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Flanker562

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Everything posted by Flanker562

  1. I guess you did it. I don't remember (it's been a long time since I downloaded it) who did it, but maybe you did do it.
  2. No problem man just thought that it would be a start. I don't have that many decals for VF-103 but I have a few for VF-84, so I'll probably look into doing one of the skins, as soon as I figure out the tails and how their mapped and such.
  3. Here's what I created so far, just to satisfy that there is something out there. I would recommend having Swordsman's decals available at the minimum, as this supports that mod. I could look into doing other skins though, but this should get somebody started. ONLY for the TW F-14A. I also don't remember who did the templates (I did the drop tank though, for some reason the person didn't do that). In the dropdown menu for the skiin it's "USN Lo-Visibility" USNGREY13.7z
  4. Here's the basic coloring as I stuck with Swordsman's decals because well, I just started it. The droptanks are WIP (need to do riveting) but after looking at the TMF colors I went with that.
  5. I can't make any promises though, I've started to color them in Lo-Viz so it'll be a bit. Right now it's supporting the mod by Swordsman right now (I just started last night). I got most of the drop tanks done, so we'll see.
  6. Okay. I found some PSDs (no tank but that's easily fixed) so I might do some skins, who knows...?
  7. I think you're better off with a custom-built skin or better off doing your own skins or someone else doing them for you given Swordsman's work
  8. Updated to 4.3 - Fixed fuel values so they reflect real life values
  9. Uploaded Version 4.3, awaiting approval - Fixed fuel values for all aircraft, now current and close to the real values
  10. To fix this problem on the current fixed fuel values open the appropriate _COCKPIT.INI and go to this section and change it to these values: F/A-18E (All versions): [FUEL_INDEX] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=MainFuel_Index MovementType=POSITION_Y ValueUnit=LB Set[01].Position=-0.02 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=14704.83 F/A-18F and EA-18G: [FUEL_INDEX] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=MainFuel_Index MovementType=POSITION_Y ValueUnit=LB Set[01].Position=-0.02 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=13763.46 One of these days I'll upload a new updated Super Hornet Pack to include these values.
  11. Second trap since kinda getting back into flying
  12. Did some tweaking and research and fixed it (thanks to Crusader):
  13. Oh okay, so I have to find the max value and adjust it so it looks 100% when at 100%... I see
  14. Having an issue with the EFD on the Growler (and the other Super Hornets) that the EFD main tank doesn't show full fuel even though it's at 100% (I checked). @Crusader can you help me? The issue is that I adjusted the fuel values for KG to make it more realistic for landing, but it somehow borked the EFD to show these images (top one is full 100% fuel on the ground and bottom is on the carrier). Attached is the current EA-18G Cockpit file for you to work your magic: EA-18G_COCKPIT.7z
  15. On the Super Hornet Block III the conformal tanks will be omitted as per this "recent" article that covers the subject: https://www.flightglobal.com/defence/boeing-offers-update-on-super-hornet-cfts-t-7a-wing-rock-fix/146025.article I'm sure there is a way to have them as "regular tanks" but given my lack of experience don't know if it's possible to have them mounted and allow a regular tank instead be mounted. And given Brain32's MIA status I'm going to have to ask somebody if they can do the Block III cockpit. Unfortunately I don't have many reference pics of the cockpit so if somebody is interested in doing the cockpit, then there's not much help I can offer.
  16. It should be, as it says all 29 DLCs are in it.
  17. I see. Well somebody has to learn how to program I guess then
  18. I wasn't aware that TK didn't mind as long as we asked permission. And I remember that guy, but I really don't think he did anything but who knows...
  19. No you can't do that unfortunately, the game is setup to only have one main target that you hit. There's no way to select a building randomly. And not everything can be solved here. To make those modifications would be altering the source code of the game, and that's not really liked here.
  20. For the second part of your question it is possible to strike buildings and bridges and the like. You just have to have it randomly selected. However... If my mind serves me correctly you can select that through the MIssion Editor. You can select whatever target (building, jeep, etc.) in that target area, and the mission will allow you to hit that target with bombs, or whatever.
  21. Okay I meant more like 2022 and so on, but I usually don't do Naval maps that much, but thanks!
  22. Out of curiosity will this work with modern times?
  23. Well it's accepted practice to make distance LODs for games because it renders the plane better at longer ranges. As for the rest I don't know.
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