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Everything posted by Crusader
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What pit is a good match for the Third Wire Il-28 Beagle?
Crusader replied to Spinners's topic in Mods & Skinning Discussion
Apparently krizis thought about making one some years ago.... http://combatace.com/topic/35253-28/ -
Is any game company making a Korea Air Combat game in the near future ? Hope TKs doing it some day .. lite game with nifty airplanes SF:MA(locked!!) ;D
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Strike Fighters Android is out on Google Play
Crusader replied to Stary's topic in General Discussion
100.000 + downloads -
Fw 190 A-7, A-8, A-9 armament : 2x MG 131 , ( 2x cowling, synchronized, all weapons eject links and casings overboard from openings in the fuselage bottom) 400 rounds each 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each 2x MG 151/20 ( outer wings, casings are not ejected, they are collected inside the wings) 125 rounds each * * can be replaced by R2 mod kit, consisting of 2x MK 108 (outer wings, casings ejected through wing bottom) 50 rounds each Wiring was in 2 groups, cowling+wing roots outer wings Fw 190 A-8/R8 heavily armored assault aircraft, cowling guns removed to save weight 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each 2x MK 108 (outer wings, casings ejected through wing bottom) 50 rounds each Wiring was in 2 groups, wing roots outer wings Fw 190 D-9 armament : 2x MG 131 , ( 2x engine cowling,synchronized, all weapons eject links and casings overboard from openings in the fuselage bottom) 400 rounds each 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each Wiring was in 2 groups, cowling wing roots
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Fw 190A-2, A-3, A-4, A-5 armament : 2x MG 17 , ( 2x engine cowling,synchronized, all weapons eject links and casings overboard from openings in the fuselage bottom) 900 rounds each 2x MG 151/20 ( wing roots, synchronized, casings are ejected through wing bottom ) 250 rounds each 2x MG-FF/M ( outer wings, casings are not ejected, they are collected inside the wings) 60 rounds each Fw 190A-6 Armament: cowling and wing roots same as A-2 to A-5 Outer wings 2x MG 151/20 ( outer wings, casings are not ejected, they are collected inside the wings), 125 rounds each Weapon wiring for A-2 to A-6 Group 1: cowling and wing root weapons Group 2: outboard wing weapons
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TKs ammo loads for the Spit 9 and the Stang are accurate. TMF Spitfire, the Ia should have 300 rounds each for all 8 guns... it was changed on the late series Ib to 350 rounds each for the 4 outboard MGs, the inboard Hispano's had 60 rounds drum magazines. The Fw 190 A-1 armament : 4x MG 17 , ( 2x engine cowling, 2x wing roots, all syncronized, all weapons eject links and cases overboard from openings in the fuselage/wing bottom) 2x MG-FF/M ( outer wings, cases are not ejected, they are collected inside the wings) Ammo loads: MG 17 cowling : 900 rounds each MG 17 wing roots: 1000 rounds each MG-FF/M: 60 rounds each The weapons were wired into two groups for firing : Group 1: all four MG 17 Group 2: both MG-FF/M Thus the firing possibilities were either each group separately or both groups together
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Its a completely new model
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I think you have to edit the Gunsight section in the cockpit ini andchange the sight to a lead computing type ... Look into the Sabre pit ini..
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Avionic help Chengdu J-7III
Crusader replied to 76.IAP-Blackbird's topic in Mods & Skinning Discussion
in SF2 series, we have a INACTIVE function to hide mesh in cockpits.. e.g. Instrument[120]=Move1 [Move1] Type=INACTIVE NodeName=Camera thats all just needs the correct mesh name and next Instrument number ... -
You can accidently remote-control AI flight leader canopies with the Animation Key Command SHIFT+0 or whatever is used ... try it..
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yep its that jpg texture quality setting :)
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mit was fürn prog machste denn die texturen ?
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thats 2 different things the trigger inputs: InputName=FIRE_PRIMARY_GUN no problems InputName=FIRE_SECONDARY_GUN never worked FOR AI AIRCRAFT since day 1 of SFP1, that was notable on all early SF series 1 games where the AI MiG-17's fired only the 23mm cannons and not the 37mm cannon which was set to FIRE_SECONDARY_GUN Then there is the GunGroup= function There are no problems with it, the TW F-8 Crusader series is using GunGroups by deault Each gun can be sorted into a group , example from the Gunval Sabre: [internalGun1] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.539,4.233,0.13 LightPosition= -0.589,4.283,0.13 MaxAmmo=115 EjectShells=TRUE EjectPosition=-0.36,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=-0.45, 3.50,0.08 MaxExtentPosition=-0.55, 4.40,0.18 GunGroup=1 [internalGun2] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.609,4.234,-0.213 LightPosition= -0.659,4.284,-0.213 MaxAmmo=115 EjectShells=TRUE EjectPosition=-0.24,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=-0.45, 3.50,-0.16 MaxExtentPosition=-0.55, 4.40,-0.26 GunGroup=2 [internalGun3] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.539,4.233,0.13 LightPosition= 0.589,4.283,0.13 MaxAmmo=115 EjectShells=TRUE EjectPosition=0.36,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition= 0.45, 3.50, 0.08 MaxExtentPosition= 0.55, 4.40, 0.18 GunGroup=1 [internalGun4] SystemType=FIXED_GUN GunTypeName=20mm_T160 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.609,4.234,-0.213 LightPosition= 0.659,4.284,-0.213 MaxAmmo=115 EjectShells=TRUE EjectPosition=0.24,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=0.45, 3.50,-0.16 MaxExtentPosition=0.55, 4.40,-0.26 GunGroup=2 the 4 guns are splilt into 2 Groups ( Group 1 + 2 ) and can be selected via a keyboard command : ( default on my keyboard ) NEXT_GUNGROUP=SEMICOLON PREV_GUNGROUP=SHIFT+SEMICOLON This gives the option of using either the group 1 guns, or the group 2 guns, or both groups together.
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SF2 Korean War Era F-86F GunVal Sabre Pak UPDATE
Crusader replied to Crusader's topic in File Announcements
BUMP This file has been updated to v1.1 Version 1.1 - new gunsights added (A-4 type with bomb/rocket sight) - 16x HVAR loadout enabled and weapon positions adjusted Notes on A/G rocket/bomb sight usage: - bombing , use pipper (center dot) to aim - rocketing, use bottom diamond for aiming rockets -
View File SF2 Korean War Era F-86 Sabre Pak UPDATE SF2 Korean War Era F-86 Sabre Pak 12/14/2012 UPDATE for http://combatace.com/files/file/13604-sf2-korean-war-era-f-86-sabre-pak/ Features: - new gunsights added (A-1CM and A-4 types, with rocket sight where applicable) - 16x HVAR loadout enabled and weapon positions adjusted - Cockpit fixes: + CGCockpitOffset=TRUE added + cockpit POV height offset set to 0 + cockpit height position synchronized with pilot position Notes on A/G rocket/bomb sight usage: - bombing , use pipper (center dot) to aim - rocketing, use bottom diamond for aiming rockets (pipper with F-86A) Have fun The KAW Mod Team Submitter Crusader Submitted 12/14/2012 Category F-86
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Version v1
850 downloads
SF2 Korean War Era F-86 Sabre Pak 12/14/2012 UPDATE for http://combatace.com/files/file/13604-sf2-korean-war-era-f-86-sabre-pak/ Features: - new gunsights added (A-1CM and A-4 types, with rocket sight where applicable) - 16x HVAR loadout enabled and weapon positions adjusted - Cockpit fixes: + CGCockpitOffset=TRUE added + cockpit POV height offset set to 0 + cockpit height position synchronized with pilot position Notes on A/G rocket/bomb sight usage: - bombing , use pipper (center dot) to aim - rocketing, use bottom diamond for aiming rockets (pipper with F-86A) Have fun The KAW Mod Team -
http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=14&t=6346
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just got that file from avsim pappyspilots.zip
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Only forgot to add the Synchronized=TRUE to the MG 17 and 304 kg fuel capacity ..
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Heres a fully updated 109 E-3 pit ini which makes use of all the things posted above and has a new magnetos lever function , new calibrated manifold pressure indicator Also included is baffmeisters 109E-3_data0.8 ini with following changes: - added to Engine section : MinManifoldPressure=17.95276 MaxManifoldPressure=40.3937 - Internal Guns, 2 gungroups defined, MG17 and MGFF to get the ammo counters to work right and the gun rdy lights which are off if out of ammo - MGFF set to EjectShells=FALSE Bf109E-3.7z
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View File German Bomber Bombsight A cockpit mod which adds a CCIP-type bombsight for level/shallow dive bombing with Ju 88 and He 111 Submitter Crusader Submitted 12/07/2012 Category Avionics
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and more updated 109 intruments [TurnIndicator] Type=TURN_INDICATOR NodeName=Needle_Turn MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=-40.0 Set[01].Value=-12.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=40.0 Set[03].Value=12.0 [stbyCompass] Type=Gyro_Compass NodeName=Compasssphere MovementType=ROTATION_z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [FuelIndicator] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=Needle_Fuel MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=30 Set[02].Value=335.0 Set[03].Position=60 Set[03].Value=670.0
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Kesselbrut Bf 109 cockpit new calibrated airspeed indicator and tachometer [AirspeedIndicator] Type=AIRSPEED_INDICATOR NodeName=Needle_Speed MovementType=ROTATION_Z ValueUnit=KMPH Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=11.90 Set[02].Value=100.0 Set[03].Position=63.70 Set[03].Value=200 Set[04].Position=115.50 Set[04].Value=300 Set[05].Position=167.20 Set[05].Value=400 Set[06].Position=218.0 Set[06].Value=500 Set[07].Position=270.0 Set[07].Value=600 Set[08].Position=320.20 Set[08].Value=700 Set[09].Position=346.10 Set[09].Value=750 [Tachometer] Type=TACHOMETER NodeName=needle_RPM MovementType=ROTATION_Z Set[01].Position=24.1 Set[01].Value=0.0 Set[02].Position=218.5 Set[02].Value=1.0 Set[03].Position=266.5 Set[03].Value=1.25
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and the FuelIndicator section : // Spit fuel // top tank 48 gal (not indicated!) // lower tank 37 gal [FuelIndicator] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=NeedleFuel MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-15.0 Set[02].Value=39.09 Set[03].Position=-29.0 Set[03].Value=78.18 Set[04].Position=-39.0 Set[04].Value=156.36 Set[05].Position=-59.0 Set[05].Value=234.54 Set[06].Position=-78.0 Set[06].Value=293.0
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np I got one or two flights with the 109 and the Spit yesterday Cant say much yet, but they flew both stable and what I saw of the AI was good too .... the 109 has a landing problem, they make a touch and go and then fly on ... from my flight of 5 wingos only 2 landed very late, near the rwy end the other 3 kept going, gear and flaps down .. heading straight down the rwy axis for many miles at ~ 600 ft In the Spitfire cockpit ini, replace the PitchSolid section with the data below for a proper VSI [PitchSolid] Type=VERTICAL_VELOCITY_INDICATOR NodeName=needleVASI MovementType=ROTATION_Z ValueUnit=FPM Set[01].Position=-163.0 Set[01].Value=-4000.0 Set[02].Position=-113.0 Set[02].Value=-3000.0 Set[03].Position=-72.0 Set[03].Value=-2000.0 Set[04].Position=-33.50 Set[04].Value=-1000.0 Set[05].Position=00.00 Set[05].Value=0.0 Set[06].Position=33.50 Set[06].Value=1000.0 Set[07].Position=72.0 Set[07].Value=2000.0 Set[08].Position=113.0 Set[08].Value=3000.0 Set[09].Position=152.0 Set[09].Value=4000.0
