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Showing most liked content on 04/19/2023 in Posts

  1. 9 points
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    found while doing my own research. 166th FS Ohio ANG 1949
  8. 2 points
    What if the Rockwell XFV-12 had received a more powerful engine and actually worked? What if the Royal Navy ordered it instead of the Sea Harrier?
  9. 1 point
    Hey there, I've come back to a topic from the past lately. Is it possible to replicate the Gunsight-functionality with a HUD in SF2? If you have a Gunsight, than you have a simple reticle for guns, that is depressed down a bit for unguided rockets - not lead computing, CCIP, whatever. I would need that Gunsight-functionality together with an additonal marking for a laserdesignated Target. At the moment I have the Reticle + Targetmarking showing, but the Reticle doesn't move if I select unguided Rockets. In the past my workaround was a new Reticle that has 2 aimpoints - guns and rockets, so no movement was needed. My Settings from Cockpit.ini [CockpitData] Directory=cockpit HUDMode=AG RippleQuantity=1,2,3,6,12,18,24 RippleInterval=60,100,140 [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=Gunsight.tga MaxDepression=250 DefaultDepression=50 GunDepression=50 RocketDepression=50 LeadComputing=FALSE HUD-Part from Avionics.ini: [HUD] HUDMaterial=HUDMaterial HUDColor=1.0,0.47,0.0,0.7 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.095,-0.080 ViewportBottomRight=0.100,0.160 RocketBoresightAngle=50.0 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=9 TextBold=TRUE [HUDModeAG] Symbol[01]=HUD_Gunsight Symbol[02]=HUD_LaserTarget [HUD_Gunsight] SymbolType=IMAGE ImageFilename=cockpit\Gunsight.tga ImageSize=0.075 [HUD_LaserTarget] SymbolType=TD_LASER ImageFilename=cockpit\laser_target.tga ImageSize=0.025
  10. 1 point
    You could use a keyboard letter assigned to the separate 'guns or rockets selected function' eg the + key. The location is defined by co-ordinates like the location of the airspeed number etc. I did something similar for the GR.3 revisionary sight for the Falklands campaign. The sight was basically a big lowercase 't' with the horizontal line changing position depending on guns, bombs or rockets being selected. For this I had a vertical line that came up in air to ground mode and the horizontal lines are made up of multiple underscore lines together: ____ called up by the bomb/guns/rockets selected text with the position moved by the diffrent coordinates for each type of weapon. Harrier3.7z
  11. 1 point
    https://theaviationgeekclub.com/william-tell-competition-resumes-after-nineteen-years-and-will-showcase-the-air-to-air-capabilities-of-usaf-and-ang-f-22-f-35-and-f-15-eagle-units/amp/?fbclid=IwAR2PwDvVuxNVcIaiXOTPx4u0Bk5gyfDGnDYtFaHw0jG-5mbhcbJ-oJRRp0c
  12. 1 point
    Republic P-47B Thunderbolt - No.8 Squadron, Royal Dhimari Air Force, 1943
  13. 1 point
    Love it and love the name too
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    And after a RL work/break, we resume, now with a unique 21, the MiG-21RF
  16. 1 point
    F-15MTD "Aya" (Pernis) Of the IDAF
  17. 1 point
    Dusted off some old higher resolution templates I made for the stock A-10 from 2007, working up a few skins I never got round to finishing. Euro 1, Snow Hog, Peanut and Flipper.


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