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Showing most liked content on 08/15/2023 in Posts

  1. 17 points
  2. 12 points
    I'd like to share the landing lights entries I have, if you don't mind. The original entries are : [NGLandingLight] SystemType=LIGHT Position=0.125,5.84,-1.004 LightSrcOffset=0.0,6.0,-0.2 Color=0.66,0.66,0.6 Brightness=0.05 LightSrcRange=5.0 CanFlash=FALSE IsLandingLight=TRUE [LeftLandingLight] SystemType=LIGHT Position=-1.277,0.354,-0.971 LightSrcOffset=0.0,6.0,-0.2 Color=0.66,0.66,0.6 Brightness=0.05 LightSrcRange=5.0 CanFlash=FALSE IsLandingLight=TRUE [RightLandingLight] SystemType=LIGHT Position=1.277,0.354,-0.971 LightSrcOffset=0.0,6.0,-0.2 Color=0.66,0.66,0.6 Brightness=0.05 LightSrcRange=5.0 CanFlash=FALSE IsLandingLight=TRUE Lights 6 meters forward of the aircraft, 5 meters range and it gives : The entries I've changed are : [NGLandingLight] SystemType=LIGHT Position=0.125,5.84,-1.004 Color=0.66,0.66,0.6 Brightness=0.05 LightSrcOffset=-0.125,135.0,7.5 LightSrcRange=100.0 LightRange=100.0 CanFlash=FALSE IsLandingLight=TRUE [LeftLandingLight] SystemType=LIGHT Position=-1.277,0.354,-0.971 Color=0.66,0.66,0.6 Brightness=0.05 LightSrcOffset=1.277,90.0,5.0 LightSrcRange=100.0 LightRange=100.0 CanFlash=FALSE IsLandingLight=TRUE [RightLandingLight] SystemType=LIGHT Position=1.277,0.354,-0.971 Color=0.66,0.66,0.6 Brightness=0.05 LightSrcOffset=-1.277,45.0,2.5 LightSrcRange=75.0 LightRange=100.0 CanFlash=FALSE IsLandingLight=TRUE which is wrong because on the real plane there's 3 beam of light combining, and what I've done is 3 lights creating one beam of light. In game it gives :
  3. 10 points
    J-35F cockpit (from the TW F-105D)... flight testing !
  4. 9 points
    All alone I have cried; Silent tears full of pride In a world made of steel; Made of stone First when there's nothing; But a slow glowing dream That your fear seems to hide; Deep inside your mind What a feeling, being's believing ................... What, you were expecting the other song from Flashdance?
  5. 7 points
  6. 5 points
  7. 4 points
  8. 3 points
  9. 3 points
    The USAF, a lean, mean, green(?!?), fighting machine...
  10. 3 points
    Well it's my choice, and I can explain it. I like to have 16+ aircrafts on the number list of each skin when it's possible (I mean without making up the serial numbers). In game it avoids aircrafts without serial number and tactical letter. With the details of the evolution of the Spitfire MkXII there should have been 3 models : Fixed tail wheel of the MkV : 0 aircrafts for the 41 squadron / 6 for the 91 squadron Retractable tail wheel of the MkVIII : 16 aircrafts for the 41 squadron / 8 for the 91 squadron Griffon IV : 4 aircrafts for the 41 squadron / 2 for the 91 squadron So it means : - one skin for the early version with 6 aircrafts - two skins for the mid version with only one numbers list file with 16 aircrafts - 6 aircrafts for two skins for the late version. Otherwise I would have had to produce many more tgas. It's not a problem when I want to, it's just I chose not to do it. I chose to have two skins with 20 and 16 aircrafts, without asking for another 3d model just for a tail wheel. The making of this MkXII sneaked out between other projects. The A-team MkXII has the fixed tail wheel. All the other changes are ini edits. On the production list I have, 81 aircrafts are powered by the Griffon III and 19 by the Griffon IV. -> 80 aircrafts are powered by the Griffon III and 20 by the Griffon IV and some of them were retrofitted with Griffon III. I agree there was another way to model the MkXII but, given that aircrafts were retrofitted during their service, I chose this way even if it's not the best. Since the beginning of this project there have been many "licenses" taken and all the Spitfires and Seafires released have some. This MkXII is no exception and I'm happy with it.
  11. 3 points
    You lookin' for sumpin? These are the bombers you were looking for.... Cleared to fire....
  12. 3 points
    Accompanied flight test, everything works fine!
  13. 3 points
    P1, extreme flight test, then KABOOM!!
  14. 3 points
  15. 2 points
  16. 2 points
    LMAO! Only a few would understand the French one, it's a nod to the pilots of the submarine and aircraft carrier Alicorn in Ace Combat 7, where they fly Rafales. That's where the "Salvation" thing and music come from.
  17. 2 points
    The light entries are working as sphere of light. So LightSrcOffset= is the position of the sphere of light, located from the light position. LightSrcRange= is the size of the sphere.
  18. 2 points
    Well, took me a while to figure it out properly The set-up has two nodes. Outer node is basically for decoration (or, so to say, to imitate the actual SPO-10), in Stary's cockpits it's usually called "RWR_front". This node calls TGA texture, and it is in TGA format to allow transparency. The holes are placed where the lights should be. Better seen on a screenshot in the post from May. The actual RWR node is the hidden node inside (here, called simply "RWR"). It calls BMP or JPG texture, and it should look the same as the outer texture. All of this is already done in the cockpit model, no changes to textures are necessary so I just explain how it works. Thus, in cockpit ini: [RWR] Type=RWR NodeName=RWR In avionics ini: [RWR] Type=3_RING AirSearchTexture=cockpit\rwrGreen.tga AirTrackTexture=cockpit\rwrYellow.tga AirLockTexture=cockpit\rwrRed.tga GroundSearchTexture=cockpit\rwrGreen.tga GroundTrackTexture=cockpit\rwrYellow.tga GroundLockTexture=cockpit\rwrRed.tga SearchPosition=0.60 TrackPosition=0.60 LockPosition=0.60 SearchSize=0.7 TrackSize=0.7 LockSize=0.7 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.5 LockFlash=TRUE LockFlashRate=0.1 ShowSearchRadar=FALSE TrackSound=MiGRWRS.wav LockSound=MiGRWRL.wav This way, the RWR node works just as a regular 3_ring RWR, showing the general direction of the radiation. The goal is to find proper position so the light will align with aforementioned holes and will be seen outside. Position=0.60 works fine Then, the size should be adjusted so the lights are big enough to be seen from outside - if you make them too small you won't see anything most of the time. Size=0.7 works fine I did increase the number of transparent holes on TGA texture from 4 to 8 for testing, but it is not necessary - the actual SPO-10 had only four (this is where Stary pit is correct and MiG-21 version is not.), so I returned them back. As a bit of trivia, the actual SPO-10 worked in a way that: - the lights show you the direction of radiation, white color only - the frequency of beeping tells you how close the threat is (faster beeping - closer threat) - continuous beeping means you are locked - not sure for what purpose the red lights are, either range or launch warning Most of this is not possible inside the game's engine, so we multicolored RWR would be good enough. TLDR - just check the correct paths and names for all textures, Position=0.60 and Size=0.7
  19. 2 points
    Now the combat parts, all good!!
  20. 2 points
    French Crusaders in the Eastern Med....
  21. 2 points
  22. 2 points
  23. 1 point
    Dhimari Hunters, with minimal combat markings, launch for a strike on Parani artillery positions in response to cross border shelling sometime during the long-running Border War (1978 - 1989), a low intensity conflict marked by many such tit-for-tat artillery duels, air strikes, special operations raids and limited ground incursions by both sides.... The escorts flying top cover...
  24. 1 point
    Thank you pvince & Bob! will test in the evening.
  25. 1 point
    IIRC, the SRC offset is how far in front the beam is thrown. Position is where the bulb is on the aircraft. and don't forget "attachednode=" for lights on swing or folding wings, or rudders.
  26. 1 point
    Color is defined by 'Color=R,G,B' entry, each RGB component as a positive number between 0 and 1. For example Color=0.88,0.25,0.25 (red). If you have a picture with the color you want, you can measure the color components with Gimp 'Color Picker tool' (for example). Select the measure in RGB % then. You will get the components directly (with 1=100% of course). For 'LightSrcOffset=', I am not sure but it seems to be an offset (in X,Y,Z coordinates and meters) to the 'Position=' entry (also in X,Y,Z AC model coordinates and meters). I don't know why there is this offset instead of only the position value and I am interested to know if someone can say
  27. 1 point
    Who are you, and why are you hiding your true screen name from the EAW community here, when you go and make statements like you have. The EAWPRO version file Jel rebranded is faulty, its not a virus or malware in that sense, its can crash the computer. VBH released a patch soon after that fixed the issue, which Jel file does not contain. VBH, just wants his stuff left alone and doesn't want more than one location for the download currently. I see no problem with that.
  28. 1 point
    Super project ! Nedeed screenshot :
  29. 1 point
  30. 1 point
    I would love to meet him, and just shake his hand and say 'thank you'
  31. 1 point
  32. 1 point
    Testing testing No I don't take screenshots when I'm the one shot down... xD I forgot to check the tractor beam. Nothing wrong by now. I too have met Mirages
  33. 1 point
    Advance, what you see is what is mapped already (almost)
  34. 1 point
  35. 1 point
  36. 1 point
  37. 1 point
    I've been using it in different terrains & scenarios, and haven't found anything to say "this is an issue"; at least, not for me. And I never saw the black line that others saw. I saw it in their screenshots; just not on my screen. I'm looking forward to the full release. You KNOW I'm going to nuke something with it first chance I get!!!
  38. 1 point
    Testing (and editing) over the welcoming kingdom of Dhimar
  39. 1 point
    Well, it was a hell of flight test!!! During my test drive, escorted by my wingman in a ROCAF´s M2000, I was surprised by a chinese J-15 who send me some love, but I was fortunate to return to base with my test plane. He SURVIVED, so its a good thing!!! My 2 cents: - (I changed the afterburner effect for another, to satisfy my personal taste, and needed to apply a F/A-18 cockpit to fly) - I think the rudder visual movement need to be decrease a little, to some like the F-16, FBW planes do not have so much amplitude of movement in the rudder. - The only issue I detected its the black line coming from the cockpit, like said in the post above. Congratulations and thanks for the work of everyone involved!
  40. 1 point
    Ladies and gentlemen! Our community most wanted entered (the FCK-1 for who reads the first time this thread) into its upper test phases. We thought it might be a good idea and a nice surprise for you, to let YOU (yes, you heard well, and yes, you are welcome! LOL), all, test a plane version. What we ask from you is to test it and let us know what you think of it so far and we embrace any constructive critics from you or ideas/suggestions you might have, to improve the model. The testing phase will last for two weeks, period after we would love to hear your input. Thank you all! Stay tuned and ready ;)
  41. 1 point
    Some more WIP for B/D model. The meshes work mostly finished.
  42. 1 point


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