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Showing most liked content on 10/08/2019 in Posts

  1. 6 points
    I just completed the civilian Airport and it's in 7 separate models two terminals 3 terminal gates ground concrete structure and the main Airport building, also I have decided to make new main floodlights for the Airport. This is what I've done so far, maybe I'll be adding some more models, for example, ground support vehicles. please if there's any such thing already have been created let me know.
  2. 6 points
  3. 6 points
  4. 5 points
  5. 4 points
    I'm no Skinner so I'm just happy I got decals in the right places! RAF 617 Sqn Eagle FGR3s in the liberation of Norway campaign, October 1991.
  6. 3 points
  7. 3 points
    Super Hornet in action !
  8. 2 points
    As well as basic VFA-106 skins:
  9. 2 points
    just something seen while testing, part 1
  10. 2 points
    As well as NJ100 as another one I didn't complete for some reason.
  11. 2 points
  12. 2 points
  13. 2 points
  14. 2 points
    "Strike Fighters 2 Complete Edition" free for contributors. What a nice surprise, from TK, , on this dreary Monday.
  15. 1 point
    I got more to do but having them exported is nice. MFDs.mp4
  16. 1 point
  17. 1 point
    Yom Kippur war, CAP over the Bar Lev line, everything went wrong, but not yet... My favourite Mirage by far.
  18. 1 point
  19. 1 point
    That is interesting, I should give it a try. thanks mate
  20. 1 point
    To save time making one side of a model helps...I now use instances...so much better... also found out...seems to work so far. if you copy animated landing gear say...on left...mirror i...you lose some animation orientations.or they go squiffy...pain to redo anims eh...possibly not...try this below... Ive found out by accident...if you mirror the whole wing\and animated parts as an instance....move in place with parent(wing) in my case ,and then make unique using make unique button modifier...seems to keep animations correct tried 3 times and works every time so far.. mirror tool at top NOT mirror modifier...that screws up anims unless you reverse anims in the dope sheet. try it and let me know how you guys find it. if you didnt know the buttons here,only active whn an instance is selected.
  21. 1 point
    Decided to go with the 100 series modex for now, and finishing touches, and will do an E version as well.
  22. 1 point
    Yep, that was a really nice surprise! Thanks TK!!
  23. 1 point
  24. 1 point
    S.MK1 809 Sqd Lossiemouth circa 1963
  25. 1 point
    This is the current state of my attempt at reconstructing the SF2 FDM. Maybe someone find the information useful. I welcome comments and corrections. sf2_fdm_notes.pdf
  26. 1 point
  27. 1 point
    Strung out across the valley floor to prevent any militia forces escaping towards the border, the Marine blocking force is at a distinct disadvantage in the upcoming engagement.. With no time to call for extraction or even to redeploy to the opposite slopes of the valley the Marines will not hold the high ground and the only option will be to try to pick off the enemy vehicles as they crest the ridge and are silhouetted against the skyline... If the enemy armour gets down to the valley floor they will be able to manoeuvre freely and bring their main guns to bear on the lightly armoured Marine vehicles.. But the Marines have air support from AH-1Ws and F/A-18Ds which will try to thin down the Sudanese forces, with the FAC firstly running in to mark targets... Closely followed by the attack birds.. This isn't going to be easy though, the enemy have brought air defence units with them.. But the Marines have a flight outfitted for defence suppression... And then the first enemy units cross the ridgeline and the battle really begins... To be continued...
  28. 1 point
    interesting. I will explore this ...It could save some time.
  29. 1 point
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    Near the border with Sudan the blocking force takes up position... At the convoy site the SEALs move into position.. The SEAL leader gives the order, 'Snipers engage'... But the snipers aren't lying prone with long guns, they are inbound AH-1W gunships with Hellfire missiles targeted at the enemy 'technicals' from the rear... The Cobras close to engage with rockets and guns.. As confusion reigns a SEAL element, armed to the teeth and kitted out for hostage rescue, emerges from cover and makes a move to secure the aid workers.. It's close combat but the militia don't really stand a chance against professionals.. The rest of the SEAL team close in to the secure the convoy and call in the extraction helos.. Meanwhile, an F/A-18D ATARS bird, outfitted for FAC spots a dust cloud crossing from the Sudan border and rolls in to investigate... It's militia reinforcements... But wait... They've got company, and it's heading straight towards the blocking force..... The Marines hastily reorient to meet the new threat, but they're out of position, outnumbered and outgunned... To be continued...
  31. 1 point
  32. 1 point
    Freshly out of the paint shop, a 421 SQN heads out on CAP. Some MiG17s deciding to try to scratch my paint. Still saying no Out of altitude and some of the losers burning in the background.
  33. 1 point
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  35. 1 point
    Over Ecuador, and hard to spot from above.......... 5 miles out Over the target Time 2 go
  36. 1 point
    I originally thought the drag tables were just a modifier for the headline StallDrag=xxx entry but noticed the TW F-16 has StallDrag=0.000 for both inner and outer wing panels while still using a stall drag table. That's just an observation I'm passing along because I'm not sure how it works either. The F-16 still generates a noticeable increase in drag at the buffet point so the table seems to be doing something. When building a new FM I just grab those tables from a TW type with a similar wing design and move along. The above statement caught my eye. I always assumed, because every TW FM has a CDL table that ended at 28deg, there must be a limitation in the flight engine. The 28deg limit is probably OK for most of the older TW aircraft but might be a bit limiting for people wanting to model some of the newer high alpha types. I made an expanded CDL table to check out the behavior past 28deg alpha and it seems to work OK but needs more testing: CDLAlphaTableNumData=31 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-60.00 CDLAlphaTableData=225.000,196.000,169.000,144.000,121.000,100.000,81.000,64.00,49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000,64.000,81.000,100.000,121.000,144.000,169.000,196.000,225.000 The above table probably looks familiar to many. The 28deg version is used on many TW types and is what you get when calculating for a symmetrical airfoil with an aspect ratio of 2.0 and an efficiency ratio of 0.80[80%] The posted table is calculated to +/- 60deg. I'm not really sure how best to implement this table. CDL=drag due to lift and the lift stops increasing at AlphaMax=xxx so it might make sense to limit the table to the AlphaMax range. As an example, your flying the latest high alpha wonder plane and it keeps making lift up to 38deg AOA. In this case it might make sense to stop the table at 40deg, 100.00 on the table. On the other hand, after reaching AlphaMax, the TW flight engine maintains the lift in a straight line [flat line/constant lift] to AlphaDepart=xxx. For the new wonder plane the AlphaDepart=60.0 AOA so it also might make sense to just continue the 100.000 data point right to the end of the table. Or maybe not. I'm not really sure how the game is modeling drag post 'AlphaMax' [edit] and AlphaDepart, maybe it has something to do with the stall drag table Mue was asking about. I don't fly the modern planes very often but I'm trying this new table out on one and for the MiG-21 Bis FM I've been messing with I've got the AlphaMax=33 so I'm trying the new table with a range to 36Deg. The table is an easy copy/paste job if anyone wants to try it out on a high alpha plane that uses the standard 28deg TW table.
  37. 1 point
  38. 0 points
    just copied all my sf2 files to new folders...uninstalled all my sf2 installs for the nw all in one.....installed it...unknowingly to D:games\ rather than Games\SF2 so thought uninstall sf2 all in one...it only uninstalled and removed EVERYTHING in the games folder...now having to undelete the games folder...so beware DONT DO IT....i had ALL my modded installs in Gaes foldder...ALL my own made models have gone...it eeven removed my steam games.....and EVERYTHING ELSE even GTA V gone


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