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Everything posted by Dels
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View File AC-130J Version 1.0 Fictional version of a gunship based on the C-130J with improved performance and precision strike capability. Read the Readme.txt Submitter Dels Submitted 02/19/2009 Category Fictional, Experimental, and UAV's
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View File AC-130U Version 1.0 AC-130U as flown by the USAF from 1995. Read the Readme.txt Submitter Dels Submitted 02/19/2009 Category Multi Engined Aircraft
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I wish this was possible. Unfortunately the sim only supports air to air trainable guns at this stage so unfortunately you will have to go crazy trying to blow up a tank. I considered the option of having the 25mm an air to air self defence trainable gun (like in Fighters Anthology) but then you couldn't use it for air to ground. Besides, if a Flanker jumps you without a CAP, you're screwed anyway!
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FC that is absolutely awesome!!! Consider it done!
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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.
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Coming soon. In testing at the moment, still working on the pit. (Will be using my C-130J pit with a gunsight)
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Ditto on that. Mustang's tutorials are how I got started.
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Thanks for the reply. I will spend a bit more time on this before I release my next project...
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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
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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
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Vulkan, As I mentioned, it's awaiting approval, but that shouldn't take too long. Dels
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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
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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
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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, Experimental, and UAV's
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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
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Now you've gone and started it!
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No unfortunately. Still working on FM, Hangar Screen and Cockpit. Will keep you all posted when it's close to release.
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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
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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.
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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!!!
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Flying Missions.....The Reality of it in My Eyes......
Dels replied to Dave's topic in General Discussion
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 -
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