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ndicki

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Everything posted by ndicki

  1. File Name: WGr.21 Airborne Mortar tweaks File Submitter: ndicki File Submitted: 13 March 2011 File Category: SF2 Series Add On Weapons Modified ini files for the Dev A Team WGr21 weapons add-on. You will need to download the original files here: http://cplengineeringllc.com/SFP1/ Under "Weapons and Vehicles" This will modify the WGr21 projectiles into IRMs, but without the growl or ability to manoeuvre. Use as unguided rockets from a distance of about 800+ metres. Too close and you will find that your probability of missing actually gets higher - we have cheated a bit, in order to try and get as close as possible to the originals, which detonated automatically between 1000 and 1500 metres after launch, according to fuzing. These are anti-aircraft projectiles, and were not used against ground targets. For use with the JG 300 Bf109g-10 to be found here: http://combatace.com/files/file/11838-bf109g-10-jg300/ Many thanks to Cesar 'Capun' Pun and the Dev A-Team for the visual models and skins, and for thinking up the initial idea! Click here to download this file
  2. Version

    110 downloads

    Modified ini files for the Dev A Team WGr21 weapons add-on. You will need to download the original files here: http://cplengineeringllc.com/SFP1/ Under "Weapons and Vehicles" This will modify the WGr21 projectiles into IRMs, but without the growl or ability to manoeuvre. Use as unguided rockets from a distance of about 800+ metres. Too close and you will find that your probability of missing actually gets higher - we have cheated a bit, in order to try and get as close as possible to the originals, which detonated automatically between 1000 and 1500 metres after launch, according to fuzing. These are anti-aircraft projectiles, and were not used against ground targets. For use with the JG 300 Bf109g-10 to be found here: http://combatace.com/files/file/11838-bf109g-10-jg300/ Many thanks to Cesar 'Capun' Pun and the Dev A-Team for the visual models and skins, and for thinking up the initial idea!
  3. Spitfire MkIXc D-Day

    Version

    252 downloads

    Spitfire MkIXc, No.312 (Czech) Squadron RAF, June-July 1944 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
  4. Bf109g-10 JG 53

    Version

    363 downloads

    Bf109g-10/U4, JG 53, Kirrlach, February 1945. By this date, JG 53 was equipped essentially with Bf109g-10 and k-4 aircraft, and had been absorbed completely into the Reich Defence organisation. The black fuselage band was attributed on 20/02/1945 in replacement of the earlier rust-red one. For SF2 only. Credits: Visual model, flight dynamics and original skin template: Monty_CZ Cockpit including original paintwork: Kesselbrut Skin, decals, partial cockpit repaint, ini tweaks and loading screen: ndicki
  5. You're probably fed up with me by now for teasing but not uploading, but I've been busy... The aircraft is of course Monty's and the cockpit Kesselbrut's; the WGr.21 are DAT property so I have very little input there and you'll have to pick them up there, but otherwise - uploading soon!
  6. Well, Cesar gave me the rough idea - I just made it apply... UPDATE - I now have permission to upload the modified ini files for the Dev A-Team WGr.21 model - so give the admins time to find the new submission, and it's all yours. Cheers, Cesar!
  7. Sort of. I've made them into IRMs with no growl and virtually no manoeuvre capacity. They don't explode with distance, and they make only limited fragments, but they do explode with proximity at about the right sort of distance, and if you're lucky, you can ever get two aircraft with one shell. If you're very lucky! The AI do shoot, and get roughly one kill in say five or six attempts. I've sent the modified package back to Capun, but obviously can't release the inis here. I don't know what he'll do with it all.
  8. Just uploaded the first - JG 300.
  9. File Name: Spitfire MkIXc D-Day File Submitter: ndicki File Submitted: 10 March 2011 File Category: SF2 Series Add On Aircraft Spitfire MkIXc, No.312 (Czech) Squadron RAF, June-July 1944 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
  10. It has 42 entries in the decals.ini file... I've done it for fun, but the Czech bit stems from wanting to give a little something back to Monty for the S-(1)99 series he did, which I'm still fiddling with furiously. Uploading all sorts of things in the next few days...
  11. Unfortunately the Blenheim is on hold - the GMAX extrnal model is nearly finished, but the insides are not - and although I have the source files, I'm useless with GMAX... Our best modellers are utterly overloaded as it is.
  12. I've been using DXTBmp for nearly ten years now for CFS3 and I can assure you it works very well. What it doesn't do however is let you use shades of grey in alpha channels, but I suspect that's academic in SF owing to the use of TGA files instead. I find it easier to use than the Nvidia plug-in - where you run the slight but dangerous risk of saving your psd file as a psd file after fusing the layers. I find that is easier to avoid using DXTBmp!
  13. You're not kidding it is! MAW itself has stayed where it was, in that the terrain exists already, but a large number of later aircraft can be added, and the effects etc have been completely updated. Northern Europe has also been fully reworked, with new scenery, realistic airfields, new aircraft etc - a whole new MAW-style install, in fact. Still ongoing. The main forum is here - you'll find the download links and section easily. http://www.sim-outhouse.com/sohforums/forumdisplay.php?7-CFS3-General-Discussion And here is another major site - small in content, but the very best quality. Takes a bit of time to find your way around, but well worth it. http://regshanger.com/ CFS3 is still very much a going concern as a result. Don't forget that it does model things that SF2 does not, such as prop torque, prop pitch, mixture and so on. SF was not designed as a prop-orientated sim, while CFS3 was. Conversely, CFS3 handles speeds higher than Mach 1 very badly. Each for its own purpose. But I do enjoy the rather more aggressive AI in SF, I have to admit!
  14. IL-2's rubbish. This is from CFS3, and if you don't recognize the terrain, that's because you can do a whole lot of things with CFS3 that you can't do with IL-2... (Puts fingers in ears and ducks back into his foxhole...) The Bf109s are stock but with completely new flight dynamics to reflect each different subtypes capacities (yes, I do mean that we have modelled the differences between DB605A, A with GM-1, AS, ASM, DB, DC, DBM and DCM engines... And equally, each has specific armament fits and mission capacities. Lot of work!) The other aircraft are freeware add-ons, also built to similar specifications. You can't do that with IL-2.
  15. Good to hear. Now I just have to sort the upload packages out - probably over the coming weekend. Bit busy with real life today and tomorrow!
  16. "Time is an illusion. Lunchtime doubly so." Ford Prefect.
  17. Gutted

    Seriously, though - might it have some connection to your realism settings? Things set to easy which want to be set to hard? Most of my weapons and fuel settings are easy, but the rest are either normal or hard. Collision and take-off/landing I have at hard, in any case.
  18. Gutted

    I get this all the time - you go steaming around the sky upsetting the unwashed, and when you get to the end of the mission, instead of finding yourself welcomed back by crowds of enthusiastic young maidens grateful for your saving them from a fate worse than death at the hands of the barbarian hordes, you find that you actually have no wings left and in fact died half an hour earlier. I know that in some life-forms it can take a while before all the various bits realise that the bit in the middle has stopped telling them what to do and they can stop waggling round, but in human beings I understand that it's quite quick. Especially when you have no wings any longer. Thoroughly frustrating, especially when you're still waving the bits around thinking you're alive... I wonder what happens to the evil ones you kill after you're actually dead. Do they really die too, or do they continue to fly around like undead AIs in some strange Strike Fighters twilight world, peopled by Mig-21s and Phantoms with wings missing?
  19. I have to admit it's a little different...
  20. This may have been said before - I didn't read the whole thread - but fragmentation weapons would be useful. Flak shells, and so on - at the moment you can fly through a wall of the stuff and not get a scratch.
  21. Shooting back at helicopters is standard doctrine in Royal Armoured Corps as well - with helicopters, the missile was (even if it isn't now) likely to be wire-guided, so the idea was that if you missed the chopper - most probable result, let's be honest - you might give the missile-guider enough of a surprise that he'd lose concentration.
  22. Probably meant for the upcoming Wings Over Africa.... It's about the air war in the Congo. There were a number of problems involved with the deployment of SAMs in the Congo, such as the crews' tendency to go to sleep, return home without asking, get unexpectedly drunk, disappear into the bush to roger passing young ladies, and so on. Ten minutes sounds like you're looking at one of the better teams!
  23. I'd like a pair of these stovepipes -see below - to fit onto Monty's S-99/Bf109g. Admittedly, they were used only on G-5/6 aircraft, and Monty's is a G-14/AS or G-10, but still... Is there a way to have an unguided projectile that flies about 1,200 metres before exploding? And that actually does some damage? Because the heavy Flak doesn't seem to... The photo below is of one of my 50 or so totally reworked G and K series aircraft for CFS3.
  24. My thinking exactly, except: A. I haven't a clue how to do it in this sim B. No model available C. No fragmentation = no point (the thing that was bothering me most... ) Yes, they are a bit big, but CFS3 has this annoying close-in exaggerated perspective that makes things look even bigger. They are MILES better than the original stock ones though, believe me! They don't work in CFS3 either - you can't fire flak shells from aircraft, and rockets detonate only on contact. The only MS combat sim that did it more-or-less correctly was CFS1, even if the blast was excessive and killed entire formations with two shells!
  25. One of these? It's Monty's S-99, with a reworked skin based on the S-199 templates Monty sent me when he released the aircraft. I've done a bit of fiddling and tweaking to make it a credible Bf109g-10, but the credit really goes to him. Obviously, the ideal would be to release it as a full stand-alone, if everybody agrees. With TK's Spitfires and Mustangs, that gives us a nice little selection of the most important fighters of 1944-45.
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