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ndicki

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Posts posted by ndicki


  1. AvHistory WW2 Guns for SF2

    View File

    This file contains the major gun types used by the combatant nations (UK, USA, Germany, Japan, Italy, USSR, France) in World War Two, along with effects for the specific types of tracer colour used by each nationality.

     

    All the credit here goes to gregoryp and Bear of AvHistory

     

    As I have had to recompile the original file, please let me know IMMEDIATELY if anything appears incorrect or absent. Thanks!


     


  2. Bf109g-10 JG 11 'Kanonenboot'


    Bf109g-10/U4, I./JG 11, Germany, Early 1945.

     

    By this date, JG 11 was equipped essentially with Bf109g-10 and g-14 aircraft.The yellow JG 11 Reich Defence fuselage band should not be confused with the narrower Eastern Front markings. THe yellow rudder should theoretically be accompanied by a yellow band around the nose - the final type of quick recognition markings introduced in early 1945. Needless to say, by this stage, official directives were not always scrupulously respected!

     

    Despite the fact that MG151/20 gondolas were rarely if ever fitted to g-10 type 109s, this aircraft has them fitted as standard for all air defence missions.

     

    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


     

    • Like 1

  3. Flies and looks great! Thank you and Monty of course.

     

    One question, where one can find AVhistory's guns and effects? I downloaded them loong time ago, but can't find them in my archives.

     

    I thought I'd seen them over at the DAT site, but I can't find them now. Blast... I definitely have seen them somewhere in the last few days! Otherwise, PM me with your e-mail address, and I'll send them along. That doesn't solve the wider problem...


  4. WGr.21 Airborne Mortar tweaks


    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!


     


  5. Bf109g-10 JG 53


    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


     


  6. that's clever! non-manouvering IRMs, I would never think of it (but I'm not from weapons department) :ok:

     

    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. Bf109g-10 JG300


    Bf109g-10/U4, 2./JG 300, Borkheide, September 1944.

     

    JG 300 was originally created in July 1943 as a Wilde Sau free-range night-fighter Geschwader, but owing to the high accident rate and the relative lack of success, was

    transferred at the very beginning of 1944 to daylight operations.

     

    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

     

    UPDATED! Now includes modified ini files for the Dev A-Team WGr.21 mortar!

    Thanks to Capun and Company!

     

    For those who downloaded the original version, the necessary inis are also available separately in the Weapons section.


     


  8. YES! YESSSS! :drinks:

     

    Ndicki, have you solved the WGr issue?

     

    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.

    • Like 1

  9. Spitfire MkIXc D-Day


    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


     


  10. 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!


  11. Sorry for going out topic but, well, you left a window open ndicki grin.gif

     

    I remeber that I had tons of funs with CFS3, mostly with the MAW mod (your sig rememebered it to me).

     

    Is it still alive?

     

    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!


  12. 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.


  13. 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?


  14. 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!


  15. The only thing I can think of is to model this as FLAK type gun pods with single airbursting projectile per tube (aren't the Wgr21 tubes tad big..?) dunno about unguided rockets autodestruction, the only entries for missile ballistic times before autodestruction are inside missileobject.ini

     

    I don't think we could model the blast fragmentation in any way as there seem to be none, as far as my me vs. FLAK experience tells (used to be, around WoV SP2 IIRC...)

     

    Effect-side is a no brainer, standard ones or from favourite pack of ones shall do just fine

     

    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!

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