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Showing most liked content on 08/20/2020 in Posts
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7 pointsEgress with a bandit in trail.. He eventually made a move on me and flew into the side of a hill. He should have known better than to take on a Tornado flying fast at low level in lousy weather!
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5 pointsYe-8 144 Mission for today: Intercept incoming B-52 raid. Take off Shadow games heading for enemy result of first attack run second attack run Escape
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5 pointsSuccess: AA_LOD_100 [6869 triangles, 8024 vertices] 0 - mat00 AB_LOD_100 [13 triangles, 21 vertices] 0 - mat00 AC_LOD_100 [14 triangles, 26 vertices] 0 - mat00 1 Materials: 0 mat00 TYPE12.DDS (diffuse)
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5 points
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5 pointsDecided to swap a few skins into the static helicopters... Royal Navy Helicopters at RAF Canopic in Desert4 Ideally I need different Wessex and Seaking statics at the Dhimari airbases so they can use different skins. Any thoughts on how to achieve this? RAF Helicopters at Lossiemouth in PR_UK
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4 points
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3 points
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3 pointsallen: yes, I've already done that. Via hex editing and bmp renaming. I'll pm what I have to you in a day or so ----- required screenshot -- albeit the aforementioned Seakings, although through the TAE view. You can see 3 different Seakings
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3 points
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2 pointsBetter check six, that's not your wingman... I know it's a bit late for Two Seat Tuesday but it's my thread!
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2 pointsHello gentlemen, sorry for not updating you with my work for the past 6 weeks, I started going back to work and was trying to catch up with all my delayed work. I should be going back to working on my project but at a slower pace.
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2 points
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2 pointsone good point with the 3ds max exporter it crashes when exporting over limit so a good reminder for us with max poly counts lol
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1 point
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1 pointStill in progress. Yes, we have spent years working on this and continue to do so. In full transparency, we underestimated the lack of interest and community support/contributions so expenses have sky rocketed and delays elongated due to heavy reliance on outsourcing.
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1 point
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1 point
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1 point# "Moonlight becomes you" last two..before altered stick positions and they re correct now...few gauges to tweak and rdy soon also.
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1 point
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1 pointThis comes up every once in a while, and even I sometimes don't remembe, and have to look it up. So, what this little tutorial will, do, is show and list the steps necessary to "take things out" of a cockpit, that you really don't need. First off, you really, REALLY, REALLY should have a copy of Mue's Lod Viewer (tm). This will give a perfect view of the cockpit itself, with a full listing of the component meshes & their names. In the image below, you see I'm using Raven's Hurricane Mk.1 cockpit, and have marked part of the gunsight. We'll be removing it, as the aircraft I want to use it on, dosen't have one. You'll also notice the mesh name highlighted, over on the upper left pane. So, now we open the cockpit ini, and we'll be adding "new" insturments, so we can move these meshes out of the way. This part stays the same for all the differing methods, of which I will show you. In the =CockpitSeat01' , or 3rd section down, where all the instrument are defined, you'll add the "new" listing --always in numerical order!!! The actual "named" move sections (keep reading) are added at the bottom of the cockpit ini. [CockpitSeat001] ==-major snippage of uneeded statements== Instrument[029]=StandbyCompass Instrument[030]=ADI2 //--removes or moves --/// Instrument[031]=Move1 Instrument[032]=Move2 Instrument[033]=Move3 Instrument[034]=Move4 <----- Move "instrument" statements Instrument[035]=Move5 Instrument[036]=Move6 Instrument[037]=Move7 Instrument[038]=Move8 Now, the first way we discovered, sometime in the mid-2000s, was to "drop them out of sight". It goes something like this: It used the airspeed values, so as soon as the game starts ( "0" knots") the items vanishes. But, there are better and simpler ways As stated by Cliff7600, you can tell the game the mesh is a light (like a warning light, or light bulb, or whatever) As so below: The 3rd Method, as posted by Yakarov and Wilches, is simply make the mesh "Inactive". As seen below Remember, no matter how many moves you use, they must all be listed in the Insturment section, and must match the names of the moves listed. Save and close the cockpit ini, and go in-game to test the operation. It should look like the image below, with all the meshes of the gunsight removed And that's pretty much it Thanks to whoever first invented this (bpao? armordave?) and to cliff7600, yakarov79 and wilches. Happy Moving!!!
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1 pointI 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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1 pointFully merged updated install with all titles: Soviet ships have NO SAMS, Took 4 Harpoon A's to sink Kiev with my Razbam A-6E TRAM using Baltika's Iceland terrain. New ship damage effects are nice! fires on the deck. Hit a Kashin with four Rockeyes, all I did is set a few fires. Hit a 3rd party Soviet ship in my mission with one Rockeye and deep sixed it. Black screen when switch to map as the Dave said. The stock Kittyhawk CVs have semi populated decks! I downloaded it in a standalone to compare and got tooled by Soviet Sams from the boats repeatedly. The new Hawkeye voices are kinda..... uninspiring, but will get used to them. Noticed something called USNSpeech cat file so maybe we can work around this. The missiles countdown in the F-14 HUD so that is good news for us tracking that kinda stuff.....I like it and thank the guys in Austin for putting this together! Cannot wait to get a look at those data files! MY BN took this pic of the Kiev rolling over! Great stuff.
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