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Dels

+MODDER
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Everything posted by Dels

  1. I've had the same setup for years (WCS2 instead of TQS). A couple of years ago I did a rewire and USB conversion using the BU0836 (see link below). Took me two days of soldering but I'm happy now! http://www.leobodnar.com/products/BU0836/ So I'd say, money NOT wasted. Dels
  2. G'Day all, I'm in the middle of a project at the moment, but I was considering doing an SR-71 as my next project. Is anyone interested? Also, if I did make a recon SR-71, would anyone be interested in a fictional strike version with internal weapons bays?
  3. Which post? I'm not sure what you mean. Dels
  4. Did you just want the glass to shine in the same way that the canopy does, or did you want the glass to reflect the image similar to a mirror? If you want the first, just make a transparent mesh like glass in front of the mesh with similar properties to canopy glass. If you want the second, I'm pretty sure it's only coded for cockpit use and won't work for an external model. Dels
  5. Sorry for the delay getting back to you russo, I check the net infrequently over the weekends. Anyway, as Crusader said, the gunner cannot engage ground targets so the gun on my Apache just points and shoots straight ahead. However because I also produced a ground object version of the Apache, and with vain hope that TK might include some coding for Air-to-Ground turrets, I did set up the pivots for both the gun and TADS. They would have to move independently but you could have two "gunner" controllers for them. (BTW, I didn't bother to animate the TADS for my ground object Apache). I accepted the fact that the ammunition link wasn't going to be flexible and just had the whole gun pivot vertically (minus the two pronged mount which is the horizontal pivot similar to what you've done). Dels
  6. RAVEN, if you take "rule" to mean: The way things must be regardless of what happens in reality, then yes. And this game has bucket loads of them... Russo, happy to help. (I'm sure it won't be long before I'm posting a similar topic due to short term memory loss) Dels
  7. You're gonna kick yourself but the mesh for all engines need to be set with the Y axis aligned for their rotation regardless of their real world position. This is because the game will always spin them around their Y axis. So in this case you will need to have the radome mesh pivot with the Y axis pointing up. (or the radome motor mesh if you want that to spin too) Dels
  8. Veltro, You need the Canopy Animation ID in the pilot section also. Dels
  9. What I meant was that it would need to be coded into the sim for certain objects to be displayed on the radar and that these displayed targets could be selected. This is not accurate from a real world perspective. For this to occur in the real world you would need to: 1. Detect the objects on the radar 2. Use your GPS/INS to work out their positions 3. Save these positions in your FMS or other system that can communicate with your weapon systems Only then, could you cycle through the target list. The obvious flaw with this is that it won't work for a moving object. The perfect example of this is an Exocet or Harpoon: Your radar and navigation systems are used to find the target and its position. This is uploaded to the weapon's navigation system (along with other waypoints if you wish). You fire the weapon and it uses its navigation system to fly the waypoints to the original area of the target. At this point it switches on its radar to find the target and home in. This final phase is fairly hit and miss depending on density of targets and countermeasures etc. as demonstrated with the Antlantic Conveyor during the Falklands War. Dels
  10. This depends on the level of reality you want. For example, if you expect to arrive at a new target location you've never been at before and cycle through targets that are giving strong returns on the radar then the answer is a firm 'NO'. While I have never used a radar for the dropping/firing of weapons, in my experience, radar targetting is more than just the radar having the ability to detect or focus on something. It is an integrated system where your position (INS, GPS etc) is also used and so the lack of these systems renders the ability to see returns on the radar useless for targetting. This is the dilemma we have in this game. So, if we were to have the ability to cycle targets on the radar that can then be fired at there would need to be a significant amount of reality removed or automated such that it doesn't require our input. Dels
  11. Raytheon T-6A Texan II for SF2

    Version Ver 3.0

    1,152 downloads

    This is the T-6A Texan II as used by the 12FTW USAF for the SF2 series of games. Read the readme.txt Enjoy!
  12. You should be able to get around it with the showfromcockpit trick that removes unwanted canopy bows etc. Dels
  13. File Name: Raytheon T-6A Texan II for SF2 File Submitter: Dels File Submitted: 24 July 2009 File Category: Other This is the T-6A Texan II as used by the 12FTW USAF for the SF2 series of games. Read the readme.txt Enjoy! Click here to download this file
  14. There is a new lod for the T-6A available here: http://combatace.com/topic/83158-pc-9a-t-6a-and-at-6b-update/?p=669600 I have extended the horizontal stabiliser so that it is in line with the elevator (as per the real Texan II). I also forgot to include the mesh for the oil cooler on the T-6A which is now rectified (thanks to Kulbit for pointing that out). Dels
  15. There is a new lod for the AT-6B available here: http://combatace.com/topic/83158-pc-9a-t-6a-and-at-6b-update/?p=669600 I have extended the horizontal stabiliser so that it is in line with the elevator (as per the real Texan II). Dels
  16. G'Day all, Recently I have been working on a major update of my PC-9 family of aircraft. They are now ready for upload (which I will do today) but here are some pics: PC-9/A T-6A Texan II AT-6B Dels
  17. Here are new lods for the AT-6B and T-6A. I have extended the horizontal stabiliser so that it is in line with the elevator (as per the real Texan II). I also forgot to include the mesh for the oil cooler on the T-6A which is now rectified (thanks to Kulbit for pointing that out). AT-6B: AT-6BV2_LOD_11JUL14.7z T-6A: T-6AV3_LOD_11JUL14.7z Dels
  18. Mi-24 Skin

    Which Mi-24 3d model is this skin for? Dels
  19. Looks to me like one of your HUD entries has a .tga that's WAY TOO BIG. You'll need to open the _avionics.ini and scroll down to the HUD section. Then you'll need to go through it to find the image. Look for and compare the the scale values. Dels
  20. The new file names are AT-6Bv2, T-6Av3 and PC-9Av2 respectively. I have left all the older files there (just in case). Sorry for the confusion. Dels
  21. I'm guessing you mean the updated versions of the aircraft: AT-6B: http://combatace.com/files/file/9849-at-6b-for-sf2-version-20/ T-6A: http://combatace.com/files/file/9518-raytheon-t-6a-texan-ii-for-sf2/ PC-9/A: http://combatace.com/files/file/9509-pilatus-pc-9a-for-sf2/ Dels
  22. File Name: AT-6B Ver 2.0 Photoshop template File Submitter: Dels File Submitted: 01 July 2014 File Category: Skin Templates This is the photoshop template for my AT-6B Version 2.0. Dels Click here to download this file
  23. File Name: T-6A Ver 3.0 Photoshop template File Submitter: Dels File Submitted: 01 July 2014 File Category: Skin Templates This is the photoshop template for my T-6A Version 3.0. Dels Click here to download this file
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