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Spectre8750

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Everything posted by Spectre8750

  1. File Name: Ural-375 Trucks For SF2 Series File Submitter: Spectre8750 File Submitted: 17 October 2010 File Category: Ground Object Mods 31 Dec 2011 Version 1.02 Converted MAX to LOD by Suicide and Spectre8750 Additional Model and Skin Fixes by Spectre8750 Original Model by unknown Supplied: U375_ZPU-2 Bed mounted ZPU-2 Gun Ural-375D Covered Bed version and Ural-375D-C Crates Loaded Ural-375D-U Open Bed Ural375wT with Troops ------------------------------------------------------------------------------------------------------------- Updated 31 Dec 2011: Fixed Vehicle not showing up on Missions. Thanks to Crusader. Updated 30 Oct 2010: Added Tan Skins Added Low Poly Distance file for each Truck Fixed spelling Error Thanks christian59 and Wrench ------------------------------------------------------------------------------------------------------------- Ural-375 Truck / Soviet Main Truck replacing the Zil and Produced between 1964-1979 Ural-4320 Truck Then became the Main Truck being produced from 1976 onward. And was Very similar. Main noticeable difference being the front Grill. Varieties The Ural-375D came in a variety of forms: Ural-375 has an open cab roof that could be covered by a canvas - i.e.: a soft-top cab rather than a hardtop. Ural-375A has a fully enclosed all-steel cab, was a chassis for wagon-style body, payload 12,787 lb (5,800 kg), framework shortened to 13.2' Ural-375D Most produced 375. Ural-375S was a tractor-trailer truck with framework shortened to 5.3'. Specification The Ural-375D has the same equipment as the GAZ-66 and ZIL-131. Hood design, 3 seats cab. Payload: 9,920 lb (plus trailer: 22,050 lb) Full weight: (off road - 11,020 lb), Loading height: 4'7.9" Suspension: solid axles, leaf springs, rear wheels at balance-cart. Engine: 180 horsepower (130 kW) ZIL-375YA V8 gasoline (carburetor) pushrod engine. Gearbox: 5x2 steps, Max. Speed 47 mph (76 km/h). Brakes: drums, with pneumatic control. Stopping distance from 20 mph (32 km/h) - 36'. Measures: LxWxH = 24 ft 1 inx8'10"x8'9.5", wheel base 13'9.4". Track 6 ft 7 in (2.01 m) Maneuverability: turning circle 69', Ground Clearance: 15.7", overcome ford: 4 ft 11 in (1.50 m) Curb weight: 18,520 lb (8,400 kg). Tires: 14-20", pressure 0.3-2 p.s.i. (controlled). Fuel tank: 79+16 gal. Fuel economy: 4.9 mpg (at 19-25 mph), 2.94 mpg (city cycle). ------------------------------------------------------------------------------------------------------------- Install: Drop Sounds in the Sounds Dir. Drop the GroundObject contents in the GroundObject Dir. Drop the files in the Skins Folder into each Truck Folder. This was done to save space for the release. And add these entries to the ???Types.INI in the Terrain Of your choice and change TargetTypexxx sequence respectively: [TargetTypexxx] Name=Ural-375D FullName=Ural-375D Truck TargetType=TRANSPORT ActiveYear=1964 TargetValue=50 UseGroundObject=TRUE GroundObjectType=Ural-375D RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=50 IncreaseDetectChanceKey=30 MaxVisibleDist=20000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=MediumExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Ural-375D-U FullName=Ural-375D UC Truck TargetType=TRANSPORT ActiveYear=1964 TargetValue=50 UseGroundObject=TRUE GroundObjectType=Ural-375D-U RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=50 IncreaseDetectChanceKey=30 MaxVisibleDist=20000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=MediumExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Ural-375D-C FullName=Ural-375D W/Cargo Truck TargetType=TRANSPORT ActiveYear=1964 TargetValue=100 UseGroundObject=TRUE GroundObjectType=Ural-375D-C RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=50 IncreaseDetectChanceKey=30 MaxVisibleDist=20000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=MediumExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Ural375wT FullName=Ural-375D w/Troops Truck TargetType=TRANSPORT ActiveYear=1964 TargetValue=100 UseGroundObject=TRUE GroundObjectType=Ural375wT RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=50 IncreaseDetectChanceKey=30 MaxVisibleDist=20000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=MediumExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=U375_ZPU-2 FullName=U375 ZPU-2 AAA TargetType=AAA ActiveYear=1964 TargetValue=100 UseGroundObject=TRUE GroundObjectType=U375_ZPU-2 RepairRate=0.155 StartDetectChance=80 StartIdentifiedChance=80 IncreaseDetectChanceKey=20 MaxVisibleDist=20000.0 DestroyedEffect=VehicleFireEffect SecondaryEffect=MediumExplosionEffect SecondaryChance=50 Happy New Year Spectre8750 Click here to download this file
  2. Your first combat flight sim...

    F-15 Strike Eagle MicroProse Software, 1984 on a Commadore 64. and then most of the ones pictured above.
  3. Version 1.0 beta up of the 2.5 version by WpnsSgnt
  4. Logitech Extreme 3D Pro. I'm just poor man.
  5. File Name: A-10C Cockpit only for SF2 File Submitter: Spectre8750 File Submitted: 10 December 2011 File Category: SF2 Series Add On Cockpits 10 December 2011 A-10C Cockpit v1.0 For SF2:Series only. From the Original A-10A Cockpit by Kesselbrut. Includes: Changes to Hud Avionics, Smoothed Canopy Frame and Mirrors, new Instruments, Gauges and Digital Control Sets. New Textures, and Seat added. And almost finished rear Frame for Rear View. Two partially working MFD's with TV Screen and Map Compass. View A10CPit.JPG for Details of working instruments and more. Uses Limited RADAR for ranging Aircraft as stand-in for LASER Ranging. SF2 engine lacks proper Laser Ranging Air to Ground for GunsightRangeBar. WIP Needs: Digital Clock, Proper MFD Function and DEPRESSIBLE PIPPER. will be added as SF2 Engine Progresses. Might add a Control Stick with Pilot Hands. Credits to: Kesselbrut and A-10 Team for the Original Pit. ravenclaw_007 for helping with the ILS Cockpit.ini entries. And The A-10 ACES II Seat. Crusader for pointing me to ravenclaw_007's Work. Paladrian for helping me with MFD Texture display problems in 3DS Max. all other Changes by Spectre8750. NOTES: The ILS "MARKER BEACON" Light works in that it is set for 5degrees +-. I noticed that it may blinc while rolling, Ignore that. The Marker Beacon light comes on if you are 5 deg or more off course. You can use the Left MFD Map for direction to Waypoints and even final approach. The Gear "STEERING ENGAGED" Light is set to go off at 80 Knots. The Gun Rounds indicator is located center bottom third of the left MFD. The Countermeasures Set Control (CMSC) Always indicates "Active" and Changes to "LAUNCH" when it detects a Radar Guided Missile launch. Be Carefull, not all Launches are detected. When the Jammer is active it will indicate "OPR" for operative. The Threats will be indicated by "SRCH" "AIR" "GRND" "AAA" "SAM" just right of "OPR". Installation: Req: SF2:Series with either Stock A-10A or A-10C of WPNSSGT's 2.5 or A-10A 3.0 addon. Delete the cockpit folder in your A-10 folder copy all files into your "/objects/aircrafts/A-10?" folder Have fun Spectre8750, Kesselbrut, A-10 Team Click here to download this file
  6. Added Weapons selection Screen on left MFD. replaced some Textures. added Digital clock which TK said isn't supported which is why Zeros do not show if time is lower then ten. added Control Stick. added Break X on HUD. reduced off course Marker Beacon to 4 degrees. changed all digital displays to self allumination. Shrunk the Mirrors size. fixed the stand-by compass. will post after i finish up the Weapons Screens and HSI. Spectre8750
  7. Thanks Baltika! This is Great! And thanks for your hard work. Spectre8750
  8. http://combatace.com/files/file/2658-bombing-range-terrain/
  9. Hi taoistlumberjak I would take a look at the stock cvn-Carrier. it should have the info on landing as in aim point, angle and so on. i think the models your talking about may be missing them.
  10. i don't remember having that problem. i have had that before and had to fixe the texture which i may have and other than the Shadow doesn't work.
  11. The Last.......

    Thank You
  12. I tried it but no show. i think it's a designed limit, which is goofy i think to have the zero disappear.
  13. Oh, so thats where Elvis moved to.
  14. You were right Stary, thanks to Ravenclaw for pointing this out. Example: [Clock_Second] Type=CLOCK_SECOND CounterNodeFormat=CounterSecond_Dig%d MovementType=DIGITAL_DISPLAY Works but only problem is the zeros do not show up if say the time shows 02:07:01. if the time shows 10:10:20... it's ten or higher then the zeros show fine. Is this a designed limit or is a scale value setting needed or...? I wouldn't think you would want the Zeros to not show but maybe in some cases but not a Digital Clock.
  15. FERdeBOER I just Downloaded the Non-Mirror download and it's working fine. Thanks Spectre8750
  16. StrikeFighters2 "Operation Hydra"

    I just checked the non-mirror download and it appears to be fine. also like TurtleHawk said when you update SF2 you need to make a new exe from the updated exe from the stock game exe. Spectre8750
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