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Showing most liked content on 02/22/2021 in all areas
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9 pointsque hay por ahora nuevo y volable para el futuro mod Malvinas Mirage IIIEA, Dagger, Sea Harrier, A4B,Q Y C que todavía están en proceso de pintura.
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8 pointsI found this video (mini-series) tutorial for modeling a simple boat and I thought I would share it, someone may pick a trick or two from the tutorial to help them improve their modeling technique.
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2 pointsyup, caught that right off ... also the use of the SUU-23 gun pod === required screenie, albeit not really a what if as used in "The Hunters"
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Version 1.0.0
106 downloads
Anyone who runs is a VC. Anyone who stands still is a well-disciplined VC UH-1H HUEY SLICKS ( VIETNAM WAR ) The final Huey pack ( for now ) in this series. 13 various slicks from the Vietnam war period. They include the following skins: Air America , 1/9 Cav, 82 Medical, 101 Airborne, 101 Aviation Company, 116 AHC 1 and 2 Platoon colours, 118 AHC 1 and 2 Platoon colours, 498 Medical, 9 Sqn RAAF, 213 Sqn VNAF, and finally 215 Sqn VNAF. Same drill as the previous packs, all in one plug and play ( hopefully, my track record of mistakes are over ) I am working on a gunship version of the Huey, however i am struggling with getting a working cockpit for the H model Huey, so a little patience and hopefully I shall have some armed and dangerous hueys for your enjoyment !! Thanks to Yakarov79 for the original model. As ever ENJOY -
1 pointHi all, i am curious as to whether it is possible to alter the way AI behaves when "off the leash"? If i, for instance, set my B-1b wingmen off to attack a target, they slow down to pedantic speeds (i know that the real B-1b operationally rarely goes over target at less than 480kts) and go to altitudes that invite a SAM up the rear end, as basically they behave like the ideal target - slow speeds, perfect (to shoot down) altitudes, etc etc. Is there a way to edit (god knows what file!) so that attack speeds and heights etc are more representative of real world ops, Any pointers, info or guidance greatly received. Gary.
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1 pointOut now https://www.moddb.com/mods/janes-wwii-fighters-2020-edition-flight-sim-air-combat/news/janes-wwii-fighters-2020-edition-released
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1 pointIf you follow the thread of the FW 190 / Ta 152, tell about the changes and the new texture map, already in the FW-190A3 (I think I don't fly it) there are these differences, soon A8 and A8R2, the short nose series it is sawed with the FW190F.
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1 pointMany thanks @torno for your hard work on getting a better Falklands War/Malvinas Islands mod. The paint jobs are amazingly realistic. Promises to be loads of fun. ====== TRADUCCIÓN DE GOOGLE: Muchas gracias @torno por tu arduo trabajo para conseguir un mejor mod de Guerra de las Malvinas / Islas Malvinas. Los trabajos de pintura son increíblemente realistas. Promete ser muy divertido.
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1 pointNope. Look at the burner cans and nose ; ) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Required Screenie
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1 pointlooking again I reckon its an icon thats installed thats ready for further windows...this is network before connects in win 10 dont think its anything dodgy
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1 pointI just flew a mission (testing some tweaks) My flight two F-111F on strike. AI - two F-111F on SEAD. All with GBUs. My wingman destroyed the primary target with GBU-24. Then designated radar for him. I missed with one GBU, another hit some target. While SEAD dropped GBUs one by one on single targets. They just roamed around and plinked AA.
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1 pointOf course, you can, I for instance usually order wingmen to attack surroundings while I am placing ordnance on target. This is not always true. Because many times 2/3/4 expended loads way faster than me. Something is wrong with your data.ini perhaps Usually after executing the order I give the wingman 'rejoin' then another target ..etc. But in some a/c i give wingman 2-3 times targets and he can launch 2-3 Mavericks in one run.
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1 pointThat's why I don't fly with AI wingmen, they're just a hassle to manage and you eventually complete the mission yourself anyways.
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1 pointalexis99, My problem with telling my AI B-1B wingman to RTB is they seem to crash each and every time when flying over Afghanistan. Due to this, I always try to ensure I'm just a single ship flight so I'm not penalized for the AI inability to keep the plane airborne.
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1 pointdon't fly bombers ... ordering your wingmates to do anything causes the game to crash. Expecially ordering them to attack something. there is no fix
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1 pointA high speed run through this gauntlet... Target in range Home in time for lunch.....and a change of flight suit.
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1 point"Wenn vor Fehmarn die Royal Navy im Meer versinkt, und am Himmel die bleiche Sichel des Mondes blinkt. Ziehn Piloten mit ihren MiG's zum Kampf hinaus und sie werfen in weitem Boden die Bomben raus. Explosionen zeigen ihnen am Firmament das Bild das jeder Jagdbomberpilot kennt. Und von Bord zu Bord das alte Lied erklingt, hörst Du nicht, wie man singt? Royal, Royal, Royal Navy Komm hau ab sonst komm ich zurück morgen früh! Royal, Royal, Royal Navy Vergiss das nie!"
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1 pointThank you Wrench, i appreciate that a lot. And thanks for explaining the unit denominations (distance = meters), i did not know what they were - or if it was just a value that was specific to the sim, and no relation to something real world (if that makes sense!!). Are speeds in knots?
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1 pointindividual data ini can be tailored for specific needs, by adding specific AI sections. in ObjectData001.cat, you'll find the AircraftAIData.ini. In that, you'll find the parameters for LevelBombAI: [LevelBombAI] PullOutRange=500.0 PullOutAlt=300.0 ReleaseAlt=1650.0 SecondPassRange=6000.0 SecondPassAlt=1000.0 ReleaseCount=12 ReleaseInterval=0.14 copy/paste that into the Bone's data ini (anyplace, top, bottom --usually just above the [AircraftData] section-- and edit the parameters, and test. all distances are meters, and are changed with a simple text edit
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1 pointYeap no problem! This may not be the quickest way but here's what I did - 1. Copy your current SF2 folder from your Saved Games folder and paste it on your new hard drive (i.e E:\SF2 or what ever letter your Hard drive is, I'll use E:\ as an example) 2. Open your original SF2 folder in Saved Games and delete everything EXCEPT "Options.ini" and if it's there "Version.ini" (not 100% on the version file but better safe than sorry). 3. Open Options.ini and scroll to the bottom, change the last two lines (which are the location of the Mod folder and Screenshots) to the hard drive where your new mod folder is i.e [Mods] ModsEnabled=TRUE Directory=C:\Users\YOUR NAME\Saved Games\ThirdWire\SF2 Europe Editors=StrikeFighters2 [screenShots] Directory=C:\Users\YOUR NAME\Saved Games\ThirdWire\SF2 Europe\ScreenShots Format=JPG becomes [Mods] ModsEnabled=TRUE Directory=E:\SF2 Europe Editors=StrikeFighters2 [screenShots] Directory=E:\SF2 Europe\ScreenShots Format=JPG 4. Finally delete the "Options.ini" from your new Mod Folder on the new Hard Drive. Then start a game and make sure everything works. The longest part is copying the mod folder over at the start if it's got lots of extra mods added.
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