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Flanker562

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Everything posted by Flanker562

  1. Yeah don't get me wrong the article is cool as hell, but I actually started helo flying around March or so ish around last year and been hooked since. Given though DCS does realistic modelling I think while A3 is making great steps to finally improve the modelling, I just think I'm better off fixed-wing for DCS/A3/SF2 and helo flying for A3. I just don't have the care I guess for the helos, given (with the exception of the Huey) they're all Russian and would appreciate an Apache for DCS or at the minimum a Cobra. I like flying Russian iron but I've done it for over a decade so I need a change
  2. And... that is it for this version, and going to do a USAF version next:
  3. I've taken a dislike to helo flying (maybe because I've done fixed-wing for so long), especially the Mi-8 since it rotates uncontrollably and easy to break. The Black Shark is alright and have yet to fly the Huey but overall I honestly prefer Arma 3 for helo flying compared to DCS.
  4. Any pod is "good" as they're very generic (other than some operating procedures). Since I'm sure you've probably operated the real thing then you're not going to get the same amount of use of it. The pod automatically goes to the nearest target you hit E with (or the main target for your mission). If you want to use a real TGP with any effect simulated go to DCS and get the A-10C module. But here's a small guide I wrote four years ago and not surprisingly still works even with the July 2013 patch: Like real life you need to just practice, and highly recommend getting the Bombing Range map as that way you can practice unmolested if needed. Guided Weapons.pdf Guided Weapons.pdf
  5. Happy New Year! After some thought, figured the scheme would make a good Russian Aggressor jet, the (if I read it right) the 1st Squadron, 412th Airbase, East MD (linky here http://www.defencetalk.com/forums/air-force-aviation/russian-air-force-news-discussion-10781-7/:
  6. And some more work this time in-sim. Still needs some finishing touches but overall looks pretty good so far.
  7. And the tailplanes are pretty much done:
  8. More progress, working on the rear section, and added the supplied weathering, which in all honesty gives it a good look to it: Current plans is to release (like the A-10) a "blank" skin for just those who may like to add his or her stuff to it, and a couple units.
  9. The weapondata.ini is part of the game, not so much part of the aircraft mod. I'd recommend downloading Bunyap's weapons pack and installing it, and then adding the tanks to the list. And the pack is one of the best for that series (the SF2 version is just as good, but I recommend updating the GBUs with Ravenclaw's models) and has a larger assortment of weapons to play with.
  10. No problem man, kinda missed doing Super Hornet/Hornet skins
  11. Finally got the wings sorted (other than the wingtip pods) and going to the next template...
  12. Decided to take the Franken Skin out to show off the drop tanks, which are as seen here. I also found the pylon texture (just needed to edit the .lua file and its worky now) but man what a sight... but again still WIP:
  13. But agreed man it's not bad, I just have DCS and Arma 3 occupying my time both modding-wise and for fun. It's great but sometimes the lack of functionality compared to the other stuff is what turns me off.
  14. No worries, just had to switch gears, and here you go: VAQ-34Hornets.7z VAQ-34Hornets.7z
  15. I'd have to make the decals as I figured you'd fly it just yourself. But give me a few (was working on a DCS skin so I was a bit distracted) and I'll get them to you.
  16. And.... the C but should be good to go: VFA-94FA-18C.7z VFA-94FA-18C.7z
  17. Some C work: Also added is a tweaked E model based on the refined tail artwork as well... VFA-94FA-18E.7z VFA-94FA-18E.7z
  18. Could of sworn... Anyway you see the block of text for the Drop tanks yes? If so open the weapondata.ini (it's been so long since I've played SF1...) and copy, and paste below the entries via Notepad or Wordpad to open the weapondata.ini file. Remember to number them sequentially after the first one, and so on. Once you're done open the Weapon Editor (may still be available at the ThirdWire site) and see if it's there, if so save it and open the game and check.
  19. Yep and in a few I'll get the C VFA-94 knocked out as well.
  20. Okay, what you need to do is add the entry in the Readme to the Weapondata.ini as it's one LONG list depending if you have a weapons pack involved. So for the tank you'll have to add the tanks which should be sequentially next in number.
  21. You'd have to adapt the tanks (which I thought you got sorted already?) for SF2, which I think is the issue you're having. There's an SF2 version for SF2, so I'm scratching my head why you're using that version for SF2.
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