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Fates

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Everything posted by Fates

  1. Lego Aircraft Carrier

    http://www.brickshelf.com/cgi-bin/gallery.cgi?f=126969
  2. Posting screenshots

    Jpg (Jpeg) images are the best for size/quality
  3. For all those that are building ships for SFp1/WOV, I've added a new category to find them easier. I've also moved all the current ships to that category, which was going very easy until I ran into CAPUN's shipyard and found dozens of them...hehe Thanks CAPUN! They are all moved, but if you still see a stranded ship floating around some where, just let me know and I'll get it moved. Enjoy! Fates
  4. First try at screen shot art

    That is with out a doubt, awesome work. Send me the 1600x version and I'll have to do another calendar!!
  5. simhq editorrial

    The Heli's for WOV can be found here: http://forum.combatace.com/index.php?dlcategory=69
  6. http://www.cnn.com/2006/US/02/27/scott.obit.ap/index.html
  7. Version

    164 downloads

    G15Manager.exe is a small C++/MFC 7.1 utility for those happy enough to have the exellent Logitech G15 keyboard with a built in display. The application will show information from the "eventlog.lst" file in the IL2 directory. The CPU and memory resources used are very moderate (at least on my system!). Download one of the zip-files below, extract to a directory of choice and start the application, pick your settings and click the "Start LCD Output". Then minimize it and start IL2... Don't forget to read the README.txt file for more information...
  8. Version

    254 downloads

    G15Manager.exe is a small C++/MFC 7.1 utility for those happy enough to have the exellent Logitech G15 keyboard with a built in display. The application will show information from the "eventlog.lst" file in the IL2 directory. The CPU and memory resources used are very moderate (at least on my system!). Download one of the zip-files below, extract to a directory of choice and start the application, pick your settings and click the "Start LCD Output". Then minimize it and start IL2... Don't forget to read the README.txt file for more information...
  9. simhq editorrial

    Here's another comment on Single Player game trends.... Joystiq.com
  10. simhq editorrial

    There will eventually be a game that makes everyone happy. I'm a firm believer that multiplayer sells and from the recent cash flow of MMO games, I think that's a true statement. However, with games like SFP1 and WOV and others, where simulation and modding are the key factors in their production, this game takes on more of an enthusiast role. However, there are a damn lot of enthusiast for WOV as I see it. I see Best Buy in Indy go thru 2-3 copies a week. Heli sims are difficult to sell. They target an even smaller crowd. I wouldn't say that selling it with tanks would be better, ............ I would say that selling it with a multiplayer where a TANK enthusiast can play against a TacSim enthusiast would be the best. Everyone is looking for that perfect sim, but to be as perfect as possible, it must be against human opponents. MMOFPS as it's been coined. He mentions OFP and I think everyone needs to be aware of the new BIS game soon to be released....... Armed Assault. This is a hash of the OFP but it is considerable well done. It approaches the perfect sim by giving everyone a chance to play their game be it tank, ground troops, heli, fighter jets, etc.... It sells itself becuase it does put the heli against the tank and the Bradly and Anti-Aircraft vehicles and ground troops against the heli.... What more could a heli sim driver ask for? Pure simulation as it's meant to be. I'm sure people will bitch about it's flight models too....but everyones a critic. Cheers!~ Fates
  11. Happy B-Day Skater!

    Another year older!!!!! HOpe the new year on your life treats you well. Fates
  12. Fates..? :)

    Yep....everythings all good. PM Inbound. Cheers~ Fates
  13. January Calendars

    Here ya go.... http://www.combatace.com/index.php?set_alb...=view_album.php
  14. Happy New Year

    Cheers~!!!!!
  15. Happy Birthday to Fates!

    Thanks guys....just another year older and deeper in debt. Asked the wife to get this for me b-day: Thought about making a flight sim outta it...but the price was a little high for a hunk of aluminum. So I wound up getting a gift card instead.... better luck next year! Thanks everyone Fates
  16. Perfect Xmas gift...LOL

    http://cgi.ebay.com/Barware-KAHLUA-B-52-Ai...1QQcmdZViewItem
  17. November Calendars

    The new calenders include a formation of F-4 Phantom II fighter aircraft flying in formation during a heritage flight demonstration. The heritage flight program was established in 1997 to commemorate the 50th Anniversary of the U.S. Air Force. (U.S. Air Force photo) The next calendar is an F-16 Fighting Falcon flown into position prior to performing a fly-over in support of the Air Force anniversary. (U.S. Air Force photo by 2nd Lt. Sean Flynn) Snag them in the Gallery: HERE
  18. A Freeware add-on for Microsoft's Combat Flight Simulator 3 to recreate air combat for three main periods of the Great War (See Information) Bloody April Period Late 1916 - 1918 : Phase 1 Released 18 December 2005 - Phase 2 in progress!! http://off.oldbrowndog.net/
  19. Publisher Strategy First has announced that it will use Valve's Steam content delivery service to distribute new and older games via electronic download. S.C.S - Dangerous Waters, the modern naval warfare sim, will be the first game to use the service later this month and other games will be announced later. Strategy First is the first full-fledged publisher to use Steam to distribute its titles. Strategy First already has an online store where it has a number of full games available for paid digital download but according to what a Strategy First PR person told Gamecloud today their own online store will remain. Using Steam is just an extension of their online game distribution plans. PRESS RELEASE
  20. November Calendars

    I'm really sorry guys. I've been away for 3 weeks of the last 4 working out of town with a family death in the middle of it all. I'm slowly getting back into a routine again but I promise I'll have calendars tonite or tomorrow. I'll also put up a January calendar so I'm not always lagging behind the 8-ball. Fates
  21. Weapons Jam Video

    http://www.planetvids.com/html/Missle-Jam.html
  22. SAAB Video

    kool link http://www.saabusa.com/saabjsp/about/bfj_97x.jsp
  23. PRESS RELEASE: New Patch For Falcon 4.0: Allied Force November 23nd 2005: Lead Pursuit LLC, the developer of the award-winning Falcon 4.0: Allied Force, is close to releasing its third patch for the premier F-16 combat flight simulator. This will take Allied Force to version 1.0.4 with new features and improvements. Highlights include stunning new exhaust effects for missiles, a new F-16 dual seat model, a major overhaul of the Forward Air Controller (FAC) logic and improved TrackIR support. This update is in its final stages of testing and should be released before the end of November. A zip file of screenshots from the new patch can be accessed here: http://lead-pursuit.com/screens.zip The full changelog is as follows: Aircraft & Flight Models J-22 flight parameters updated. F-4SDK parameters adjusted. Loadout changes for mavericks with LAU-88. Hardpoint/weapons drag computation corrected to be more accurate. Loadout changes on AGM-88 HARM. Two on 3/7 hardpoints only. Jaguar loadouts adjusted. More Tornado loadout changes Loadout changes to F/A-18E/F SU-29 loadout change, remove R-77. Flight models for the F-16A-MLU, F-16A-15, F-16C-25, F-16C-30, F-16C-32, F-16D-40, and F-16D-52 updated. Fix to load correct amount of external fuel for assymetric, multi-tank and unusual hardpoint filling. Make rudder inertia when going from full left to full right NWS rudder deflection again invariant of the game FPS. F-16, F-5, F-18D/F get smoke rockets added for FAC missions. Artificial Intelligence & General Improvements Rudder sensitivity toned down. Force Feedback effects should be back. Fix a bug with the FCRPowerOn/Off keystrokes. Instant Action should now have avionics properly configured when entering the pit. Repairtime lowered on small bridges. Adjustment to SA-6 radar acquire/track times. Stop the AI circling the target during ground attack. AI pilot ground avoidance improvements following a 'weapons free' instruction. Improvements to AI pilots receiving the RTB and Rejoin commands. Fix for active missiles losing lock prematurely. Fix for AI not firing air to air missiles after a bombing run. Addressed ATC violation when told to clear the runway after a valid landing. AI attack profile improved when flying low through a valley and the target is on top of a hill. Math fixes to some AI WVR routines for aircraft and helicopters. AI attempt to exit combat at Joker fuel level instead of Bingo. Improvements to AI pilot afterburner usage. Better TrackIR support in 2D pit. 2D pit panels are switched to using absolute TIR azimuth/elevation position. Using keyboard, mouse or POV in 2D pit to change view, will temporarily disable TIR view changes, until TIR is moved preset angle (70 deg) from last position, or until view is returned to the last view where TIR was used. 12 o'clock one-click down view is skipped over during TrackIR panning since it's too close to main view and would be too easy to change to it by accident. Using normal POV/keyboard panning you can still change to this view. In realistic mode, the padlock box is not displayed anymore, only the yellow rhombus depicting the next locked padlock object when switching. Art & Textures Airbase tiling error fixed. Some objects 3D-models fixed for various errors. Positional adjustments to missile burner placement to missile model. LAU-68 texture added. 2D cockpit kneemap for Balkan theater updated with roads, rivers and Tacandata. 2D cockpits Balkan theater reference views updated with rivers, roads and Tacandata. UI map of Balkan theater updated with roads, rivers and Tacandata. UI map of Korea theater was fixed for gap near the coast. (missing land). New animated exhaust-flames for missiles. New F/A-18's models and textures. Updated bombs: New 3D-models and textures for all Mk-8X's, BSU's, PavewayII, PavewayIII and JDAM's. J-22: New texture and shadow. F-16 3D-pit update: Taillight moved to base of fin. Corrected misalignment on the left aux-console. New dual-seat 3D-model and texture for F-16D Avionics Fix issue where the avionics could end up selecting an empty hardpoint when dropping LGB's and switching to another weapon in the meantime. Removed redundant AIM-9 missile reticle in A-A Mode. Fix selective Jettison Bug with Mavericks as selected weapon. Wingman display fix for the HSD. Cockpit switch error corrected. Missile and Threat Volume knobs fixed. Fixes to A-A weapon switching if different types of the same missile were loaded. If the last A-A missile of a certain type is fired, automatically switch to the next type. Changes to Reference symbol and AG MasterModes: When the radar is in an AG mode, display the reference symbol instead of the bullseye, regardless of the ICP selection. In A-A Modes and BE mode deselected, the bullseye solution readout shows bearing and range from the current steerpoint to the cursors. In A-A STT Modes and with a locked target and BE mode deselected, the bullseye solution readout shows range and bearing from the current steerpoint to the bugged target. Do not display the radar cursors with an STT Lock. Change to the RWR newguy sound. Instead of playing the 3 beeps, play 3 bursts of audio at the emitters PRF. Campaign More activity by teams in defensive and consolidation modes. Mission planning improvements. New modes added for Airborne Forward Air Controller (FAC[A]) / Close Air Support (CAS) / Battlefield Air Interdiction (BAI). Missile AIM 120-C5 added to 2005 / 2010 campaigns. Configuration Options Setup options for intro movie, current player selection and Instant action scores are now stored in configoptions.cfg so they are not lost again during future patching, installing and uninstalling. Make sure to go over all of the Setup screen options once again after applying patch 3. Documents FR Keyboard layout amended. Forward Air Controller (Airborne) (FAC[A]) Changes On-Call CAS flights now check in with the FAC when the FAC is on station. CAS and BAI flights will look for an FAC in their package if they can't find a target within their patrol area. FAC can hand-off targets. FAC capable aircraft now carry marker rockets. FAC now launches white smoke marker rockets into the target area whenever it has aircraft checked in. FAC and AWACS radio calls now function if player voice option is turned off in the setup panel. CAS and BAI flights no longer look to engage ground targets en route to their assigned patrol area. FAC will continue to assign targets even if it has run out of rockets. FAC missions will no longer issue formation commands. Multiplayer A padlock box shifted up on some ground vehicles fixed. ACMI recording is now more precise in MP. ATC voices from the same tower should now be consistent in MP. Successive Request Takeoff commands should now be answered by ATC in MP. Instances of duplicate pilot entries in debriefs corrected in MP. Addressed issue of player flight lead influencing other player aircraft steerpoint. The AWACS user interface can now be accessed for Tactical Engagements as well. No long distance warps or ground crashes anymore when joining an already airborne flight. Stability Several crashes fixed including Font drawing in the UI Force Feedback stick crashes MFD drawing while switching views Mission Evaluation post flight Occasionally when Radar mode change Multiplayer issues Some occasional terrain loading issues Sound playing while switching views Some more post ejection crashes. User Interface Briefing layout adjusted for longer aircraft names. UI Music now loops correctly. When adding a package, deleting a created flight and readding a flight caused it not to be flyable. Fog slider values correctly displayed in TE editor, Instant Action and Dogfight. Setup option for using TrackIR in 2D pit views in Controllers section (only available if TrackIR is detected). BACKGROUND INFORMATION Falcon 4.0: Allied Force, the successor of Falcon 4.0, is an advanced F-16 combat flight simulator for the PC. The player takes on the role of a pilot flying a multitude of missions in either the Balkans Theater of Operations or the Korean Theater of Operations in a fully dynamic, evolving war. Features include: Multiple threads for true Dual Core processor support Improved graphics engine Reworked multiplayer engine Highly advanced Artificial Intelligence 716-page advanced .pdf manual, 109-page "new player" printed manual Reworked Dynamic Campaign Engine Brand new theater of operations New high resolution models and cockpits Highly detailed terrain and airbases Intuitive User Interface screens The graphics engine supports real-time terrain lighting, dynamically-shaded 3D volumetric clouds and alpha-blended scattered clouds. Fog is also implemented and combined with new high resolution textures on models and the terrain, the visuals are tremendously improved. Highly detailed and clickable cockpits for three different F-16 aircraft are included: the Block 50/52, 40/42 and MLU variants. The multiplayer engine features a new, problem-free connection method with support for a centralized, server-system style of play for Internet and Local Area Network (LAN) games. Performance and reliability have been greatly improved for both custom made missions and campaign flights. The Dynamic Campaign Engine (DCE) is the war simulator where any event happening in any part of the theater of combat affects the war's direction throughout that theater. How you perform in your mission directly, and proportionately, determines what happens elsewhere. This is true for the tens of thousands of computer controlled entities in the game. It means that the player really feels part of a living war environment, part of something that is evolving around them in real time. Some of the greatest changes have been to improve the interaction of computer controlled aircraft and the hundreds of ground entities in Falcon 4.0: Allied Force. Thousands of hours of work has led to remarkable improvements in artificial intelligence. During missions, computer-controlled aircraft will perform with precision. The role of the Forward Air Controller (FAC) is now implemented, allowing the player to co-operate with other flight aircraft when carrying out ground attacks. Brand new Air Traffic Control intelligently manages the flights in and out of bases. The F-16's electronic systems simulated in Falcon 4.0: Allied Force, including the avionics, are the most realistic for the home personal computer. Numerous modes and sub-modes in air-to-air and air-to-ground radar are accurately implemented to immerse the player in the feel of operating a modern combat aircraft. The new theater of operations is the Balkans. There are three time periods stretching from the mid-1990s to 2010, featuring appropriate aircraft, squadrons and units. Each theater period has three campaigns, making nine in total for the Balkans. Falcon 4.0: Allied Force also features a heavily revised Korean theater and associated campaigns.
  24. German Canberra B2

    They must fly during alot of sunsets....LOL
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