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Showing most liked content on 03/12/2023 in Posts

  1. 8 points
    Taking off from Isla Martin Garcia Airport It looks like the offending vessel, let get closer and get visual id. yes, this is the right ship Kono, change your course to 120 degrees and prepare to be boarded. No answer? fire a few warning shots Tower, this is flight 452, the ship is turning back, returning to base, over. Safe Landing :)
  2. 8 points
  3. 8 points
  4. 7 points
  5. 4 points
    The planning map with all target areas, which i have so far. (small redbrown and blue dots) The new createt targetareas i will fill with buildings and when i have finished this then i continue with Uruguay.
  6. 4 points
    The small airport near Villa Gesell: It is a long, small runway with one service area, in reality used for civil light aircrafts.
  7. 4 points
    Uruguay will be the center of many battles on that terrain, we would benefit from a modernized M41 Walker Bulldog!
  8. 4 points
    Are those VLR antennas on the Mustang fake pilot objects?
  9. 4 points
  10. 3 points
    Maaaaaaannnnn!!!! If you are trying to kill me, you´re doing right!!! Please, say you´ll release this beauties!!! Now I´ll take some pills to stop shacking! mandatory... you know! dragon ball z wallpaper goten
  11. 3 points
    Su-35I Flanher-E IRIAF uploaded. Just waiting for approval.
  12. 3 points
  13. 2 points
    I made it at last!!!!!!!!!!!!!!!!! That´s the trick. Thanks so much Cliff7600!!!!!!!
  14. 2 points
    did you add GunnerCanopy or Canopy2 to the to the data.ini fuselage entry , SystemName[xxx]=GunnerCanopy or Canopy2
  15. 2 points
    Hey Master, I was thinking on painting a Su-35 in IRIAF liveries but you draw first!!! Masterpiece by any standards!!!! Thanks so much to all involved!!!
  16. 2 points
    that is one busy drive through!!! I hope they take GI script!!!! You're right Wilches, 5 guys is much better. who can resist all those free peanuts??? !!!!
  17. 2 points
    https://www.sas1946.com/main/index.php/topic,69629.0.html
  18. 2 points
    Sit 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.
  19. 2 points
    You find one as easter egg at the only american airbase of my Sokotra terrain
  20. 2 points
  21. 1 point
    View File Re-upload A4D-2 (TW A-4B & Nyghtfall's A-4E pit) 'Rework' with ini fixes Re-upload of the A4D-2 with data and texture ini updates submitted by Cliff7600: Addition of cockpit visual of refueling probe USN & USMC 'Stock' texture numbering not showing Inst: All fixes/additions have been made in applicable ini files - just drop 'Object' and 'Sound' folders in main folder and overwrite. ** Note - if you have added additional units/skins applicable changes will have to be made to your A4D-2.INI file. "Thanks Cliff7600" Submitter NIELS Submitted 03/12/2023 Category A-4  
  22. 1 point
    ..so it works. Then try this : [GunnerCanopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=0.0 Setting[1].DeployValue=59 Setting[1].RetractValue=60 Setting[2].Angle=30.0 Setting[2].DeployValue=60 Setting[2].RetractValue=59 MaxDeflection=30.0 MinDeflection=0.0 ControlRate=2.0 AnimationID=9 The ModelNodeName is only needed if you want to add some aero coefficients, as drag for example (just my guess).
  23. 1 point
    i´m not 100% sure but i think you have to use the actual animation slot number and you can not change it by replacing it with an other number , AnimationID=1 you have to change it to the real animation slot of the 3d model there is a way in the cockpit.ini where you can link an animation from the cockpit to the animation of the aircraft model like in the case below for the canopy , the aircraft animation for the canopy is on slot 3 in the cockpit it is on slot 1 [Canopy] Type=EXTERNAL_ANIMATION_LINK NodeName=CanopyFrame01 MovementType=ANIMATION AnimationID=1 ItemNumber=3 if you can do something similar in the data.ini i dont know
  24. 1 point
    link the animation to the landing gear , or in 3ds max move the animation slots to the slot for the landing gear
  25. 1 point
    The master behind this is @compufat
  26. 1 point
    https://www.sas1946.com/main/index.php/topic,62831.0.html
  27. 1 point
    https://www.sas1946.com/main/index.php/topic,70404.0.html https://www.sas1946.com/main/index.php/topic,70445.0.html
  28. 1 point
    the "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!!!
  29. 1 point
  30. 1 point
    As a RAF flyer I will use it a lot! This pic is just amazing!!!
  31. 1 point
  32. 1 point
    this 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
  33. 1 point
    SU-27U uploaded awaiting approval
  34. 1 point
    Maybe if you check the Mirage-4000M Data.ini...
  35. 1 point
    Hi Torno, Very nice aircraft. About the wingfold pylon trouble, like above Cliff and Crusader mentioned it could be a pivot issue of the pylons. I guess the naval Flanker shares the same pylons like the released 27. On the bellow pic it is more visible what they are talking about. When the game applies the rotate/moving pylon constrains then it tries to maintain the Y(toward the nose), X (spanvise) and Z(vertical) pivots orientation. On the pic the pylons 90 degrees off from their correct orientation. Y axis is green, X axis is red and Z axis is blue in games default (bottom right large pivot symbol). If you un-link the pylons from the wing, apply X-form reset, that should reorient these to the correct way, then link them back and that should solve the issue you are having. Based on the picture, the wingtip missile pylons actually face toward the correct way, if you load those with missiles then with the moving/ratating pylon=true settings on the weaponstations those should stay on their correct positions in game. Using those as a guidance you can correct the other pivots without much problem. (Don't forget to save any changes before application of X-form reset). Nice bird what you guys made!


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