G TWA ALPHA Constellation RC-121D all are different models...but might be able to edit this one as they arent that much different...meshes are easy to move etc..
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1 pointU-2s and the non SS version (CIA) and RAF flown... Converted from the Freeware Alphasim 3ds model pack...Few tweaks to sort before ready... COPYRIGHT INFORMATION These files are freeware. Please amend/distribute as you see fit. They are unsupported, so please do not e-mail us if you have problems. Under no circumstances may these files be sold or uploaded to a payware site or any kind of illegal warez site. All rights reserved - ALPHA SIMULATIONS 2004 WWW.ALPHASIM.CO.UK alphasim1@alphasim.co.uk
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1 point
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1 pointShack AEW also in the paint shop -- of course I had to pick the squadron that requires the most decal work....
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1 pointAs the humanitarian crisis in Ethiopia worsens, Djibouti becomes one of the main gateway hubs for international aid into the region. Transport aircraft of all shapes and sizes enter the pattern to bring in much needed supplies..... It's exhausting work for the flight crews, but even the tragic crash of an Italian G-222 who's pilot reacted just a little too slow to a vicious downdraft doesn't stop the activity at the airport for long... Local airline services continue too.. Aid is transferred to a variety of tactical transports for the onward journey into Ethiopia A virtually unmarked Boeing 707 cargo bird is next in on finals It's paperwork says it's a charity charter flight bringing in medical aid from Bahrain, but if so why does it taxi over to an isolated area of the military part of the airport on landing before proceeding to the civilian area to offload it's cargo? And who were the guys hurrying from the briefly halted 707 to a waiting USMC CH-53E that received immediate permission to take off and set course for the Ethiopian border? To be continued....
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1 pointI'm compiling the list here, please use this other post http://combatace.com/topic/81236-sf-2-future/page-2 to express your ideas, I will update this one to keep things clear. Maybe we should get the list defnied in a certain amount of time then make a poll in order to select what we will request, and how to get the money. We have: - Slewable A-A radar. - Slewable A-G radar. - Slewable FLIR/EO display with manual lock - Laser designator/range for A-10 (and other planes as well too, Gr.3 for example, no?) - "Arm all" button at the loadout screen so that we can avoid painstakingly changeing the armament for every single ac in our flight - smarter wingmen that actually listen to orders and can use smart bombs - more gameplay features like: - you don't have to be a flight leader all the time - saving tracks for later replay - taking actual photos during recon missions and using such photos for target ID during strike missions - working blue side SAMs that show on RWR and have more deployment arrangement types than standard SA-2 one - working GCI with EW Barlock radars actually doing something and directing interceptors at you instead of being ARM fodder.. - tweaked radar ranges and radar strengths to realistic levels so for example F-4 doesn't detect a fighter sized target from a 100NM out - event logging to an external file so that better 3rd party campaign generators can be created ( vide OFF or RoF) - proper (i.e. not stand-in) speech packs for RAF, Luftwaffe, AdA etc. - awacs not only on naval maps and for the red side in a campaign too... - Defense suppression against on-map sam sites - Laser designation of all possible target in the target zone - Weapon availability by nation / date (ie : no more AIM-9N for French Mirage IIIC ....) - Correct the bug preventing AI to use external flares / chaffs pods - Hability to set the kind and skin of the parked aircraft in the airfields INI. - Hability to have a third side in campaigns, maybe fighting both red and blue. - ASW code. Sonar (like) detection support. - Negative "altitude". Submarines and ships set to run "at depth". - Torpedo weapon type (set to run in "negative altitude" - under water) - Draught. Ship object type attribute. Eg. Draught=-10.0 (in meters) default depth for ship object in "negative alt". It could be decreased for damage effect, or in case its a submarine it set minimum depth. - Extra mission types - OR edittable ones. (FAC, ASW, Naval_search, Interdiction, whatever else) - Rescue mission type (this one includes pick-up target at waypoint, and must return base for success) - Fixed ballistics for artillery and naval guns. - Improved ground combat features and AI - New object type to separate naval and land vehicles (that would fix multi weapon platforms) - Ground object lights. (such as carrier landing lights...) - Directional (spot) type light source support (searchlights, headlights, landing lights) - Ground object animation support (gear shock, rotating radar, moving legs or stances for inf) - Floatplane support. Landing gear, IsFloat=TRUE - New Formation types - OR editable ones. - Mixed Formation types - (eg Tank company and attacked SPAA) - Helicopter Flight Model with AI support - VTOL AI support (may be as part of the Heli FM) - Target linking via usable network (radar sonar radio) - built in or external pod. Eg, fire control helicopter can fire ASM from ship or observation plane can fire artillery, infantry can mark target for CAS. - Player usable turret gun. Not too difficult, i mean selectability like other weapons. Like I select a turret gun from weapon list and fire it (if within arc) on the locked target. - Switchable turret gunner (auxiliary function to turn AI gunner on/off when player wants to handle. Heli chin guns etc) - Red side avionics support. - Re introduce multiplayer - Improved AI behavior and controls over team mates. Includes non leader positions. - Carrier parking space parameters (Plane type, skin, probability) for each separate places - Ground units placement on carrier deck (on surface of deck area deck.lod) similar fashion to planes - Weapon type CGR rack - MER up to 12 weapon places, - Passive radar guidance type - Weapon attribute: Terrain following (like sea skimming, but radar altitude, not barometric... lol) for cruise missiles) - Gun pods supporting multiple guns (multiple muzzle flash effect etc) - Guided missile pods. (AA, AT) Supporting discarding tube covers (like rocket pods) - Secondary control surface attribute to engines (vectored thrust) - Parachuting pilot (+seat) - view stays with ejected pilot, not with empty plane - Neutral side (purple or light blue) for civilian activity. Passenger planes, ships, etc. - Interactive radio - new menu item - Target. Radio message/order to the selected target (friendly-neutral-enemy alike). Request ID, Force land, Cease fire etc. It can be used together with target link feature (see above) New planes: -AI MiG-25s, or Su-17/20/22. Also, since we have Su-9. getting a Su-11 would be nice. Not that they do much, but hey, if Su-9 is worth making, other interceptors could perform better. Lim Frescos, just like we have the chinese versions of the Farmer. Would add a lot of variety for Red Air, sometimes engaging the same aircraft again and again spoils the fun a bit. -NATO F-16s. Not too much to comment on that. -AV-8 for USMC and Spanish Navy -French Mirage IIIE and Mirage5F -Some skinpacks for already existing European aircraft, such as an all green RDAF Hun, French Camo for F-100Ds or a Camo Belgian F-104. -Ported F-5s. Maybe AI only. If we can do with AI only Starfighters, F-5s could be good too. Great for Europe and also good for Vietnam as Skoshis. -It could be great to have a lot of AI only Mirages flyable. I got good stand-ins using other Mirage cockpits. That would apply to the French Mirage5F but also for the Arab Mirages
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