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Showing most liked content on 11/11/2024 in Posts
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13 points
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8 points
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2 pointsI tested your tiles (both in game and in PhotoShop). The first screenshot shows your original tiles in the game. The demarcation is clearly visible. The second shot shows the tiles after I edited the edges of the alpha channels. The result is not perfect, but it looks much better. When resizing, PhotoShop sometimes leaves a ‘frame’ around the edges of the image, this is what might have happened to your tiles (just a guess, I am not sure). What I did to your alpha channels was covering the ‘frame’. I hope this makes sense to you.
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2 pointsI do love me some aggressors. Just the best liveries. Nearly came to grief heading home from a strike; a big raid was on my reciprocal bearing, same altitude. I saw them last second!
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2 pointsYeah I have that in a seperate folder from earlier. That's been the issue. I forgot that they sailed with the A-4E in '66 (but weirdly with the A-4C_65 in '70?) Problem solved. I have the wrong aircraft selected for the squadron and time period, so it seems there's a "standard" early A-4 with the right colours but none of the decals. Sorry for any timed wasted all!
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2 pointssecond to what the other Kevin said. end of the day, its still a game and i dont think theres as many younger (teens to twenties) players for it . so the easier to see, the better
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2 pointsSpeaking as a old dude (nearing my 7th decade), with crappy eyesight, I personally go for the brightest yellow possible. No matter how good our monitors are, there is always some loss. So, I'd rather give up some historical accuracy for playability. I've repainted many a gunsight tga simply for that reason
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2 pointsHi, Could you upload a sea tile and a differing shoreline tile so that we could take a look at them?
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2 pointsOh, I saw some news about USAF F-16's IVEWS in recently months,I think at least some separate modeling is needed, fake pilot things etc. Skin work is not a big deal, I made HAVE Glass V template already. If I can do more about original Viper model would be wonderful. Maybe I will add it to the list but it's long enough.
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2 points
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2 pointsafter all this years and searching finally a solution to my problem , the Mirage III has a cockpit function i was not aware of that it even exist in SF2 , the WEAPON_SHOOT_CUE , i will try that right away and hope it works the way i wont it to thank you for that hint , you made my day
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2 points
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1 pointno worries nothing like a little detective work to distract from chores im supposed to be doing
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1 pointDon't feel too old Wrench, I play with a 79 year old myself. He's a bit cranky too, so yeah all good.
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1 pointFurthermore, the WEAPON_SHOOT_CUE function is also "tied" to the weapons max launch G value. If there is too much G on the ac = no cue The shoot cue can be hidden with other function types to have the cue displayed for certain weapons only ~
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1 point
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1 pointThank you. I am almost there. I posted the question here: I am trying to clone the instrument (light) so it can be used as weapon shoot cue, rather htan to using an exiisting caution light. If it works, I can finally apply it on all early cold war aircraft. Eagle114th
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1 pointHello ! Could you send me your file in order to compare with my modifications ? P.
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1 pointAh, me again.How are your today? So, I need a few tester ,if you are interested please DM me. Basically this is based on several PLA modern ships. About a year ago, I found that many people involved in the test reported that they would encounter CTD when summoning them. The strange thing is that this never happened in my SF2. This problem has troubled me for nearly a year. I recently had a CTD situation after deleting the Flightengine.ini in the Flight folder for some testing needs, the I put it back, no CTD. I did make some changes to Flightengine.ini for performance optimization. Maybe I caught a rat, but I need more evidence...So if you are interested in participating in this test, please let me know.
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1 pointHello everyone! I managed to implement two methods of firing cue for IRM! Took me a while to figure out and many testings. First method - Cockpit instructment. Since I would require to have max file for cockpits to add an extra insructment, so instead of that, I thought what if I could take over one of insstrument and turn it into "shoot cue". It worked perfectly! There are two caution lights, so I used one of that and changed the codes: Here is screenshot: See the light that turns on when IRM is armed! This is more lore friendly, semi-realistic in experiences inthe 40s - 60s tech. However, the second methods I did, as suggested by Falcon (Thank you!) By studying A-7C which still uses avionics60.dll, I am able to implement 'firing cue' while keeping the original gunsight. However, unfortunately, the gunisght seem to be less visiblity, more 'transparent' instead of orignial bright gunisght, making it a little difficult to read. this is the codes I used from "HUD' part: Screenshot: After experimenting with both methods, I find method #1 to be more simple and solid. However I am going to do further experiment by seenig if I can make a copy of 'CAUTION" light and, re-size and move it to left or right side of HUD, on the cockpit frame, that way the original caution light are left intact functional as caution lights. I woudl like feedback on bothth methods please. Cheers! Eagle114th
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1 point
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1 pointToday reviewed the resources of the F-35C again. Oh, may she live long.
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1 pointit works with LGB , EO bombs and with anti radiation missiles , but you have to be close enough to select a target only with a selected target it works with anti radiation missiles you have to wait until you have a selected target that is actually detecting you , then put your gun sight towards the target and fire as soon as the shoot lights go on it does not work with normal bombs and LGB weapons have a Seeker Range far further than the actual bomb can glide , so to get a hit you have to wait until you are within the limits of the bomb and not within the limits of the seeker , same goes for EO-bombs
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1 pointit is not only working for SHAM, AHM and IRM missiles it works as well with air to ground missiles like the AGM-65 , i have to make more test like with AGM-45 and other anti radiation missiles that is so cool , Thank you so much with AIM-9 with AGM-65
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1 pointHello everyone, I think I am getting closer to the solution; By flying A-7C I noticed that it uses Avoinics60.dll which is what I need for early cold aircraft. It have a symbol on HUD that would lock on plane if IR have the lockon target. THAT is what I needed. Right now I am looking through which .tga that is used for locking on plane with IRM and study the cockpit.ini and other files to see how to activate that on F-89D / H / J cockpits. UPDATE: BINGO! I think I have found it, here is codes from A-7C Eagle114th
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1 pointso, who wants to tell them we don't even HINT at any types of piracy? Grounds for perma-banning You want a better model, build one. That's how it works
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1 pointJ-20 update has been released and is awaiting approval. It is mainly an iteration of the canard function, which will act as a traditional flap during takeoff/landing and have independent operating logic. J-35 (navy variant) is out too,unfortunately, it has similar small aerodynamic model problems as J-20s, but not obvious most of time.
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1 point
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