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Showing most liked content on 11/17/2024 in Posts
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3 pointsHello everyone! The works on F-102's MG-3 and MG-10 FCS radar scope is almost completed. It is one of most challenging research, after being unable to find the exact color fo scope. If the color is incorrect, please let me know and I will fix it. What gave me clues about MG-3 and MG-10 is by tracking back to the older technology of Hughes E and MG series FCS used by F-89s and F-94s. By seeing how F-89A / B / C and F-94s used Hughes' E-1 FCS paired with An/APG-33 radar. The scope is gray. (I am starting to realize that the radar scope may be glowing grayish green when powered ??? I am stil learning more about radar.) Then F-89D, with more advanced E-6 paired iwth AN/APG-33 and another system, still shows gray radar scope. Then comes F-89H, which uses E-9 FCS, still show , which seems to be gray scope (I can be wrong, due to the an ture of black - white pictures from manual)). However, what is noted is that FCS after E-9, such as MG-3 and MG-12 is modified version of E_9. I noticed that MG-12 have dark olive-greenish gray scope while MG-3 used by F-102, shows dark gray ccovered by a radar lid that shows lines on top of it. Here is picture of what I think, could be MG-3. Because it makes sense, MG-3 is modifeid E-9 FCS while MG-10 is digitalized, more advanced that comes after MG-3. Then found next images, which I believe is MG-10 FCS: From flight manual: And based on what is seen form Rambam F-102s for DCS trailers, it makes sense that it looks like this: Finally, here is the MG-10 and MG-3 radar scope (WIP): Feedback nare always helpful and appreciated. Eagle114th
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1 pointView File [What If] RAAF CA-28 Sabre Dingo. Fictional CAC CA-28 Sabre Dingo Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) Install: Copy and paste specific folders into the correct destination. A fake pilot is required to run this mod. Do not take this too seriously, but templates are available upon request. (with specific know-how) It uses a cockpit from EF variants of Sabre as the radar operator is in the back. Credits: The model is new but some parts are based on Zur's F-86H which I was able to work on previously with Wrench. Yours truly - model, skins, decals, research... Weapons: Mk4 Mighty Mouse by Ravenclaw. Have fun. Report bugs. * Expect the unexpected. Live long and prosper. Jarek Hereda THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. UNDER THE COMBAT ACE MODDERS AGREEMENT * report BIG bugs...If I misspelled something or forgot to add a sound file...for dog's sake try to fix it. . Submitter yakarov79 Submitted 11/17/2024 Category What If Hangar
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1 pointAFAIK only one 'HideExternalNodeName=' statement can be added in a _CockPit.ini (which includes the node in question and everything else down in its hierarchy).
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1 pointYou may try adding a line in the plane's _CockPit.ini: [CockpitSeat001] ModelName= HideExternalNodeName=<Put HUD node name here>
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1 pointView File F-102A RAZBAM pack v1.0 YOU NEED RAZBAM F-102A FOR USING THIS PACK ---------------------------------------------------------------------------------------- I had this reworked F-102A in my HD for a long time. I have combined Paulopanz 's skinpack in RAZBAM with my own improvements. I made a complete rework of the performance specs, engine data, cockpit and avionic mods, new pilots, and ravenclaw weapons with completely new loadouts. There is also - a Vietnam specific version that can fire Air to Ground AIM-4s, converted by me, and SUU-11 pods. - a HAF specific version which is not much more than deleted AIM-26 capability in case X aircraft and a new pilot. Credits must really go to - RAZBAM - Paulopanz - Ravenclaw Known issues - the SUU-11 pods are not placed correctly. I didn't have time to fix it. I hope someone will fix them. Submitter FANATIC MODDER Submitted 11/17/2024 Category F-102
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1 pointView File Sabre Dogs - In USAF service. Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) Install: Copy and paste specific folders into the correct destination. A fake pilot is required to run this mod. New model of F-86D and L as used by USAF. Set includes 3 variants which in the game you will find under the prefix *USAF. F-86D-25 Sabre Dog -early variant without assisting drag chute (Block 10-40). most of them were later upgraded to D-45 standard - (block D-16-46) It is named here D-25- - despite differences in block builds 25 was the first to introduce external fuel tanks and was a baseline for further blocks. F-86D-45 Sabre Dog -drag chute equipped variant - (Block 45-60) Named D-45 as it was the first of the line with drag chute housing and some other minor modifications. F-86L-61 Lima Dog - L model - upgraded airframes with data link SAGE system (not in-game) and 6-3 wings. All are rebuilds of D models - (Block 11-60) All skins are in 3072x3072 format. Skins represent all squadrons (71) but three*, USAF Interceptor squadrons that ever used F-86D/L All squadrons have set skins to StartDefaultDate= into a period that particular model/paint scheme was used. * I did not include 3 squadrons as I was not able to find any single reference photo (probably no special markings were used as those squadrons lived for only a few months, but still reference would matter to me) Because this mod was evolving through time, I was not entirely sure how I was going to proceed. So some squadrons have correct serial numbers for a particular year, Others use decals from three decal folders representing airframes build- blk45-50, blk 55-60 and L blk11-61. Some aircraft have some special markings (C.O. stripes etc.) and some have nosearts. Since the serial numbers list is always around 600 airframes it will appear on proper aircraft, You just have to find them in game. I believe that the flight model could be improved for this aircraft. But this is not my cup of tea. There is a small ini change in the cockpit and avionics ini. I changed a little angle of the radar scope. It uses only the Mk4 Mighty Mouse rocket as a weapon. And yes it is possible to fight enemy bombers. Additionally, I added a special "weapon" for D-45 - that will be loaded automatically after 1956 - 'F-86D_sugarscoops' the same as on the L model introduced to remaining D airframes. This is just a visual upgrade, not really a weapon. Credits: The model is new but some parts are based on Zur's F-86H which I was able to work on previously with Wrench. Yours truly - model, skins, decals, research... Weapons: Mk4 Mighty Mouse by Ravenclaw. Have fun. Report bugs. * Expect the unexpected. Live long and prosper. Jarek Hereda THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. UNDER THE COMBAT ACE MODDERS AGREEMENT * report BIG bugs...If I misspelled something or forgot to add a sound file...for dog's sake try to fix it. . Submitter yakarov79 Submitted 11/17/2024 Category F-86
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1 pointI checked the F-89s first impressions are excellent
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1 pointHello, I did some work myself for the F-102s looong time ago which I never released it and afterwards I forgot about it. It was as complete as it could had been....avionics, performance specs, everything... Also, please check this all this work is inside dragon's packs, I first presented avionics rework for the F-8s back in 2016.
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1 pointI'm trying to get it done for my own Super Hornet Pack, so there's that (didn't see this one as quick, sorry), but no ETA other than the requisite two weeks Anyway more on the F/A-XX: https://theaviationist.com/2024/11/16/u-s-navy-f-a-xx-update/ I'm more of a Super Hornet guy, so maybe somebody else will do it.
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1 pointYeah, I was disappointed that so few went with the full career route of the Red Barons and now WOFF. It really is the spiritual successor...
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1 pointAs Jimbib say's it was BioHazCentral before becoming CA, we all kind of migrated over here one the bickering and infighting over at SimHq got a bit too much. I joined in October 2003 Things were pretty calm to start with then then YAP fiasco erupted....( nothing to do with theft, this one , before you all start.) Caused a bit of unrest and bad feeling against some of our key members.....but like most internet forums things eventually calmed back down , and here are 20+ years later still going strong.
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1 pointI would base it on flight deck size ... the stock Essex (SCB-125) is rated SMALL. This is correct, as they couldn't launch or recover Phantoms for various reasons (cat stroke, arrester cable strength) (had a friend who's dad served on the Coral Sea -- they even had problems launching at a full load) The stock Kittyhawk's (CVA-63) are classed as medium, as are the Nimitz class. You don't want to go Large, as that's for things like An-12s, B-52s, Tu-95s, etc The "rough fields" you taking about is the Runway3, is classed as SMALL -- and very stupidly created for this game. I mean, who the fuck is going to operated jets, with low-slung intakes just asking for FOD. (that's why I've repaved them on most of my terrain mods) runway 2, the part paved, part marston matt, is classed as MEDIUM, even though it's the smallest of those (1,5,6) So to conclude; if the CDG is near Essex size, use SMALL in the Entendar's data ini
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1 pointDecided "What the hell" and uploaded 5.6 of the Super Hornet Package, changelog when approved: 5.6 - Tweaked ALQ-99G textures to better represent real-life pods - Tweaked ECM values for all of the aircraft, adding power to the internal jammers and enhancing capability. - Fixed [DetectSystem] on the EA-18Gs - Added more numbers for the EA-18G VAQ-140 and VAQ-130 skins, numbers go from 500 to 505. Also fixed the decals.ini file for both skins and updated the numbers.lst files too. - Added the promised VAQ-132 skin for the EA-18G. - Tweaked the Readme, doing some grammar stuff and updated some things - Added more loadout options for the Escort Jammer, Early Warning, and an OIR loadout for the USN EA-18G - Updated the "default" VAQ-130 skin for the EA-18G. - Removed carrier entries for the RAAF aircraft, so they don't spawn on carriers. - "EA-18G" folder has now been renamed to "EA-18G_BlkII" so it doesn't conflict with other EA-18G mods. - Thanks to allenjb42 the aircraft now fold wings on carriers. In a future update, the canopy will stay closed, but for now will be open. - Tweaked radars for the Block III jets, now have improved range. The search range is 137 miles, and the track range is 100 miles. - Block III jets have new cockpits modified by Coupi. Unfortunately due to the lack of a dedicated cockpit modder this is what we can do with the game engine. If Brain32 returns, I will ask him if he can do a more realistic cockpit. - Increased thrust for the Block III jets (all except RAAF) by 20%, in line with real-world engine upgrades - Added an internal sound courtesy of crisisloaner for the internal cockpit sound. - KNOWN ISSUE: Due to the lighting on the 3D mesh of the displays for the Block III cockpit, the NVG (both types) filters by simonmiller416 at night cause the various panels for the cockpit to light up to be unusable. There is no fix for it at this time, so you will have to use a Block II or Block I aircraft if you want to fly at night (Block II EA-18G if you fly it). - Used the AIM-120D texture and 3D model by ravenclaw_007 for it. - Added an AIM-174B air-to-air missile, work done by dtmdragon and original model and texture by WhiteBoySamurai - USN Growlers now can fire the AIM-9X by default - Removed internal ECM for the Growlers (including the RAAF birds)
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