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Dels

+MODDER
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Everything posted by Dels

  1. It's actually because of the wingtip vorticies/wake. Lead will be on the downwind side if there's any more than 10kts of crosswind. If there's less than 10kts, lead generally lines up on the far side of the runway from where they taxi on. Dels
  2. I've used this method on every single one of my pits. It's the easiest and uses the least polys. Dels
  3. If you don't have heading marks on the ball (i.e. it's just sky and ground with a pitch ladder, then you can use the Texture_V function for pitch and then you only have to pivot it around the Y axis for roll. Additionally, with this method you only need the polys that are visible from the pilot greatly reducing the overall poly count. Dels
  4. View File MC-130J Combat Shadow II for SF2 Ver 1.0 MC-130J Combat Shadow II as flown by the USAF. Read the readme.txt. Dels Submitter Dels Submitted 02/06/2012 Category C-130
  5. 510 downloads

    MC-130J Combat Shadow II as flown by the USAF. Read the readme.txt. Dels
  6. Yeah, one of my instructors used to say "If you're not cheating, you're not winning. If you're not winning...you're losing."
  7. View File KC-130J Harvest HAWK for SF2 Ver 1.0 This is the KC-130J as flown by the USMC. Read the readme file for full details. More info on the Harvest HAWK Submitter Dels Submitted 01/25/2012 Category C-130
  8. 352 downloads

    This is the KC-130J as flown by the USMC. Read the readme file for full details. More info on the Harvest HAWK
  9. View File KC-130J Hercules Tanker for SF2 Ver 1.0 This is the KC-130J as flown by the USMC. Read the readme file for full details. Submitter Dels Submitted 01/13/2012 Category C-130
  10. 442 downloads

    This is the KC-130J as flown by the USMC. Read the readme file for full details.
  11. The ordinary Hydras should work the same as any other unguided rocket, but the APKWS Hydras will only fire if you have a target selected as mentioned by cocas above. Dels
  12. I guess if the bomb was dropping at a shallow angle, passed over your head and hit the ground further away this might be possible. However, this is a pretty long bow to draw... Once again, it still doesn't address the surivival issue. Dels
  13. Yeah, it's definitely kilograms. As Kevin said, everything in this series is metric and when it comes to loading an aircraft you're interested in weight not volume. This also avoids the specific gravity conversions. Dels
  14. Not at all, I was just kidding anyway. Dels
  15. Not exactly my point, but I think there's only so many times you can do an "Alert 5" launch to intercept the hoard of red bombers coming over the horizon before it gets boring. Somewhat like there was only so many times you did a stike on the (Goddamn) Comm building before it started getting names... In my opinion, the best thing about this game since its beginnings has been variety. Variety of aircraft types, flight models, cockpits, weapons mission types, weather etc. Further proof of this is the copious amounts of modding we do...to create more variety. Call me crazy, but I think this whole SF2:NA thing is going to go down like a cup of cold vomit. Dels
  16. Yep that's right. There's a thread here where you can complain about the lack of an air-to-ground gun turret, but I don't think you'll get anywhere... Dels
  17. Kevin, You might have seen this, but check the "Marking" section about a third of the way down: Italian Air Force Seems to be XX-YY (where XX is Wing and YY is aircraft number) Dels
  18. Yeah, it's probably a side effect of increasing the engine power. I'll take a look at it. I might also make a non-Longbow AH-64D so people don't have to do the .ini edit to remove the radar. Dels
  19. Yeah, that will be because you have another Stinger in your weapons folder. The one included in the package has a SpecificStationCode to avoid that. Dels
  20. Hi all, I've updated the Apache package after some suggestions from the community. Download here: AH-64 Package Ver 1.1 Here are the details: VERSION 1.1 CHANGES/ADDITIONS ----------------------------- -New cockpit glass reflection texture. -Changed AGM-114L to CGR and added Hellfire rails to the 3d model to overcome the issue of engaging moving targets. (Thanks to WhiteBoySamurai for this idea and thanks to FastCargo for letting me use the 3d model of his Hellfire rail) -Changed loadout types so the AH-64A cannot be loaded with the AGM-114L Longbow Hellfire. -Changed the Specular and Glossiness levels to make the skin look more matt. -New hangar and loading screens. -Some FM and performance tweaks. (Thanks to EricJ for some suggestions) -Completely new M261 model made by me. I have also made the M260 rocket pod, Hydra rocket with a M229 warhead and Hydra APKWS with a M151 warhead. For mode info and details on the APKWS look here: http://www.defenseindustrydaily.com/apkws-ii-hellfire-jr-hydra-rockets-enter-sdd-phase-02193/ Dels
  21. Version 1.1 uploaded, fixes and additions listed in first post. Dels
  22. Hi Kiwi, I'm not sure which weapons pack BeachAV8R is using, but you could probably PM him. Alternatively, you could post in the applicable mission topic. Yes, you will need to edit the loadout.ini if you want the weapons automatically loaded. Dels
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