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KJakker

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Everything posted by KJakker

  1. Version 1.1

    352 downloads

    V/W Class destroyer pack for World War II in SF2:NA installs. ---------------------------------- Model and Skins by Stephen1918. Data files, Names list, decals, guns, and weapons, by KJakker. The Mk VIII torpedo uses the "Mk48 Torpedo.LOD" and "Misc.bmp". If you made these let me know and I will credit you. ---------------------------------- Ships included represent four variants of the V and W Class destroyers. A general V/W Class, the Fast AA Escort, Short Range Escort, and the Long Range Escort. Included are Decals for each ship's pennant number, as wall all necessary guns and weapons for each ships type plus some optional guns. ---------------------------------- These models are not to be used in any commercial or for-profit packages. However, they may be used in freeware mods. Installation for SF2: Simply extract each folder into the matching folders in your mod directory.
  2. I am a dog lover so these kind of stories get to me. Thanks for sharing.
  3. Maybe you could do one of the "What If" refits of the Hood. http://www.hmshood.com/history/construct/repair42.htm
  4. Have you looked at the engines of the B-70 and the F-103A? Both are Mach 3 aircraft and might help you determine what is wrong with your engines.
  5. Update on the V/W Class Long Range Escort. Stephen1918 and I are working on one more variant and making some minor adjustments. Barring unforeseen problems I think they should be out sooner than the proverbial "Two Weeks" but don't hold me to that, guys.
  6. The V/W Class Long Range Escort. It still needs a few modifications.
  7. Update on the V/W Class Fast AA Escort.
  8. Is a possible to make guns under the control of a single gunner fire in sequence? For example, say a gun has a rate of fire of 20 rounds per minuet and two of the guns are under the control of the same gunner as part of a twin mount. Is it possible to make first one gun and then the other gun fire at a 1.5 second intervals instead of both guns firing at the same time every 3 seconds?
  9. PM with checklist sent. Take a look at your messages for "F/A-18F checklist." It is actually for the "F/A-18E" but the F is just to two seat variant of it so the differences should be minimal.
  10. Some WIP shots of some ship variants that Stephen1918 and I have been working on. V/W Class Short Range Escort. V/W Class Fast AA Escort.
  11. I only got my father to try SF2:Vietnam once. He could not get the hang of how to maneuver the F-4. He is much more into First Person Shooters going all the way back to Wolfenstein 3D on the 3.5" floppy.
  12. As we are talking about antivirus and malware protection I thought I would throw in a couple of article link. http://www.pcmag.com/article2/0,2817,2369749,00.asp http://www.pcmag.com/article2/0,2817,2372364,00.asp Note: I have used Webroot since something like 2004 with no issues I am aware of.
  13. Wiki, your situation does sound odd. I was able to run SF2 on Unlimited with my old GTX 275. That card is essentially one half of your GTX 295. However I have Win7, and had 6 GB of RAM at the time which might have made a difference. I have a suggestion, you might want to try downloading and installing Operation Desert Storm again from scratch as something might have gotten corrupted in the download or extraction process. After all, if all of the other SF2 titles are running on your system on Unlimited except Operation Desert Storm then I would think that the problem might be with something in your install of ODS. I know that at one time my SF2:NA was crashing on me and it drove me nuts trying to figure out what was wrong until I narrowed down the cause the problem to a specific add-on ground object. I think you should try checking for such possible issues before you start spending money.
  14. Okay, sorry that I am bumping this thread a bit however I came across the proximity fuse related threads over on the ThirdWire forum. They are locked but you might be interested in reviewing the discussions. This is what started the discussion. http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=9226&start=64 Here is the "Proximity fusing" thread. http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=9239
  15. You might want to try an salvage as much as you can from the site via the internet archive. https://web.archive.org/web/20130903032434/http://www.earlyaeroplanes.com/archive1.htm
  16. Heavy and Medium Bombers
  17. Three more Films. http://www.youtube.com/watch?v=aUcqbytR9Ts http://www.youtube.com/watch?v=sf9mfAnkUxE http://www.youtube.com/watch?v=ewfqy4wUeKI
  18. I found these as http://www.youtube.com/user/ZenosWarbirds/videos I thought all of you World War II simulator people would be interested. USAAF Fighters
  19. Heavier that a WWII RAF Grand Slam. That was 22,000 lbs.
  20. What object do you need help with?
  21. I thought I would add a classic P-51B film to this. http://www.youtube.com/watch?v=caJtGXMdxGM
  22. I could have sworn I saw a documentary where it was ask why this system is not computerized and the Navy's reply was if it is not broken don't fix it. I hope they at least keep the old system as a backup for the computerized system just like they do with the sextant.
  23. KJakker

    USS Zumwalt

    Good to see some actual photographs of her.
  24. I decided I should thorough this open to everyone. As such I am attaching a file with gun and ship data files plus some effects, sound files, and test missions I used. The test missions should be configured using only stock SF2 all merged ships and aircraft. Targets and test ships are named as such. Please run your own test however. In the North Carolina Class folder you will find two different data files. In "North Carolina Class_DATA - Modified - 7" the main guns are not data linked, in the second file "North Carolina Class_DATA - Modified - 8" the 16inch gunners are data linked into the same network. Would you please test both of them in the same missions and note if you see any difference in the behavior of the 16 inch gun turrets between them. I have found that in many cases it seems like muzzle velocities in the 1000 m/s range and a projectile caliber one tenth that of the real gun seem to work best for surface to surface gun fire. Maybe I we can determine what the actual ratios of difference are between game world and real world a formula could be created that would allow more accurate fine-tuning of guns. All of the guns I have included are experimental mods and variants and are open to modification and balancing adjustments. They are just what I have working at the moment. Note: Most of these guns are Time Fused for Dual Purpose work and so have adjusted warhead weights for flak effectiveness. If anyone want all gun configured for ground use only let me know I will provide them. To anyone who takes a look at this, please don't just grab the file. I would appreciate it if you would look over, test, and give me your feedback. Long Range Gun Test.7z
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