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Crusader

MODDER
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Everything posted by Crusader

  1. I've got a new F-105 book last November in which a F-105 pilot talks the reader through one strike mission against the Thai Nguyen Steel Mill and other actions related to it. The pilots of one MiG-17 flight encountered during that mission were North Korean. Two Days Of Rolling Thunder http://y2bpublishing.com/WP/?page_id=509
  2. I think that your mod will require that the ini files are extraced and in the plane's folder ? SF2 games can read ANSI files without problems Extract the ini files, resave them in ANSI and it should be working... no ?
  3. Great Museum, only 30 mins to it fro me ;D The Concord + Tu-144 are in the Sinsheim Museum, not in Speyer. http://sinsheim.technik-museum.de/en
  4. Seems like 2 pods per wing werent enough for a proper badguy look...
  5. Ehh.. have to quote myself here... and make a correction... Default value is just for unguided bombs of course, and NOT for caged sight.. the caged sight ( HUD mode button - switch to NAV ) resets the sight to 0 depression ...
  6. And the IDF Super Frelon faking a Hip in "Beast of War" ...
  7. Yes, the TW "lite" way :D Only one preset fixed value for all bombs and delivery profiles ... makes things a bit tricky, and the default 50 mil setting makes for very suicide-type divebomb profiles with several aircraft
  8. There are up to 3 (usable) depression values in the cockpit ini: [GunsightFront] ... MaxDepression=250 DefaultDepression=50 GunDepression= RocketDepression= Max value isnt used, its the depression limit for a free player-setable value function which is not implemented. Default value is used for unguided bombs (all types) and caged gunsight Gun value is used if the gun(s) are selected with the Next-Air-to-Ground-Weapon command Rocket value is used if rockets are selected with the Next-Air-to-Ground-Weapon command ~
  9. AIMVAL/ACEVAL skin ??? .. I.... HOPE ... Skinpack 4626 ....
  10. Yep, and probably on the service years of the systems. At first (70s/early 80s) it was set up to replicate the the old Vector-Type "3-ringer" , which showed the strongest signal as the longest vector line. For the time frame of TKs games its a bit off presently. But no problem, 99% of the casual players think that the symbol displayed closest to the RWR center ( own aircraft) is the most threatening, and thats OK for a Game ;D
  11. And TK has it coded backwards. The no-threat symbols should be around the center, then being displyed further outward with increasing signal strenght or threat level, with active tracking/firing threats displayed on the outer edge of the display which gives much clearer threat bearing info.
  12. Wrench... hes talking about a 120mm AAA, not the Abrams
  13. Thats the TW WOV A-6A pit, with some ini mods (RWR) and it looks like the cockpit position is off ... Im not using the A-6 superpack atm so cant help more.
  14. No idea anymore where I found that but it could be usefull SAAB Analysis of South African Air Force combat losses.pdf
  15. Cool.... with a P-51D FM hidden inside .....
  16. Rockeye are mentioned, its the Mk 7 which is the dispenser/canister type CBU-24 is a vey old, 1966 CBU with 665 bomblets for soft targets, it was replaced by other types later on
  17. thats from some A-6 loadout discussion which is buried somewhere in the CA forum
  18. Hab folgende 3 pix in meinem pix-sammelsurium gefunden, irgendwann mal von 'ner Marineflieger website gespeichert Bilder sind vom Kormoran schießen in Roosevelt Roads, iirc Hab noch'n paar andere pix aus der Serie, 500 Kg Bomben und BLU755
  19. Yep, thats OK. The first value sets the yaw angle, second value the pitch angle and third the roll angle. So what you have there is right on.
  20. View File Sea Harrier FRS.2 Avionics Something I've thrown together in a handfull of hours today ... New HUD symbology which looks a bit more like the real thing Pitch ladder is just a quick fix, will see more attention during the next overhaul.. Only small edits to the radar so far, it needs some bigger changes by chance... Installation: - I recommend to delete the present HUD subfolder in the Cockpit folder first - Then add the files include din this mod, let overwrite if asked Thats it, Thats all Remember... its just a quick beta .. have fun ( some other things I noticed on ianH and crew SHAR 2 mod: shouldnt have a CL fuel tank, gunpods have some data error which prevents correct CCIP function in Guns A2G ... ) Submitter Crusader Submitted 05/14/2012 Category Avionics
  21. Version BETA

    345 downloads

    Something I've thrown together in a handfull of hours today ... New HUD symbology which looks a bit more like the real thing Pitch ladder is just a quick fix, will see more attention during the next overhaul.. Only small edits to the radar so far, it needs some bigger changes by chance... Installation: - I recommend to delete the present HUD subfolder in the Cockpit folder first - Then add the files include din this mod, let overwrite if asked Thats it, Thats all Remember... its just a quick beta .. have fun ( some other things I noticed on ianH and crew SHAR 2 mod: shouldnt have a CL fuel tank, gunpods have some data error which prevents correct CCIP function in Guns A2G ... )
  22. Well just a wild idea. Take this as an inofficial market survey :D
  23. The TA-7C isnt released yet, it was kinda overtaken by the EA-7L on the assembly line :D
  24. Yep, tanks as part of the aircraft model is the way to go to have proper tank camo/schemes matching the skin Well worth the effort :) No tank lod file required in the weapon folder
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