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Showing most liked content on 02/22/2021 in Posts

  1. 9 points
    que 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.
  2. 8 points
    I 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.
  3. 7 points
  4. 7 points
  5. 5 points
  6. 4 points
  7. 3 points
  8. 3 points
  9. 2 points
  10. 2 points
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  12. 2 points
  13. 2 points
    sometimes, you gotta look (repeatedly) at the photos and make your own details
  14. 2 points
  15. 2 points
    yup, 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"
  16. 1 point
    Hi 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.
  17. 1 point
    Out now https://www.moddb.com/mods/janes-wwii-fighters-2020-edition-flight-sim-air-combat/news/janes-wwii-fighters-2020-edition-released
  18. 1 point
    If 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.
  19. 1 point
    Many 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.
  20. 1 point
    Well said. I swear any SW3 needs way better AI for air-to-ground.
  21. 1 point
  22. 1 point
    Nope. Look at the burner cans and nose ; ) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Required Screenie
  23. 1 point
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  25. 1 point
    Inspired by Gepard ! F-111B in action...
  26. 1 point
    looking 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
  27. 1 point
    Where is the global warming if you need it?!
  28. 1 point
    I 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.
  29. 1 point
    Of 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.
  30. 1 point
    That's why I don't fly with AI wingmen, they're just a hassle to manage and you eventually complete the mission yourself anyways.
  31. 1 point
    alexis99, 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.
  32. 1 point
  33. 1 point
    don't fly bombers ... ordering your wingmates to do anything causes the game to crash. Expecially ordering them to attack something. there is no fix
  34. 1 point
    McDonnell Douglas Eagle F.2 - No.19 Squadron, RAF Germany, 1978
  35. 1 point
    I Love MiGs... all of them. I swear!
  36. 1 point
    A high speed run through this gauntlet... Target in range Home in time for lunch.....and a change of flight suit.
  37. 1 point
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  41. 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!"
  42. 1 point
    Well....a kind of "MiG"... Aggressor A-4N ATSI
  43. 1 point
    "Do you come from a land Down Under"
  44. 1 point
  45. 1 point
    Somewhere off the coast of Scotland..
  46. 1 point
    Thank 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?
  47. 1 point
    individual 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
  48. 1 point
    Yeap 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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