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  1. 5 points
  2. 5 points

    Version 1.0.0

    205 downloads

    SF2 Lockheed WV-2/EC-121K Pack by RussoUK 8/20/2020 -For SF2, Any and All (Full 4/5 Merged Reccomended) "Quarantine Approved - Essential Mods" This package contains a new aircraft, the Lockheed WV-2/EC-121K Warning Star Airborne Early Warning and Control aircraft as used by the US Navy. This aircraft comes complete with everything needed, and has skins that represent the following units, as is my habit one Atlantic and one Pacific based units: VW-1 "Typhoon Hunters", based at Barbers Point HI & NAS Agana, Guam VW-11, based at NAS Argentia, NFLD The aircraft is presented in two finishes; overall DGNB (VW-11), and DGNB with the anti-heat white upper fuselage (VW-1). Both aircraft have 18 BuNum (serial number) decals, and decal randomization is TRUE. On the Numbers.lst, any marked with a star (*) are 100% historicaly correct for that unit, and have been matched to their Modex number. Those not marked should be considered 'generic' in nature. When in game, on the Aircraft Selection Dropdown menu, you'll see: WV-2/EC-121K Warning Star (R) Hopefully, will diferentiate it from any other EC-121s that you may (or may not) have, or be available. The "R" stands for RussoUK, the model maker. The "WV-2" was the original designation when the aircraft was placed in service in 1954. It was renumbered to "EC-121" in the early 1960s, during the "Great McNamara Renaming & Consolidation" of all US military aircraft. As is always reccommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Also, the credits list all the original FSX model & skin creators. Happy Landings! Wrench Kevin Stein
  3. 4 points
    RAF Shoreham, before the war Bristol Airport. During war used by Coastal Command, but sometimes by Fighter Command squadrons too.
  4. 3 points
    Handley Page Haydock C.1 - No.24 Squadron, RAF Transport Command, 1961 Skin Credit: paulopanz
  5. 3 points
  6. 2 points
    The Shark rocks, on Paran coast.
  7. 2 points
    Mainly textures mapped as is...except where I had to move some ...IE..bottom of fuselage was mapped to a different texture so had to move it and all the layers on templates too... it didnt have bump map ....no pit and all were horrid bmps... skin knocked up to test templates...and make sure mapping is spot on
  8. 2 points
    View File SF2 Lockheed WV-2/EC-121K Pack by RussoUK SF2 Lockheed WV-2/EC-121K Pack by RussoUK 8/20/2020 -For SF2, Any and All (Full 4/5 Merged Reccomended) "Quarantine Approved - Essential Mods" This package contains a new aircraft, the Lockheed WV-2/EC-121K Warning Star Airborne Early Warning and Control aircraft as used by the US Navy. This aircraft comes complete with everything needed, and has skins that represent the following units, as is my habit one Atlantic and one Pacific based units: VW-1 "Typhoon Hunters", based at Barbers Point HI & NAS Agana, Guam VW-11, based at NAS Argentia, NFLD The aircraft is presented in two finishes; overall DGNB (VW-11), and DGNB with the anti-heat white upper fuselage (VW-1). Both aircraft have 18 BuNum (serial number) decals, and decal randomization is TRUE. On the Numbers.lst, any marked with a star (*) are 100% historicaly correct for that unit, and have been matched to their Modex number. Those not marked should be considered 'generic' in nature. When in game, on the Aircraft Selection Dropdown menu, you'll see: WV-2/EC-121K Warning Star (R) Hopefully, will diferentiate it from any other EC-121s that you may (or may not) have, or be available. The "R" stands for RussoUK, the model maker. The "WV-2" was the original designation when the aircraft was placed in service in 1954. It was renumbered to "EC-121" in the early 1960s, during the "Great McNamara Renaming & Consolidation" of all US military aircraft. As is always reccommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Also, the credits list all the original FSX model & skin creators. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 08/24/2020 Category Other  
  9. 1 point
    This is the first release of the LOD Exporter for blender. A main reason for this release is to get feedback / bug reports from you users (3D Modeler). I'm not a 3D Modeler myself. I only tested the exporter with rather simple object (hierarchies). I tried to implement the exporter only based on the information I found by investigating LOD files. Thanks again to logan4 and angelp who provided me with specific lod files that helped me to understand the lod file format better. The Bottom line is that I have no idea if the exporter works for you. So please give feedback. The Exporter Script: Update: The latest version can be found in the download section: https://combatace.com/files/file/16747-lod-exporter-for-blender/ 1.) Installation Open the Blender User Preferences - Add-ons Tab (File -> User Preferences... -> Add-Ons) Click "Install from File..." Browse to and select the exporter python script "io_export_sf2_lod.py" Click "Install from File..." (or double click on the script name) In the Add-Ons Tab under Supported Level select Testing and enable "Import-Export: Strike Fighters 2 LOD Exporter" The LOD exporter is now installed and enabled. Under File -> Export you should see the menu item "Strike Fighters 2 LOD (.lod)". It's greyed out until an exportable object is selected. 2.) Usage Select the object you want to export and click File -> Export -> Strike Fighters 2 LOD (.lod) The file browser opens. In the lower left area you see the LOD exporter options. Currently there is only one option: enable/disable writing the out file (text file with information about the exported object(s)). The selected object and all child objects are exported. Please note! The objects must meet the following requirements: -No scaling in the Transform Properties allowed (that means: scale x = y = z = 1.0). If your object has scaling, it should be applied to the mesh (Ctrl-A) -A material must be assigned to the object. Only the first material of an object is exported. Only the following material parameters are exported: -Diffuse Color (the lod file format also contains ambient color. Currently the exporter set ambient color = diffuse color) -Specular Color -Specular Intensity -Specular Hardness (I think in 3ds Max it's called glossiness) -if "Shading -> Emit" > 0.0 then self illumination is enabled -Transparency (if transparency is enabled, then the object doesn't cast and doesn't catch shadow. if transparency is disabled, then the object cast and catch shadow. The specific LOD format version the exporter writes, doesn't support arbitrary cast/catch shadow combinations. The other LOD formats I don't understand enough (yet). Sorry!) -Alpha -Mirror Reflectivity -Diffuse texture image name (as diffuse texture the exporter uses the texture where "Influence -> Diffuse -> Color" is enabled) -Normal map texture image name("Influence -> Geometry -> Normal" is enabled and the Normal value is also exported) -Specular map texture image name("Influence -> Specular -> Intensity" is enabled) -Normal and specular map can only be used together with a diffuse map. (If I exported a normal or specular map without diffuse map, then the LOD wasn't shown in the game or the game crashed. I don't know why...) The exporter supports no animation yet
  10. 1 point
    @Gepard I was wondering if you could pick this old documentary apart? I am sure there have to be mistakes given when it was made.
  11. 1 point
    I agree,is why chose the skin to make and test..... got SBD in works m8 will check if F4F is any good,IIRC there is one in the freeware packs. ignore missaligned stuff....I set all parts with the editor to right position before importing to max...
  12. 1 point
    That's been what I've observed, the few times I've seen it. Which is why I suggested a fault in the AI routines. Personally, I'd just ignore it, and take the multiple kills!!!
  13. 1 point
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  15. 1 point
    Gents, I would like to apologize about my appointments above. I was reinstalling all my games so I tested the B-42 in LodViewer. This morning I did all the installs and rush to see if the B-42 is ok. Inside the game the plane is perfect and flawless. I don´t know what causes the strange anomalies in LodViewer that led me to this wrong opinion. Sorry!
  16. 1 point
    Thanks a lot guys for this very very very very very beautifull plane!!!!!
  17. 1 point
  18. 1 point
    THAT is how you buzz the tower Maverick....
  19. 1 point
    bump maps showing the dents in the skin fine ..all spec etc is ini controlled apart from bumps...needs fm guru...sorted most of gremlins but....takes off rear wheels first ......full power pulls to side.....nose dives on full power...thats ok r\l they do that.... basically at my limit of fm work now lol.....cockpit is wip its one of starys models he donated...removed some bits changed colours a tad....need remove bars on sides (forgot that one lol...getting there til I make the proper pit...got basics started...
  20. 1 point
    Beech Nuts....by the Mentor-ist...lolz.....nrly done this is the T-34A mentor B and C also but skins not ready...few tweaks and rdy to go in few days. A=2skins,B=4 and C =2.
  21. 1 point
    I just spent this afternoon flying the DCS A-4E with a great group of guys that alternate between Korea and Vietnam every Sunday. As I am mostly an air-to-air guy, it is painful learning how to drop snake eyes and CBUs in a heavily defended area with 23mm cannons and tanks with 14.5 mm guns all over the place. We were trying to rescue a BAT pilot, but after hours of effort, a tank we missed got to him before our CSAR helos could. While I still find air-to-air much more fun and rewarding, I have so much more to learn to get my air-to-ground skills up to a decent level that it is a great challenge. Next Vietnam mission, I will alternate between attack jet and CSAR helo instead of leaving a bunch of pilots for someone else to try to pick up.
  22. 1 point
  23. 1 point
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