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Showing most liked content on 08/14/2022 in Posts
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14 points
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5 pointstime: 1968 place: Cannon AFB, New Mexico during the Pueblo Crisis, 3 Air National Guard units were federalized, and placed on active duty there. One of these was the 138th TFS of the New York ANG. Here we can see on of their Sabre Hogs heading out to the bombing range for practice
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5 points1980's Royal Navy amphibious battle group landing Royal Marines on NATO reinforcement exercises in Norway...
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4 pointsI have uploaded version Beta 0.25 just now. Now an Admin must give his okay. Hope you enjoy the terrain.
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4 pointsallen, you need a couple more serials for the B models? however, i'll leave the rest to you two. crisisloaner; a note: find and download a copy of "USAAF_Stencil" for your tailcodes. will make your USAF planes closer to real, although Iron Eagle wasnt exactly the hieght of accuracy! mandatory screenies, or how to decimate a Soviet Fleet ....... .............and piss off MiGs
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3 pointsThanks daddyairplanes you are a genius! That worked And if anyone else wants a plain uh-60, just don't look underneath Component[011]=HideBit1 Component[012]=HideBit2 Component[013]=HideBit3 Component[014]=HideBit4 Component[015]=HideBit5 Component[016]=HideBit6 Component[017]=HideBit7 Component[018]=HideBit8 Component[019]=HideBit9 Component[020]=HideBit10 Component[021]=HideBit11 [HideBit1] ParentComponentName=techo_piso_AH-60 ModelNodeName=20mm_barrel DestroyedNodeName=20mm_barrel HasAeroCoefficients=FALSE [HideBit2] ParentComponentName=techo_piso_AH-60 ModelNodeName=20mm_Gun DestroyedNodeName=20mm_Gun HasAeroCoefficients=FALSE [HideBit3] ParentComponentName=techo_piso_AH-60 ModelNodeName=Cannon_panza DestroyedNodeName=Cannon_panza HasAeroCoefficients=FALSE [HideBit4] ParentComponentName=techo_piso_AH-60 ModelNodeName=Box06 DestroyedNodeName=Box06 HasAeroCoefficients=FALSE [HideBit5] ParentComponentName=techo_piso_AH-60 ModelNodeName=Sensores nose sh60 DestroyedNodeName=Sensores nose sh60 HasAeroCoefficients=FALSE [HideBit6] ParentComponentName=techo_piso_AH-60 ModelNodeName=20mm_gun_1 DestroyedNodeName=20mm_gun_1 HasAeroCoefficients=FALSE [HideBit7] ParentComponentName=techo_piso_AH-60 ModelNodeName=_gun_2 DestroyedNodeName=gun_2 HasAeroCoefficients=FALSE [HideBit8] ParentComponentName=techo_piso_AH-60 ModelNodeName=gun_1 DestroyedNodeName=gun_1 HasAeroCoefficients=FALSE [HideBit9] ParentComponentName=techo_piso_AH-60 ModelNodeName=Cilindro cañon DestroyedNodeName=Cilindro cañon HasAeroCoefficients=FALSE [HideBit10] ParentComponentName=techo_piso_AH-60 ModelNodeName=soporte flir DestroyedNodeName=soporte flir HasAeroCoefficients=FALSE [HideBit11] ParentComponentName=techo_piso_AH-60 ModelNodeName=TopLite_Flir 3 DestroyedNodeName=TopLite_Flir 3 HasAeroCoefficients=FALSE
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3 points
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3 pointsYou beat me to it by an hour crisisloaner! I think Chappie flew an F-16B too, which would make sense, then either of them could make the rescue of Col. Masters. Unfortunately Chappie never made it to the target, having been hit in a tense dogfight with Bilyan MiG-23s And he was last seen trying to make it back over the Mediterranean.. Time to put on the music... Please can you share the Hades bomb and the Data.ini and Loadout.ini files to get the asymmetrical loadouts?
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2 pointsok, looking up from an older mod, [BigBlade1] <<<<<<<<<<<<<<<<<<<<<<<<<<< or HideBits ParentComponentName=Wing_R ModelNodeName=Cylinder02 DestroyedNodeName=Cylinder02 <<<<<<<<<<<<<<<<<<<<<<<<< this is the big thing your missing. basically, your turning the part invisible, but it comes back as the destroyed model if you crash DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE show from cockpit and damaage rating seem to be irrelevant
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2 pointsOkay, thanks for the info. Edit: I removed the Krivaks from Sewastopol Harbour. Additionally i added some stock partolboats to the harbour. Lets see wheter they also cause a SEAD problem or not. Edit: Here the location of the target areas at Crimean Peninsula: More will come.
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1 pointHi All I am trying to hide various parts of Anglep AH-60 BattleHawk to make a plain UH-60 and it's not working. Has anyone else done this and can point out the error I am making? I am thinking its the ParentComponentName, but having tried fuselage, nose and various others I am a bit stumped. Cheers Snapper21 Component[007]=LeftWing Component[008]=RightWing Component[009]=LeftOuterWing Component[010]=RightOuterWing Component[011]=HideBit1 Component[012]=HideBit2 Component[013]=HideBit3 Component[014]=HideBit4 Component[015]=HideBit5 Component[016]=HideBit6 Component[017]=HideBit7 Component[018]=HideBit8 Component[019]=HideBit9 Component[020]=HideBit10 Component[021]=HideBit11 Component[022]=HideBit12 Component[023]=HideBit13 [HideBit1] ModelNodeName=20mm_barrel ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit2] ModelNodeName=20mm_Gun ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit3] ModelNodeName=Base_Cañon ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit4] ModelNodeName=Box06 ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit5] ModelNodeName=Sensores nose sh60 ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE This is what I am aiming for
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1 pointThe second Beta is released. Contains now reworked russian airbases at the Crimean Peninsula, a SAM network there, factories as targets, the Sewastopol Harbour and a little bit more. The number of target areas climed from 31 to 54.
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1 pointdont know about fake rocket pods, but i made the Hound Dog Pylons on the B-52G_89 into gun pods so they could be selected in the dropdown menu. in my case i wanted them to be selected as there was teh shorter HSAB pylon and the longer Hound Dog one not the best examples out there, but you can compare notes and see if you come up with something that helps B-52G_89_DATA.7z AGM28Pylon2.7z
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1 pointI'm leaving them blank like in the movies. 'USAF' F-16Cs patrolling West of Alaska, 1988.. (We need those weird Russian markings for the 'MiG-29s' to do Iron Eagle II full justice)
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1 point
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1 pointFrom the Lightning F1 data.ini: [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=INTERNAL <<<<<<<<<<<<<<<<<<<<<<<< change to external and add in values for drag/ weight of the pylon or keep at 0 and have the values in the fake rocket pod with no rockets. Remove all the bomb bay animations etc AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack <<<<<<<<<<<<<<<<<< use the node name of the F-5 weapon pylon HideNodeName=no_weapon_pack <<<<<<<<<<<<<<<<<<<<<<<< won't need this DoNotDetachPylon=TRUE <<<<<<<<<<<<<<<<<<<<<<<< play around to see what effect this has NoJettision=TRUE <<<<<<<<<<<<<<<<<<<<<< change to False BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP1 <<<<<<<<<<<<<<<<<<<<<<<< change to match what you use for the Fake rocket pod with no rockets. Example of a fake rocket pod with no rockets: [WeaponData001] TypeName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon FullName=LAU-3A Rocket Pod <<<<<<<<<<<<<<<<<<<<<<<< F-5 Weapon Pylon ModelName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove model name Mass=35.299999 Diameter=0.420000 Length=2.350000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,NATO SpecificStationCode= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon NationName=USAF StartYear=1948 EndYear=0 Availability=3 BaseQuantity=50 Exported=TRUE ExportStartYear=1948 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk40_M151 <<<<<<<<<<<<<<<<<<<<<<<<<<< change to anything that is not an actual rocket eg "NO_ROCKET" NumRockets=19 ROF=10.500000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName=Front_Cover <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove RearCoverNodeName= ShowRockets=TRUE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< False Rocket01Position=-0.074000,-0.080000,-0.128000 Rocket02Position=0.074000,-0.080000,-0.128000 Rocket03Position=-0.111000,-0.080000,-0.064000 Rocket04Position=0.111000,-0.080000,-0.064000 Rocket05Position=-0.148000,-0.080000,0.000000 Rocket06Position=0.148000,-0.080000,0.000000 Rocket07Position=-0.111000,-0.080000,0.064000 Rocket08Position=0.111000,-0.080000,0.064000 Rocket09Position=-0.074000,-0.080000,0.128000 Rocket10Position=0.074000,-0.080000,0.128000 Rocket11Position=0.000000,-0.080000,-0.128000 Rocket12Position=0.000000,-0.080000,0.128000 Rocket13Position=-0.037000,-0.080000,-0.064000 Rocket14Position=0.037000,-0.080000,0.064000 Rocket15Position=0.037000,-0.080000,-0.064000 Rocket16Position=-0.037000,-0.080000,0.064000 Rocket17Position=0.074000,-0.080000,0.000000 Rocket18Position=-0.074000,-0.080000,0.000000 Rocket19Position=0.000000,-0.080000,0.000000
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1 pointMy only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). By being empty the AI won't try and use them as an actual rocket pod.
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1 pointEureka!!!!!!!!!!!! It dawned on me that the StationGroupID limit of six was not for the game itself but only for the weapon stations that would be "visible" in the armaments selection screen. So what i did was use the StationGroupIDs till number 8 in the data.ini as I had done it originally, but have included the "hidden" entries ID 7 through 8 ( StationIDs 12 through 16) for all the mission types in the loadout.ini! So it appears that 2 birds have been killed with one stone; ..one, the user doesn't have to mess around the arming screen manually adding the "jetisonable" pylons, and two, in-game ctrl-j jettisons both the stores and pylons.. as in the real F-5C!!! Thanks a lot for all your ideas gentlemen!!
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1 pointHey daddyairplanes don't forget Doug Masters , he had the hades bomb... hades made quite an impression ... now, taxi for Col.Ted Masters !
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1 pointDisplayWidth=3840 DisplayHeight=1600 3840 divided by 1600 = Aspect-Ratio of 2.4 I got problems with anything above 60Hz refreshrate, but at 60 is works fine.
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1 pointWow... Talk about a new person to SF2... Welcome to CombatAce Dave, we got plenty of people that can help out. Also don't forget to check out the Knowledge Base since you're new here lol
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1 pointSitRep: The russian airfields are mostly done. Only the parking aircraft positions must still be fixed. I added some factory and storage areas at the Crimean peninsula, so that if you want to fly strike missions not only runways will be the choosen target. Screenshot: You see Sewastopol Harbor, as far it is already done. In the front is the Black Sea Fleet HQ complex, on the right the northern part of the harbour with some cargoships, warehouses and factories. On the left bank the beginning of the southern part of the harbour. It is not finished yet. If you use SF2NA as basic game you will find some Krivak frigates in the port. I think i will release the next Beta tomorrow.
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1 pointIt has uhhh been a while since i posted here ignore the grey/white ground objs in first pic its a png issue i think (hmpf)
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1 pointnah, pretty sure Spinners did a mod on it. plans from the Chinese, license built by Lockheed was gonna post this in the WIP thread, but since i need a screenie.... just waiting the OK. big thanks to ravenclaw and the test team
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1 pointSince I started playing this game in 2003, I've seen some really weird stuff..... but this one takes the prize!!! I guess we got them for dissimilar air combat training????
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1 pointrecently declassified photos of secret operation over Bilya. Until a few years ago, it was stated that COL Ted Masters had been released from internment by the Bilyans after intense negotiating..... (a request someone has been telling me about for a while now)
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1 pointI could not resist to play the Vexin Mirage IIIC over its natural terrain : Djibouti :)
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