Jump to content

Leaderboard


Popular Content

Showing most liked content on 02/19/2019 in all areas

  1. 13 points
    Thanks to Wrench i was now finaly able to get my hands on a F-4B/N/J tactical manual , with that manual i was able to correct some of my weapons like the AERO 7D / LAU-3A/A and LAU-3A as well as my LAU-32 series launcher and the LAU-59 series a lot of work to change everythink but im almost done witht it here are the new MK-77 fire bombs MK-77 mod2 MK-77 mod4 MK-77 mod5 AERO 7D 2.75 Inch Rocket Launcher ( U.S. Navy ) LAU-3A/A 2.75 Inch Rocket Launcher ( U.S. Navy ) LAU-3A 2.75 Inch Rocket Launcher ( U.S. Air Force ) LAU-32A/A 2.75 Inch Rocket Launcher LAU-32B/A 2.75 Inch Rocket Launcher LAU-59/A 2.75 Inch Rocket Launcher Guided Weapon Walleye I different Mk versions Guided Weapon Walleye II different Mk versions AN/ALQ-164 U.S. Navy and Italian Navy version MK-83 AIR with Thermal Protection Coating
  2. 8 points
  3. 6 points
    Got the pilot's windshield nearly finished.
  4. 6 points
    Back to the Bleriot! Best I can tell, the Italian Bleriots did not have cockades on the wing upper surfaces. If someone can show me research to the contrary, I would greatly appreciate it.
  5. 6 points
    speaking of cockpits reminded me of this....anyone know how to set the compass arrowed in 6th pic?..most of other stuff I know how to set up the ini for...
  6. 5 points
    The revenge of the MarineFliegers: A diversion attack to saturate ennemy defenses: The target was hit by 2 AS30 : though not sunken, we can assume it was put out of action for some time !
  7. 5 points
  8. 5 points
    Not forgot about this.......
  9. 4 points
    Thanks logan will take the dat and add soon as I have completed 3d stuff thnx @wilches no m8 hawk T1a
  10. 2 points
    The windscreen is absolutely essential. Without it, the cigarette might go out.
  11. 2 points
  12. 2 points
    ..and Zulu Romeo ...Foxtrot....November 1946 President Harry S. Truman visited U-2513; the submarine dived to 440 feet (130 m) with the President aboard.....
  13. 2 points
    I'm thinking more like this.... with APQ-94 radar.
  14. 2 points
    Hi Olham! This thread was my effort to compare, contrast and generally sum up, in words and pictures and within a single thread, my own experience of the single player experience from 'BoB2', a joint commercial+mod community (A2A/BDG) remake of the famous Rowan original, and from CloD Blitz Edition. Comparisons based on personal preferences can be all very unfair, and I'm not into MP which is potentially another story. But I'll just say here that if I absolutely had to choose only one combat flight sim to play forever after- which I don't of course but anyway - BoB2 would be at or very near the top of my 'Desert Island Disc/sim' shortlist. A shortlist CloD wouldn't make, sadly. And that's before I have even started playing three out of BoB2's four replayable, dynamic campaigns (RAF commander, Luftwaffe commander, RAF pilot, Luftwaffe pilot). As Rock Paper Shotgun's Tim Stone said in an early review, CloD is a nice aeroplane sim... ... but for SP, and as a representation of the Battle it's named for, BoB2 still shoots it down in flames. Our AI pilot wastes no time in getting down after we escaped back to France after a Spitfire attack, playing as an air gunner during the training mission 'Interceptions - single fighter vs single bomber' This is from the training mission, 'ground attack'. Not sure when I snapped the next two pics, the second one of course being von Werra's 109; and the two after that, from recent RAF 'commander' campaign missions. The one thing so far I don't much like about BoB2 is that 109 escorts will sometimes ignore you (notice the unresponsive staffel below the bombers), said to happen because the campaign AI has a 'proportionate response' policy and will not swarm an intercepting squadron with all available escorts. Possibly taking Teutonic discipline a bit far, eh ?:) But better than the Ancient Britons, whom I recall my history teacher told us the Romans would defeat by attacking one side of their hill forts, causing all the defenders to rush to that side, then hitting the other side about fifteen minutes later. An apt lesson, apocryphal or not. I never forgot it anyway and in later life, I always tried to 'watch my arc' regardless of distractions. :) Other times they will not only react, but can happily bounce you. These 110s did this to our squadron, before I even realised they were there. Fresh underwear all round, please. I much prefer BoB2's big, tight formations which occasionally act dumb to those in CloD which are very small and act dumb a lot. When you can see them, which isn't very often, until they are close (and pixelated, AA being awful) and since - while there's apparently a complicated workaround you can program - you can't even cheat by turning on labels in-game. BoB2 versus CloD is still a bit like Adler Tag versus Turkey Tag :) The nested radio command system menus in BoB2 are very strange in places if you're used to 'classic' Il-2, but at least it works, while CloD's is mostly broken. Team Fusion's patch 5 would have to fix a whole lot, even to begin to balance out the scales.
  15. 2 points
  16. 2 points
    Operazione Locusta (It's just not cricket)
  17. 2 points
    I know they are terribly incorrect and maybe even wrong... but I just needed more colour for my F-5 aggressors... ;-)
  18. 2 points
    Behold the sales pitch F-4E_F German Summary Report.pdf
  19. 1 point
    Today we are taking a trip back to 2004, a time when as you can see from the photo above featured PC CDROMs! Before Internet speeds for most were high enough to consider sending entire game files they had to distribute games to people using good old fashioned Compact Disks. The shiny CD came complete with its own (Jewel) case with cover and even a printed manual. As you can see a time when even Thirdwire had to distribute games and make them look like games used to - the manual even tells me to go to http://www.softwarehelpdesk.co.uk/ for technical support…………..ha looks like that domain is up for sale! Looking at the back we can see it even ran on Windows ME with 256MB of RAM! - Yes, I had to look back to remember what Win ME was – the very last of the Win 9x line before Microsoft thankfully ditched that and we got Win 2000 then Win XP. Of course, in 2004 or nearly all of that decade Win XP was the only game in town for home users and it was great for its time. For anybody who had bought Strike Fighters: Project 1, a Vietnam game was a logical and most welcome step forward….a game that recreates the intense air combat experience in the skies of North Vietnam at the height of the air campaign……………..what could be better! The manual lists the Player and AI aircraft, and although the VPAF selection looks fairly complete, the US selection was very limited compared to the later Strike Fighters 2: Vietnam. This was a time when there was hope for the future and many opportunities to modify the hell out of the game and start getting into place the absolute ton of things not included in the box. Terrain & Environment As you might see (from the case) the Terrain that came with WOV wasn’t much better than what comes with one of Thirdwires Phone & Tablet PC games – a pretty poor and unrealistic looking barren wasteland. Unsurprisingly it was not long before modders produced somewhat better tilesets - one of the first I remember and although free was used by Yankee Air Pirate later: The RA-5 Vigilante - does not come with WOV There was a payware tileset for sale at Razbams store at some point – but suffered from having obvious borders and tile edges – also 512 x 512 bitmap files were pretty big at the time but very low res by today’s standards. This later effort includes a version of Starys Green Hell which included a lot more trees for the first time: Vietnam was hell - Green hell! When released WOV also had no clouds either but they were added in a later patch: Low level clouds, gone but not forgotten Game play The North Vietnam Air Force (VPAF) and air defences were quite well set up as part of the terrain, with relevant SAM and AAA models for the era along with relevant AI. The MiGs varied in effectiveness from patch to patch whereas some of the SA-2s had a Kill probability of about 99% - this was rightly toned down somewhat in Strike Fighters 2 (SF2). WOV included an airbourne FAC (Forward Air Controller) role and this was usually represented by an 0-1E Birddog flying over the battlefield (Callsign Snoopy) – this was removed from SF2. The game added Carrier operations for the first time although the carrier was pretty lonely by itself most of the time, and players could only fly off it in campaigns and scripted single missions! The B-52s thought they were safe from Thirdwires lesser spotted MiG-17F Payware There were some options for payware – mostly from Razbam and Yankee Air Pirate – both had air of controversy that I won’t go into here. One of the very few payware aircraft was the A-1 skyraider pack Before the Mission Editor arrived in SF2 you had to create single missions using Notepad basically, quite a time consuming and difficult process. Yankee Air Pirate basically created single missions based on real missions from Vietnam and was quite an important addition for anyone with an interest in that subject. Populated carrier deck Landing and taking off in Hueys from smaller boats like this Shooting down Colts in Hueys Shooting the side gun in Hueys - Get some!. Of course, with scripted missions you can do quite a few things you cannot in auto generated single missions and campaigns! Advance clone army! The VPAF, masters of camouflage Looking back Wings Over Vietnam certainly started out as a fairly serious attempt to put together a decent standalone Vietnam war Air Combat simulator and in that respects, did a pretty decent job, but only if you took time to add a lot of the mods available and change the game yourself. Graphically it was using DX9.0c so was up to date in that regards although again you had to add mods to get it looking to what it should have perhaps been out of the box. F-111A - not included with WOV EB-66 - not included with WOV …………and Here we are at the tail end of 2017 and still no real alternative to WOV and SF2V on the Vietnam War flight sim front.
  20. 1 point
  21. 1 point
    ravenclaw_007......really nice work......!!! Look.....
  22. 1 point
  23. 1 point
    I had to stop the 1986 campaign because I had frequent CTD. My problem is that I did not find a way to debug those CTD (check which object is missing or bad ...) I am thinking of a systematic check of all files of this campaign But the other campaigns are fine for me, with very limited problems, and highly enjoyable.
  24. 1 point
  25. 1 point
  26. 1 point
    In case that magnetic scale is moving around, you can set it up as such: [MapHSIWheel] <----naming off your choice Type=MAGNETIC_COMPASS NodeName=mapcompass <----- given mesh's name MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=360.0 <----- values can be different depend on your Z-axis pointing forward or to the rear Set[01].Value=0.0 Set[02].Position=270.0 Set[02].Value=90.0 Set[03].Position=180.0 Set[03].Value=180.0 Set[04].Position=90.0 Set[04].Value=270.0 Set[05].Position=0.0 Set[05].Value=360.0 the green arrow depend on if you want it to show heading or course [CourseArrow] Type=COURSE_ARROW NodeName=course_arrow MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 or [CourseIndicator] Type=BEARING_MARKER NodeName=Nav_Course MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 If the white arrow is course deviation then you can set it like this if side ways movement [CDev_Bar] Type=COURSE_DEVIATION NodeName=CDev_Bar MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.02 Set[01].Value=-5.0 Set[02].Position=0.02 Set[02].Value=5.0 or in case it rotates from a bottom axis [GlideSlope_vertical] Type=COURSE_DIFFERENCE NodeName=Glideslope_vertical MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=39.5 Set[01].Value=-4.0 Set[02].Position=-39.5 Set[02].Value=4.0 the course counter you can set up the following way [CourseCounter] Type=COURSE_ARROW CounterNodeFormat=MapCourse_dig%d MovementType=ANALOG_COUNTER ValueUnit=DEG and the range counter: [RangeCounter] Type=RANGE_INDICATOR CounterNodeFormat=MapRange_dig%d MovementType=ANALOG_COUNTER ValueUnit=NM Of course system names[.. ] and mesh names are anything to your liking. Also values might need adjustment depend on the movement size you want to display.
  27. 1 point
    The Soviet Whiskey class boat is based or was even copied from the German Type 21 boat. Another good cold war submarine for this thread and stuff. https://en.wikipedia.org/wiki/Whiskey-class_submarine CL
  28. 1 point
    ..how about....Type XXI ...the body is almost the same.... ? ? ?
  29. 1 point
    ..the model is ready in Download Section....!! Another low poly Ground Object....
  30. 1 point
    Would that be the Tasmanian Sea by any chance? The "poor man's" Tom-Kitty:
  31. 1 point
    The german single seater Phantom would have looked like this: It would have been a simple remove of the backseater cockpit and seat and replaced them with an additionally fueltank. No air to air refuel capbility and the radar of the F-104G.
  32. 1 point
  33. 1 point
  34. 1 point
    Been busy with Real Life, but managed to squeeze in some work on the Bleriot rifleman.
  35. 1 point
  36. 1 point
  37. 1 point
  38. 1 point


×

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..