Jump to content

Dels

+MODDER
  • Posts

    685
  • Joined

  • Last visited

  • Days Won

    25

Everything posted by Dels

  1. Trying to come up with a good way of shooting stuff at the moment, but is a sideward looking screen possible in this sim? If it is, please let me know how and it will be done.
  2. Coming soon. In testing at the moment, still working on the pit. (Will be using my C-130J pit with a gunsight)
  3. Ditto on that. Mustang's tutorials are how I got started.
  4. Thanks for the reply. I will spend a bit more time on this before I release my next project...
  5. I decided to take a break from modding and have a fly of my C-130J last night and was wondering why the thing wouldn't accelerate past 180kts level. Now, I know there have been some issues with Prop aircraft after the latest patch, so back to modding I decided to find out what was wrong. After many hours I found that the only problem I had was the RPM values of the engines. By doubling the RPM values I was able to get the performance that it had before the Oct/Nov08 patches. Unfortunately, this does two things. Firstly, the RPM values are not the same as the real aircraft (not a major issue) and secondly, I'm confused. IIRC these values had no bearing on engine performance before. Another thing I noticed is that the props no longer slow down. They keep the "fast prop" mesh throughout the engine power range when before they showed the higher detail propellers below about 10% power. The only way to show the propellers now is to shut the engines down. I know I'm taking a stab in the dark here, but does anyone have some insight on the above issues? Thanks in advance. Dels
  6. Yeah, I had a bit of heartache trying to get the best balance. With better slow speed handling, the aircraft had rediculous response (>30G) and extremely high roll rates etc. at high speed. Try using the "Normal" flight model option. I admit, my FM skills are not the best, but I gave it my best shot (Especially as I haven't ever flown the X-29). I'm more than happy for someone with better skills than me to have a crack. Not planning on a two seater. Targetting pod would be an easy ini edit, but it can carry the Pave Spike on the centre pylon. The Chaff/Flare counters are not modelled at all. It's just a skin. I don't think that cockpit counters for Chaff/Flare are supported in this game. (If they are, could someone please let me know and I'll update the pit) Dels
  7. Vulkan, As I mentioned, it's awaiting approval, but that shouldn't take too long. Dels
  8. Uploaded and awaiting approval. For the aircraft, head over to: http://forum.combatace.com/index.php?autoc...p;showfile=7979 For the skin templates, go to: http://forum.combatace.com/index.php?autoc...p;showfile=7980 Here are some pics. Dels
  9. 155 downloads

    These are the Photoshop templates for my F-29A, so that others can make skins for it. Enjoy!
  10. View File Grumman F-29A Polecat Photoshop templates These are the Photoshop templates for my F-29A, so that others can make skins for it. Enjoy! Submitter Dels Submitted 01/04/2009 Category Skin Templates / Decal Sets
  11. 2,192 downloads

    Grumman F-29A Polecat. Read the Readme.txt file for installation instructions and credits. Enjoy! Dels
  12. View File Grumman F-29A Polecat Grumman F-29A Polecat. Read the Readme.txt file for installation instructions and credits. Enjoy! Dels Submitter Dels Submitted 01/04/2009 Category Fictional Aircraft, Experimental and UAV's
  13. Raptorman, Are you running Vista? If so, they won't extract to the game folder because Vista is a piece of crap. They will extract to your personal user folder. Do a search for the file you're extracting and look on the entire computer. It should be in your User folder. Once you've found it you can create a short cut to it for future reference. Dels
  14. No unfortunately. Still working on FM, Hangar Screen and Cockpit. Will keep you all posted when it's close to release.
  15. The pit I am going to use is a modified version of my F-23A pit. The actual pit the X-29 had was a bit ... "ancient", so I thought a modern pit would be more appropriate. As for the Grumman technology demonstrator colours, I have only made one skin for it (4th TFS, as per the pics). But I will be uploading the photoshop skin templates so it will be very easy for someone to make it. Dels
  16. It's been a while since my last post, but I am still working on the F-29A and it's close to completion. So I thought I'd post a few pics to show you how it's going.
  17. This is true, but even a Herc doing 300kts at 250ft is hard to engage with a MANPADS or Small Arms/AAA. At that height and speed, there's only 12 seconds to engage and you can't hear where it's coming from due to the sound scattering at low levels. A bad guy would basically need to have his SA-7/14/16/18 or ZPU at the ready and know where you're coming from. And that's at 300kts, not 600kts!!!
  18. I agree. The sim is very realistic in showing the actual diversity (or lack) of missions that actually take place in real combat. From a trash hauling perspective, we flew almost identical missions into the same airfields day in, day out. The only thing that changed was the weather (and maybe if someone decided to take a pot shot at you). Every now and again we'd do something 'unusual' ie. go to a different airfield or something like that, but that was rare. The bottom line is that real combat it extremely repetative and not heart pounding excitement every time the wheels are in the wells. As for the game, the main issue people might have is that generally we play games to excape our own reality, so repetative missions might seem dull. But if we consider some of the great flight sims of all time (Strike Commander, Janes USNF/ATF etc.) they are all full of very similar missions. What the SF/WO* series lacks is the apparent human interface that those sims had. But I guess, in the end, it's what you make of it. Disclaimer: This is my own opinion and I understand if others don't aggree. Dels
  19. I don't know if it's the best, but I just use planar mapping.
  20. From my limited knowledge, looking at the picture you provided, nothing seems to be wrong. What you can try is: -Deselecting the Self-illumination box -Converting the plane to a mesh and UVWMapping it Dels
  21. LOL! Quote Brian Fantana: "50% of the time, it works every time."
  22. Thanks for the reply. I had thought about that, but the pitch angle for the X-29 should be 0. I might give it a try anyway using OnGroundPitchAngle=0.0.
  23. Hi guys, Still working on the X-29 at the moment and I have a small problem. This one's got me. I have never encountered it with any of the aircraft I have built. As soon as the mission had finished loading and you're into the cockpit view, the aircraft is about 6 feet in the air and about 5-10 degrees nose up. From there it immediately falls back onto the runway, bounces around a bit and then all is fine. I'm not sure why it starts in the air or with a nose up attitude. I have tried changing the ShockStroke entries for the landing gear which reduces the distance the aircraft drops from, but that doesn't fix the nose high attitude and creates other issues (wheels half in the runway and a shock stroke of 1 metre is far to big). I was wondering if anyone else has had this problem before, or knows how to fix it. Thanks Dels
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..