Leaderboard
Popular Content
Showing most liked content on 09/01/2020 in all areas
-
9 points
-
6 pointsL-59 Super Albatros. This was a L-39 with 30% more power and modern avionics. Intended to be the next standard training plane of Warsaw Pact countries.
-
5 points
-
4 points
-
4 points
-
3 points
-
1 point
-
1 point
Version 1.0.0
76 downloads
F-8H Phil Air Force skin by Blade This skin depicts the F-8H Crusaders used by the Philippine Air Force in the 1980s. It can be used with the stock F-8H (69) Crusader. Installation: To use this skin you need SF2 Vietnam or the SF2 Complete Edition. Simply drop the attached 'Objects' folder in your SF2 mod folder. None of your files should be overwritten by this mod. Freeware use only. See downloaded file for more info on the F-8H in Philippine service. -
1 point
-
1 pointYes. A 2nd Fw 190 D-11, "Red 2" Eduard.com reference pdf Plus more of yet unknown type, Red 7, no photo evidence yet.
-
1 point
-
1 point
-
1 point
-
1 pointAnother update I think it is getting there slowly but steady.
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
Version 1.0.0
216 downloads
The Ilyushin Il-14 (NATO reporting name: CRATE) was a Soviet twin-engine commercial and military personnel and cargo transport Aircraft that first flew in 1950, and entered service in 1954. Il-14 was also manufactured in East Germany by VVB Flugzeugbau, in Czechoslovakia as the Avia 14. WHAT'S IN: - 2 planes (Twin-engined passenger and cargo transport aircraft) - 35 skins (VVS, BVVS, LSK, CVL, PWL, EAF, AURI, IAF, AAF, YAF, FAR, FARS, PLAAF, JVL) - Historical Numbers CREDITS: - Veltro2k: plane - Wrench: original templates & Aeroflot first study - paulopanz: skinwork and ini tweakings, decals etc. as usual To INSTALL: - all in your main mod foder NOTE: This is a quite old model at last uploaded and maybe useful for almost EVERY scenario we have, from Germany to Israel, from India to Timor, from Taiwan to Sweden ... Enjoy @paulopanz -
1 pointMore updates are to be expected soon. There are some changes to the avionics of the F1C HUD type used by the FAF and many exported F1's. Changes compared to the last version from 2014: Nav mode shows - orange magnetic compass scale on top - green pitch ladder which rotates around HUD center New scaling, showing a bigger part of the pitch ladder in the HUD FOV - yellow Flightpath symbol Symbol changed to Vertical Velocity Indicator function - yellow baro altitude scale on the right - gunsight reticle is caged on HUD center gunsight reticle no longer displayed in NAV mode - "inverted T" centered symbol (also the radar boresight reference) A2A modes show Always - green pitch ladder which rotates around HUD center New scaling, showing a bigger part of the pitch ladder in the HUD FOV - "inverted T" centered symbol (also the radar boresight reference) with guns selected - gunsight reticle with default range of 500 meter without radar lock - orange magnetic compass scale on top, with radar lock this becomes radar range indicator, showing distance in NM if range is greater than 1 NM If range is closer than 1 NM the scale is changing to hundreds of meters - a small orange or yellow box is displayed to show target position within HUD FOV - yellow closure speed readout on the right, showing 000 without lock and positive or negative closure with radar lock Replaced, see below - orange closure speed scale displayed on the right, with radar lock only. Scale covers -200 kts to +1000 kts Closure speed is indicated by the moving > shaped caret with missiles selected - yellow radar range readout on top, showing distance in NM Replaced, see below - the orange compass scale/radar range indicator is now displayed with Radar and IR missiles, range indication same as with guns - yellow closure speed readout on the right, showing 000 without lock and positive or negative closure with radar lock Replaced, see below - orange closure speed scale displayed on the right, with radar lock only. Scale covers -200 kts to +1000 kts Closure speed is indicated by the moving > shaped caret - with radar missile the Flightpath (Now VVI) Symbol is displayed, this has the ASE function, center it/fly towards it to lead the target for a missile attack - a small orange or yellow box is displayed to show target position within HUD FOV - with radar lock and inside minimum range for missile launch, a red light/dot is displayed in the lower half of the HUD - if selected missile is within min/max range and launch G-limit, a green light/dot shoot cue is displayed below the center symbol - with missiles selected (radar or IR), two triangle symbols below the center symbol indicate missiles present, symbol is removed with no missiles left - if missile seekers are locked-on to a target, two orange lights are displayed below the triangle missile present symbols
-
1 pointIt sounds like you are very much on the right track! It seems you have it set up like this? BLUE SIDE HQ ---> Node X <-----> Node Y <----- RED SIDE HQ A tactic I found helpful to make strategic nodes systems is to print a planning map and with a pen and ruler start to draw lines between areas, then feeding the ini stuff will be alot easier. It is not really difficult and with a paper map of what you want you wont get "lost". Naval units can be made by making the campaign a "Naval campaign" by setting that flag to true. Beware tho, it takes a lot of fiddling to make it work good.
-
1 point
Important Information
By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..