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Showing most liked content on 08/19/2018 in all areas

  1. 10 points
    Hello All, This project started in November 2015! I started to share this project with two other guys Logan4 and Heberth around March of 2016. And here we are... First I want to thank the following individuals: Logan4 for the 3ds Max issues and Florian for showing me the slimmer technique. I want to thank Mue for his valuable tool program for making this project easier. Of course, thanks to Marcelo for his Su-27 model (I believe it is a 2007 model) so it is a old model but still useful. I will get to the point... I wanted to finish this project by 2016. Will, as you can see, there is still plenty to do before it is consider finish. The reasons are the same - time, family, work, interest, and anything else you can think of. The model is old and has issues with its UVMap and so a lot of items need to be modify or change just to make it close to what I wanted. So, any issues you will eventually see... most likely I already know. Now due to time and interest, at this point, I just want to finish it. There are plenty of issues and errors in this Mod but I am OK with it. Example: the MAWS on the forward fuselage of the J-11A_Upgrade is in the wrong position and the size could be bigger. My mistake was making the fake pilot mod before I made the new template and try to fit it in the proper place. However, using the old template and the size of the aircraft model, the position is pretty close... it is just the way the model was made that made it hard to fit in the right place. Anothere was the J-11B_AL-31F's top shield for the HUD was deleted, it was meant to be this way. The initial J-11B was to have a new hud and cockpit with AL-31F engines. It turns out that the eventual first J-11B was with a Holographic HUD and AL-31F engines. I just included that model for fun. Another example: The right main inner wheel well is not UV unwrap, so you are going to see the lower right wing textures instead, I did try to locate it using the Mue's tool... it is not there. Another example: The way the model was UV unwrapped, there are plenty of areas where it will "bleed" into different shapes. What I meant by that is... if you place a line (as in a panel line or a rivet) you will not see the panel line or the rivet... what you will see is a stretch mark or a blended or distorted line or spots of color. So things like these is what you are going to see as errors. Basically - size, shape, position, etc. will be adjusted as needed to make it look ok or fit. Finishing up the panel lines, making the stencils, markings, and adjusting the aircraft, etc... Thanks to CombatAce for being here and for its continuing support of the community for FREE! I thank CA for all the wonderful toys we get to play with! Hopefully I will finish this thing... Cheers! Ace888
  2. 4 points
    Even after so many years of service, it still presents an image of barely restrained mayhem........
  3. 4 points

    Version 1.0.0

    52 downloads

    My first experimental skin for beautiful Albatros DII early by stephen1918 (also can use for others Albatros DI/DIIs). I tried to add some new "photorealistic" textures from me and othes places. Don't forget to add to Albatros DII "ini" files: [TextureSetXXX] Directory=Camo_3_Real Name=Camo_3_Real Nation=Germany Squadron= Specular=0.900000 Glossiness=0.900000 Reflection=0.500000 Eugene1
  4. 3 points
    Had no idea the B-36 was ever in a film - what great footage.
  5. 3 points
    If anybody would like to test the FAA versions for me before I upload them please let me know...... I've also given the basic ( as in non clipped wings) version the same treatment.......just dont really have time to make new skins for them.......they've all been done so many times before anyway.
  6. 3 points
  7. 3 points
  8. 3 points
    Was watching "The Final Countdown". Still love that movie. VF-84 Tomcats were some of the best looking Tomcats ever....
  9. 2 points
    Wait, Jeff is back?! Yells at the family over my shoulder, "Hurry, pull the RV around, give it a quick wash, and then get my fishing gear together it's vacation time! Church can wait honey Jeff is back."
  10. 2 points
  11. 2 points
    While working with some birds lately i was thinking on the fact that many birds in our collection have end dates of the year 2020. While that might've been reasonable when even the SF2 series came out (2009), i think that many of the aircraft in both real life and in game will continue to be seeing action on 31 Dec 2020. Many of the common aircraft in NATO Fighters, ODS, Op Darius to name a few wont retire until the 2040s earliest. not a specific request, more something to consider when creating new mods or updating older ones as either expiration dates need modified or new models created to represent upgrades (say a F-15C (10) for the AESA radar upgrade) and first one to mod a TARDIS let us know, we need that entry for infinity to use on the B-52!
  12. 2 points
    512 max tiles per terrain restriction broken...lol. now there's no limit, well at leat till 1024 are used up..
  13. 2 points
  14. 1 point

    Version 1.0.0

    68 downloads

    LOADING SCREENS FOR STOCK SF2 SERIES PLANES Just as the title implies. This pack is broken down for each version. Load em all if you have em all. ALL PICS WERE PULLED FROM GOOGLE SEARCHES. CREDIT IS DUE TO THE ORIGINAL AUTHORS, WHOEVER THEY MIGHT ALL BE. INSTALLATION: ADD THE FOLDER FOR THE TITLES YOU HAVE TO YOUR OBJECTS FOLDER. ALLOW IT TO MERGE ALL AND GO FLY. NOTE: SCREENSHOT ON DOWNLOAD PAGE IS NOT AVAILABLE. ALL PICS ARE REAL PHOTOS PULLED FROM GOOGLE. FINAL NOTE: THIS DOES NOT INCLUDE DLC. ONLY THE PLAYER FLYABLE AIRCRAFT FROM THE FIVE MAIN GAMES AND THE TWO EXPANSION PACKS. Thanks to the greater CA community for the help modding and the support and laughs over the years. Kevin Unruh aka Daddyairplanes 18 Aug 2018
  15. 1 point
    ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn Human, you should be on you knees worshiping The Great One; praying he ends you swiftly ======================= Dan added that in the original release. It's incorrectly placed, as everyone know R'lyeh is a the bottom of the Pacific, untouchable by Man. (longtime Lovecraft reader, longtime (but retired) Call of Cthulhu RPG player -- I've some knowledge of The Great Old Ones)
  16. 1 point
    Yes you can. here is from *.out file of one of cobra pits. Armament_Control-Panel [270 polys, 280 verts] '14 - Default' SwitchWeapons [85 polys, 111 verts] '23 - Default' Selector_Weapons [138 polys, 178 verts] '16 - Default' SwitchesWeapon [288 polys, 356 verts] '23 - Default' Switch_L-Wing-out [2 polys, 4 verts] '18 - Default' Switch_L-Zuni-out [2 polys, 4 verts] '18 - Default' SwitchARM1 [66 polys, 70 verts] '23 - Default' - THIS is switch that is really swich - both above are just invisible nodes assigned to specific stations. Switch_R-Wing-out [2 polys, 4 verts] '18 - Default' Switch_R-Zuni-out [2 polys, 4 verts] '18 - Default' SwitchARM4 [66 polys, 70 verts] '23 - Default' Switch_L-Wing-gp [2 polys, 4 verts] '18 - Default' Switch_L-Wing-in [2 polys, 4 verts] '18 - Default' Switch_L-Zuni-in [2 polys, 4 verts] '18 - Default' SwitchARM2 [66 polys, 70 verts] '23 - Default' Switch_R-Wing-gp [2 polys, 4 verts] '18 - Default' Switch_R-Wing-in [2 polys, 4 verts] '18 - Default' Switch_R-Zuni-in [2 polys, 4 verts] '18 - Default' SwitchARM3 [66 polys, 70 verts] '23 - Default' and in cocpit ini file it works likr this: [weaponStationL3] Type=WEAPON_STATION_SELECTOR NodeName=Switch_L-Wing-out MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-30.0 Set[02].Value=1 ItemNumber=2 - weapon station IDnumber [WpnSt_ZuniOut-L] Type=WEAPON_STATION_SELECTOR NodeName=Switch_L-Zuni-out MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-30.0 Set[02].Value=1 ItemNumber=4 - weapon station IDnumber meaning make 'switch node'that is visible in pit and is moving in pit...but it is last child in node tree...where nodes higher in the hierarchy are responsible for moving switch depending on weapons station used...
  17. 1 point
    I joined CombatACE back in 2011, but then I discovered it was once known as BioHazard Central. So glad to meet you, MadJeff! A lot of new faces and modders to know, and plenty of new mods to choose from, for your Strike Fighters experiences. So... welcome back, Sir! As for suggestions, Strike Fighters actually plays better with older aircraft. Modern aircraft's avionics can't be reproduced properly, not to mention a game bug explained properly at this thread: https://combatace.com/forums/topic/88255-help-with-dealing-a-missile/?tab=comments#comment-712124. I recreated/remade some terrains/scenarios which might be of your interest, if you want to fly planes from the 1980s and 1990s. Scenarios set in the 2000s can be frustrating because of the bug above.
  18. 1 point
    TWO.... MINUTES....... TO MIDNIGHT midnight.... midnight....... its all night edit one: huge thanks Jarek! edit two: Valhalla Express will return in Stratotankers Pack 2
  19. 1 point
    Works like a charm 527 tiles and still going strong...(both within the tool and the game). I'll give you a call once the 1024 tiles are used up..LOL thx very much rgds gterl
  20. 1 point
    Have now double-checked my tweaked data ini for the SSW D.1 and it is indeed possible to solve the problem with correct rpm tweaks for slow and idle prop...the tweaks of 200 and 300 for slow and idle that are included in the modded FM don't display the static prop problem. Reversing the values, however, to 300 and 200 for slow and idle recreates the problem when the engine is throttled down to zero. For most other aircraft it's fine to have a slow number lower than idle, for better representation of prop spinning. Von S P.S. Results may vary across FE1 and FEgold (my comments apply to FE2).
  21. 1 point
    It looks like you're right. I was playing with Geezer's Junkers J.I (also known as a "tin donkey") - I tried to get its control surfaces, landing gear and propeller to work correctly. And I noticed that initially the effect of propeller untwist was absent, but then it appeared.
  22. 1 point
    I am not sure, but the [Engine] variable ThrottleRate= might have an effect on this. I love this little aircraft and its prop doesn't trouble me, but for people who want to explore this issue, try some different numbers like ThrottleRate=0.1 and ThrottleRate=0.9, and see if there is a difference.
  23. 1 point
    There is nothing in the 3D model that controls the speed of the engine animations. The speed is controlled by the game engine. The model maker creates several versions of the prop (static prop, slow prop, fast prop, damaged prop) and attaches them to the prop shaft. The game engine spins the prop shaft and calculates the RPM of the engine based on the throttle setting (controlled by the user) and the settings in the [Engine] portion of the plane's data.ini. Then the game switches the version of the prop based on the RPM settings in the [Engine] settings. I didn't notice the problem until after I read the postings by Crawford and VonS. I don't know what settings in the engine data control how fast the engine speeds up/slows down. You could probably get some change by playing with the RPM settings that VonS mentioned.
  24. 1 point
    Hello fellow flyers of First Eagles 2, Please find attached below an all-in-one zipped file of the latest works in progress by Geezer. Geezer may in the future return to work on these projects further, but he is currently busy with real life and other hobbies. However, he has kindly given permission to the First Eagles 2 community to release the latest versions of his works-in-progress aircraft. You will find included in the zipped folder various types and sub-types, also a couple of extra sounds, the latest sounds ini file for your Flight folder, and also a Read Me file that includes more info. on the latest FM tweaks for these models. Work on Geezer's models not released yet as works-in-progress happily continues behind the scenes. A great many thanks to Crawford, Coupi, Jeanba, and Mike Dora for continued input on these works, and of course a great thanks to Geezer for these beautiful models. (Note: the Pfalz D.III was also used in the middle eastern theater - suggested service dates for that theater are from about July to October of 1918.) Happy flying, Von S GeezersNearlyCompleteModels.zip
  25. 1 point
  26. 1 point
  27. 1 point
    USAF RF-80C Shooting Star, Photo Recon, Korea 1952. (EricGen's SF2 RF-80C; PauloPanz's orginal skin repainted natural metal; new lines, rivets, etc.)
  28. 1 point
    USAF AT-33A Shooting Star, Armed Recon, Korea 1951. (EricGen's SF2 T-33A; PauloPanz original skin repainted natural metal; new lines, rivets, etc.)
  29. 1 point
    Hello everyone, everything good? Can anyone help me finish the Embraer KC-390 I do not have time to finish the UVW map My help need much the model me send model add uvw map =D I add other game
  30. 1 point
    Early in the war, we struggled to stop the chemtrails... We got in behind these carbon-emitting beasts... But the sun always seemed to be on their side The offending targets were on the radar though, so we let loose! The seekers seeked even through the countermeasures.. and we scored! And we remain free-willed and uncontrolled for another day!


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