Jump to content

Leaderboard


Popular Content

Showing most liked content on 10/15/2017 in all areas

  1. 7 points
    In a special meeting in the Hebrew cabinet in August 1987, the goverment presided by Yitzhak Shamir decided to stop the development of the IAI Lavi after defense budget had sikyrocketed. But in a twist of fate, almost at the end of the meeting a urgent message arrived trough diplomatic channels. Japan and Argentina will help to fund the IAI Lavi in exchange for techincal help and the permissions to build the plane in country. At this genereous offer, Shamir soon made a press conference presenting the country with the new situation and letting IAI enginners and pilots to continue the flight tests then underway. 5 years after that the plane was considered a huge succes with export orders to several countries as well as being a plane that meets all the old and new requirements being made by the IAF. Here we see the plane in a punitive strike in 1994 against Gaza strip. Model by AngelP, it need some work on skins, basicly weathering and stencils, if anyone wanto to help with that...
  2. 7 points
    Some pics from NW Europe...
  3. 3 points
    Worked on the Pfalz D.IIIa skins and also started the Pfalz D.VIII. The work went quickly because I was able to adapt a lot of stuff from the D.III.
  4. 3 points
    It occurs to me, that like a bonehead, I forgot to include links to Geezer's stuff in all this:
  5. 2 points
    Am having totally new Harriers AV-8B / AV-8B NA and AV-8B+ all with new cockpits. So consider it done for NA and Plus.
  6. 2 points
    First part of Geezer's European objects: [TargetTypexxx] Name=Aqueduct-1 FullName=Aqueduct-1 ModelName=Aqueduct-1.lod TargetType=BRIDGE ActiveYear=0 TargetValue=20.0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0.10 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frBridge1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frBridge1_dest.lod [TargetTypexxx] Name=Barn-1 DetailLevel=1 FullName=Barn-1 ModelName=Barn-1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-2 DetailLevel=1 FullName=Barn-2 ModelName=Barn-2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-3 DetailLevel=1 FullName=Barn-3 ModelName=Barn-3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-4 DetailLevel=1 FullName=Barn-4 ModelName=Barn-4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-5 DetailLevel=1 FullName=Barn-5 ModelName=Barn-5.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Church-1 DetailLevel=1 FullName=Church-1 ModelName=Church-1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Church-2 DetailLevel=1 FullName=Church-2 ModelName=Church-2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Church-3 DetailLevel=1 FullName=Church-3 ModelName=Church-3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Church-4 DetailLevel=1 FullName=Church-4 ModelName=Church-4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Cow-1 FullName=Cow-1 ModelName=Cow-1.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Cow-2 FullName=Cow-2 ModelName=Cow-2.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Facility-1a FullName=Facility-1a ModelName=Facility-1a.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Farm House-2 DetailLevel=1 FullName=Farm House-2 ModelName=Farm House-2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House-3 DetailLevel=1 FullName=Farm House-3 ModelName=Farm House-3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House4 DetailLevel=1 FullName=Farm House4 ModelName=Farm House4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House-7a DetailLevel=1 FullName=Farm House-7a ModelName=Farm House-7a.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House-8 DetailLevel=1 FullName=Farm House-8 ModelName=Farm House-8.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 TargetTypexxx] Name=Farm House-9 DetailLevel=1 FullName=Farm House-9 ModelName=Farm House-9.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 TargetTypexxx] Name=Farm House-10 DetailLevel=1 FullName=Farm House-10 ModelName=Farm House-10.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0
  7. 2 points
    I have more to do, Geezer. I want to do them for your European objects, but they take more time, because I have to figure out what lods go with what, so I have to experiment. Work has been burning a lot of my time, but the objects are so good that I want to make it easier for everyone to be able to easily utilize them with Mue's editor. I'll release more in small lots as I do them. You did all the real work...
  8. 2 points

    Version

    114 downloads

    What is it? It's a paint scheme for the F-14D Super Tomcat of the Belkan Air Force, 22nd Air Division, 4th Tactical Fighter Squadron "Schnee", from the game Ace Combat Zero. The Belkan Air Force 22nd Air Division, 4th TFS "Schnee" Squadron operated four F-14D Super Tomcat and one EA-6B Prowler. The Schnee pilots used their aircraft to their best in battle. Their tactics rely on confusing and surrounding their enemies. Their F-14D Super Tomcats engage at both short and long distances thanks to their BVR weaponry, while the entire unit is supported by an EA-6B Prowler (not included) which jams enemy radar. The Schnee Squadron was sent to the front-lines at the start of the Belkan War. Stationed at Curado Air Base, within the skilled 22nd Air Division, they inflicted considerable damage on southern independent state forces and helped the Belkan Air Forces push towards Ustio, mainly in aerial combat. In one account above Monte Rosa, Ustio on March 30th, the Schnee Squadron encountered two squadrons, believed to be from the Ustian 4th Air Division. The two squadrons were promptly destroyed. The Schnee Squadron is accredited with dozens of air-to-air kills such as this around the Belkan borders. Throughout the war the Schnee Squadron saw much action; despite being shot down on more than one occasion. It wasn't until the Schnee Squadron entered the fray in area B7R during Operation Battle Axe, that they encountered the Ustian 6th Air Division, 66th Air Force Unit 'Galm'. The battle ended with the entire Squadron being shot down in B7R. Which addon(s) are required? The Mirage Factory F-14 Tomcat Super Pack V1.32 by Caesar (Link to File) (You will also have to add a new nation Belka into nations.ini, instructions inside) Credits Skin and Decals : Zachtan1234 Template : column5 (Link to Template) Check out my other work : F-16C Windhover Squadron (Ace Combat 6) F-15C Galm Team (Ace Combat Zero) F-22A Gryphus Squadron (Ace Combat X) F-5E Wardog Squadron (Ace Combat 5) F-15E Sorcerer (Ace Combat Zero) JAS 39 Gripen-C Indigo (Ace Combat Zero) F/A-18E Grun Team (Ace Combat Zero) YF-23A Wizard (Ace Combat Zero) F-22A Aggressors (Fictional) F-4E Mobius (Ace Combat 4) Eurofighter-GmbH EF-2000 "Typhoon" Rot Team (Ace Combat Zero)
  9. This post cannot be displayed because it is in a password protected forum. Enter Password
  10. 2 points
    Wolf257's A-36A, P-51A, P-51B, P-51C and P-51D Mustangs
  11. 1 point
    Although the target area editor in its current state only has viewing (and no editing) capabilities I decided to release a first version. Maybe someone find it already useful. For usage instructions read the readme.txt. I tested it with stock terrains, Rends germany terrain and the range terrain. Feel free to report bugs, feature wishes etc. TargetAreaEditorV0.1.zip Screenshot: Rends germany terrain, (now ex-) airbase near my hometown.
  12. 1 point
  13. 1 point
    Hello FE/FE2 flyers, Here's one more over-compressed engine that I've overhauled, for one of my favorite planes - the Pfalz Dr.1. This one is now powered by the over-compressed variant of the Siemens-Halske engine (the III.a variant). Historical stats. for the over-compressed engine: 6.0:1 compression ratio (high for the WWI period) 160hp @ 900 engine rpm 200hp @ 950 engine rpm 240hp @ 1000 engine rpm (over-compressed; for short periods, below about 1500-2000 m alt.) (could output 160hp @ full throttle as high as 3700 m alt.) Other interesting details about the engine: Propeller and 11 cylinders spin in one direction, the crankcase in the other (see TheAerodrome.com for more info.) Historical stats. for the uncompressed III (not III.a) variant: 160hp @ 900 engine rpm 200-210hp @ 950-970 engine rpm Stats. for the Sh.IIIa-powered Pfalz Dr.1 in FE2 after the FM overhaul are: - very short run-up for takeoff @ full throttle (less than 30-40 meters) - take offs are fine @ about 100 kph - powerful engine allows level flight, even gentle/longer-run take offs, @ about 50% throttle - stalls below low 70s/high 60s kph in a climb, similar stall in straight line (mid-60s kph) - tends to slip out of very tight turns and very tight loops on occasion, at speeds as high as 130s/140s kph (in gentler turns slips happen below about 100-110 kph); symptoms not as noticeable as on Pfalz. D.III/IIIa, and easier to correct - top speed at full-throttle (over-compression near sea level): 202 kph - cruise speed @ 80% throttle (near sea level): 174-5 kph - climb @ 80% throttle in 120s kph to about 1000 m alt.: 7-8 m/s (amazing climb rate even with non-overcompressed throttle, better than the Fokk. Dr.1 and D.VII/VIIf, thanks to its three wings, powerful engine, and better aerodynamic qualities/slipperiness than on the Fokk. Dr.1; also has thinner airfoils than the Fokk. Dr.1 but not as thin as on allied types such as the SPADs, Se5a, etc.) 1000 m alt: 196-7 kph @ 100% throttle 1500 m alt: 190-1 kph @ 100% throttle (this is the sometimes-cited top speed for the Pfalz Dr.1) 3000 m alt: 178-9 kph @ 100% throttle 4000 m alt: 170 kph @ 100% throttle 5000 m alt: 160-1 kph @ 100% throttle 6000 m alt: 153 kph @ 100 % throttle (theoretical ceiling for Sh.IIIa variant is about 6300 m) 6500 m alt: 81-2 kph @ 100% throttle (easily falls into 70s kph and stalls/spins here; notice also the drop off in top speed since the theoretical ceiling has been passed by about a couple of hundred meters) - climb rate @ 100% throttle from about 1500 m alt. to 5000 m alt. is fairly consistent @ about 120 kph, averaging 8-9 m/s (very impressive for a WWI type); drops to about 5-6 m/s @ 120 kph and full throttle beyond about 5000 m alt; going into the 130s kph to climb beyond 5000 m alt improves the rate slightly to about 7-8 m/s (again @ full, over-compressed throttle) - the Pfalz Dr.1 is on average about 10 kph slower at the higher altitudes than the 200 hp Alb. D.Va and the Fokk. D.VIIf, but the climb rate is better by about 3-4 m/s (a noticeable difference) - approximate engine rpm equivalents and throttle settings seem to be as follows: 100% (over-compressed) throttle: about 240 hp (this gives you as much power as the later SPAD 13, the Ansaldo, also the high-compression Fokkers and Albatroses; and don't forget the improved climbing power you have) 80% (normal) throttle: about 200-210 hp 50% (half) throttle: about 150-160 hp 25% (quarter) throttle: about 80-100 hp - to land, cut the throttle to idle since otherwise you already have ample power; or switch off the engine - avoid rough exits from dives exceeding about 250 kph; type dives easily to nearly 400 kph on full power; model now has MaxG limits implemented and is more realistic; also with improved damage ratings included, and a new sound for the Siemens-Halske engine - if you want a Pfalz Dr.1 with the uncompressed variant of the engine, Sh.III (160 hp, max 210 hp), include the following changes in your data ini: under MissionData: change service dates to April-July 1918 (educated guess for the end date) also change the ceiling to between 5800-6000 meters under the Engine section, paste over the following entries, for the relevant sections (which will give a top speed of about 200 kph near sea level, another often cited number for its top speed): AltitudeTableNumData=23 AltitudeTableDeltaX=504.8 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.996,0.988,0.982,0.964,0.945,0.927,0.909,0.891,0.873,0.855,0.836,0.818,0.800,0.782,0.764,0.745,0.727,0.709,0.691,0.673,0.655,0.000 Happy flying, Von S [Files included in ver. 9.0 and later of my FM updates pack.]
  14. 1 point
    Awesome! Reminds me of playing Jane's IAF
  15. This post cannot be displayed because it is in a password protected forum. Enter Password
  16. This post cannot be displayed because it is in a password protected forum. Enter Password
  17. 1 point
  18. This post cannot be displayed because it is in a password protected forum. Enter Password
  19. This post cannot be displayed because it is in a password protected forum. Enter Password
  20. 1 point
    Tweaked the colors a bit. The skins are now good enough for testing - I'll finish them later, when VonS is done with his file magic.
  21. This post cannot be displayed because it is in a password protected forum. Enter Password
  22. 1 point
    Yep, damn shame about that but it's pretty typical for WW1 sims. They usually don't make enough money to justify development costs. I like FE2 because I like low-level dogfighting and FE2 is easier to mod than CFS3. I realize the WOFF guys - after many years of dedicated work - have a better looking sim, but they extensively modified CFS3 into something very different from the original Microsoft release. In addition to new aircraft, I keep fooling around with experimental ground tile art to improve FE2 at really low level.
  23. 1 point
    still WIP, but it is the same skin for those with better eyesight, this mod brought to you by Donna Summers.... or the ANG comes out to play
  24. 1 point
  25. 1 point
    Having fun with the Japanese Black Panthers!
  26. 1 point
    The small objects group from Geezer's industrial objects. Out of time today. Work, work, work. Work, work, work. Hello boys. Have a good night's rest? I missed you... (my wife's hanging out, watching) More to come... [TargetTypexxx] Name=Shed1 DetailLevel=2 FullName=Shed1 ModelName=Shed1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Shed2 DetailLevel=2 FullName=Shed2 ModelName=Shed2.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Wrhse1 FullName=Wrhse1 ModelName=Wrhse1.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse2 FullName=Wrhse2 ModelName=Wrhse2.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse3 FullName=Wrhse3 ModelName=Wrhse3.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse6 FullName=Wrhse6 ModelName=Wrhse6.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Wrhse8 FullName=Wrhse8 ModelName=Wrhse8.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Urban Block1 DetailLevel=1 FullName=Urban Block1 ModelName=Urban Block1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Urban Block2 DetailLevel=1 FullName=Urban Block2 ModelName=Urban Block2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0
  27. 1 point
    Bugfix Update: Target Area Editor V0.2.2: -bugfix: crashes while reading 24 bit tga files It's actually an old bug, that I fixed already last year in the LODViewer. But for unknown reasons the bugfix never went into the Target Area Editor. Copy the content of the zip file into the MuesToolBox folder. TargetAreaEditor_V0.2.2_Update.zip


×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..