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Showing most liked content on 03/11/2023 in Posts
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10 points
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8 pointsMcDonnell Douglas A-4H Skyhawk - Escuadrón Aéreo 2, Fuerza Aérea Uruguaya, 1989 Skin Credit: salvatorestupido with 'Jet Intake' decals by Nyghtfall
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7 pointsI started to make 3 new coastal tiles for smaller town at the sea. As you see the tile is, at the moment, only made for the brown season. The green season comes later. In a next step i will add small houses and relocate trees which stands now in the town, but not belongs to there.
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6 points
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5 points57th Fighter Interceptor Squadron, NAS Keflavik - The Black Knights of Iceland Northrop F-89C Scorpion, 1953–1962 Convair F-102 Delta Dagger, 1962-1973 McDonell Douglas F-4C Phantom II, 1973–1978 The 87th Red Bulls deployed to Keflavik Iceland in April 1978 to assist the 57th with Alert Duties as that unit transitioned from F-4Cs to F-4Es. McDonell Douglas F-4E Phantom II, 1978–1985 McDonell Douglas F-15 Eagle, 1985-1993
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2 pointsSit rep: The 3 tiles are done now in brown and green. My initial idea to place hundrets of small houses on it does not really work. If to many houses are at one tile the game does not show the other houses. Not good. BTW: at Google Earth i found an other very small argentinian airport close to Villa Gesell. This airport i will create tomorrow.
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2 pointsYou find one as easter egg at the only american airbase of my Sokotra terrain
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2 pointsthe "hot dog stand" is a fixture/feature on every terrain I build. What we really need is "the golden arches" Excellent work on that tile Gepard!!!
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2 points
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2 pointsi got the info that the F-4E had a CCT TV with a black gray tv screen and not the black green one we use in SF2 , adding a GreyTvFilter did not do the trick i have now a colored TV screen i need some help here , can somebody tell me how to get the tv screen monochrome ( black gray ) , any help is welcome
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2 pointsthis missile drives me crazy , i have the dimensions for it from the net , length 3,32 meters ( 10.9 feet ) diameter 0,23 meter ( 9.1 inch ) , so i made a cylinder with exact this dimension an made the missile out of it , than i added details and try to make the skin but i discovered that what ever i made it did not work there was always a mismatch with the pictures i have , so i changed the length of that missile to 3,96 meters and i was able to get everything done , but i like to have the missile with the length mention in the net , so scaled the missile just along the x axis until i got the right measurement with the result that some of the circular openings in the missile body are no longer round , but it is just a bit so i let it oval now Red Top missile , it took a long time to do this one but it is done now
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1 pointThese are unused but working BlendOp options as found inside the GraphicsEngineDX10.dll: MODULATE_AND_ADD_SRC MODULATE_AND_ADD_DST MODULATE_MUL_2 MODULATE_INV_SRC MODULATE_INV_DST My discovery was dictated by my hunger of finding a proper solution to the DTV filter which does not work properly in-game with night environments, especially with the much darker nights of my realSKY mod. Below you'll find a comparison between stock filter material data and the custom one using another BlendOp: Stock MODULATE, day Stock MODULATE, night Unused MODULATE_MUL_2, day Unused MODULATE_MUL_2, night The main drawback of MODULATE_MUL_2 is that it doubles the MODULATE option, so at day the image is lightened too much than the stock MODULATE. Mind you, the screenshots were taken with the realSKY mod on Unlimited settings, so the post processing effect adds bloom to already bright areas. However, at night MODULATE_MUL_2 brings a big improvement as you can finally see the ground and its objects more easily. PS: Please admins, pin this topic. The unused BlendOps I found work just fine, and may be useful to other modders willing to experiment with them.
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1 pointOne of the best whatifs I've seen. It deserves a low viz version. Marvelous!!
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1 pointthe longer exhaust is a bonus when fighting against Manpad equipped guerillas. I like how you added a warthog nose as the Uruguayan Pucarás!
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1 pointYou can't, it's not possible on Strike Fighters. The way it works, the filter is applied through one of a few DirectX blending operations. Me and guuruu experimented with it after I discovered other blending operations we can use, more details here: Unused Blending Operations - Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion - CombatACE. We managed to achieve some sort of grey IR filter but it's far from being acceptable, lights and the sky are colored and it would only work under certain times of day with other side issues. SF2 includes and makes use of few DX10 features; some other, more advanced blend ops are not implemented at all. It may be possible to achieve a grey IR filter through a custom shader for the DTV filter material, but I haven't succeeded so far in creating one.
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1 pointCheck the attachment type in the MiG data files. It should look something like this. Ensure it reads AttachmentType=WP,SOVIET. If you intend to use Chinese weapons then you must add ,CHINA to that line as well. [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.68,-1.49,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,IRM,FT AttachmentType=WP,SOVIET ModelNodeName=WingPylon_Outer_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_Outer_R LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank490_MiG21
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1 pointIs possible, adding a special aircraft object in the ground. Yap did that for its Hueys, now that is a free addon, maybe we can take a look how they did.
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1 point149th Tactical Fighter Squadron, Virginia Air National Guard. F-105D to A-7D, 1981 pay no mind how much Richmond VA looks like southern Italy lol
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1 pointyeah, you're gonna have to start dredging pretty soon, given the amount of silt in that river (<gr>)
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