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3 pointsHaven't been on here a long time. You guys are doing a great job! Is the Mirage F-1E (M53) version on the horizaon? This version has several key changes...
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2 pointsSometimes, it's good to be reminded of the sheer amount of skill & talent these plane and terrain modders put into their work, just how visually amazing it all actually is.
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2 pointsHello everyone! The optical sight for Cyrano I Bis radar are now completed. Please note that, this Mirage III is unique with many advanced features for optical sights. So this time, for NAV, instead of having 'turned off" optical sights, the horizontal bar, linked to gyro sight is used for navigating. AA and AG mode does not feature that. By the way, here is screenshot of Cyrano I Bis radar optical sight (Mirage Cs and Shahak series): NAV MODE: AA MODE: AG MODE - GUN and ROCKET: NOTE: I didn't realize that the 2 vertical small symbols below the gunsight aligns with the rocket. AG MODE - BOMB (Depressed sight) For Cyrano II optical sight, it have been re-done, so the horizontal bar will only appear in NAV mode while further fixing and polishing the optical sight systems for AA and AG. NOTE: for AA mode, the clourse speed is included. Unfortunately I do not know the way to add scale version of clourse speed, so we have dynamic speed for now. NAV MODE: AA MODE: AG MODE - GUN and ROCKET: AG MODE - BOMB (Depressed sight) The radars are being worked on for Mirage IIIs, Shahak, and Mirage IIIS are work in progress now. Eagle114th
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2 pointsfirst test flight with the new F-4G and the new 4096 x 4096 skin , no bump map yet and still have to add a lot more details to the skin
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1 pointmaybe you might want to let us know for WHICH game this question is related??? Otherwise, we can't give you an answer (or move this thread to the correct Forum)
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1 pointHello everyone! @dtmdragon I finally found information on the early Cyrano I Bis gunisght, it was quite challenging to find, it is from Mirage IIIB manual (Plates) and I finally understanda bout the horonzital line. You are right, there is no horizontal line during dogfight. For examlpe, with Cyrano II's version of CFS Type 97K gunsight, the wing (Horzintal line) appear only if it is beyond 1.1 MN, and less than that, it disappear. I Now with more information on both Cyrano I Bis and Cyrano II gunsight, There will be three modes: NAV, AA, and AG. I usually use NAV to 'turn off sight" for pre-HUD era aircraft. This time, Mirage III have unique and many uses of gunisght, therefore, for NAV, the gyro + fixed sight will be fixed with horizontal line. for AA and AG, tehre is no horizontal lines. However, here is pictures from Mirage IIIB manual (Plates): Eagle114th
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1 pointHello everyone, After gong through manual and I realized that, the nature of CFS Type 97K is very dynamic with the gyro sight, moving veritcally depending on the mode and air to air combat situations. Unfortuantely, in SF2, it does not have dynamic sight mechanically. Therefore, I have no choice but to remain at 0 depression for gun. However, I moved the layout around to match the manual at zero depression for air to air. NOTE: This optical sight is for Mirage IIID / E / O with Cyrano II radar. The most interesting part about AG mode is that, according ot manual, for bomb attack, the gyro sight is depressed at 111.5 MILs. I tested it, turns out it does match the manual layout. However, for the rocket attack, it is depressed at 45 and it aligns with the rockets: And the reasons why I set it to 45 MILs depression, here ione page that talks about "EVELATION AND GRAVITY COIL": While the diagram in previous posts about G / R / M mode (Gun / Rockets / Missiles) set at zero depression, it stil have the capable of depressing from -5 to + 45 MILs., thherefore I set gyro sight to 45 maximum for rockets, which aligns with rockets as shown in screenshot. By the way, I am still workiong on adding the clourse speed for AA mode. However, I am still researching to see if I could add scale version. I posted the questions at this link: I plan on wokrong on earlier Cyrano I bis version for early Mirage III series, including Mirage III CJ "Shahak" series. Eagle114th
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1 pointHello everyone! I have been working a lot on adjusting the minimum and maximum effective range of various guns for aircraft I have worked on so far in SF - CAP. Here is table I created as reference to help me figuring out the minimum and maximum effective range, as well the default range. NOTE: As stated before, the default range is usually 200 meters, unless the minimum effective range is above that, then that is used instead fo 200 meters. I wish that Thirdwire would have added dynamic gunsight (expanding / shrinking) because there is P-51 /F-51, as well F-100 and other that would have used it. Since SF2 does not have that, I choose 50 MILs as default size for these type of sights. Now that is completed, I am able to t move on to next aircraf.t I am currently working on Mirage III series. There are still more work to do. Here is CFS Type 97K sights: FIXED SIGHT GYRO SIGHT ROLL TAB (WINGS) HEADING SCALE SF2 screenshot (WIP - still have more to work on.) Eagle114th
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1 pointView File B-2A Spirit (Version 0.90) B-2A (Beta) by FastCargo. ********************** Version 0.90 *********************** SF2 Version for Jul 2013 Patch. Original model from tf3dm - 3dregenerator Modifications to import into TW sims by FastCargo Textures and most decals by FastCargo Cockpit, ModPilot, and Aces II seat from B-1B Redux Package by Dels, et al Included weapons from The Ordinance Shop II by 331KillerBee and FastCargo Hanger and Loadout screens credited to the respective individuals Thanks to ST0RM for high res photos allowing me to complete the area around the cockpit Templates for all textures and decals included Any errors are mine... Aircraft include: B-2A - All 21 tail numbers are included in the Block 30 paint scheme (operational). Notes: This release is a beta, and as such, is somewhat incomplete. The cockpit is from the B-1B. A new weapon has been included, the GBU-57 Massive Ordinance Penetrator (MOP). Big boom...but only one per bay. JASSMs have been slightly modded to have more realistic flight performance. The weapon bay loads have been built to realistically hold the proper number and types of weapons the real B-2A could carry. The FM has been tweaked to allow the player and AI to fly with reasonable accuracy. There are still a few bugs...mainly the AI likes to be nose down during the approach and landing. Also, there can be weapon bay visual errors when the AI is dropping weapons (ie the bay doors may not open). The weapon bay errors are limitations in the code that can't be fixed...it has to do with more than one weapon station using the same bay door animation slot. We are still working to squash the remaining issues...and one day we will have a proper cockpit for this machine. Have fun...report any crippling bugs (except trying to use it in SFP1/WOV/WOE/WOI...you're on your own) in the release thread at CA. FC 07 Jul 14 Submitter FastCargo Submitted 07/08/2014 Category Other
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