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Everything posted by Crusader
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checksix-fr.com biblio
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The Terrains main ini needs LimitedNations=TRUE in the [Terrain] section for the list to work
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Replace the AIRTAKE section in the data ini with the updated section: [AIRTAKE] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_MACH SmoothDeployment=TRUE FullyDeployOnGround=FALSE Setting[1].Angle=1.00 Setting[1].DeployValue=1.20 Setting[2].Angle=0.00 Setting[2].DeployValue=1.60 MaxDeflection=0.0 MinDeflection=1.0 ControlRate=0.50 AnimationID=8 This will fix the "stuck in forward position" intake cones. Ive also linked the movement to the cockpit indicator for it (for some cockpits who have it) but must find the jet with the modification to get the data...
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- inlet cone
- inlet cones
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Weapon Effect / Behavior - Create a "Consistent" Impact Effect?
Crusader replied to swambast's topic in General Discussion
Hmm Some thoughts what weapon type ? Bomb or Rocket ? Guided or unguided Game is using wind force/direction, for sure with hard settings, medium.. cant remember, doesnt for low/easy firing platform altitude/direction are more variables weapons drag values and diameter values (dia. causes drag - with hard settings -, I remember the Gripen test phase many many years ago when the modder had a problem taking off with some anti-ship missile loaded.. turned out he made a typo in the missiles data and the diameter was several meters instead of cm... ) weapons CEP values (both bomb and rocket types) Id say testing with easy settings and all drag- / random-ness causing (CEP) values zeroed is a start... With a canned test mission with 0 wind ( I dont know anymore if wind force is effecting weapons on hard settings, so just to be sure..) -
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It can be limited to the HUD/sight combiner glass area http://combatace.com/files/file/10826-better-ccip-mod-v11/ But has some pros and cons since its messing with the fx shaders
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I dont remember but, afaik, the 5F reached only "prototype" stage. ~
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- mirage 5
- mirage cockpit
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Belsimtek announces future F-4E for DCS World
Crusader replied to streakeagle's topic in General Discussion
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It is Ludo's work of art
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The example F-4E_78 is stock. Its usable for all aircraft which need (or the player wants to have) a CCIP while keeping a functional A/A gunsight for all weapons. Thus for a USN F-4, the setup is the same since the HUD LCOS symbol for the simple sight must be forced to be displayed with A/A missiles
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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.
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Mirage F1 avionics update info by The Mirage F1 Team
Crusader replied to Crusader's topic in General Discussion
Update packs which bring the three aircraft to the standard of the other latest releases (French F1C series and the F1CZ/AZ) It adds the latest data ini (baffmeister FM 0.96) and the multi-color sight. MF-1CJ.zip MF-1CK.zip EDIT: CG files removed, main aircraft package now updated -
Major update.. sounds good! Well there will be more F1's coming out of the plant... But they will be "as is", and not to the full standard (aircraft/cockpit lods) All F1 variants which have the "new cockpit", meaning with digital armament system and VE120 HUD will use the F1CR/CT cockpit mashup we have now. They are the CR, CT, EDA, EH, EJ, and EQ. There will be some non-functional instruments and several wild button mixups on the armament panel. My to-do list is endless ~
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View File TMF Mirage 5F cockpit Mirage 5F cockpit made in 2007 by Olivier ANGUILLE (RIP) Read README.txt contained in the file for the details. The Mirage Factory Submitter Crusader Submitted 08/04/2017 Category Jet Cockpits
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- mirage 5
- mirage cockpit
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- 4 reviews
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- mirage 5
- mirage cockpit
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(and 2 more)
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A pic in the screenie thread reminde dme of a small range scale mod I made a while ago for the Smerch radar. Move the textures smerch_radar25.zip into the cockpit folder Edit the avionics ini, add/replace existing entries with the data below: [TextureData] RadarTexture=cockpit\smerch_radar25.bmp RWRTexture=cockpit\rwr.bmp ;RadarTextureSize=256 RangeTexture[1]=cockpit\Radar_range1.tga RangeTexture[2]=cockpit\Radar_range2.tga RangeTexture[3]=cockpit\Radar_range3.tga [AvionicsData] AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT RangeUnit=KM RangeSetting[1]=30 RangeSetting[2]=60 RangeSetting[3]=120 StartRangeSetting=2 This change makes the selected range scale visible, the selected scale is shown in the top center of the radar scope.
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The TW F-14 VDI is basically a 2nd HUD with some extra functions for display purposes. Ive not looked into that thing any closer yet. Only noticed that the VDI_SteeringTee entry has the same typo like the one for the HUD : OnlyWithRadarMissileS=TRUE Missing the S
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ooo Ant tackling the TSR.2 ... I could spice up some Jaguar avionics for the vanilla TSR.2, if you like...
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I used an old WOE tanking msn file (RAF F4 tanker by comrpnt) and made a quick conversion...tanker speed is too low And the C-135F's we have has no basket extension, unfortunately ... but it was some good formation flying anyway
