Leaderboard
Popular Content
Showing most liked content on 06/09/2022 in Posts
-
8 points
-
7 pointsAnd Saporoschje is finished now. So it looks in editor tool: And so in game:
-
5 points
-
4 points
-
3 pointsAlmost done with the upgrades but I have to spend a day or two packaging everything -- more studying of the flaps/brakes system on the Strutters, in the meantime, has resulted in some more tweaks -- they function more so as a drag/braking system than lifting device (I initially thought that they provided drag/lift as traditional, small flaps). See the linked YouTube movie for a good illustration of how they actually work. Use of the airbrakes therefore requires that you include the following entry in your Controls/Default.ini file, since they are manually operated: AIRBRAKES_TOGGLE= (choose key combo. of some kind) Have also attempted implementing the brakes strictly as an inverted lift device but they then remain open constantly on AI-flown aircraft since the AI can't handle them properly. I've instead now combined some lift data that would otherwise be used for lift entries and, together with "SystemType=Airbrake," the data seems to work well - use of the airbrakes gives shorter landing distances and also a faster sink rate when flying at idle. Also good is that the airbrakes, when fully extended, cut down on the climb rate by about 30% or so (based on various tests at full throttle climbs). Will update again once the ver. 10.5 addon FM pack is released. Cheers all, Von S Airbrakes fully extended (in their correct position) Avoid prolonged blipping of the LeRhone 120-125 hp on the Sop 1B1 - tends to catch fire... And then spreads quickly...
-
3 points
-
2 pointsReal life had prevented my work on the terrain for a couple of days. Today i found time to finish Saporoschje Airfield to 75%. So it looks now in the editor tool: and so in game: The left upper taxiway bow with a lot of parking areas is still missing. I hope that i can to the rest of the job tomorrow.
-
2 points
-
1 pointHello, Last week with a 300mm camera I took a photo of a MQ-9 Reaper in flight over my parent's home. They live in the south of Bordeaux city between the Cazaux and Mont-de-Marsan Air Bases. There’s a shooting range nearby. I was in vacation and this little event was a surprise to me. This UAV was flying at medium altitude around 18h00 on 05.31.2022. I think this is one of the 12 Reapers belonging to the Armée de l'Air... Below several photos. Best regards, P.
-
1 point
-
1 pointYes that is the plan, including the MiG-23s and rest of Soviets aircraft! I decided to randomly select next aircraft to work on instead of doing it alphabetically from aircraft list. More fun this way. Eagle114th
-
1 point
-
1 pointHello everyone! While working on A-6s and EA-6s series aircraft for SFCE, I just thought of this. I am going to share techniques I use to inplement the wing vortex and pinpoint the location for it. That way any modders can get an idea and use it. IMPORTANT NOTES: Any codes after SystemName[032] will not work. I discovered this limitation. When creating wing vortex, please note that if any aircraft have a large wing, such as A-6, it would be ideal to either make larger vortex to use less SystemName or experiment an alternative methods. Personally I think it is impratical to try to implement the wing vortex on A-6s until TK fix this limitation. I recommend adding wing vortex to any aircraft with smaller wing span, such as F-4s, F-104s, Mirage IIIs, etc.. However, for the sake of tutorial, I will leave this post intact. A-6A is one of perfect example since it have various shapes from engine intaker to wingtip. First step - Pinpoint the location Note: The most useful tools I use is LOD Viewer. This is Godsent tool. Without it, it would have taken me probably twice or even more time required for the project. All hat off to Mue for his masterpieces! 1) Use LOD Viewer to pinpoint the first location of wing vortex. 2) Locator - I use light to help me locating where vortex would be. Here is an example in aircraft data ini file: [Fuselage] . . . (BOTTOM of [AircraftData] code) SystemName[014]=Locator1 SystemName[015]=Locator2 SystemName[016]=Locator3 SystemName[017]=Locator4 SystemName[018]=Locator5 SystemName[019]=Locator6 SystemName[020]=Locator7 SystemName[021]=Locator8 SystemName[022]=Locator9 SystemName[023]=Locator10 SystemName[024]=Locator11 SystemName[025]=Locator12 SystemName[026]=Locator13 SystemName[027]=Locator14 SystemName[028]=Locator15 Then Added this codes: // Wing Vortex --------------------------------------------------------- [Locator1] SystemType=LIGHT Position=-1.0,0.74,0.45 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator2] SystemType=LIGHT Position=-1.4,0.27,0.43 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator3] SystemType=LIGHT Position=-1.8,-0.20,0.41 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator4] SystemType=LIGHT Position=-2.2,-0.75,0.39 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE //-------------------------------- [Locator5] SystemType=LIGHT Position=-2.6,-1.0,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator6] SystemType=LIGHT Position=-3.0,-1.21,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator7] SystemType=LIGHT Position=-3.4,-1.42,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator8] SystemType=LIGHT Position=-3.8,-1.63,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator9] SystemType=LIGHT Position=-4.2,-1.84,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator10] SystemType=LIGHT Position=-4.6,-2.05,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator11] SystemType=LIGHT Position=-5.0,-2.26,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator12] SystemType=LIGHT Position=-5.4,-2.47,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator13] SystemType=LIGHT Position=-5.8,-2.68,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator14] SystemType=LIGHT Position=-6.2,-2.89,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator15] SystemType=LIGHT Position=-6.6,-3.10,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE When running SF2, all light positions are re-adjusted until they match the shape and align with the 'lining' of front edge of wing. NOTE: I recommend being above the wing, not 'on surface' of wing. When you pull high Gs, the wing will sink into the wing. You don't want that. Instead, you would rather for the wing vortex to be direclty above the wing. 3) Save all position information from locator and erase all Locator codes since you no longer need it. It is better to have clean codes instead of messy in aircraft data ini. However, now you have saved positions as reference for wing vortex effects. // Wing Vortex --------------------------------------------------------- // 1 = Position=-1.0,0.74,0.45 // 2 = Position=-1.4,0.27,0.43 // 3 = Position=-1.8,-0.20,0.41 // 4 = Position=-2.2,-0.75,0.39 // 5 = Position=-2.6,-1.0,0.37 // 6 = Position=-3.0,-1.21,0.37 // 7 = Position=-3.4,-1.42,0.37 // 8 = Position=-3.8,-1.63,0.37 // 9 = Position=-4.2,-1.84,0.37 // 10 = Position=-4.6,-2.05,0.37 // 11 = Position=-5.0,-2.26,0.37 // 12 = Position=-5.4,-2.47,0.37 // 13 = Position=-5.8,-2.68,0.37 // 14 = Position=-6.2,-2.89,0.37 // 15 = Position=-6.6,-3.10,0.37 // 16 = Position=-7.0,-3.31,0.37 // 17 = Position=-7.4,-3.52,0.37 // 18 = Position=-7.8,-3.73,0.37 // 19 = Position=-8.2,-3.94,0.37 // 20 = Position=-8.6,-4.15,0.37 4) Prepare effect files for aircraft. In next version of SFCE, you will see two files in Effects folder: AIRCRAFT_A-6_VortexEmitter.ini VORTEX_A6WingVortex.tga In AIRCRAFT_A-6_VortexEmitter.ini, you will see this code: [EmitterType001] Name=A-6VortexEmitter1 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=4000.0 EmissionRate=0.0005 EmissionVolume=0.01,0.01,0.01 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.0,0.0,0.0 EmissionVelocityDeviation=0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.26 ParticleLifeTimeDeviation=0.25 ParticleWeight=-0.1 ParticleRandomness=0.03 ParticleDragFactor=1.00 ParticleInheritence=1.0 ParticleWindFactor=0.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.00000 ParticleColor[02].Time=0.500000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[03].Time=1.00000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.00000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.20 ParticleSize[02].Time=0.500000 ParticleSize[02].Value=0.35 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=0.70 TextureMaterial=A6WingVortexMaterial . . . //============================================================================= [A6WingVortexMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=VORTEX_A6WingVortex.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE 5) Prepare your wing vortex codes. In aircraft data ini, add this code under [AircraftData]: [AircraftData] . . . (Bottom of [AircraftData] codes) Component[011]=LeftWingVortex1 Component[012]=LeftWingVortex2 Component[013]=LeftWingVortex3 Component[014]=LeftWingVortex4 Component[015]=LeftWingVortex5 Component[016]=LeftWingVortex6 Component[017]=LeftWingVortex7 Component[018]=LeftWingVortex8 Component[019]=LeftWingVortex9 Component[020]=LeftWingVortex10 Component[021]=LeftWingVortex11 Component[022]=LeftWingVortex12 Component[023]=LeftWingVortex13 Component[024]=LeftWingVortex14 Component[025]=LeftWingVortex15 Now with the reference codes you proved, use it for LeftWingVortexXXX. Here is an example: NOTE: I recommmend you to do one LeftWingVortexXXX a time to test it in-game and adjust it before moving to next one. // Wing Vortex --------------------------------------------------------- // 1 = Position=-1.0,0.74,0.45 // 2 = Position=-1.4,0.27,0.43 // 3 = Position=-1.8,-0.20,0.41 // 4 = Position=-2.2,-0.75,0.39 // 5 = Position=-2.6,-1.0,0.37 // 6 = Position=-3.0,-1.21,0.37 // 7 = Position=-3.4,-1.42,0.37 // 8 = Position=-3.8,-1.63,0.37 // 9 = Position=-4.2,-1.84,0.37 // 10 = Position=-4.6,-2.05,0.37 // 11 = Position=-5.0,-2.26,0.37 // 12 = Position=-5.4,-2.47,0.37 // 13 = Position=-5.8,-2.68,0.37 // 14 = Position=-6.2,-2.89,0.37 // 15 = Position=-6.6,-3.10,0.37 // 16 = Position=-7.0,-3.31,0.37 // 17 = Position=-7.4,-3.52,0.37 // 18 = Position=-7.8,-3.73,0.37 // 19 = Position=-8.2,-3.94,0.37 // 20 = Position=-8.6,-4.15,0.37 //-------------------------------- [LeftWingVortex1] ParentComponentName=Fuselage ModelNodeName=LeftWing DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=False DamageRating=DISABLED MassFraction=0.0 HasVortexEmitter=TRUE VortexEmitterName=A-6VortexEmitter1 VortexPosition=-1.0,0.74,0.45 //VortexG=5.0 Note how I added // to VortexG=5.0. We don't want to enable that just yet until you perfect your wing vortex. 6) In SF2, it is ideal to change the option (Start in Air, near enemy), so you can be in the air quickly with sufficient airspeed to accelerate and do hard turning for wing vortex effects testing. Remember when stating that the vortex should be directly above the wing? You will see it when pulling hard, the vortex would move down and it should touch the surface of wing. From there, you keep tweaking both aircraft effect file and the position of it in aircraft data ini. At first it may seem tendious but it will become a second nature to you. After tweaking and flying several times, the first left wing vortex is now done. In the code, re-anble VortexG=5.0 by removing '//'. Now you have a first working wing vortex. You are ready to move on the next one. When you finish working with the rest of LeftWingVortexXXX, doing the RightWIngVortexXXX is not that difficult. All you have to do is copy the entire LeftWingVortex list and codes, then rename it to RightWingVortex AND remove '-' sign for 'X' position in all vortex position. Then you are set! Hope this tutorial will help anyone who struggle to work with the wing vortex effects. Eagle114th
-
1 pointHello everyone! Today report: A-6s and EA-6s are being worked on. Almost everything is completed, along with cockpit. I owe a big thank to HomeFries for his excellent A-6s and EA-6s superpack. He poured a lot of passions into this. Being a big fan of his mods, I am implementing the ini files from his pack. A-6s and EA-6s cockpit are from SF2V Air & Ground War Expansion Packn (Malibu43 & Eburger68) and A-6 "Flight of the Intruder" Editional (allenjb42 & Monty CZ & Column5). So far, EA-6B pilot's seat position are being tweaked and adjusted. It is looking good so far It turns out that EA-6B from SF2 does not have canopy opening/closing animation. At least, the wing folding animation are still available! Eagle114th
-
1 pointits 924th FW. but it and the 301st are work in progress. likely eta in july. also, next time when quoting you can delete the pic and just do the words mandatory screenie, this time with the 457th FS 1997 next will have a spot the differences contest
-
1 pointwelcome! i sense a theme there... mandatory screenie, or "huh, they let them paint those on Herks?" 704th FS, 1994
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 pointHurricane 2Cs on a Rhubarb mission to strafe an enemy airfield in France... @GepardThis is your Battle of Britain 2 terrain. It's a lovely terrain and the detail is amazing, especially in England and around London. However, there don't seem to be any flak guns defending the Luftwaffe airfields. Is that correct?
-
1 point
-
1 point
-
1 pointLove taking older mods and polishing them up to the latest standards....
-
1 point
Important Information
By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..