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Showing most liked content on 08/07/2021 in Posts

  1. 14 points
    A Moment of Introspection 'I was born in a cross-fire hurricane And I howled at my ma in the driving rain But it's all right now, in fact, it's a gas But it's all right. I'm Jumpin' Jack Flash It's a gas! Gas! Gas' Cats on the Roof Tops... And we're off! 'The empty world, from which the last cry Flapped hugely, hopelessly away Into the blindness and dumbness and deafness of the gulf' Wench, thy name is Exhilaration! Slipping the surly bonds of earth Have you ever danced with the Devil in the pale of the moonlight? Go Cat! Go!
  2. 7 points
    First flight in the new version of the ODS30AE mod. Well, it would be rude not to..
  3. 6 points
    Turkey 7th Aug, 2021 rain started yesterday until tonight on and off. Happy to see some rain it has been a while.
  4. 5 points
  5. 4 points
    Black Knights come on 2..... Good Morning Mr Bear
  6. 4 points
    Something exotic for hunt any little one.
  7. 3 points
  8. 2 points
    General rule is to keep the LandingSpeed about 5 kph higher (1.4 m/s higher), on average, than the StallSpeed, in the "FlightControl" section of the data ini (works well for AI landings in FE2, and may be worth a shot in SF2 as well). Another, trickier way to manipulate landings, and takeoffs - is to tweak numbers located under the CL0MachTableData section in the "LeftStab" and "RightStab" entries of the relevant data ini. There are usually a minimum of three or four, and a maximum of seven or eight, entries in those CL0Mach sections per left/right stab. From what I've had to tinker with in FE2, it seems that the median value is 1.000. That keeps the elevator parallel with the horizontal stabilizer. Values higher than 1.000 lower the elevator (to improve dives, etc.), while values lower than 1.000, particularly negative numbers, raise the elevator (for steeper takeoffs, improved climbs, etc.). Fixing the CL0 numbers, however, for left/right stabs, while solving some problems - may also introduce or exaggerate other ones. Have seen this happen in FE2, with a strange, instantaneous reversal of direction on some aircraft, just before they land - if too much experimenting is done with those CL0 numbers. Recommended therefore is to stick with changes in the StallSpeed and LandingSpeed values instead - if everything else about the landing/takeoff procedure looks smooth enough. Thoughts above are from experiences in FE2, but may carry over to SF2. Cheers all, Von S
  9. 2 points
  10. 2 points
    Mi-24D, Mi-24V and Mi-24P, using data.ini edits to get different countermeasures combinations for field mods during the Afghan war.. Mi-24P with IR disco ball only Mi-24P with disco ball and flare dispensers Mi-24P with disco ball and exhaust shrouds Mi-24P with disco ball, flare dispensers and exhaust shrouds Mi-24V with disco ball only Mi-24V with disco ball and flare dispensers Mi24V with disco ball and exhaust shrouds Mi-24V with disco ball, flare dispensers and exhaust shrouds Mi-24Ds with no countermeasures Mi-24D with exhaust shrouds
  11. 1 point
    Please, gentlemen!! In these days of political correctness, they are NOT retarded bombs. The new term for them is "vertically and horizontally velocity challenged bombs" If fact, "bomb" may also not be correct, it should/could be replaced by "multi-weight explosive package". thank you for you time and consideration
  12. 1 point
    are you talking about the ballutes, or actual parachutes? the Mk8xAIR weapons are like above, everyone else used fins like Snakeye iirc the ones like pictured are all over the download section, both in weapons packs and in various aircraft mods (cough cough DA B-52 mods nudge nudge)
  13. 1 point
    Checking the deck. Well done everybody!
  14. 1 point
  15. 1 point
    https://www.sas1946.com/main/index.php/topic,60303.12.html
  16. 1 point
    May I suggest RA-11 then? ECRs replacing F-4Gs and RF-4Cs and seeing service during Desert Storm and the Yugoslav Wars
  17. 1 point
    Hawker Hunter Mk.55 - 2/30 'Normandie-Nieman', Armée de l'Air, 1975
  18. 1 point
    North American Aviation P-51D Mustang - Free French Air Force, 1946
  19. 1 point
    Republic P-47N Thunderbolt - Vichy Free Air Force, 1946
  20. 1 point
    Bulldogs and a sneak peek at the reunion tour....
  21. 1 point
    My fear and incognito when starting this map comes true, the list is fine, the TFD loads them correctly without error warnings, the map from texture 847 does not load new textures and replaces them with texture number 1 as I already explained It is not a problem of lack of memory, without objects on the ground, reducing the size of the tiles and the quality of everything still does not load correctly, it is a mixture of disappointment and fury for the time invested.
  22. 1 point
    Completely off-topic, but i found a funny
  23. 1 point
    Awesome stuff, guys!!! Man with my rig, I made x(76) aircraft strike package of which 48 were F-16's and the remaining were support aircraft and man the was heavy AAA's and SAM's, but the SEAD/JAMMING ESCORT x8 F-4G's and x4 EF-111's the threat was neutralized before we have arrived at the target, not to mention quite a few enemy aircraft that tried to intercept the strike package. Still, the x 16 F-15C's took care of that problem, lol. So, all in all, the FPS was smooth as butter. Thanks, guys!!!
  24. 1 point


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