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Showing most liked content on 08/02/2024 in all areas
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6 pointsstrange i know i uploaded it somewhere but here it is , i hope i did not forget anything , remember this is only a just for fun project F-4E_Super pack.7z
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1 pointDev Blog №1 Well — here it is, this moment. We announce to you, dear friends, our new project and our new game world — "Korea. IL-2 Series." From now on and until the release of the game, we plan to publish developer diaries regularly and quite often, in which we will tell you in detail about most aspects of the new flight simulator. In this, the first, introductory entry, we will "go over the top" and outline the main features of the new project. What is it about? "Korea. IL-2" immerses the player in a virtual world that recreates the air battles in the skies over the Korean Peninsula from April 1951 to July 1953. Military operations during this time were concentrated in the northern part of the peninsula, and much was decided in the air. These events became a landmark in the history of aviation and military affairs: it was the swan song of propeller aviation (which played a very important role in the Korean War) and the rise of jet aviation. By the time of release, it is planned to recreate no less than 8 player-controlled aircraft — half of them will be jets and the other half will be piston-engined aircraft. The jets will be represented not only by the first "pioneers" of the new era, in which designers and pilots for the first time faced unknown challenges to their skills, but also by the powerful and efficient second-generation F-86A Sabre and MiG-15bis. Piston-engined aircraft will be the quintessence of the era — in the skies of Korea piston aviation enthusiasts will be able to fly the most powerful and efficient machines of this type in history: the F-51D Mustang and F4U Corsair and their Soviet opponents. One of them will be the Il-10 attack plane — where else but in a flight simulator about the Korean War could we pay tribute to the last attack plane of the famous Il-2 series? With improved aerodynamic contours, a more powerful engine, improved flight characteristics, still powerfully armed, and having an armored fuselage — in the hands of an experienced pilot it was a powerful machine. Who is it about? In the new project we are recreating the air forces of those countries whose pilots were most involved in the aerial battles: the USA, North Korea, the USSR and China. It is interesting that both the Soviet pilots and the Chinese People’s Volunteers participated under the legend that they were all flying North Korean planes — the identification marks of the USSR and China were painted over by the marks of the North Korean Air Force. In fact, there were air regiments in the command structure of the Soviet and Chinese armies, which will be reflected in the uniforms and equipment of the pilots and the language of radio communication. In the main game mode, the player will no longer be an ordinary pilot, concerned only with individual success in a series of combat missions — now the player will be a commander of an entire unit, and on his shoulders will rest not only the management of personnel, but also the planning of combat missions based on the situation and the management of the unit’s resources — the personnel and aircraft. What's new? The new game engine is even more different from Great Battles than Great Battles was from Rise of Flight. DirectX 12, Physically Based Rendering (PBR) technologies, new visualization systems for atmosphere, vegetation, graphical effects, integration of a new version of the sound API, a new GUI engine and design, an evolution of the aircraft simulation physics engine, including a new aerodynamics, systems operation and damage model, a new damage model for ground objects and ships, a new system of decision making and giving orders to AI pilots, a new radio communication system, and, of course, a new qualitative evolution of the main game mode — all this together makes a qualitative leap, not just an evolutionary step. It required a huge investment of effort and resources from us, because for the new technologies all models, effects, sounds, graphical interface — all this had to be created from scratch. In other words — this is not just "a new version of IL-2," no. "Korea. IL-2 Series" is a completely new version of the engine and has completely new content. What's next? Actually, we started the development of "Korea" in parallel with the development of "Great Battles" back in the summer of 2022, and most of the work has already been done. Now we are actively developing the graphical interface and game modes: the development of aircraft has already moved to the stage of creating cockpit models, while the map of Korea is in its final shape and we are already filling it with cities and airfields. The development of dozens of types of ground and sea objects is nearing completion, and the new technological base — engine and tools — is already ready. Most of the development path has been completed, all the parameters of the new project have been defined, and that’s why we can finally announce it with peace of mind and tell you about its features without making promises we weren’t sure we could keep. Thanks for your patience! We will try to keep you updated on what we have already created and how we are progressing during the development cycle until the release. Dev Blog №1 (il2-korea.com)
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1 pointOne thing I noticed just recently is that the internal jammer is more effective than a podded ECM system. When I was doing some testing this morning I noticed that the internal jammer overpowered the hostile radar with no burn through, and didn't lock on me. Remove the internal jammer and use pods, different effect (hostile radar did burn through early) and with a higher power setting for the pod. So that's something to consider too when deciding to use internal vs. external pods. Of course power makes a difference though.
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1 pointAfter some soul-searching and a quick Google search, the Growler to the best of my knowledge doesn't have an internal jammer like the rest of the Super Hornets. Which is fine, so I decided to remove it and make the player depend on the pods, which apparently work (or as best as they can). That means that jamming a radar is at best what it is. I don't know the performance of the real system unfortunately (and no, I won't ask because they won't tell me anyway) against an SA-10 radar. This short video shows the effectiveness and the range at 10,000ft of it detecting me and strobing me:
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1 pointyou mean something like this , with fly by wire more powerful engines and a more modern cockpit ??? actually they tested a RF-4C with fly by wire , that is where i got the idea for that Super Phantom above
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1 pointhave you gotten to see them overhead yet? i remember seeing the original Hornets during a couple of my multi day layovers in Kuwait.... mando screenie, or 64 troopers....
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1 pointOperation Corporate Phantoms SF2 Falklands Mod HMS Ark Royal ‘what if’ campaign updated today
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1 pointA parked plane middle on the runway is a sign, that one of the parking positions in the airfield.ini is wrong. It's the terrainbuilders fault. Mandatory screenshots: Belgian Thunderstreaks over the English Channel.
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Version 1.0
525 downloads
These four models represent variants of the Jianghu class frigate, including the Type 053H Jianghu-I, Type053H1 Jianghu-II, Type 053H1S Jianghu-II, and Type 053K Jiangdong, in service with the People's Liberation Army Navy. The Jianghu series frigates were all developed from the Riga class frigates obtained from Russia, and spawned a surprising multitude of variants and subtypes. In turn, they were later developed into the larger and more modern Jiangwei class frigates. The Jianghu-I is armed with six HY-1 Silkworm missiles in two rotating box launchers. It also carries two 100mm guns and four twin 37mm mounts for air defense. The Jianghu-II is armed with six improved HY-2 missiles, two twin 100mm guns, and the same 37mm armament of the Jianghu-I. It has been given a more contemporary light grey paint for recognition. At least one Jianghu class has been specially modified into the 053H1S naval fire support subtype, replacing the SSM launchers and aft island with five 50-tube rocket launchers. They have the firepower of an entire rocket artillery battery and are capable of coastal bombardment from up over 30km away. The Jiangdong, China's first attempt at SAM-armed air defense vessel, is equipped with two twin launchers for HQ-61 missiles, plus two twin 100mm guns and four twin 37mm guns. The missiles proved to be ineffective (and the launchers apparently lack any sort of automatic reloading system), so only two of the type were built. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!
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