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Everything posted by 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 -
You can count me in too.
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I don't know if it's the best, but I just use planar mapping.
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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
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LOL! Quote Brian Fantana: "50% of the time, it works every time."
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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.
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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
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In real life, that Viper would only be able to taxi from it's parking position to the holding point and back before it called BINGO fuel.
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I have found that you generally have to animate flight control surfaces and gear extension in 3dmax, but you can also .ini edit to get the canopy, gear shock absorbers and airbrakes to animate.
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Yeah, change the Right Gear max deploy speed to 125. It's 12 at the moment.
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Sorry this is OT, but I have a hard drive with a mechanical failure of the motor. I would love to get that info off there, but the only places I could find that do it cost $2000+. Do you know of anywhere cheaper?
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Yep, it has Wingtip rails, three underwing pylons on each wing and a centerline pylon. Pretty much the same as the F-16.
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Yeah, I was going to "age" some of the things in the F-23 pit and make it less modern. Re: PSD's, I will upload them to the skins section when the aircraft is released. I'd be happy to help with the X-31 and 32.
