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ndicki

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Everything posted by ndicki

  1. Soon... I need to redraw the panel lines around the gun housings, but there's already a Dark Green/Dark Earth one being done for a SEAC MkVIIIc, so there isn't much else to do before you can have a test version.
  2. Actually, the Bf109e-1 and e-3 had a DB601A while the e-4 and e-7 had the DB601N, which had a higher compression ratio. DB601 A-1Up to 1,100 PS (809 KW) at sea-level with 2,400 rpm, up to 1,020 PS (750 kW) at 2,400 rpm and 4.5 km altitude, B4 fuelDB601NUp to 1,175 PS (864 kW) at sea-level and at 4.9 km altitude with 2,600 rpm, with C3 fuel Up to 1,270 PS (934 kW) at 2.1 km altitude with 2,600 rpmFigures from Wikipedia because I couldn't be bothered to get all my books out... ;-) Other differences were to do with the armament fit and internal plumbing, so they shouldn't have much impact on the FM. The only visible difference between the e-4 and e-7 was that by the time the e-7 came out, they'd realised that the Motorkanone wasn't going to work, and they'd faired over the cannon aperture in the spinner. The model, by the way, is by Russo_UK - I just uploaded it and did the odd bit of fiddling about. If you want a particular skin, give me a yell; I've got the template somewhere.
  3. With Photoshop, I've simply made a selection of brushes which do 1, 3 or 5 pixel dots at varying distances from each other. Just brush them in! By the way, if you enjoy tweaking FMs, there are one or two ideas that need FMs doing... Like a Spitfire MkI and MkV FM for the stock TW model, or a plethora of Bf109g/k ones for Monty_CZ's S-99.... Only if you're interested!
  4. You can't see the riveting anyway, unless you make it unrealistically heavy. I did full riveting on the 109, and to be honest, it's barely perceptible. But then it is anyway, so that's OK. The same for the Spit - flush-head riveting, so really, the best technique I know is to do the actual rivets white, with a touch of shadow and then blend them in... SF doesn't have the visual sharpness I'm used to from CFS3 - that cuts both ways. While I'm working, I actually draw the new panel lines in in bright colours rather than black, white or greys. That helps, too!
  5. So do I, but don't tell anyone! It's not really any more trouble doing 2048s than 1024s, so I might as well. As they're BMPs, they don't suffer from detail loss the way they would if they were dds format, for example, so it doesn't matter one way or the other. I might just try using dds for my own though, but it would not be releasable - I'd have to hack the model, and as it's a stock one, that's a no-go!
  6. I vaguely remember hearing that somewhere before, but as I was busy on other things, I didn't think any more of it. Working on 2048 skins for the TW Spit IX at the moment. Quite a job - the original panel lines are not desperately accurate - I'm redoing at least the most flagrant!
  7. Always good to have variety - you didn't step on anyone's toes, don't worry - I was just thinking of all the effort! If you're enthusiastic about doing flight dynamics, I'm sure there are one or two things that need a good man on...
  8. Already existed in the AvHistory FMs pack...
  9. Just in case this has slipped through the net, it's possible to set service start and end dates more precisely than is usually done. GregoryP found this one - use the mm/dd/yyyy format and you get this: ServiceStartDATE=12/01/1943 ServiceEndDATE=01/01/1955 It may not be so important in post-war simming, as the rate of introduction of new types has slowed down considerably, but for WW2, it's a must!
  10. Try this instead: Component[011]=Move1 Component[012]=Move2 Component[013]=Move3 Component[014]=Move4 Component[015]=Move5 Component[016]=Move6 [Move1] ParentComponentName=fuselage ModelNodeName=20mm_R DestroyedNodeName=20mm_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move2] ParentComponentName=fuselage ModelNodeName=20mm_L DestroyedNodeName=20mm_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move3] ParentComponentName=fuselage ModelNodeName=cannon_bump_R DestroyedNodeName=cannon_bump_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move4] ParentComponentName=fuselage ModelNodeName=cannon_bump_L DestroyedNodeName=cannon_bump_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move5] ParentComponentName=fuselage ModelNodeName=cap_L DestroyedNodeName=cap_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move6] ParentComponentName=fuselage ModelNodeName=cap_R DestroyedNodeName=cap_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE Running a search for _L in case sensitive mode seems to yield results! Now I expect I'd better think about painting it...
  11. Interesting. I had no idea even where to start with this. Where do you add these lines to the data.ini? Once I know that... It won't make much of a MkI/II unless you're half blind, but still. The oil coolers and exhaust stubs will give it away, even if for an AI you could do worse. It WILL make a PR.Mk XI. Of sorts.
  12. Ran into that with the CFS3 ones, which are originally the same model anyway - I got them remapped. Things are often a bit easier in the world of CFS3! While we're on Spitfires, apparently there's a trick by which you can remove/hide model meshes; I'd be interested to see if the stock Spit IXc can be modified so it no longer has the cannon/cannon stubs and wing bulges. Any ideas?
  13. Scan the data.ini and run a search for "ModelNode" - I think you'll find it is actually called 'nose', logically enough. If that doesn't work (for future reference here) use a hex editor to work through the model LOD file. Long job, but if you can guess the name, it helps! Final possibility is to contact the model-maker. They're all very helpful people and will be happy to advise. Another way to place the decal is to make it extra-big - say Scale=10.00 - and see where it appears. You can then estimate the size and placements needed more easily.
  14. I'd agree with Spinners here - I've had more than 2 decals per mesh without any trouble. Get one of my Bf109g skins, or my D-Day Spitfire and check it out!
  15. I wonder if you can assign days and months to skins - think of early Spitfires. From September 1939 to December 1940, you have some five or six significant and noticeable changes in appearance - black and white undersides without roundels, black and white undersides with roundels, 'Sky' undersides using other similar colours with no roundels, true MAP Sky undersides with no roundels, then with roundels, then finally, Sky undersides with port wing black distemper, roundels and MAP Sky-Blue band and spinner...... It gets a bit complicated, even if you allow for there being a certain time lag between the AMO and its implementation. Not easy to juggle, but if you're a purist, it needs to be addressed.
  16. Actually, I'd love to see a Supermarine S.6B... No real reason why, in a combat sim, but I'd just like to see one. At this rate, I'll end up doing FSX...
  17. I was going to say, don't forget to add the weld lines, where they've stuck it back together! Seriously though, it's looking good.
  18. I'd be grateful for almost anything as long as the model is of high visual accuracy, and it has well-stepped, progressive LODs. Think of the aircraft Monty_CZ does, or the stock Spitfire, Mustang, etc, and you've got it. And let's have some light/medium two-engined jobs, not just fighters all the time! And cockpits...
  19. Hello - Just wondering whether it would be convenient/possible to change the default size of the photos for the file library from square to, say, 4:3 or 16:9? As aircraft are generally long and thin rather than short and squat, it makes adding decently-detailed shots that bit more difficult. Hardly high priority, but it's just something I keep having trouble with. Thanks!
  20. File Name: Hawk template, PSD format File Submitter: ndicki File Submitted: 17 April 2011 File Category: SF2 Series Add On Skins Layered PSD template for Russo_UK's BAe Hawk Click here to download this file
  21. Version

    101 downloads

    Layered PSD template for Russo_UK's BAe Hawk
  22. File Name: Seafire MkIII, Irish Air Corps File Submitter: ndicki File Submitted: 17 April 2011 File Category: SF2 Series Add On Aircraft Seafire MkIII (Modified), No.1 Sqn, Irish Air Corps, 1947 - 1955 The Irish Air Corps bought 12 Seafires in 1947; these were denavalised by removing the 'hook' and at least in most cases, locking the wing-fold joints. They were numbered from 146 to 157. There is still considerable debate among the Irish aviation historians as to the precise colour used; they were clearly painted overall with a greenish-grey shade, possibly MAP Light Slate Grey. No detailled information is available. I have simply used one of the stock TW skins, slightly modified, although it is not single colour as it should be. For use ONLY with SF2 including the Israel Expansion Pack. This will NOT work if you do not have the stock TW Spitfires installed and working. Credits: Model and flight dynamics by Third Wire Cockpit by Kesselbrut DEcals and placement by ndicki Click here to download this file
  23. I've got one for the Hawk - it isn't the most detailled I've ever done, but it'll get you started. I'll upload this afternoon.
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