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Everything posted by Brain32
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BTW guys there are also some screenies on SimHQ...
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I know not of Corsair as "fantastic" dogfighter, not particulary good turn rate or roll rate, about average climb rate... It was very fast, rugged and reliable, versatile, but hardly fantastic dogfighter, even comparing to ETO planes not to mention Japaneese planes that were all generally slower but insanely manouverable, even Spitfires had to stick to BnZ tactics against the Japaneese planes... OK maybe F4U-4, but that one hardly saw the war so it's hard to speak about it being a good dogfighter or not... I would say the best radial dogfighters were La5/La7 with their Ash/M-82FN engines
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I saw...*caugh* modern HUD and *caugh* ground radar! And I must definitely say that terrain looks great Is it a higher resolution terrain(tiles)? It most certainly looks great...
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Yes Tempest Mk.II used the Bristol Centaurus also a good engine giving ~2500HP, however of all the Tempest engines SabreIIc was IMO most impressive as it could put out 3055HP!!!! at ~2000ft
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It sure is not, it's a H-shaped 24cylinders, 2420HP(If it's SabreIIb) at SL rated MONSTERRRR :yes:
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Inlines usually gave more power for weight, however they were usually much weaker to enemy fire, radials were big heavy and gave massive amounts of power, just look at Pratt & Withney R2600-2800 engines, massive and brutal power. However if we look at speed, fastest WW2 planes had inline engines, P51, ME109,FW190D,Ta-152, Hawker Tempest etc.. Ofcourse they both have advantages and disadvantages, but if I was to design a WW2 fighter(lol) I would go for the inline engine, for a bomber or fighter-bomber I would go radial, but that's nothing new as that is the way it was done in WW2
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Just edited, thx
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It's probably the rudder issue people As soon as you move the rudder, game CTD's righ? If so... Here's what fixed it for me: [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=10.0 MinDeflection=-10.0 CDdc=0.0144 Cydc=0.2777 Cldc=-0.0055 Cndc=-0.1367 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=-12.433,-10.883,-9.281,-7.632,-5.947,-4.233,-2.498,-0.751,1.000,2.746,4.478,6.189,7.870,9.512,11.108 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=0.869,0.902,0.930,0.953,0.972,0.986,0.996,1.000,1.000,0.995,0.985,0.970,0.950,0.926,0.897 ControlRate=5.0 MaxControlSpeed=180 RotationAxis=Z-Axis ModelNodeName=rudder ReverseModelOrientation=TRUE
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About existing Tornado F3...it does not load at all? EDIT: Did you try this fix: http://forum.combatace.com/index.php?showtopic=12148 ?
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Just tried my favourite Mirage with this, it rocks, very nice job ordway
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Now that's some real eye candy
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Being worked on...
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Real forrests for WoE Nato2 development pics
Brain32 replied to Stary's topic in Mods/Skinning Discussion
The biggest question I have is - how is it done? I would really love to have this work on my tiles... :yes: -
Actually it's much less than two weeks, I'm planting trees as we speak, 8 more tiles left for tree/building work, then just some polish on the coast and...done. Hopefully I'll upload this evening, if not then tommorow
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Thx guys, I'm glad you like it :yes: I basically just need to plant a few hundred trees, build a hundred buildings, remove some small but irritating seams, and it will be up
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As I said when I finished my Vietnam tileset work, I already had Germany in progress, however for a long time I couldn't find a proper inspiration to finish it, it hitted me not so long ago and...well...here are a few screens of it: First, high altitude view, I think it looks pretty natural... And a series of low-alt shots: This two tree-top level shots I believe show that things are not featureless even on the deck, this is however normal for higher res(512x512) tiles... Coastline is also based on satellite pictures, not "hand" drawn... Same is valid for river shores, and cities are not all in concrete, there's some green stuff there too Montain tiles are based on area in the northern Alps and as you can clearly see I use JSF_Aggies tree texture which fits perfectly with the tiles Some compromises have been made for the terrain, biggest being the huge, no actually enourmus green areas which do not exist in reality, atleast not in modern Germany, so I didn't make them so, but rather as featureless(buildings and trees) cultivated areas. Maybe some time in the future I find an even better solution, but...who knows, I did this for myself and I think it is pretty good as it is. Ofcourse I will share this here on CombatAce, I just need to finish a few things up and it's done, I will probably(but not 100% sure) upload tommorow but not later than this weekend. As always, comments and opinions are welcomed
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1. F-8 2. F-86 3. F-105 I didn't list F-4 or F-14 because I wonder one thing...is it even possible to accurately represent two seater aircraft with all it's systems? EDIT: I didn't list MiG-21(or MiG-15) because we're talking primary aircraft but it would definitely be in for first adversary ofcourse...
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Repainting tile problem in Israel 2 terrain
Brain32 replied to ordway's topic in Mods/Skinning Discussion
To tell you the truth I have no idea lol, I just copy-pasted this from my VietnamSEA repaint. I tend to make changes test them and the when I get what I like I completely forget what I did to make it so... -
Repainting tile problem in Israel 2 terrain
Brain32 replied to ordway's topic in Mods/Skinning Discussion
Try using original xxx_data.ini OR simply copy this into your xxx_DATA.ini [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,1.000000 SpecularPower=5.000000 Reflectivity=1.00000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE -
Well I always say, first time a computer says "I..." to me, I'm pulling out my shotgun
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MiG-21UM 1 new Skin & 1 reworked...
Brain32 replied to Soulfreak's topic in Mods/Skinning Discussion
Looks great Soulfreak Love the colours on the Russian trainer skin, looks VERY accurate :yes: Maverick - strpi se malo bum ja Kockicu sredio -
Well you can find a detailed list of everything that is in the pipeline in WIP sticky: http://forum.combatace.com/index.php?showtopic=16806 But to answer shortly I saw one by Foxmonter in a thread on SimHQ I would bet on "2 weeks" as ETA
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Yeah I actually don't know what goes into Century series, when I heard 50's design my first thought was Crusader, but since it's not on the list I went with the Thud, huge, robust, fast and ugly in the best possible way
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ROFL
