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Showing most liked content on 09/16/2021 in all areas

  1. 10 points
    Featuring skins by Jocko417 & myself.
  2. 6 points
  3. 5 points
    well, A is off to the QA shop, now on to B
  4. 4 points
  5. 4 points
    Air Naval exercise over Aegean circa 1985
  6. 2 points
    When 8 machine guns work longer than 4 cannons.
  7. 2 points
  8. 2 points
  9. 2 points

    Version 1.0.0

    45 downloads

    CASA C-212-100 Aviocar, Indonesia Air Force.
  10. 1 point
    When Thunder Rolled and Winds of Change - September 2021 It is with great excitement today we announce some updates and increasing momentum of the When Thunder Rolled Project. Perhaps the most significant news is a Leadership change. All founding members have approved the nomination and acceptance of a new Project Leader that has demonstrated the proficiency, commitment and quality demanded in this critical role. Leveraging his solid understanding of the Thirdwire sims, and recent leadership roles with other initiative including Operation Desert Storm, will set us up for greater success. With this change, we are expecting a surge in activity and progress which has us energized and excited. On a tactical level, our top focus/priority now continues to be on finalizing terrain work - creating incredibly accurate depictions of the Vietnam topography, cities/towns, airbases, enhanced terrain tiles (e.g., honoring requests for more rice paddies), etc. This terrain of course will serve as the foundation for everything else. We continue to excel in enhancing immersion and realism – leveraging outsourced professionals to help with creating dense jungle environments, realistic sky environments and more. These efforts are a cycle of ongoing experiments balancing how much we can push this old game engine and still maintain acceptable frame rates. We have also been making progress in many other areas such as creating realistically detailed target areas. For example, when you strike an enemy military storage area in WTR, we promise it won’t be a generic “Warehouse1” – see proof below! Next up on the target area list is creating a cluttered rail yard supporting Ed’s June 20, 1966 attack on the Railyard NorthEast of Kep Airfield. New models will include a marshalling yard with new train cars, rail yard support buildings, service equipment and more. Also noteworthy perhaps: while not formally adopted on the development roadmap but under consideration – we have received requests over the past few years regarding Yankee Air Pirate (YAP) compatibility. A majority of former YAP team members have already been involved with the WTR Project so this continues to be assessed and a greater possibility. Please enjoy the screenshots below; note these are lower res/compressed versions and representative of unedited actual gameplay. As always, we welcome and encourage community support. If you are interested in contributing, please send me a Private Message (PM). Finally, very special thanks to Erik for all his support and hosting our exclusive forum. Please feel free to share your thoughts and comments in this forum, thank you. An F-105 drops its payload over North Vietnam amidst heavy cloudy skies. Our brand new scratch F-100F; its dazzling bare metal skin catching the morning sun on an enemy air defense suppression (Wild Weasel) mission. Vivid Morning Skies over a small Vietnam Village lose their tranquility as enemy AAA chase after the contrails of an F-105 strike package (top right). Another brand new scratch model, this time showcasing the Mig-17 featuring an insane level of detail and perfect for you rivet counters. Rough inner coastal waters demonstrated by new water effects roll in to disrupt a peaceful beach. An NVA solider driving the SA-2 missile transporter takes a quick break along the Ho Chi Minh Trail. Yet another new scratch model, the AH-1 Skyraider! Employing a low bomb pass this skillful pilot scores a direct hit on an enemy truck convoy just clearing a ridge along the Ho Chi Minh trail. The sheer beauty of Vietnam, rolling hills, lush jungles and colorful fields serve as a momentary distraction from the war. May 3, 1966. Ed Rasimus’ first recorded combat mission successfully strikes a Dong Hoi military storage area in Route Pack 1. Bonus Screenie: re-creation of YAP “JumpMyers” downed pilot rescue mission integrated with the WTR Project leveraging brand new Jolly Green helo model, rescue pilot, special effects, etc
  11. 1 point
    An old screenshot from testing something else. The chasing Hurricane skipped the repaint, and he wants his share...
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  13. 1 point
    That is correct, I may alter it later on to make it A6
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    Polikarpov I-5P - Parani Army Air Force, 1940
  16. 1 point
    After coming from my business trip to Turkey again lol (this time it is business) I will be working on the M109A2 howitzer.
  17. 1 point
    Green texture completed I just need to do a one-time test to make sure everything is okay and the for upload.
  18. 1 point
    McDonnell Douglas Phantom FGR.2 - No.6 squadron, RAF Near East Air Force, 1973
  19. 1 point
  20. 1 point
    green light GO!! one thousand, two thousand, three thousand fo-wer, oh my lord im out the door
  21. 1 point
  22. 1 point
    Hope to be alive then to put my hands on it!!!!!!!!!!!!!!!! The new MiG-17 is pure joy!!!!!!
  23. 1 point
  24. 1 point
    Okay folks, this 'double cockpit' issue keeps coming up, so here's some info to help you solve your own problems. For folks who are having problems with cockpits not being in the proper position, the default is to match the entry in the data.ini: with the position in the cockpit.ini: That should in theory make your eye point from the cockpit match what the eyepoint of the pilot model, which of course should allow you to see what the pilot sees. However, TK has reduced the NearClipDistance parameter in the FLIGHTENGINE.INI in the latest patch, causing some odd issues with external aircraft parts showing that shouldn't. Lets talk a little about how all these parameters relate to each other. All Component entries in an aircraft's data.ini have this parameter: This is exactly what it sounds like...the mesh name and any SystemName in the Component entry will be visible from the cockpit view. In the FLIGHTENGINE.INI file there will be a parameter called NearClipDistance. This parameter is in meters, and tells the that within the cockpit view, anything with the distance is not to be drawn except for the cockpit LOD. Also, under normal conditions, the cockpit LOD will overdraw everything in the cockpit view (aircraft, weapon and pilot LODs). One more parameter that is sometimes relevant is the OpenCockpit parameter located in the cockpit.ini file. If this is set to TRUE, the NearClipDistance parameter will NOT be applied to that aircraft and the cockpit LOD will no longer overdraw everything. Anything with ShowFromCockpit=TRUE in the data.ini will be drawn and visible from the cockpit...even stuff that could be inside the cockpit. I use this to advantage in the F-111s, allowing you to have a WSO sitting next to you. However, all the models I have built have anticipated such a development. Note in the this OUT file: Note that the WindscreenFrame, CanopyFrame, and Cockpit are separate meshes, all the meshes normally closest to the pilot...and the ones that usually cause the visual issues. So, for this aircraft, I've put the following in the data.ini: then Note what happens...basically I've told the sim that in cockpit view, I don't want to see the Cockpit mesh (plus any submeshes) in the external model. You can do this for every mesh that you don't want to see from the cockpit view. This is the preferred method I use, to preserve the actual view from the cockpit as much as possible while avoiding clipping problems. Give that a shot for any model that you are having issues with. You may have to do some searching in the model's OUT file to determine what to hide. One additional note. If your aircraft CGPosition parameter (located in the data.ini) is anything other than 0,0,0, the method I described above will not quite work. The cockpit position will be offset by the numbers in the CGPosition parameter. The way to prevent this from happening is inserting this line into the data.ini just below the CGPostion parameter (located in the [AircraftData] section): What this does is remove the offset CGPosition and the position you set the cockpit at will be its true position reference the LOD model's zero point. In simple terms, if you always set this parameter as TRUE, the cockpit will always be put at the position you set in the cockpit.ini file. I find having this line in all my models doesn't affect anything for aircraft whose CGPosition is 0,0,0 , while fixing those aircraft who's CGPosition is something other than that. FC =========== Wrench Note: if the aircraft does NOT have the OUT supplied (which happens a lot of times), you can find the mesh name with any of the may freeware HexEditors available. All you need to know is the approximate mesh name and use the HexEditors search function to "Find" and confirm the name W
  25. 0 points
    Macelena, I hope so but I don't think so. Usually, VSN mods use stock FC3 cockpits. I hope this time I am wrong.


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