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dtmdragon

+MODDER
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Everything posted by dtmdragon

  1. Have a look at the very bottom of the cockpit.ini file
  2. F-16XL for SF2 – F-16E Blk 62 Fighting Falcon

    No I am happy with it as is, don't forget the larger wings ment more lift and larger fuel tanks giving a big increase in range over an F-16. But your more than welcome to do it yourself and send it to me to include. I think there might be a set in McGunny's ordnance pack for SF2.
  3. P-72A Super Bolt USAAF 62nd Ftr Sqn, 56th Ftr Group
  4. F-16XL for SF2 – F-16E Blk 62 Fighting Falcon

    Glad you guys like it, it is a cool looking viper! I went with F-15E squadrons since that is the aircraft the XL would have been used instead of. The Team Viper F-16C Blk40/42/50/52 decals will fit on the XL without any modification other than a common offset of the decal co-ordinates, so I may do a F-16 squadron decal pack at some stage.
  5. Very cool I'm thinking this would make a great dedicated USN Nam era Wild Weasel aircraft
  6. Uploaded and awaiting approval http://combatace.com/files/file/16164-f-16xl-for-sf2-%E2%80%93-f-16e-blk-62-fighting-falcon/
  7. Afraid not as it is caused by the main landing gear doors. At present I have turned the shadow off. The beam does disappear as soon as the gear is retracted so if you have the shadow on it is only an issue when you drop the gear.
  8. Ok, so pretty much done and ready to package up to upload. The skinning turned out to be easier than I thought as the decals from latest F-15E mod by viper63a fitted with only slight modification. As I said above if the F-16XL had gone into production it would have been instead of the F-15E. It would have been known as the F-16E/F Bock 60/62 (the desert falcon wasn't even on the radar in the late 80's). The weapon stations were an absolute mine field to sort out and to get the right weapon carriage right! Two versions will be included: F-16E (XL) Blk 62 Fighting Falcon 1988- 2002 and F-16EM (XL) Blk 62 Fighting Falcon 2003-
  9. I remember a recent post or topic about a mod or edit to reduce the amount an AI aircraft gunner fired and/ or their accuracy which also improved FPS when formations of bombers were firing their tail guns etc. I have searched to no avail so can anyone remember it and point me in the right direction? Cheers, Dan.
  10. Hay guys I'm trying to install janhans F-16CJ/CG/AM skins for Falcon 4 Allied Force but I can't figure out the lod editor. I am following the pdf instructions but when I click view LOD texture it won't work. I pick the same CT number that matches the number of the new texture in janhans package. Eg 2603 for 13th TFS. The first question I should really ask is are janhans skins any better (higher res, more detailed etc) than the F-16c USAF skin pack here at CA?
  11. There is worse out there....
  12. Cheers. With his (red bird) skins, the graphic settings maxed out in game as well as with the AMD CCC, cockpits.nl high res cockpit, all the F4AF mods/skins here and HiTilesAF it is not bad visually at all. Plus it has great FPS. Unfortunately BMS 4.33 is just to high spec for my older PC. I can fly training missions just but the campaigns destroy my frame rates.
  13. Only other way I can think of is to make it a weapon. Eg an empty (non jettisonable) fuel tank or empty counter measures pod etc. Have the loadout.ini change to the various color DECM the same year the skins change.
  14. Hay guys does anyone know where to download or have the Red Viper addon and two patches? I have searched high and low and every link seems to be dead. EDIT: I'm also looking for any other sources for Falcon 4.0 Allied Force addons other than here at CA. I am not interested in BMS just yet as without a HOTAS set up and track IR I found it almost impossible to play. Cheers, Dan.
  15. Falcon 4.0 Red Viper addon files?

    Thanks mate
  16. Hay guys. I am trying to make an Op Telic era F.3 with the towed decoy pod (modified BOZ pod) and phimat pod on outer wing stations (like the GR.4 etc). Obviously the 3D model for the Tornado ADV doesn't have the outer wing pylons so I am using pylons set up as empty countermeasure pods on a station specific station. Problem is to get them to move when the wings swing you have to assign a node to them. I have tried assigning the inner wing pylons as the node as well as the wings themselves but the pylons will not move to the correct position when the wings are unswept. They move but only half way. Has anyone had this problem before and know of a work around? Cheers Dan
  17. There is an F-16 IRST sensor here you could use http://combatace.com/files/file/13868-what-if-lockheed-martin-fa-16e-silver-falcon/
  18. Cheers, the re-worked Harrier FRS.1 is very well done
  19. Does anyone have the MAX files for the Tornado ADV and be interested in adding the outer wing weapon pylons (just like the Tornado IDS/ GR.1/4 etc) so I can make an operation TELIC Tornado F.3 with Phimat pod and BOZ towed decoy pod? Pretty pretty please? The AIM-9 rails closest to the fuselage also need changing to BOL rails like on the Harrier GR.7 but that's more of a nice to have as I can't make the outer pylons swing without a 3D node to attach to them to. So it can only be done by editing the 3D model of the Tornado ADV
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