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Showing most liked content on 02/19/2021 in Posts

  1. 11 points
    Guess you're going to love this - New tiles (mix of Caporetto, old Flanders from Edward, etc.) - More tiles - Corrected locations of the towns, cities, etc. - Frontline +/- 1917 ..stay tuned, will take ages!!
  2. 5 points
  3. 5 points
    well one more before work 119 to go
  4. 4 points
  5. 4 points
    De Havilland Venom FB.52 - JG71 'Richthofen', German Air Force, 1956
  6. 3 points
  7. 3 points
    Sukhoi Su-23 'Foxhunt-A' - PVO, Soviet Air Force, 1981 Skin Credit: pappychksix Did this is 2018 when I was on SF1
  8. 3 points
    Another day at the shipyard.
  9. 3 points
  10. 3 points
    aaaaand we're back to what we were doing before only 120 some decals sets left to go.....
  11. 3 points
    What ever you feel most comfortable with, brudda!! ok then! it's up for grabs. It "exists" in game, but not from the ground. It blows up. Air starts only, so one can see what's messed up (a LOT!!) 2 in game screenshots. You can see where stuff is misaligned and internals missing (bulkheads, etc Any modeler interestered? PM me EDIT: maybe this explains the 'blows up on ground" anyone ever see this before? a box surrounding the entire aircraft? nothing in the data ini even points towards this
  12. 2 points
    Dassault Super Mystère B.2 - 8th Squadron, Lebanese Air Force, 1967 Dassault's steady evolution of the Ouragan and Mystère family culminated in the excellent Super Mystère B.2 which entered production in 1957. Featuring a new thin wing with 45° of sweep the Super Mystère B.2 was powered by the SNECMA Atar 101G and was the first Western European production aircraft to exceed Mach 1 in level flight. Dassault received a production order for 220 Super Mystère B.2's but a combination of defence cuts and the dazzling potential of the forthcoming Mirage III saw the Armée de l'Air order cut to 178 and then to 158. An entirely expected Israeli order for 24 Super Mystère B.2's restored production orders to 178 and Dassault's salesmen pitched the Super Mystère B.2 to many Middle-East and Sub-Saharan African countries but only the Lebanese Republic showed any interest. After the end of the 1958 Lebanon crisis a new government of national unity was formed under President Fuad Cheha and the returning Prime Minister Rashid Karami. Whilst grateful to the United States (who had sent 5,000 United States Marines to Beirut during the crisis) Lebanon's french-speaking Prime Minister Rashid Karami had warm relations with the French Government and supported the Lebanese Air Force's request for modern jets to replace the obsolete de Havilland Vampires. This led to the purchase of 18 Super Mystère B.2's for delivery in 1960 with these aircraft becoming the last of their type to roll off the Dassault production line at Mérignac. Entering service in March 1960 with the 8th Squadron of the Lebanese Air Force based at Rayak Air Base the Super Mystère B.2's were popular with Lebanese pilots. In 1962 a Lebanese Super Mystère B.2 shot down an Israeli jet over Kfirmishki. In 1967 two Lebanese Super Mystère B.2's were shot down on the first day of the Six-Day War by four Israeli Air Force Mirage IIICJ's. Lebanon played no part in the 1973 October War and the Super Mystère B.2's were retired in September, 1983.
  13. 2 points
    Just did a quick test, it's possible to get roll TVC the same way. Map the thrust vector control to the normal roll axis, and invert MaxVectoredPitchAngle= and ThrustAngles= in the left engine, like this: [Engine1] MaxVectoredPitchAngle=-30.0 ThrustAngles=0.0,30.0,0.0 [Engine2] MaxVectoredPitchAngle=30.0 ThrustAngles=0.0,-30.0,0.0 Having both at the same is impossible, but I have an idea. I don't think it'll work, but it's worth a shot. Yaw TVC is also impossible as the game only supports vertical TVC. Here's a video of it.
  14. 2 points
  15. 2 points
  16. 1 point
    And some Japanese bombers, the Ki-2 Louise and Ki-48:
  17. 1 point
  18. 1 point
    I don't think it's particularly realistic, but here's a modified Su-27 doing Kulbits using actual thrust vectoring and not RCS. (Sorry for the audio quality, I'm using the built in Win10 recorder and it's ugh ) https://streamable.com/m468da So here's how to do it: Step 1: Map the thrust vector axis to your normal pitch, ie up/down on the stick. This will make flying a normal VTOL a-la Harrier pretty much impossible, but it's the only way to do this. Step 2: How it actually works ThrustVectoring=TRUE ThrustVectorInputName=THRUST_VECTOR_CONTROL MaxVectoredPitchAngle=30.0 ThrustVectorControlRate=10.0 ThrustAngles=0.0,-30.0,0.0 //This is the important one. It needs to be the same angle as the MaxVectoredPitchAngle, or it won't work. With this the "neutral" stick position will also leave the thrust vectoring at 0º, and pitching up or down will pitch the thrust vectoring up or down accordingly. Step 3: You'll need to add the StabilityAugmentation= parameter to the FlightControl section. Otherwise the plane will just spin like crazy if the AoA gets too high. Edit: I'm very sorry, I posted this before I actually finished writing. I guess the Kulbits left me a bit disoriented
  19. 1 point
    I like to have a variety of loadouts in loadout.ini. Since I mostly fly single missions via mission editor it is easy to have the desired loadout for my flight and for additional AI flights also. That is why some time ago I started to have 'description' in loadout ini. Instead of I have - example: [Strike mk82 x 6] Strike mk84x2] [ Strike BLU107 x6] [SEAD AGM-88x2/CBU-58 x2] etc etc. I do not have to remember what i did with loadout months ago while tinkering with one of the aircraft. Simple ready presets for a variety of situations. No worries that AI light will go against runaway with 2x mk82, I will select the appropriate loadout for them in the mission editor. Of course, some are load as default, the rest is for manual selection. Also, all those setups are checked for 'AI friendly' performance. THen I usually change a thing or two in my flight loadout. It would be great to have a loadout presets selector in the loadout menu*. And / or loadout.ini working from skin folder. * It is possible to have that dropdown menu selector anywhere...but I could not get it to work on the loadout menu screen. Love your Phantom loadout.
  20. 1 point
    Looks like it is not a standard Windows Icon so being caused by a program on there - yes could be malware but no way to tell from here. Did find a few threads kicking around https://support.avira.com/hc/en-us/community/posts/360014437138-Pop-up-screen-won-t-close-or-respond
  21. 1 point
    When this Window or whatever it is, is active, open Task Manager and see if there are any Task or Apps that give any clue as to what it is. Wizard
  22. 1 point
  23. 1 point
    I was among the first to move to Windows 10 back when it was available as a free update to Win7. I would never go back to an older Microsoft OS; Win10 improved so much over time and it has got much to offer in terms of functionalities, be it backups or re-installations of the OS without losing any of your installed programs and data. If anything goes wrong with Win7, you're basically f*cked; sometimes I was obliged to reinstall the OS from scratch, and lose all my files and data with that. With Win10, you have more security even on this regard. Retro gaming is no issue with it, for those who know how to use wrappers, emulators and other related software.
  24. 1 point
  25. 1 point
  26. 1 point
    No Idea I have never seen this icon before.
  27. 1 point
    the central USA is starting the next Ice Age, and Mt. Etna is erupting??? I thought that was all supposed to happen LAST year (I had glaciers for December)
  28. 1 point
    Where is the global warming if you need it?!
  29. 1 point
    i´m really getting old Thank You my friend , that i did not found that by my self after all the years working with 3ds max but interesting that the one exporter accepts the doppelt sided option and the other does not , something i have to keep in mind
  30. 1 point
    when the images came in I was disappointed to NOT see the "Earthman Go Home" sign!
  31. 1 point
    don't want to take credit for someone else's work...if someone else wants to finish that i can scrap mine and work on another bird
  32. 1 point
    I knew you gonna make it! Amazing job as ever! Hope you paint the early yellow linen ones.
  33. 1 point
    Sure that the pictures are false, they have curvature and everybody knows Mars is also flat! I can't believe that everything has gone well without any kind of failure, all the engineers and scientists must be really proud I hope that the Weather Station made in my beloved Spain works well hahaha
  34. 1 point
    Somebody win 2020 Bingo already!
  35. 1 point
    I FOUND IT!!!! found the old RB-45C from who ever! Mind you, all I can do in MAX is open a file Ed, if you want it, I'll pass it all along. it's even skined!
  36. 1 point
    Yes sorry 'bout that, I kinda pressed the wrong button.
  37. 1 point
    algo de trabajo fino sobre el fuselaje de los A4P
  38. 1 point
  39. 1 point
  40. 1 point
  41. 1 point
  42. 1 point
  43. 1 point
    Things that go BOOM in the dark.....
  44. 1 point
    Open wide and say AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
  45. 1 point
  46. 1 point
  47. 1 point
    Okay folks, this 'double cockpit' issue keeps coming up, so here's some info to help you solve your own problems. For folks who are having problems with cockpits not being in the proper position, the default is to match the entry in the data.ini: with the position in the cockpit.ini: That should in theory make your eye point from the cockpit match what the eyepoint of the pilot model, which of course should allow you to see what the pilot sees. However, TK has reduced the NearClipDistance parameter in the FLIGHTENGINE.INI in the latest patch, causing some odd issues with external aircraft parts showing that shouldn't. Lets talk a little about how all these parameters relate to each other. All Component entries in an aircraft's data.ini have this parameter: This is exactly what it sounds like...the mesh name and any SystemName in the Component entry will be visible from the cockpit view. In the FLIGHTENGINE.INI file there will be a parameter called NearClipDistance. This parameter is in meters, and tells the that within the cockpit view, anything with the distance is not to be drawn except for the cockpit LOD. Also, under normal conditions, the cockpit LOD will overdraw everything in the cockpit view (aircraft, weapon and pilot LODs). One more parameter that is sometimes relevant is the OpenCockpit parameter located in the cockpit.ini file. If this is set to TRUE, the NearClipDistance parameter will NOT be applied to that aircraft and the cockpit LOD will no longer overdraw everything. Anything with ShowFromCockpit=TRUE in the data.ini will be drawn and visible from the cockpit...even stuff that could be inside the cockpit. I use this to advantage in the F-111s, allowing you to have a WSO sitting next to you. However, all the models I have built have anticipated such a development. Note in the this OUT file: Note that the WindscreenFrame, CanopyFrame, and Cockpit are separate meshes, all the meshes normally closest to the pilot...and the ones that usually cause the visual issues. So, for this aircraft, I've put the following in the data.ini: then Note what happens...basically I've told the sim that in cockpit view, I don't want to see the Cockpit mesh (plus any submeshes) in the external model. You can do this for every mesh that you don't want to see from the cockpit view. This is the preferred method I use, to preserve the actual view from the cockpit as much as possible while avoiding clipping problems. Give that a shot for any model that you are having issues with. You may have to do some searching in the model's OUT file to determine what to hide. One additional note. If your aircraft CGPosition parameter (located in the data.ini) is anything other than 0,0,0, the method I described above will not quite work. The cockpit position will be offset by the numbers in the CGPosition parameter. The way to prevent this from happening is inserting this line into the data.ini just below the CGPostion parameter (located in the [AircraftData] section): What this does is remove the offset CGPosition and the position you set the cockpit at will be its true position reference the LOD model's zero point. In simple terms, if you always set this parameter as TRUE, the cockpit will always be put at the position you set in the cockpit.ini file. I find having this line in all my models doesn't affect anything for aircraft whose CGPosition is 0,0,0 , while fixing those aircraft who's CGPosition is something other than that. FC =========== Wrench Note: if the aircraft does NOT have the OUT supplied (which happens a lot of times), you can find the mesh name with any of the may freeware HexEditors available. All you need to know is the approximate mesh name and use the HexEditors search function to "Find" and confirm the name W


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