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Showing most liked content on 09/08/2021 in Posts
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3 pointsYou underestimate the amount of knowledge required to do what you say. We cannot reverse engineer an executable out of nowhere. Without any source code, it's simply not plausible.
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2 pointsVulcan in the Valleys.. Showing it's teeth.. Heading for home..
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2 pointsok, how'd you get the Airbus to fly doors open, presuming it to be AI? mandatory screenie, or just another day at the DA labs
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1 pointSmall addition to prepare gorgeous IAR-15, 37, 38 & 39 models from MineField IAR P-11F (under licence in Romania manufactured PZL P.11): Excelet PZL P-11C 3D-model created by Zurawski, small changed using FakePilot method (changed engine). Mod tested in First Eagles 1 and WOE. Should are about it interest? Jan
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1 pointNo fear...CA is going to open a special virtual ward some day for affected players...
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1 pointI totally agree with you. I was just referring to the Russian doctrine for tank battle.
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1 pointWhat I'm trying to explain to you, nowhere in the war in the former Yugoslavia, I've never seen an M-84 or a T-55 in action with those tanks. The reason is simple, they are not armored and that is why they easily catch fire, that is, they explode.
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1 pointThis is one of the videos of the t-72 Russian tank in life exercise with extra fuel tanks while they are firing the main gun.
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1 pointA brief update: I am (slowly) working my way through all the weather files and replacing many of the old cloud files with my new and improved cloud files. Usually, this is straight-forward, but occasionally, I run into problems. For example, in the process of replacing many of the old haze cloud files with the newer ones, I discovered that while the new files significantly reduced cloud flashing while flying in an easterly or westerly direction, this was not the case when flying in a northerly or southerly direction! (WOFF QC defaults to flying from east to west). Arrgghhh! Fortunately, I think I have managed to fix the situation, although there may still be some residual cloud flashing in some circumstances. On the bright side, I have managed to add one or two more weather types! See BB Grey Altocumulus Clouds below: I still hope to release the update sometime this month. Sorry for the delay, but this is a big project!
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1 pointYes, you are correct, but they can be dropped before engaging the enemies, and that is the Russian tactics if I am not mistaken. also, I made them for the static model. :)
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1 pointWel, l I am more realistic I guess: I know I will never see the day when I can actually do that.(just play the game). But I noticed that, even so, I keep going forward editing files. It's a disease, I'm telling you...
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1 pointEveryday I hope someone crack the EXE code and we can start adding serious stuff without being tied to TK, when TK already said that he doesn't care what we do.
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1 pointHi there! Stabs are Not control surfaces (unless is a modern jet, that is). What you should be looking at are the elevators, rudder, ailerons, flaps and slats. Also, what specific plane are you talking about?
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1 pointIt's out and you need an Xbox controller. https://store.thirdwire.com/project_sfmc.htm
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1 pointCapped off my weekend with this surreal dogfight with the legend himself. I was too late to save the two seater he pounced on and even when I got on the Baron's tail, his wingmen were all over my 6 shooting me full of holes. After a prolonged fight, Manfred walked away from a controlled crash landing and I limped away with a crate that looked like flying swiss cheese.
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1 pointI worked today for about 6 hours, therefore, I think it's coming along nicely. I still need more work and tweaking to get it completed.
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1 pointthis day i hope.... to bump this thread up. transport missions and non "bomb" cargo items would still be nice too
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1 pointHi all, 6 September 2021 A new update to V1.16 is available for WOFF BH&H II. The change log is below. Please see the WOFF BH&H II download page on our website for more information. WOFF BH&H II CHANGE LOG: Version 1.16 6 September 2021 1 ) Fixed an issue that prevented the AI bombers from bombing when player is in bombardier station. 2) Aircraft changes;a) Added BombSight to all 2 Seaters (except Nieuport 12); Aviatik BI, Aviatik BII Aviatik CI Aviatik CI SOL Aviatik CI OBS Breguet14 A2 Bristol F2b Caudron G4 DFW CV DH4 FE2b Gotha GIV Hannover Morane L Pfalz AI RAF BE2c Early RAF BE2c RAF BE2c SOL RAF BE2c OBS Re (RE8) Roland CII Rumpler CIV Sopwith Strutter B1 Sopwith Strutter b) Added Bombsight to Strutter B1 (single seater bomber). c) Also Breguet14 fixed hub of blurred prop, fixed small issue on lower LOD when zooming out. d) Fixed fuselage mapping issue on N24, N24 Bis, N24 Bis Lewis, N24 Lewis, N27. Also includes all the previous patches.
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1 pointDouglas A-4E Skyhawk - No.860 Squadron, Royal Netherlands Naval Air Service, 1971
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1 pointGiving the new Vulcan a workout high over the English countryside..
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1 pointI have absolutely no idea! I set up the mission to be a simple intercept of the Airbus (actually the 'real' mission was to intercept a Tu-95 on a recon run off the North Sea coast but I set up a couple of F-15Cs out of Lakenheath to take care of that). The story was that the airliner's navigation equipment had gone down and we would form up on it and lead it down through the clouds and onto the runway. I was as surprised as anyone when I got in visual range, and the flyby to check over the airliner was real. I re-wrote the story in my head on the fly as I tracked the Airbus down and over London until it landed. Funny thing is I've flown the mission a few more times since then because I thought I had set something wrong, maybe with the airliner dropping below stall speed, and it has been absolutely fine... Maybe TK programmed in a secret setting - RandomCatastrophicMishap=TRUE
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1 pointNone of what you said is possible, unfortunately. The mod I linked attempts to do it, but it turns out that plane numbers, callsigns, mentioned o'clock positions, etc., are totally fake/random and do not reflect what's happening really in-game. The game was not programmed to take such details into account, thus they are completely random and wrong. You'd hear the AI mention "Cowboy Two" but there is no Cowboy flight in-game, for instance. The same can be said for SAMs, o'clock positions are totally wrong. You could use that above mod for immersion, but surely it has no real gameplay purpose, it actually makes it worse in my view. As for figuring out if they are talking to you, speech subtitle colours help you determine that.
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1 pointSomewhere Out There... Earth Tracking Station... 'Uh, Bob, can you come over and take a look at my scope? I'm picking up something I've never seen before...' 'Sure lets take a look...Holy sh...!'
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1 pointin the field data figure these entries [Texturexxx] Filename = seaxxx.TGA HasWater = 1 HeightMap = seaxxx_hm.BMP HeightMapScale = 2.000000 Color = 0.241387,0.257525,0.233230 ----------------- (this color data) SolidObjectTexture = AlphaObjectTexture = TerObjectFalklandTrees.TGA MipMapLevels = 6 when cloning that data in many tiles I create the problem of limit of loads I never closed the texture number 847, if it had a limit it would have to be 900, 1000,500, a round number, so since I had to rewrite about 130 tile data in the data replace that color number: = xxxx.xxx .xxx that I never gave importance to but it was repeated in the series. that vast so that the missing tiles appear and the graphics engine will not load the texture 1 replacing them
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1 pointWow, thank you all for the praise. It means a lot to me. Really! I still have plans to update the tools: TargetAreaEditor, LODViewer and LODExporter. And first and foremost I want to eventually release a first version of the TODEditor! I know I promised the TODEditor since by now more than 5 years(!). And three months ago I thought the first version will be "ready in two weeks"(TM). But than again RL stuff, vacation, etc. ... happened, and I haven't worked much on it since then. But right now I hope (again) the first release will be "ready in two weeks"(TM). TODEditor WIP screenshot:
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1 pointThe sun was already up and it was shaping to be a beautiful summer morning in the Med when we were launched as the Alert 5. As we climbed to altitude the controller aboard the E-2C briefed us on the developing situation.. A Libyan Arab Airlines scheduled flight from Benghazi to Damascus had turned left instead of right on clearing Libyan airspace and was now heading west, apparently towards Malta. Was it a hijack, a defection or something else? Our orders were to close in on the airliner and try to find out.. After a few minutes the situation worsened. The airliner wasn't responding to Libyan ATC instructions to return to course or to turn south, back to Libya, and two MiG-25s had been launched in pursuit.. The Hawkeye was trying to put us in between the MiGs and the Airbus, but the Soviet built fighters had picked up speed and the angles were all wrong. Then suddenly we heard an urgent call from the controller on the E-2C. 'He's firing a missile!' The Hawkeye controller was now broadcasting on Guard for the Airbus to take evasive action as the Libyan AA-6 began to track the airliner.. We were cleared to engage and I snapped out the orders, 'I'll take the lead. Two you engage the trailer' We both called Fox 3 as our AIM-54s arced up to track on the Foxbats.. But there was a problem with our missile. 'Looks like we're being spoofed' called my RIO. 'I've lost lock and so has the missile.' I switched to HEAT and went for a lock with my Sidewinders but we were still just out of range. In my headphones I could hear my wingman call Fox 3 and then Fox 1 in quick succession. Another Phoenix and then a Sparrow? Was he having trouble locking on too? After interminable seconds I finally got a Sidewinder lock and called Fox 2, but way too soon there were not one but two explosions and smoke trails ahead.. My wingman had killed both MiGs with his AIM-54 shots! Although his AIM-7 and my AIM-9 would hit the burning targets in the next few seconds they were both already out of the fight. But what about the Airbus? Had it survived the Libyan missile attack? I called the Hawkeye and rolled onto a course towards the airliner. He had radically changed course and altitude, causing the AA-6 to waste fuel and time trying to manoeuvre onto him until it lost lock when the launch aircraft was destroyed. We picked up the airliner at low level south-east of Malta... It didn't answer our calls, but made a single call to ATC at Luqa, Malta that it was commencing a straight in approach and ambulances should meet it as there were wounded aboard. I crossed to the other side of the airliner to give it room as it commenced it's landing run into Luqa, which had already cleared all traffic in anticipation.. We watched it all the way down to the runway.. Then it was back to the boat via a tanker and home in time for breakfast. Maybe we'd read what happened on the airliner in tomorrow's papers...
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1 pointView File TMF F-14A_82 SF2NA Skin pack TMF F-14A_82 SF2NA Skin pack Tested in SF2NA, Full-5 Merged and based on 1977Frenchie and Blackburn32 great skins. I've started this skin in order to have the correct skin for the VF-14 and VF-32 cruise on USS Independence in 1982-83 ( comprised the crisis in Lebanon) and VF-11 and VF-31 embarked in USS J F Kennedy in 1982 and USS Forrestal in 1986 for The Mirage Factory F-14A_82,to be used in the campaign of SF2NA Expansion Pack and SF2 North Cape Few decals are modified from the original skins of Blackburn32 and/or 1977Frenchie, but the majority was done by me.I've also added the correct ( more or less) gun gas vents in place of the incorrect NACA ones. ========== To Install: As always ,all in the relative folders in your game(s) As these skins was designed to replace those already done by TMF/1977Frenchie/ Blackburn32, If you will preserve the old ones, please made a back-up of the latters as the folder in this pack share the same folders names and will overwrite all ----------------------------- Credits: TMF, Blackburn32 and 1977Frenchie for the F-14A and skins Me for the decals and the small improvements If I've forgot someone,please let me know please! ------------ Know issue: As always I tried to be the more historically precise as possible, but I miss some squadron's Bu.Nos/modexes and some skins have decals for just 10 planes out of the 12 standard for a Navy Squadron...sorry! -------------------------------------------- Legal note: This package may NOT in any way, shape or form be used in any payware addition. ------------------------------------------- Gianni "RustyKurnass" Coniglio Submitter RustyKurnass Submitted 08/15/2021 Category F-14
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1 pointevery day I hope I will stop editing files and finally start playing for the dog's sake..
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