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Centurion-1

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Everything posted by Centurion-1

  1. Thx Coupi! Some of those refs I had already but I appreciate the effort. Anyways, bought the manual as some sort of christmas gift for me The chaps over at Mach One manuals did a good job at scanning the thing and the cessna guys made an excellent manual! With this data there's nothing stopping me from making an A+++ grade cockpit! Don't hold your breath tho, it will take a little while...
  2. Nice models from the screenies but really salty prices if they do not even have all the necessary weapons included. Pass.
  3. Hey all, I'm pretty much swamped by my own projects but I found this document online, and it contains some interesting ideas for scenarious in SF2 that simulate the situation after a full nuclear exchange: http://www.johnstonsarchive.net/nuclear/nuclearwar1.html I'm not what you'd call in-the-know about thermonuclear devices but most of the projections here seem legit... Anyways, here are some interesting excerpts that could form a basis for campaigns: Israel based campaign Far east Other notable ideas are latin american countries raiding the continental USA for resources and food wars all over the third world. Overall, it's a pretty bleak read and certainly makes one happy that there never was a full scale nuclear exchange.. That said, the cold-war gone hot in Europe that SF2 and many other games simulate that is strictly conventional is rather naive I think, and this would be an interesting scenario, no?
  4. Have you seen this discussion? http://combatace.com/topic/80597-sweetfx-and-ocean-water/ Beach used SweetFx shader to achieve an opposite result of what you want by decreasing saturation, maybe you could achieve what you want by increasing saturation using SweetFx post processing?
  5. Cockpit work from today and WIP skins (again, thanks to Paulo)
  6. Thx guys, I am putting Paulos skin pack to maximum use now, here are some more variants: Saudi Arabia, Jordan and Brazil. Ignore RWR antennas left on by mistake..
  7. Love the level of detail! That is way up there with DCS in terms of sheer visual fidelity, it might even be beyond and above that! Absolute top notch!
  8. Some more modern latin lovers Tigers: Mexico and Chile! An internet cookie for whoever can tell me more about the larger vertical stab on these variants as well as the function of the spine antenna.
  9. Yeah definatively will be including one of those, 90% done already I am planning on making maximum use of Paulos excellent skin pack for the old F-5 decal wise, they are fully re-usable for this bird only need to lower the y-coords by about 0.2m and change some nodenames. That way we can have more variants quicker, then if someone wants to use the templates to create more detailed skins with painted on decals then they can do that. I did not have the energy to do anything super serious today, so I decided to make a SEA camo skin, also as a wrap-around. From these we can make for example Mexican and Brazilian AF skins.. OK, I have a soft spot for Latin American aviation, so? EDIT: OH and Dag I will fix the antennas, thx for the tip!
  10. Thanks Carlo, that will come in handy too! From Wikipedias list of F-5 Operators Austria Austrian Air Force: On loan from Switzerland – all aircraft returned and replaced by Eurofighters Bahrain Bahrain Air Force received eight F-5Es and two F-5Fs in between 1985 and 1987.[95] Brazil Brazilian Air Force operates 51 F-5EM and six F-5FM; to be withdrawn gradually between 2017 and 2030.[98][99] Chile Chilean Air Force: Chile purchased 15 F-5Es and 3 F-5Fs in the 1970s, these being upgraded to Tiger III standard from 1993. A story about the purchase of Honduran F-5E/F for the Chilean Air Force is frequently cited but has proven to be baseless since the Honduran Air Force still operates this type. [100] 16 F-5Es were replaced in 2009 by 16 F-16 Fighting Falcon MLU T5.[101] A total of 10 F-5s remain operational as of 2009.[102] In March 2013, the Uruguayan Air Force initiated talks for procuring 12 surplus F-5 Tiger III aircraft from Chile for $80 million.[103] Ethiopia Ethiopian Air Force first delivery in 1966 it has operated the A, B and E variants. Honduras Honduran Air Force The United States delivered ten F-5E and two F-5Fs starting in 1987 as replacements of Dassault Super Mystére, which were reassigned to air strike as they were in their last years of service. The F-5 were refurbished former United States Air Force aircraft. Indonesia Indonesian Air Force: Upgraded in Belgium in the middle to late 1990s. All 16 F-5E/Fs have been retired since late 2005 but are in reserve in case of future use. Will be replaced by ex-USAF F-16 Fighting Falcons.[citation needed] Iran Islamic Republic of Iran Air Force: 60 or 75 F-5E and F operational; 140 originally delivered to the Imperial Iranian Air Force. Unknown numbers of HESA Saeqeh and HESA Azarakhsh fighters derived from the F-5 design Kenya Kenya Air Force: In July 2008, it was reported that Kenya will spend 1.5 billion KSh to buy 15 former Jordanian Air Force F-5s, 13 F-5E and two F-5F upgraded with Rockwell Collins avionics[105] (plus training and spare parts).They will be added or eventually replace the current F-5 fleet[106] Republic of Korea Republic of Korea Air Force: Received a total of 340 F-5s (88 F-5A, 30 F-5B, 8 RF-5A, 126 F-5E, 20 F-5F, 48 KF-5E, and 20 KF-5F). During the Vietnam War, 36 F-5As and 8 RF-5As were transferred to the Vietnam Air Force in exchange of F-4 Phantom II from the United States Air Force. 5 RF-5As were brought back to Korea before the war ended. The last Freedom Fighter retired in 2005, and 8 F-5As were donated to the Philippines Air Force. The ROKAF plans to replace the U.S. made F-5E/Fs with 60 newly built FA-50 aircrafts. Mexico Mexican Air Force received 12 F-5s in 1982.[citation needed] The service currently operates eight F-5Es and two F-5Fs.[107] Morocco Royal Moroccan Air Force operates 12 F-5A/Bs upgraded with Tiger II avionics and 24 upgraded F-5 Tiger III.[108] Malaysia Royal Malaysian Air Force uses four as trainer aircraft while another eighteen of its Northrop F-5 Tiger IIs were upgraded for reconnaissance purposes, however the operational status for these are grounded. Saudi Arabia Royal Saudi Air Force: 110 F-5E/Fs withdrawn from active service aside from in the trainer role, some squadrons such as #10 based in Taif will be replaced with Eurofighter Typhoon. Singapore Republic of Singapore Air Force: operates 32 F-5S, 9 F-5T and 8 RF-5S fighters.[24] South Vietnam Vietnam Air Force received fleet of 158 former US, Korean, Iranian and Chinese F-5A Freedom Fighters, 10 RF-5A and eight F-5B trainers, USA also provided newer F-5E Tiger IIs, most of F-5s were evacuated to Thailand in 1975, but many were captured by People's Army. Sudan Sudanese Air Force: 10 F-5Es and two F-5F were delivered in 1978, One of the F-5Fs was sold to Jordan. further two F-5s defected to Sudan from Ethiopia during the Ogaden crisis.[20] Switzerland Swiss Air Force: Operating 42 F-5E and 12 F-5F Tiger II.[110] The Swiss chose the F-5 because it was simpler to maintain than the F-16.[111] Taiwan (Republic of China) Republic of China Air Force: Received 115 F-5A and B from 1965, 48 were transferred to South Vietnam before 1975. From 1973 to 1986, Taiwan produced 308 F-5E/Fs under license.[22] Later batches of locally AIDC licensed production of Tiger IIs were fitted with flare/chaff dispensers, plus handling qualities upgrades with enlarged LEX and F-20's shark nose, and radar warning receivers(RWR).[84][112] Thailand Royal Thai Air Force: F-5A retired. Now operates F-5B/E/F/T, F-5B/E slated for retirement in 2011–2012, to be replaced by 12-JAS 39 Gripen. The last F-5 fleet, upgraded F-5T Tigris and F-5F will continue to serve to 2015–2020. Tunisia Tunisian Air Force : Eight F-5E and four F-5F Tiger II were delivered in 1984–1985. The TAF received five ex-USAF F-5E in 1989. 16 aircrafts still in service. United States 26th Aggressor Squadron 64th Fighter Weapons Squadron 65th Fighter Weapons Squadron 527th Aggressor Squadron United States Marine Corps[7] United States Navy[7] Venezuela Vietnam Vietnam People's Air Force (several captured ex-VNAF aircraft). One F-5E (s/n 73-00867) was transferred to the Soviet Union for evaluation flights, i.e. against the MiG-21bis; 40+ F-5E/F/C were in VNAF's service.[116] After the Vietnam War, Vietnamese forces used the captured F-5 fleet against Chinese forces during Sino-Vietnamese War. Yemen Yemen Air Force: North Yemen Air Force's 14 F-5E/F fleet were initially piloted by ROCAF/Taiwan pilots as part of 115th Squadron at Sana‘a, from April 1979 to May 1990, to boost its air defense.
  11. Thanks Carlo for the refs! I spent some time today touching up the main landing gear and making some rounder pylons, still WIP those.. I have decided to set a December 24th deadline for this project, so what is done by then will be released and what's not might come later. But anyways, since the templates are not the same I am afraid there is going to be new skins needed, as you can see I have the IRIAF done, but what other skins would you like to have initially? Which ones do you need the most for campaigns/installs?
  12. War Thunder Beta (1.35) Review

    War Thunder Beta Impressions by Mats "Centurion" Liljeroos http://warthunder.com/ War Thunder by Gaijin Entertainment is an air combat game set in World War 2 and the Korean War time period, and features an impressive almost 300 aircraft to date! And it does not cost a single cent to buy, which would have seemed too good to be true a couple of years ago. The free-to-play concept certainly has proved successful these last few years, and it seems that almost all multiplayer titles these days adopt the free-to-play or f2p concept at some point, with massive boosts in revenue as a result. For the consumer, the f2p concept has some very obvious strengths, the biggest being that no money is required up front, allowing the consumer to sample the offerings for however long he or she wishes. The largest criticism of the f2p model is that is actually free to play, but pay to win, and that the player has to pay to have any chance at succeeding in the game. War Thunder is a free-to-play title, but is it pay-to-win too? And is it a serious air combat game? Installation and introduction War Thunder is currently in open beta, the last major update was version 1.35. The release date for the full version is not disclosed, but there is already at this stage a large amount of content implemented, and the developers have stated that they will not perform a reset of player stats once the full version goes live. The game is available for Steam or stand-alone, but you will have to register an account for the game that will track your achievements. As stated previously, the game is indeed free so the threshold to install the game and give it a whirl should be quite low. The download is about 5Gb in size, nothing exceptional in this day and age. Once downloaded and installed (I went for the stand-alone route) clicking on the game icon will take you to the launcher that ensures that you have the latest version and also offer the latest news regarding the game. Once actually in game and logged on, you are treated to a somewhat bewildering array of menus and a view of you first aircraft for the nation you chose to play for. The choices of nations are USSR, USA, Britain for the Allies, and Germany (which also has Italian planes in it's roster) and Japan for the axis. There is no requirement to actually stick to that said nation, however. The first launch also prompts the player to set up controls and complete a basic training mission.[/size] Main screen Economy After a little while, the menus will start to feel rather familiar, and the UI design is actually rather well executed. The main elements are your player profile, with a separate level rating for each playable nation. A higher level will give access to better planes through the research panel. The planes will, however, cost you which brings us to the in-game currencies. Yes, you read right, there are two in-game currencies: Silver Lions and Golden Eagles. Silver Lions are earned for more or less everything and are not really in short supply while Golden Eagles are the premium currency, and these are generally bought with real money even though they can be earned in-game in certain special cases. The good news is that the majority of the planes in-game can be bought with Silver Lions, the bad news is that certain planes actually need to be bought with Golden Eagles. For the most part, these planes are special cases like captured enemy planes, and I am fine with those being charged extra for. If you want to fly for the USA but still do that in a Bf109 you should be forced to pay in my opinion. My gripe is that USSR players are forced to pay Golden Eagles for lend-lease planes like the P-40 Kittyhawk or P-39 Aircobra, even though these were employed en-masse by the VVS. Be that as it may, there are a lot of planes available for Silver Lions and the planes are divided into logical technology-trees, forcing you to think about what you want to fly not only now but also later on.[/size] Research panel. The planes to the far right are premium planes, avaliable either as gifts or for purchase by premium currency. Once you buy a plane the basic idea is that you receive a second-hand, slightly ragged example that needs repairs and upgrades to operate at maximum efficiency. These are unlocked by flying the plane and symbolic sums of Silver Lions, and do make a difference for the total performance of your plane. Upgrades range from an engine supercharger to new machineguns, and are overall rather reasonable and realistic, and makes the time between level-ups seem meaningful. And they are a great excuse to fly just another mission! Planes are assigned to different slots which each have their own air and ground crew that can also be leveled up, allowing you for example to decrease the re-arming speed or increase your pilots g-tolerance. An almost fully upgraded plane Gameplay There are three main modes of gameplay that will earn you experience points and Silver Lions: Arcade, Historical Battle and Full Real Battle. These differ rather much from each other. Arcade is an all-out furball over fictional, but oh-so-pretty, landscapes. There are no limits on plane nationality and the players can respawn for as many times as they have crew slots with planes. In arcade you also start out in the air and all planes have an WEP (Wartime Emergency Power) boost that can be used for a short while. Machineguns and cannons are reloaded in the air as well, making for some pretty hectic gameplay. If you just want to get in there and have a fast round or two of flying, arcade can be your pick. Because you are allowed to respawn, it can also be a lot less frustrating for beginners. The arcade scenarious are divided into various mission types, ranging from ground strike where the elimination of enemy vehicles is number one priority, to airfield domination where the team wins by holding a number of airfields that are captured by landing on them. Both are good fun and can be surprisingly tactical. The historical battlefields are a bit more low-key, but well made nonetheless. Historical battles are more realistic in the sense that you start on the runway and can not change plane after dying. If you run out of ammo you need to land to reload. The flight dynamics are also more apparent and stalling as well as spinning is a more distinct possiblity, as is ripping your wings off if you try to manouver too hard while having a high airspeed. The maps are based on historical locations and have various objectives. More often than not the game ends with one side loosing all of their aircraft. Historical battles are good fun and better to fly with a joystick since the lead marker that shows you where to shoot in arcade battles is absent, and thus the mouse aim players advantage in accuracy is a lot smaller. Full Real Battles (FRB) are just that: Full realism simulation, with all engine and flight dynamic settings enabled. Mouse-aim is not permitted meaning you need to have a controller like a joystick, since the "mouse joystick" is very counter-intuitive, and you can only view from within your cockpit. In this mode, some kind of head tracking is probably very helpful to keep situational awareness. On an interesting side note, War Thunder is ready out of the box to support the Oculus Rift VR headset, and as you might know the production Oculus Rift is set to be released sometime next year. The latest version, Beta 1.35, has added a new setting, called “Events mode”, which are customized battles with varying settings, for example a specific day of combat during the Battle of Britain where only the historically correct aircraft get to participate. An event. Flying in War Thunder really brings me back to the days of Il-2 Sturmovik, which was the last WW2 sim I played. I'd personally say the feel of the flight dynamics are rather excellent, and coupled with the quite granular hit and damage modeling makes for some very satisfying dogfights. In Arcade mode the flight model is definitively more forgiving and entering a flat spin is damn near impossible, meaning that you can yank your controls around with abandon. In HB and FRB you need to pay more attention to energy management and your planes characteristics. Limping back to base in a shot-up plane to re-arm and repair can be exhilarating in its own right, which is a good testament to both the flight model and damage modeling. I made it! There is also a lot of extra events and special commemorative days that gives players discounts for certain aircraft, and during some events you can even earn free aircraft that are otherwise premium for kills or other tasks. So if you just got a month long slot opened in your calendar, there certainly is a lot to do in War Thunder if you really want to have at it! For those who are not too keen on multiplayer gaming there are some single player missions avaliable, but the AI of your opponents and especially your wingmans leaves a lot to be desired. If you are prepared to overlook that you can fly custom battles, single missions and even a dynamic campaign versus the AI. You can also play these mission with friends allowing for traditional co-op play. Overall though, the game places a lot of emphasis on the multiplayer component. A single mission Controls As I mentioned earlier you can either control the game by just a simple mouse and keyboard combo or then a joystick. There are many different types of ways to set up the controls, so if you have a joystick, rudders, throttle and even one of those trim switch controllers with a lot of programmable levers and aim to fly FRB you can map things like propeller pitch or fuel mixture to these in addition to all the basic controls. I think this is a great approach, as there is something for everyone and even new players that may not own a joystick have a good possibility to just get into the game. One should not scoff at the mouse aim either, because it more than makes up for its lack in turning proficiency for its deadly aim: putting well aimed shots is a lot easier with the simplified mouse control than with a joystick and making small corrections is quite easy. If you want to fly with a joystick you can opt to use a simplified control scheme that has a “instructor” that prevents you from stalling and spinning your aircraft. After going into a few flat spins and crashing because of poor energy management in a P-39 Aircobra you might want to consider this. The author certainly did. In FRB mode this is not available, however. It should be said that the control issue is a pretty big one, since the super accurate shooting that the mouse enables makes joystick flying in the arcade mode a bit impractical if you want to really rack up a good score. Flying with the mouse is still amazingly fluid and you can really feel like a good pilot zooming low over the threetops. Only in the FRB mode does the joystick actually become a necessity. Planes, planes and more planes The plane set is satisfyingly large, and no matter what nation you chose there is a lot of choice. Want to fly a nimble biplane fighter or a lumbering four engine bomber? There is a choice for you. The planes are ranked approximately by year, so you start out with mostly bi-plane designs of the 1930s and move up from there. Korean war jets like the F-86 Sabre and MiG-15 represents the top-of-the-line. And don’t worry, the matches are set by plane rank so you won’t have to take on Me-262s in your I-153 Chaika. There is also a lot of stuff to upgrade for each plane making the time between levels more meaningful. You can also customize the look of your plane by adding decals and changing paint schemes, however the selection of different paint jobs is pretty small and a lot of these are premium meaning they cost golden eagles. Here you can see my P-39Q with two custom decals. If you have a premium account, you can apply up to four decals! The planes are modeled to satisfying detail and feel "right" in the handling. Things like roll and turning rate and armament really does make a difference in the battles and you find yourself researching your next purchase pretty tediously. The level of detail is quite high If you for whatever reason feel limited by the choice of aircraft, you can check the official homepages release roadmap and note that there seems to be plans for damn near every combat aircraft that flew for the various nations. One can only wonder how long it will take before this huge plane set is a reality. Graphics and sounds I have been playing computer games and sims for over 15 years, and I can remember the time the first graphics accelerators came out on the market. By that I wish to say that I’m not very easily impressed by graphical gimmicks anymore, but I’ve got to admit that War Thunder is stunning to look at. The planes are modeled and textured beautifully both on the inside and out, the terrain is rendered wonderfully in full detail and the light and atmospheric effects are like icing on the cake. Flying from inside the cockpit towards a setting sun with light-shafts and shadows dancing around while you look at a misty valley below is almost poetically beautiful, only to be torn apart seconds later by the chattering of gunfire and bursting flak shells. I can only imagine what it will look like while wearing the Oculus Rift. The sounds are also excellent, heavy machineguns have a satistfying "oomph" to them and the sound of cannons like the Yak-9K's NS-45 45mm cannon is downright terrifying. The engines sound convincing and they sputter and whimp when damaged in a convincing manner. And it is all comped by a suitable orchestral sound track that never gets annoying. Ultra low graphics The graphics are excellently scalable and there is even an Ultra Low mode for those with older machines that eliminates most of the graphical fireworks in exchange for a lot more frames per second. I initially run the game on my laptop in ultra low but after some trickery I managed to update the graphics drivers to the latest Catalyst version, and after that I consistently get 30+ fps even on my laptop on higher graphics settings. All in all, the graphics engine deserves the highest of praise! The future Obviously, War Thunders imminent future involves getting out of the beta phase and adding more planes and scenarios. In addition to that, the developers aim to introduce player controlled ground and naval forces. There are some early screenshots of the ground module available, but no concrete details yet. Only time will tell how well these additions will work. The official homepage has a roadmap page which lists planned new features of War Thunder to be introduced during open global beta: The earliest changes: personal statistics; squadrons (clans); enhanced game balancer; new missions, locations and game modes; major update, new menu and interface; further FM corrections; new aircrafts (check the Release Tree section); economic model update; Other updates: localization for more languages; control over ground vehicles and battleships; tournaments; player authored missions, and full mission editor; «World War» game mode; bomber cockpits; voice chat. So there certainly does not seem to be a lack of effort on the part of Gajin Entertainment. In a recent new update they have stated that playable ground vehicles will be added to the open beta during 2013! War Thunder is also scheduled to be a launch title for the PS4. Conclusion War Thunder offers a lot of content for potentially no money at all, so there really is not much negative to say about that. The business model chosen means that progression is a bit on the slow side if you decide to not buy any premium currency to speed things up or invest in a premium account which gives you even more experience points. On the other hand, the slow progression means you get to spend a good deal of time with each plane you get. Ultimately, your enjoyment in this game will not be down to the actual game but to whom you play it with and what your preferences are. Competitive multiplayer gaming is not for everyone, and the game is a whole lot more fun if you have a friend or two in your squad to cover your six. There are frustrations in this game, but so far I have encountered a lot less of them than in other multiplayer titles. Voice communications and a bit of planning can go a long way in this game, and helps you avoid frustrating deaths. Perhaps the best of all is that in the end, it all comes down to player skill. A good pilot can thrive in this game even if they don’t put a single dime into it. Score: Gameplay 4 / 5 Excellent flight dynamics and damage modeling coupled with a wide array of supported devices means anyone can hop into the fray and not be at an disadvantage. The game really captures the excitement potential of the air combat genre and it is all too easy to say to yourself "just one more mission". The only downside is the somewhat lacklustre single player portion, but on the other hand it is great that the developers added it in the first place. Graphics and sounds 5/5 Simply stunning visuals that run smooth as silk, comped by excellent sound effects and music. Overall: 4,5/5 It is really difficult to find serious faults in this game, because it offers so much for basically nothing. And it seems that War Thunder has found that balance that makes playing without paying quite viable while rewarding those that do sink a few bucks into it. I bought a premium plane just as much for the better stats it offered as to support these developers, and the future certianly seems bright for the title!
  13. 3d work out of the day: nose bump maps, new guns, front landing gear tweaks, cockpit fixes...
  14. I'm not super familiar with the F-20 (or the F-5 for that matter, but working on that ) so I don't really know what all the changes are, besides the obvious: one engine instead of two, but definatively do-able. But making a good F-5E is first prio for now!
  15. Thx for the likes guys, btw does anyone have any good close-ups of the F-5E pylons?
  16. Yeah, awesome, more naval battles! Very good idea, looking forward to it! I also chuckled at the british way of talking imitation/parody
  17. I really intend to release this one, if I get stuck it will be released "as-is" for anyone to use or continue modding. I updated the cockpit some today, ignore radar range light alpha problem and non-working mirrors Also, question time: What are the type of avionics features in the cockpit you like the most?
  18. Well if I've understood correctly this is not a new idea but what would be the pros and cons of building a city block/tile in 3ds Max and exporting it instead of making the buildings TODs in TE? On the top of my head: Pros: +Higher detail possible, not limited to boxes +Collision detection for city buildings +Proper self shadowing +LOD detail levels for more detail up close +Small details like parked cars, sat dishes et c possible Cons -City tiles need to be more or less flat, otherwise there will be submerged and/or floating buildings -Clutterings of target inis -FPS hit? Doubtful if you ask me Anyone got any more pros/cons and ideas? I am going to try out a simple test, I'll see what happens.
  19. Thank you Baffmeister, as always this proves that one shouldn't try to mod while tired. Well, it seems that this is a dead end more or less, my systems FPS took a real nosedive from just one of the detailed city blocks (SF2 is really not good at handling any kind of larger amounts of polygons), and having a whole block instantly appear is quite ugly. Guess I will have to make friends with Terraineditor some more then.
  20. I used the basic materials/textures from my Mirage F.1 cockpit and baked new AO maps. I've added some color here and there so far, and most of the gauges are stock 3W from SF2. The weapon panel to the left is new by me, easy to do since I found the F-5E manual online. Gunsight and radar textures are new too, but both are made following the same easy formula.
  21. A lot of you have probably seen the screenies I posted in the Iran/Iraq war thread, but basically I had a free weekend and access to both the TMF F-5E max source file and Fast Cargos F-5F max source file. So I merged the two because the TMF F-5E is a bit dated at places and has some shadow problems et cetera, to create a higher poly F-5E. So far so good, then I thought I'd give the cockpit a quick brush-over, but soon got into trouble because I found FastCargos T-38A cockpit source in the modders repository. This is a very detailed and well made cockpit and made a excellent base for the "new" F-5E cockpit. I am now wondering if anyone else would like to help me with this bird, since I really do not want this to languish on my HDD together with the A-37B and MiG-25PD. The old TMF F-5E has been out for ages and I think this could be a welcome upgrade until we get a dedicated "new-built" version. Sophocles F-5A looks extremely promising but he is taking his time and aiming for perfection, my idea is that this could be a little less perfectionist in order to get it "out there" faster, perhaps even with public beta versions. Features so far: Higher detail exterior model Higher detail interior complete with new gunisight and radar New avionics features (radar lights, gunsight depression counter) (Partly) new 2048x2048 templates Still needed before release: Fix landing gear animations + detail landing gear preferably new pylons / more detail Fix up cockpit stuff
  22. I wish there was some way to wholly eliminate SEAD missions vs. AAA, more often than not you find yourself tasked to destroy some AAA guns with a SA-6 and SA-2 site right next door plus a bunch of SA-8s to boot. Oh and nice report as always!
  23. CR external model is not done yet, sorry, so nothing to show. It's a pretty minor job combared to the cockpit interior changes needed though!
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