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Everything posted by ndicki
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462 downloads
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 -
View File WGr.21 Airborne Mortar tweaks Modified ini files for the DAT 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! Submitter ndicki Submitted 03/13/2011 Category Single Ordnance Files
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113 downloads
Modified ini files for the DAT 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! -
View File 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 Submitter ndicki Submitted 03/13/2011 Category BF-109
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370 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 -
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!
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View File 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. Submitter ndicki Submitted 03/13/2011 Category BF-109
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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.
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Just uploaded the first - JG 300.
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462 downloads
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. -
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.
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View File 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 Submitter ndicki Submitted 03/10/2011 Category Spitfire
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From .bmp to .dds, Toshop and Nvidia Plugin
ndicki replied to FrankD's topic in Mods & Skinning Discussion
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! -
254 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 -
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!
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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.
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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!
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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!
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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...
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"Time is an illusion. Lunchtime doubly so." Ford Prefect.
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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.
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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?
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About the redesigned download section
ndicki replied to Gunrunner's topic in Site Support / Bug Reports / Suggestions
I have to admit it's a little different... -
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.
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Finally, ground battles become slightly more challenging
ndicki replied to Stary's topic in General Discussion
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.
