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Showing most liked content on 12/16/2017 in all areas

  1. 3 points
    Bundesmarine F-2GN Super Fury ready for take off from Carrier "Walther Scheel" On course to soviet carrier group around TAKR Odessa Carrier hit, but plane damaged. Strike seen from wingman.
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  3. 3 points
    You're quite welcome. I combine my professional knowledge of aircraft and visual design in one hobby, so its a lot of fun for this old geezer.
  4. 2 points
    Once upon a time in a galaxy far, far away……….it would appear that games developers started projects based on what they could achieve rather than what time and money constrained them to achieving! …..So brings our hero in this story a certain Mr Kevin Klemmick who on his first ever job found himself being given quite a challenge: Initially I was hired as an intern and asked to design and develop a dynamic campaign. For better or worse there wasn’t a lot of direction on what that would entail – the directive was mostly to make something that would be a persistent world and generate dynamic missions instead of the pre-scripted model which was the norm. In case you are wondering the Dynamic Campaign of Falcon 4.0 is still a gem of the modern flight sim world, so some brief quotes on what it involved to create such a thing are in order: I was given a pretty blank check in designing the Dynamic Campaign, so I approached it as I would a strategy game. The idea being that this game would be running in the background whether or not the player flew any missions. In fact, it could be played as a strategy game from the tool I wrote to monitor it. The AI was broken into three tiers, a strategic level, operational level and tactical level. Yet another level of AI would operate in the Simulation itself to drive the vehicles or aircraft. The missions were generated as a by-product of this AI, and in fact used real world planning techniques. For example, once a priority list of targets was determined, a package would be put together to time suppression of air defence, air superiority, refuelling, AWACS, etc. All these missions would be timed out and planned much like a real-world commander would, but were generated as a response to decisions made by the campaign’s AI. While my primary goal was to make something fun to play, we were very fortunate to get a lot of advice from military sources about how things work in the real world and I tried to match that as closely as possible while keeping the game play elements that I felt were important. However, all of this had to work within a very tiny slice of the CPU, which was a huge limitation given all the AI/planning work that was going on. That was probably the biggest challenge of this system. So, got that right. What was the difference between this dynamic thingy and a pre-scripted model? An example of pre-scripted from the Strike Fighters series would be someone creating missions with the Mission Editor or before the Mission Editor existed, Yankee Air Pirate creating missions for players. There are some advantages to this such as recreating historical missions or providing a story or backdrop for the player beforehand. The main disadvantage is that once you have played the mission a few times it’s basically the same thing each time. Of course, Falcon 4.0 does also have a Mission Editor (Tactical Editor) and you can create missions or training scenarios. DCS also has a Mission Editor that includes some quite advanced features for mission designers. Nostalgia and story based missions from yesteryear (Novalogic) Campaign Mode Although it can appear to be just a set of single missions Strike Fighters does have a basic dynamic campaign. DCS campaigns on the other hand are currently a set of scripted missions, but that doesn’t mean you cannot have some very good campaigns in this sense! A Falcon campaign starts with a ticking clock on day one, and the whole thing runs on a massive scale putting the player either in a 2D map mode or joining the campaign by flying in the 3D world as part of it. Even in the 2D map mode the player can see most of the things happening (there is still a fog of war) and also gets news updates on major events. Of course, the missions you do fly will be different and often unpredictable, and that is the extra challenge! Here you can plan and influence things.........bet you didn't plan for that big purple blob.........looks like the space ship from Independence day is here! Yes, the player can run the campaign as default and just join auto fragged missions every now and then – or they have a lot of power to create packages, flights, to frag their own missions, change package loadouts, join other squadrons etc, etc. Anyway, I won’t go any further because the scale is rather large. Note, that if you do just run a campaign without changing the initial mission types and PAK's you will be given non-stop suicide missions and so will your AI buddies! (so, change them!) And yes BMS 4.33 comes with a full set of manuals created by other heroes telling you all you need in the Docs folder in your install (e.g. C:\BMS-433-U1\Docs\Falcon BMS Manuals) The default campaign is Korea in which you can club Kim Jong Un's Cold War museum collection with a multitude of modern weapons like AIM-9X and HMCS. For an extra challenge select Korea Strong and prepare to eat AMRAAMSKI from the Flanker Hoards. By 2014 the North Korean air force went through a massive modernization program which included (or perhaps involved entirely of) employment of beautiful young women (Yonhap News / Aviationist) Of course, as mentioned in part 1 there are many other campaigns and theatres to try from the modding community for BMS 4.33. Totally new Allied Force campaigns - joy! New additions & changes to BMS 4.33 Default loadouts Thank the maker! Any past players may have noted that when 4 x Su-30s appeared on the horizon, your escorts armed to the teeth with 2 x AIM-9Ps and a CBU-52 would be nothing more than useful missile decoys! This may have prompted some like myself to spend ages before missions tweaking loadouts of other flights! But it seems someone has finally improved things here for the better! Ground war You can now control the ground units if you like, one benefit of this is to finish campaigns a lot quicker. And yes, this feature was in the 2005 Falcon 4.0 Allied Force. MANPADs Less welcoming from Allied Force is the addition of MANPADs that make going below the clouds a bit of a no no unless you like jumping out of airplanes! MANPADs were there before 4.33 but were somewhat lackluster in comparison. Reduced weapon supply You may want to try to hold onto those drop tanks a bit longer because unlimited supply may no longer be the case……………you can of course just frag those super brave tanker boys to get you that juice. The little things Adding detail onto the campaign map to be saved to your data cartridge for use in flight is now made better just by the fact that it persists after each mission instead of having to redo it every time! Be a king of Situational Awareness with Bullseye positions, FLOT, Radar coverage, flight path SAM rings and data link tracks! Weather with you From manual: Weather management has been drastically improved, with a dynamic weather system which changes with time as it moves across the BMS terrain. Bad weather effects have also been improved, with better visibility management and new cumulus cloud layers. If you like a challenge you can get pretty good random weather in the campaigns that will require some thought on how you do things when neither you or a targeting pod can actually see the targets! Anyone who learnt their A-G radar mode skills back in the day will still find they still come in handy. A shout out to the rain effect in Falcon which is by far my favourite in any sim so far: Artificial Intelligence (AI) From manual: The AI is now much better at energy management, timing and fuel efficiency thanks to updated climb profiles, top of climb and top of descent management. Holding points and push points have been improved. AI now perform baseline intercepts much more effectively (be warned). This is important for BVR combat but also for tanker rendezvous. The ATO features new target selection logic and package constitution. AI ATC has been drastically improved, providing reliable management of the traffic queue. New options for autonomous approach have been created to allow human players to approach airbases without having to listen to ATC vectoring you through the pattern (useful when you are flying IFR for instance). Note on the last paragraph, which provides a happy medium between the full talk down and the emergency landing…………the full talk down is still fantastic in pea soup weather where there is no ILS at the air base. So, there you have it, still an addictive pleasure that will lead you into a false sense of security before kicking your A! Well, it’s just really hard to do. Looking back on it, I think the only reason we took on what we did is because we were too inexperienced to know better. Knowing what I do now, even given my experience on Falcon, the cost to develop such an engine would be substantial. Since flight sims don’t bring in that kind of revenue companies look at it from a cost to benefit standpoint and Dynamic Campaigns score pretty low in that regard. There is also the argument that scripted missions are more interesting which has some merit. I think if I were to do it over I would do a mix of scripted/generated missions, so that the player still feels like they’re involved in the world, but there is also some variety thrown in to keep things interesting. Kevin Klemmick 2012 Disclaimer - this article may contain Star Wars quotes.
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  6. 1 point

    Version 1.0.0

    21 downloads

    Hi all, This is my Beechcraft Staggerwing 17R. This Beechcraft Staggerwing 17R can be used in Vehicle Simulator and Canvas Knights games. To Install; Unzip with folder names on, go inside the ( BSWM17R ) folder and drag the ( Staggerwing ) folder into your VSF & CK game vehicles folder, if putting it into CK game then add the line in the allied.txt Staggerwing and save it. That's it your done. Hope you all enjoy the Staggerwing. Deutschmark
  7. 1 point

    Version 1.0.0

    53 downloads

    16-12-2017 Skin for the Fletcher Class Destroyer (1941-46) by GrinchWSLG This is representative of a war era Fletcher. To be exact its a late war version. The model is a mix of different ships, specifically the Kidd and the Sullivans. Its finished in Measure 22. A paintkit is included for those who want to finish it in the various other Measures used during the war. Intallation: 1. For SF, WOV, WOE, WOI: Put the "Fletcher" folder into your "GroundObject" Fletcher ...folder !!!! For SF2: ... Place the Fletcher folder in User/Saved Games/Thirdwire/StrikerFighters2(whatever version you use)/Objects/GroundObject...... Be carefull ...save the original skin 1st !!!! This will copy/paste the original skin. The default texture is 2048x2048 . ======================================================================== Credits Original Skin=GrinchWSLG Remake Skin=Acesfakia This mod/skin is released under the CombatAce Thirdwire Community Freeware Licensing Agreement .. As such it may not be used in payware, proper credit should be given in the readme file of any freeware it is released in, and if feasible include the original readmes. ======================================================================================================================== original ship =sf1 sf2
  8. 1 point
    This Facebook group poped up on a F-106 FB group I was looking at, the image they use seems a bit familiar?!.... .....Hmmm.... My F-4E Rivet Haste upload here at CA seems to spring to mind!!! Lol 😁
  9. 1 point
    Actually, you are not far off the mark. Because the other guys need time to work the many files required for a new aircraft, I am experimenting with filling up a production pipeline with models and half-finished skins. This gives VonS, Heck, etc time to work at their own speed - I then update the model and artwork based on their feedback.
  10. 1 point
    that's what I wanted! Kalundborg, Denmark again, thanks!!
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  15. 1 point
    Super Fury over the Kuril Islands.
  16. 1 point
    "The world will change" ~ Joshua Bristow
  17. 1 point
    New screesnhot thread is tempting and it's been a while anyway....so here's a contribution...
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  19. 1 point
    Timor Sea 1970 HMAS Melborne with 724 NAS Super Furys and 805 NAS Skyhawks embarked, on excercise
  20. 1 point

    Version

    749 downloads

    Fletcher Class Destroyer (1941-46) by GrinchWSLG This is representative of a war era Fletcher. To be exact its a late war version. The model is a mix of different ships, specifically the Kidd and the Sullivans. Its finished in Measure 22. A paintkit is included for those who want to finish it in the various other Measures used during the war. Intallation: 1. For SF, WOV, WOE, WOI: Put the "Fletcher" folder into your "GroundObject" folder For SF2: ...do whatever you do to install ground objects. 2. That's it. List seemed kind of dumb with just one item. The default texture is 2048 as its a big object. If this is too large for you or you plan on having many Fletchers on screen, I've included a 1024x1024 texture as well. Its located in the 1024Texture folder. Credits Wrench- Wouldn't have made it if he hadn't asked. Hinchinbrooke- I used your Daring as the base for the .ini Typhoid- Weapons advice Ghost029- More weapons info This mod is released under the CombatAce Thirdwire Community Freeware Licensing Agreement (or whatever its called). As such it may not be used in payware, proper credit should be given in the readme file of any freeware it is released in, and if feasible include the original readme. (Okay, you don't really have to include this little readme.) Not my fault if it somehow destroys your computer. Contact with questions, concerns, COMPLIMENTS, GrinchWSLG on CombatAce.com
  21. 0 points

    Version

    611 downloads

    Free/Incoming Weapon Custom View 1.0 This is a Viewlist.ini mod. Perhaps someone else have found out this trick, but here I share what I have done. It's a great modding tool as well. How to Use Copy VIEWLIST.INI into <your mod folder>/Flight Press F9 for Weapon View (press F9 again to cycle multiple instances) This is the Weapons View you had before, but you can zoom and pan freely. Great tool for weapon modders like me. Press F10 for Tower View Incoming Weapon View (press F10 again to cycle more instances - if present) Since I had to use WeaponInFlight instead of the non-working PlayerTarget entry, you can view any weapons that have been launched by anyone during mission. Missiles, bombs, rockets - as long as they have been launched but not yet impacted or self destructed upon the end of lifetime. Weapons launched both friendlies and enemies can be seen. Example of usage: Upon "SAM Launch" message, press F10 as fast as possible to catch the launch moment of the incoming missile. Good if you want to practice evasion - or to feel pervert joy in seeing your enemies incinerated by friendly air defense systems.


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