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Gepard

+MODDER
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Everything posted by Gepard

  1. The first tiles for Detroit, Michigan are now on the map. The screenshot shows the view from the canadian side. I think i must create some new city coastal tiles with buildings up to the waterline. The one, which i use, i made with sat pictures of Chicago. But they not really fit for Detroit.
  2. F-104 Starfighter with SF2 generic skin. Historical not correct, but i think it looks pretty cool.
  3. Nice job. Well made plane and skins. What i'm missing is the MBD3 multi rack, which is not included in the download. And i'm not sure whether the unit "156 APIB, 19 AO, PVO, Baku" is correct. The 156th was in the first time a fighter regiment in the Air Defence (PVO), based at Mary in Turmenistan and was later transfered to the Air Force (VVS) as fighter bomber squadron. From 1983 it was based in Afghanistan. So i think you should change PVO to VVS and check, whether Baku is correct.
    Very nice bird. Well made LOD and skins. Good job.
  4. I just finish to reread Tom Clancy's "Debt of honor". Was an fantastic scenario around the islands of Saipan and Guam in Pacific Ocean. The islands were captured by the Japanese and the US Navy was going to fight down F-15J's and Mistubishi F-2 with only one carrier group of F-14's and F-18's. Would be a nice terrain. Or what do you think?
  5. I made an additional tile for suburbs. The houses are smaller, than in the other two suburb tiles. I have no idea, how i should populate this tiles with TOD houses. # On the left side you see one of the older suburb tiles, in the right the new tile.
  6. It is still a long way to go. So the planning map looks at the moment:
  7. Sitrep: I let the TerrainEditor do the transition work. So sea to farm, sea to forrest, forrest to farm tiles are now all over the map available. Towns, cities and transition of city tiles i must do by hand. It's still a long way to go. Screenshots of a test mission: I was intercepted by a bunch of Air Force Phantoms. Had a short discussion with them. Thatswhy the black dots in the sea.
  8. One problem with TOD per tile is, that the number of TOD, which can placed on one tile, is very limited. Simple X-shape trees you can have around 800 and for simple cuboid shaped houses it are 500. If you use houses with pitched roof then the number is down to 200 or so. This is for detailed populating of a city tile very few.
  9. You can do that. But all TOD objects (houses and cars) must share the same single bmp or jpg file.
  10. Good finding. Very interesting. In the 1950th nobody has really realized what the use of nuclear weapons means. For them the nuke was only a big shell with big blast. Thatswhy they developed small nuclear weapons for tactical use, like anti aircraft missiles, mortar or artillery ammo or mines. Later, when the side effects of nukes became obviesly, some of this ideas were abandoned. The nuke Sidewinder was one of this projects,
  11. F-111B. McNamara's super fighter failure .
  12. I liked the Six Days War 1967 Campaign for SF2I more.
  13. I resized the trees. The big ones are now around 30 meters high, the smaller ones are 25 meters high. This should be more or less correct. I hope so. The trees on the right side are standard X shape trees. The trees on the left side and in background have the additional layer, which make them looking more "tree style" from above. It is still a test.
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