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Crusader

+MODDER
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Everything posted by Crusader

  1. C-130 cockpit by Crab02, I know that he made that one long ago.
  2. New Aircraft

    Gesamtgewicht t is missing, I'd say... Benzinetank - delete e The crate is looking
  3. WIP o Trabajos en progreso

    D-11 = raíz de ala 2 x MG151/20, alas externas 2 x Mk108 D-13 = raíz de ala 2 x MG151/20, 1x cañón de motor MG151/20
  4. 15 x SUU-11 = the 60's Metal Storm XM18 and SUU-11/A, 6,000 rpm XM18E1 standardized as the M18 and SUU-11A/A, either 2,000 rpm or 4,000 rpm M18A1 (development of the M18E1) and SUU-11B/A either 3,000 rpm or 6,000 rpm combined rates for the max firing rate: 4,000 rpm = 60,000 rpm / 1,000 rounds per second 6,000 rpm = 90,000 rpm / 1500 rounds per second
  5. RAZBAM Harrier

    Link to get the latest version of the AV-8B Pocket Guide (supplied instead of a proper manual...) https://www.dropbox.com/s/rwxk88479v98thh/AV8BNA Pocket Guide.pdf?dl=0
  6. Mirage Factory Mirage 2000 AdA

    Version

    4,622 downloads

    In memory of our friend Olivier Anguille "BPAo" Gone but not forgotten. Mirage 2000 French Air Force package by The Mirage Factory
  7. Info extracted from various posts on TW forum ... 10% 20% particle systems 30% 40% 50% 60% terrain 70% 80% objects 90% player cockpit and avionics
  8. Very old pic (2005 or so) showing the above mentioned method .. the modified data ini is long gone
  9. The original setup as gun pod - it comes from the very early SF times when we had no NoJettisonTank function but had to prevent AI from jettison the refueling pod. And nobody realized that the pods also hold fuel, and not just the hose drum and hydraulics. Now...on to fly more fake tanker missions
  10. How about a 2nd set of inis with the pods set up as fueltanks ? The pod holds 300 gal of fuel .. would be somewhat more usable then instead of gunpods without guns ;D ~
  11. the 2 small objects could be checked by removing them via weapon station pylon node name or by one of the other methods
  12. As in ShowAnyWeapon=TRUE entry for the avionics ini. It is a modifier for the LCOS and CCIP symbol types. A HUD section can be added to the avionics ini with just the LCOS (for NAV and AA mode) and CCIP (for AG mode) symbols. With ShowAnyWeapon=TRUE added the aircraft has a CCIP (rolltabs if not set to hide on AG) in AG mode with the sight displayed for all other AG weapon types as well. When the last rocket or bomb is released the sight resets to 0 elevation (doesnt go poof as with a default CCIP) And a complete LCOS sight with rangebar and rolltabs is displayed for all AA weapons in AA mode. Example file using the F-4E_78 F-4E_78_AVIONICS.zip Updates for the TMF F-4E ARN-101 aircraft (which should use exactly this sight setup) come next.
  13. Radar Jamming: "Defensive Electronic Countermeasures" May 1962 US Navy Training Film Electronic Counter-Countermeasures 1963 US Navy Training Film; Defeating Radar Jamming with ECCM
  14. The SHOOT cue in the center and the rangebar of the gunsight as well, with AIM-7 selected
  15. ShowAnyWeapon also makes it possible to do this (pic of a quick test) It displays all gunsight textures, range scales and the missile acquisition and lock textures More possibilities not just for the F1 but for other HUDs as well
  16. D-704 .. where can I acquire one...
  17. More updates are to be expected soon. There are some changes to the avionics of the F1C HUD type used by the FAF and many exported F1's. Changes compared to the last version from 2014: Nav mode shows - orange magnetic compass scale on top - green pitch ladder which rotates around HUD center New scaling, showing a bigger part of the pitch ladder in the HUD FOV - yellow Flightpath symbol Symbol changed to Vertical Velocity Indicator function - yellow baro altitude scale on the right - gunsight reticle is caged on HUD center gunsight reticle no longer displayed in NAV mode - "inverted T" centered symbol (also the radar boresight reference) A2A modes show Always - green pitch ladder which rotates around HUD center New scaling, showing a bigger part of the pitch ladder in the HUD FOV - "inverted T" centered symbol (also the radar boresight reference) with guns selected - gunsight reticle with default range of 500 meter without radar lock - orange magnetic compass scale on top, with radar lock this becomes radar range indicator, showing distance in NM if range is greater than 1 NM If range is closer than 1 NM the scale is changing to hundreds of meters - a small orange or yellow box is displayed to show target position within HUD FOV - yellow closure speed readout on the right, showing 000 without lock and positive or negative closure with radar lock Replaced, see below - orange closure speed scale displayed on the right, with radar lock only. Scale covers -200 kts to +1000 kts Closure speed is indicated by the moving > shaped caret with missiles selected - yellow radar range readout on top, showing distance in NM Replaced, see below - the orange compass scale/radar range indicator is now displayed with Radar and IR missiles, range indication same as with guns - yellow closure speed readout on the right, showing 000 without lock and positive or negative closure with radar lock Replaced, see below - orange closure speed scale displayed on the right, with radar lock only. Scale covers -200 kts to +1000 kts Closure speed is indicated by the moving > shaped caret - with radar missile the Flightpath (Now VVI) Symbol is displayed, this has the ASE function, center it/fly towards it to lead the target for a missile attack - a small orange or yellow box is displayed to show target position within HUD FOV - with radar lock and inside minimum range for missile launch, a red light/dot is displayed in the lower half of the HUD - if selected missile is within min/max range and launch G-limit, a green light/dot shoot cue is displayed below the center symbol - with missiles selected (radar or IR), two triangle symbols below the center symbol indicate missiles present, symbol is removed with no missiles left - if missile seekers are locked-on to a target, two orange lights are displayed below the triangle missile present symbols
  18. Version v1c

    714 downloads

    Strike Fighters 2 Europe (SF2E) F-15A Eagle avionics enhancement v1c Updates over the previous v1a version: - improved and repositioned scales for a more realistic look - added EOGB capability to data ini for GBU-8 (Wing and CL stations) - EOGB seeker symbology (gunsight) added to HUD - LGB seeker symbology (Target Box) added to HUD (The box marks primary strike target like it would be the case by using the Inertial Navigation System function) - minor other ini tweakes ------------------------------------------------------------------------------- Strike Fighters 2 Europe (SF2E) F-15A Eagle avionics enhancement v1a by : Crusader ( avionics, ini tweaks ) ######################################### # For SF2E updated to version JULY 2011 # ######################################### Note: No TWS radar mode. That's no error, its just the way it was. The enhancement adds several readouts or changes to them for a more "realistic" look and functionality of the HUD and APG-63 radar. Further changes are made to the data and cockpit ini for a new launch sequence of AIM-7 missiles, launching in Right Fwq - Right Aft - Left fwd - Left Aft sequence. Another small tweak is the AIM-7 ejection angle, they are now ejected at a 45° downward angle instead of straight down. All edits/tweakes/enhancements are limited by current game limits, so there are a few work arounds and trade-offs. Installation : Copyor move the 3 ini files and cockpit folder provided by this mod into the ..\ your mods folder\ThirdWire\StrikeFighters2 Europe\Objects\Aircraft\F-15A folder Other files/mods included: Gunsight texture by wpnssgt. Thanks! For questions/comments ect, contact "Crusader" at CombatAce.com forums. Disclaimer: - I take no responsibility if anything goes wrong , use at your own risk! - this mod is FREEWARE and can not be used in any payware product!
  19. SF2E Version August 2011 F-15A Avionics Enhancement v1c

    Do you mean visual accuracy (the 2-circle reticle for no-lock LCOS - not possible, only one reticle for A/A)) or gunnery accuracy ?
  20. WIP o Trabajos en progreso

    Ta 152 H-1 EZ 42 reticle
  21. Best solution apart from editing the tod file. Ive edited only the alpha channel on my modified tga's, but... transparency doesnt work for buildings.. ugh.
  22. I join the experiments... TodFixPlease_bus+sign_poof(i hope).zip
  23. Lt Cdr Michael Tremel of the Strike Fighter Squadron VFA-87 ‘Golden Warriors’ http://www.savetheroyalnavy.org/up-close-with-a-us-super-carrier-and-the-pilots-fresh-from-combat-operations/
  24. For Israeli F4E lovers

    Its a chronicle of the Knights of the Orange Tail squadrons YKW missions By yaari, a WSO, he was shot down and rescued by helo.
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