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EMCON360

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Everything posted by EMCON360

  1. Possible Meteor breakup over Detroit.

    That's Awesome Hope I'm Around Long Enough For The Webb Scope Launch To Replace Hubble My Observation Quadrant Is East South East Over Woods Hole New England From Rhode Island Ive Seen Space Debris And Normal Meteor Activity In My Time Plus High Altitude Events Its Been A Long Time Since The LDEF Project For Space Debris And I Don't Think NASA JPL And Crystal Palace Inform Us All Events But The Increase Of Monitoring Devices Capture A Multitude Of Events Reported Or Not.
  2. excellent work for heinmanns hotroddders I have as a kid has been at Quonset pier with my sister and seen the sorrow of ladys who have lost sailors who did not return from deployment.!!
  3. Cold War Movies

    Zebra Staion Novala Zemlava Always Has Been The Point Of Interest And A Point Of Crossing For Fail Safe Crosssings And ice Staion Zebra This Is No God Dam Football Game.LoL You Guys..
  4. Looks Like A Breada Bofors Turret You Got There I Myself Expand Local Airfield Defenses.
  5. Keep Chugging RavenClaw I Myself Have Entered Next Stage Cancer Fight Loss Of Blood Pressure In Lower Legs Hyperthyroidism Fight On Hands Miss Discussion On F-4G Where I Quoted First Bird And Blade Was Correct On Final Bird Conversions PACAF But Same As You Guys Love To Walk Across Street And See Great Grand Niece Going To Local Legion Post For Dinner Tommorow And Still Love To Mod In Off Time Keep The Faith And Good Health To You.
  6. Do you like it?

    I Beg To Differ Sir I'm Your Huckelberry !!! Days Of The Quick! Just Kidding Looks Great Eric Sometimes A Coin Is Just A Coin.
  7. Experiments With Sea States And Shadows.
  8. I Typicaly Try To Match My Types File View Distances To My Ground Objects View Distances When Creating Types Entries And Then Peer Into The Dll's For Reference Entries That Can Be Added For Instance. ========================================================================================= notes about view distances MaxVisibleDist= TW Defaults buildings 15000 bunkers 12000 small buildings 8000 hangers 12000 shelters 25000//20000/15000 towers 8000 runways 50000 minimum small 4000//2000 ========================================================================================= notes about shadows [Shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 is optimal for weapons [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=500 is optimal for ground objects [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=2000 is optimal for ground towers/buildings [Shadow] CastShadow=TRUE ShadowCastDist=100 MaxVisibleDistance=200 is optimal for ground objects small ie power cart/bomb trailer etc [Shadow] CastShadow=TRUE ShadowCastDist=3000 MaxVisibleDistance=3000 is optimal for large warships [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=2000 is optimal for medium warships/large cargo ships [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=500 is optimal for small ships [Shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 is optimal for aircraft/seats/pilots/fixed aircraft attachments ========================================================================================= STRUCTURE LISTING DEFAULT Target Types Default TargetType=MISC TargetType=FUEL_STORAGE TargetType=HANGAR TargetType=TOWER TargetType=WINDSOCK TargetType=MEDIUM_RUNWAY TargetType=SMALL_RUNWAY TargetType=LARGE_RUNWAY TargetType=CITY_BUILDING TargetType=COMM_BUILDING TargetType=OIL_REFINERY TargetType=POWER_PLANT TargetType=COMMAND_BUILDING TargetType=WAREHOUSE TargetType=RADAR TargetType=CHEMICAL_WEAPONS_PLANT TargetType=AAA TargetType=EW_RADAR TargetType=SAM_RADAR TargetType=SAM_LAUNCHER TargetType=BRIDGE TargetType=WEAPON_FACTORY (POSSIBLE ADDITIONS LOCATED IN CAMPAIGN DLL) TargetType=NUCLEAR_POWER_PLANT TargetType=VEHICLE_FACTORY TargetType=AIRCRAFT_FACTORY TargetType=BIOLOGICAL_WEAPONS_PLANT TargetType=NUCLEAR_WEAPONS_PLANT TargetType=AMMO_STORAGE TargetType=RAIL_STATION TargetType=HARBOR TargetType=ARMY_BASE TargetType=NAVAL_BASE TargetType=HELI_PAD Target Types Setup xxx_TYPES.INI [TargetType#] Name= FullName= ModelName=(LOD) TargetType=SEE LIST ABOVE* ActiveYear= InactiveYear= ActiveDate= InactiveDate= TargetValue= UseGroundObject= GroundObjectType=SEE LIST BELOW* SetToGround= DamagePoint= ArmorValue= ArmorType= RepairRate= StartDetectChance= StartIdentifiedChance= IncreaseDetectChanceKey= MaxVisibleDist= CollisionMesh=(Airfield Objects)(_col.LOD) ZBufferOffset=(Airfields) FlatObject=(Airfields) DamagedModel= DestroyedEffect= DestroyedModel=(LOD) SecondaryChance= SecondaryEffect= Effect=(SmokeStacks) EffectOffset= AnimationID=(Radar Rotation ETC.) AnimationTime=(Time Rate EXE. ASR RADAR) GroundObjectRole=TANK GroundObjectRole=TROOP GroundObjectRole=APC GroundObjectRole=RECON GroundObjectRole=ARTILLERY GroundObjectRole=TRANSPORT GroundObjectRole=MOBILE_AAA GroundObjectRole=STATIC_AAA GroundObjectRole=MOBILE_SAM GroundObjectRole=STATIC_SAM GroundObjectRole=EW_RADAR GroundObjectRole=SAM_RADAR GroundObjectRole=COMMAND GroundObjectRole=CARGO_SHIP GroundObjectRole=PATROL_BOAT GroundObjectRole=WARSHIP SF2 GroundObjectRole Additions GroundObjectRole=LIGHT_AAA GroundObjectRole=AIRCRAFT_CARRIER GroundObjectRole=BATTLESHIP GroundObjectRole=CRUISER GroundObjectRole=DESTROYER GroundObjectRole=FRIGATE At Current Game Level GroundObjectType Is Being Defined By Folder Header Name Under GroundObject!!! Example: Name=Folder Heading GroundObjectType=Folder Heading Default List DestroyedEffect SmallTallStructureCollapse MediumShortStructureCollapse LargeShortStructureCollapse LargeTallStructureCollapse AmmoDumpExplosion SmallFire MediumOilFire LargeOilFire VehicleFireEffect SmallRocketGroundExplosion MediumRocketWaterHitEffect Default List SecondaryEffect SmallExplosionEffect MediumExplosionEffect LargeExplosionEffect MediumBombEffect LargeBombEffect VeryLargeBombEffect SmallFire MediumFire LargeFire VehicleFireEffect Default List DestroyedModels ASR_DESTROYED.LOD BARRACK1_DESTROYED.LOD BARRACK2_DESTROYED.LOD BUILDING1_DESTROYED.LOD BUILDING2_DESTROYED.LOD BUILDING3_DESTROYED.LOD BUNKER1_DESTROYED.LOD BUNKER2_DESTROYED.LOD COMMBUILDING1_DESTROYED.LOD CRANE_DESTROYED.LOD DRILLINGTOWER1_DESTROYED.LOD EOR_SHACK_DESTROYED.LOD FIRE_DEPT_DESTROYED.LOD FUELTANK1_DESTROYED.LOD FUELTANK2_DESTROYED.LOD FUELTANK3_DESTROYED.LOD GENERATORBUILDING1_DESTROYED.LOD GUARDTOWER1_DESTROYED.LOD HANGAR1_DESTROYED.LOD HANGAR2_DESTROYED.LOD HANGAR3_DESTROYED.LOD HQBUILDING1_DESTROYED.LOD ILS_SHACK_DESTROYED.LOD OILPUMP1_DESTROYED.LOD OILTANK1_DESTROYED.LOD SHACK1_DESTROYED.LOD SHELTERA_DESTROYED.LOD SHELTERB_DESTROYED.LOD TENT1_DESTROYED.LOD TOWER1_DESTROYED.LOD TOWER2_DESTROYED.LOD VBRIDGE1DEST.LOD VBRIDGE2DEST.LOD VBRIDGE3DEST.LOD VINDUSTRIAL1DEST.LOD VINDUSTRIAL2DEST.LOD VINDUSTRIAL3DEST.LOD VINDUSTRIAL4DEST.LOD VPOWER1DEST.LOD VPOWER2DEST.LOD VPOWER3DEST.LOD VTOWER1DEST.LOD WAREHOUSE1_DESTROYED.LOD WATERTOWER1_DESTROYED.LOD BRDM_DESTROYED.LOD CARGOSHIP_DAMAGED.LOD CARGOSHIP_DESTROYED.LOD JEEP_DESTROYED.LOD RADAR_DESTROYED.LOD SA-2_LAUNCHER_DESTROYED.LOD TANK_DESTROYED.LOD TANKER_DAMAGED.LOD TANKER_DESTROYED.LOD TRUCK_DESTROYED.LOD CRATER.LOD VERYSMALLCRATER001.LOD VERYSMALLCRATER002.LOD VERYSMALLCRATER003.LOD SMALLCRATER001.LOD SMALLCRATER002.LOD SMALLCRATER003.LOD MEDIUMCRATER001.LOD MEDIUMCRATER002.LOD MEDIUMCRATER003.LOD LARGECRATER001.LOD LARGECRATER002.LOD LARGECRATER003.LOD VERYLARGECRATER001.LOD VERYLARGECRATER002.LOD VERYLARGECRATER003.LOD ================================================================================================= Typical Example [TargetType313] Name=Chinook_HC_Mk1_Static FullName=HC Mk1 Chinook Supply Helo TargetType=MISC ActiveYear=1980 TargetValue=20 UseGroundObject=TRUE SetToGround=TRUE GroundObjectType=Chinook_HC_Mk1_Static RepairRate=0.555 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=MediumExplosionEffect SecondaryEffect= SecondaryChance=0 (GroundObject) (Chinook_HC_Mk1_Static) Folder Chinook_HC_Mk1_Static_data.ini [MissionData] NationName=RAF ServiceStartYear=1980 ServiceEndYear=2020 GroundObjectRole=COMMAND Availability=COMMON Exported=FALSE [GroundObjectData] DamagedModel= DestroyedModel=MEDIUMCRATER003.LOD DestroyedEffect=MediumExplosionEffect EmptyMass=10500.0 Component[001]=Body [Sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=AIR_AND_GROUND MaxVisibleDistance=8000.000000 RadarCrossSection=16.0 [WeaponSystem] TargetType=AIR_AND_GROUND [Body] ModelNodeName=ch-fus MaxExtentPosition=2.260,9.644,5.758 MinExtentPosition=-2.276,-7.935,0.000 HasArmor=FALSE ================================================================================================= There Are Multiple Effects And Variations You Can Add To Ground Objects Plus Lighting And Gas Extrusions Like Refinery Burn Off Valves And Anti-Collision Lighting. There Are Enough Destroyed Lod's Out There To Create Bombed Out Terrain Effects For Enhanced Terrain Mapping The Possibilties Are Indeed Massive And Input Time Extensive. ================================================================================================= More Examples [TargetType298] Name=AN_FPS-90 FullName=AN/FPS-6C/90 HF Radar TargetType=COMMAND_BUILDING ActiveYear=1957 TargetValue=200 UseGroundObject=TRUE GroundObjectType=AN_FPS-90 RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=15000.0 DestroyedEffect=LargeTallStructureCollapse SecondaryEffect= SecondaryChance=0 [TargetType134] Name=Floodlight12m FullName=Floodlight ModelName=Floodlight12m.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.050 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect= DestroyedModel= SecondaryChance=0 Effect=FloodLightEffect EffectOffset=0.00,0.01,12.00
  9. Say Wha...!?

    All Good Things Get Done With Time Nice New Format Eric.
  10. Having Fun, More Than One Way To Skin A Cat With Limited Resources, Scales Obviously Look Off But It Serves The Purpose. Two versions of the SSC-2 were developed from the Soviet "KENNEL" air-to-surface anti-shipping missile. They resemble a small jet fighter in appearance and are transported on one-axle semitrailers. The field missile SSC-2a "SALISH" is launched from its transport semitrailer which is towed by a KrAZ-214 tractor truck The SSC-2b "SAMLET" coastal missile transport semitrailer is towed by a ZIL-157V tractor truck and is not used for launching. The missile must be removed from the transport semitrailer and placed on a large rail-type launcher for firing. The "SAMLET" coastal defense missile is the most commonly encountered cruise missile, and has been identified in East Germany and Poland. Another Note of Interest From The Archives Of History. SSC-2a Salish was a nuclear capable mobile launching system designed for ground combat. With a 12 kiloton warhead and 180km range it entered the equipment of Soviet and DDR forces in 1957. It carried nuclear warheads with yields from 5 to 14 kilotons. Unknown to the US military during the Cuban missile crisis, two FKR regiments (the 561st and 584th) armed with 80 fourteen kiloton warheads were positioned in Cuba — one to attack the American base at Guantanamo with the second positioned near Havana to destroy any units attempting landings. Although some authorities dispute whether local commanders had authority to use these theater nuclear weapons, the weapons were present and it is argued that if pressured, Soviet soldiers might have used them.
  11. Good bye Glenn Campbell

    Galveston My Favorite Rest In Peace Rhimestone Cowboy.
  12. Good work crusader im in the midst of a total sf2 avionics upgrade myself to increase ai performance and situation awareness i use cross reference databases to increase my sf2 immersion and scour the internet for information and then troll the dll.s for usefull instructions to put sf2 at a knifes edge to take it to a true simulator. Theres tremendous room for graphics and ai enhancement for those souls who expend time to mod and get the most out of the game thanks to TK efforts. Data Dumps! xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Mig-25P Foxbat A Radar Air Search/RP-SA Smerch-A3 Fox Fire/111.12 KM RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 Mig-25RB Foxbat B 2x Camera/9.26 KM/Name=?,SystemType=EO_CAMERA,Camera_FOV=,DualFOV=0,CameraPosition=x,y,z, CameraAngles=yaw,pitch,roll/-or/CameraYaw=,CameraPitch=,CameraRoll=,SightTexture=, BypassFilter=,IRImage=,StoreType=6 Camera/StoreType=5 IR Image,EODisplayFlags=(see notes below) RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 ELINT/SRS-4B Romb/Name=SRS-4B Romb,SystemType=ECM_JAMMER,JammerType=DECEPTIVE_JAMMER/DUAL_MODE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0/1,DualMode=0/1 ECM/SPS-151/152/MinFreq=6.12,MaxFreq=11.54 Mig-25RBK Foxbat B SLAR/Kub-3M/74.08 KM ELINT/Kub/Name=Kub,SystemType=ECM_JAMMER,JammerType=DECEPTIVE_JAMMER/DUAL_MODE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0/1,DualMode=0/1 RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 ECM/SPS-151/152/MinFreq=6.12,MaxFreq=11.54 Mig-25RBF Foxbat D SLAR/Kub-3M/74.08 KM ELINT/Shar/Name=Shar,SystemType=ECM_JAMMER,JammerType=DECEPTIVE_JAMMER/DUAL_MODE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0/1,DualMode=0/1 RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 ECM/SPS-151/152/MinFreq=6.12,MaxFreq=11.54 Mig-25RBS Foxbat D SLAR/Shompol Fox Flat/74.08 KM ELINT/Kub/Name=Kub,SystemType=ECM_JAMMER,JammerType=DECEPTIVE_JAMMER/DUAL_MODE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0/1,DualMode=0/1 RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 ECM/SPS-151/152/MinFreq=6.12,MaxFreq=11.54 Mig-25RBSh Foxbat D SLAR/Tompol/74.08 KM ELINT/Kub/Name=Kub,SystemType=ECM_JAMMER,JammerType=DECEPTIVE_JAMMER/DUAL_MODE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0/1,DualMode=0/1 RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 ECM/SPS-151/152/MinFreq=6.12,MaxFreq=11.54 Mig-25RBT Foxbat B SLAR/Virazh/74.08 KM ELINT/Tangazh/Name=Tangazh,SystemType=ECM_JAMMER,JammerType=DECEPTIVE_JAMMER/DUAL_MODE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0/1,DualMode=0/1 RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 ECM/SPS-151/152/MinFreq=6.12,MaxFreq=11.54 Mig-25PD Foxbat E Radar Air Search/RP-25MN Sapfir-25 High Lark 4/166.68 KM IRST/TP-26Sh1/74.08 KM RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 Mig-25PDS Foxbat E Radar Air Search/RP-25MN Sapfir-25 High Lark 4/166.68 KM IRST/TP-26Sh1/74.08 KM RWR/SPO-3 Sirena-3/RWRMinFreq=2.00,RWRMaxFreq=10.00 Mig-25BM Foxbat F (Wild Weasel) Radar Air Search-Ground Search/Sych-M Little Owl/74.08 KM EP-DLP-RWR/Jaguar/---(sam finder)/Name=Jaguar,SystemType=LASER_DESIGNATOR,CameraFOV=1.0,DualFOV=1 SearchFOV=10.0,CameraPosition=x,y,z,CameraAngles=yaw,pitch,roll, MaxSeekerRange=222.24 KM,SeekerGimbalLimit=180.0,SeekerTrackRate=,StoreType=3 (SightTexture=,SearchTexture=,BypassFilter=,IRImage=,TrackingGateType=,GimbalAngleDisplayType=,- EODisplayFlags=)<<<<<<<<used for LASER_DESIGNATOR/EO_CAMERA systemtypes>>>>>>>> ECM-OECM/?-------(jammer)/Name=?,SystemType=ECM_JAMMER,JammerType=NOISE_JAMMER, JammerStrength=,MinFreq=,MaxFreq=,CanJamCW=,InterfereRWR=,StoreType=0,DualMode=0 ECM/SPS-151/152/153 Lyutik/MinFreq=4.69,MaxFreq=11.54 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Mig-31 Foxhound Radar Air Search/N-007 Zaslon Flash Dance/314.84 KM IRST-EO/8TP/148.16 KM/Name=8TP,SystemType=EO_CAMERA RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 ECM/SPS-171/172 Sorbtsiya L-005/MinFreq=1.30,MaxFreq=11.54 Mig-31B Foxhound Radar Air Search/N-007 Zaslon-A Flash Dance/314.84 KM IRST-EO/8TP/148.16 KM/Name=8TP,SystemType=EO_CAMERA RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 ECM/SPS-171/172 Sorbtsiya L-005/MinFreq=1.30,MaxFreq=11.54 Mig-31BM Foxhound Radar Air Search/N-007 Zaslon-M Flash Dance/314.84 KM IRST-EO/8TP/148.16 KM/Name=8TP,SystemType=EO_CAMERA RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 ECM/SPS-171/172 Sorbtsiya L-005/MinFreq=1.30,MaxFreq=11.54 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Su-27P Flanker B Radar Air Search/N-001 Mech Slot Back/166.68 KM IRST-EO/OLS-27/100.008 KM RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 Laser Rangefinder OLS-27/?---(range) APP-50 16 Chaff 8 Flare Su-27S Flanker B Radar Air Search/N-001 Mech Slot Back/166.68 KM IRST-EO/OLS-27/100.008 KM RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 ECM/SPS-171/172 Sorbtsiya L-005/ Laser Rangefinder OLS-27/?---(range) APP-50A 48 Chaff 48 Flare Su-27SM2/3 Flanker B Radar Air Search/N-001V Mech Slot Back/296.32 KM IRST-EO/OLS-27/100.008 KM RWR/L-175M Khibiny M/ ECM/L-175V Khibiny M KS-418/ Laser Rangefinder OLS-27/?---(range) APP-50A 48 Chaff 48 Flare Su-30 Flanker G Radar Air Search-Ground Search/N-101 Slot Back/296.32 KM IRST-EO/OLS-27/100.008 KM RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 ECM/SPS-171/172 Sorbtsiya L-005/ Laser Rangefinder OLS-27/?---(range) APP-50A 48 Chaff 48 Flare Su-30M2 Flanker G Radar Air Search/N-001V Mech Slot Back/296.32 KM IRST-EO/OLS-27/100.008 KM RWR/L-175M Khibiny M/ ECM/L-175V Khibiny M KS-418/ Laser Rangefinder OLS-27/?---(range) APP-50A 48 Chaff 48 Flare Su-30MK Flanker G (India) Su-30MK2 Flanker G (Indonesia) Su-30MK2V Flanker G (Vietnam) Su-30MKA Flanker G (Algeria) Su-30MKI Flanker H (India) Su-30MKI Mk2 Flanker H (India) Su-30MKK Flanker G (China) Radar Air Search-Ground Search/N-001VE Mech Slot Back/296.32 KM IRST-EO/OEPS-31E-MK/185.2 KM RWR/SPO-29 Pastel L-150/ ECM/L-203IE Gardeniya-1FUE/ Laser Rangefinder OEPS-31E-MK/7.408 KM APP-50A 48 Chaff 48 Flare Su-30MKK2 Flanker G (China) (China Navy) Radar Air Search-Ground Search/N-001VEP Mech Slot Back/296.32 KM (All As Above Su-30MKK) Su-30MKM Flanker G (Malaysia) Su-30SM Flanker G Radar Air Search-Ground Search/N-011M Bars-R Slot Back/296.32 KM IRST-EO/OLS-27/100.008 KM RWR/L-175M Khibiny M/ ECM/L-175V Khibiny M KS-418/ Laser Rangefinder OLS-27/?---(range) APP-50A 48 Chaff 48 Flare STORES/DLP/APK-9 Su-33 Flanker D Radar Air Search/N-001K Mech Slot Back/296.32 KM IRST-EO/OLS-27K/111.12 KM RWR/SPO-29 Pastel L-150/ ECM/SPS-171/172 Sorbtsiya L-005/ Laser Rangefinder OLS-27K/?---(range) APP-50A 48 Chaff 48 Flare ------------------------------------------------------------------------------------------------ Su-34 Fullback/Su-27IB Radar Air Search-Ground Search/V-004 Slot Back/296.32 KM EO-LLTV/LTPS Platan/55.56 KM RWR/SPO-15 Beryoza L-006/RWRMinFreq=2.00,RWRMaxFreq=15.00 ECM/SPS-171/172 Sorbtsiya L-005/ Laser Designator LTPS Platan/27.78 KM APP-50A 48 Chaff 48 Flare STORES/DLP/APK-9 Su-34 Fullback/Su-27IB Radar Air Search-Ground Search/V-004 Slot Back/296.32 KM EO-LLTV/LTPS Platan/55.56 KM Missile Approach Warning,MAWS/9.26 KM RWR/L-175M Khibiny M/ ECM/L-175V Khibiny M KS-418/ Laser Designator LTPS Platan/27.78 KM APP-50A 48 Chaff 48 Flare STORES/DLP/APK-9 ------------------------------------------------------------------------------------------------ Su-35S/Su-27M Flanker E Radar Air Search/Irbis-E PESA Slot Back/296.32 KM Radar Air Search-Ground Search/Su-35S L-Band Wing Radar/222.24 KM IRST-EO/OLS-35/185.2 KM RWR/L-265 Khibiny M/ ECM/L-265 Khibiny M/ Laser Rangefinder OLS-35/?---(range) APP-50A 48 Chaff 48 Flare Su-35S/Su-27M Flanker E Radar Air Search/Irbis-E PESA Slot Back/296.32 KM IRST-EO/OLS-35/185.2 KM RWR/L-265 Khibiny M/ ECM/L-265 Khibiny M/ Laser Rangefinder OLS-35/?---(range) APP-50A 48 Chaff 48 Flare xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx T-50 PAK-FA Radar Air Search-Ground Search/PAK-FA AESA/222.24 KM Radar Air Search-Ground Search/PAK-FA L-Band Wing Radar/222.24 KM Missile Approach Warning,MAWS/9.26 KM IRST-EO/PAK-FA KS-B/185.2 KM IRST-EO/PAK-FA KS-O/185.2 KM RWR/Himalayas/ ECM/Himalayas/ Laser Rangefinder PAK-FA KS-B/7.408 KM?---(range) APP-50A 48 Chaff 48 Flare MaxVisibleDistance=6500.0 HeatSignatureModifier=0.0035 BaseRCSModifier=0.00024 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx In the final analysis its up too the individual to explore the power and rendering aspects of their hardware and software capabilities but i must say the sf1 and sf2 envelope provides the greatest open source capability of combat simulation out there for those who know and love modding!
  13. 1985 would be my best guess too,the only people who would know exact dates are unit historians and USAF Historical Division, Dept. of the Air Force: Maxwell AFB,Ala.
  14. John McCain

    The Original Heinmanns Hotrodder For Sure. A True Scooter Shooter I Think He Lost Five Of Them Before Landing In Downtown Hanoi And The Only Man Ive Seen Alive After A Bomb Cooked Off 90ft From His Aircraft In A Carrier Deck Fire That Man Is Truely Blessed And Im Sure He Will Give It Hell All The Way. More Power To You John!!
  15. Second batch of 18 F-4Gs modified at the Ogden Air Logistics Center and fitted from the outset with the AN/APR-47: 69-0244, 69-0249, 69-0260, 69-0264, 69-0278, 69-0290, 69-0298, 69-0303, 69-0305, 69-0307, 69-7252, 69-7261, 69-7267, 69-7268, 69-7274, 69-7297, 69-7551, and 69-7557. Quote From joebaugher.com He Doesn't Quote Other Source: Wild Weasel The Sam Suppression Story - Larry Davis Squadron Signal Vol 6060 Pg 64 States "In The Mid-1980s The F-4G Had Gone Through A Performance Update Program Or PUP. The F-4G PUP Used The APR-47 Which Offered A Much Quicker And More Accurate Radar Homing And Warning Computer." From looking at blades list i can see some of the airframes but Davis also says they were intergrated with F-4E's to form hunter killer teams the most notable being 52nd TFW at Spangdahlem,AFB Germany and 90th TFS at Clark,Philippines. Makes it pretty tough to find all attached units as they did move them around.
  16. Check this S#*! out.

    More Trivial Matters Ever Since Windows 10 Got Skype On My System Ive Been Getting An Overflow Of Female Carnal Knowledge Invitations In My Junk Mail Its Hilarious If I Wasn't Tempted So.
  17. An Extremely Complex Issue Connected To Hardware Capability And Settings And Rewriting The Instructions. I Combine Mues's Settings With My Own Tweaks. For Instance I Installed His Zbufferoffset Shaders And Added ZBufferOffset=2.0 In GERMANYCE_DATA.INI Under SolidObjectTextureMaterial Which Solved Most Of The Shimmer. But I Also Combine It With Other Effects For Instance. ENVIRONMENTSYSTEM.ini [Fog] StartClear=4000 EndClear=0.8 StartOvercast=-2000 EndOvercast=38000 OvercastColor=0.82,0.82,0.81 StartInclement=-2000 EndInclement=18000 InclementColor=0.4,0.4,0.4 StartCloud=-500 EndCloud=500 HazeFogColor=0.64,0.75,0.83 CloudColor=0.8,0.8,0.8 StartMorning=TRUE MorningStartTime=0.5 MorningEndTime=0.6 LightSrcModifier=2.0 [CloudMaterial] EffectShaderName=envClouds.fx DepthBufferCheck=TRUE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Important DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=cloud1.tga TextureStage[01].MipMap=TRUE TextureStage[01].MipMapLevels=6 TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE And Added A Special Tweak In FLIGHTENGINE.ini [GraphicsSettings] ZBufferDepth=32//24<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Important Tweak MaxVertexCount=16384 MaxIndexCount=98303 MaxTextureCount=4096 MaxModelType=2024 MaxMeshPerScene=4096 MaxModelPerScene=2024 MaxLightPerScene=256 AspectRatio=1.333333 MinPixelSize=1.0 Ive Been Told That The ZBufferDepth=32 Will Automatic Default Your Card To Its Highest Setting. The Word Being That Some Nvidia Cards Actually Support 32 Depth Where As Most ATI-AMD Will Utilize 24 With Rare Exceptions Of Higher Performance. A Quote From The Internet Follows. "The depth-buffer is a buffer that, just like the color buffer (that stores all the fragment colors: the visual output), stores information per fragment and (usually) has the same width and height as the color buffer. The depth buffer is automatically created by the windowing system and stores its depth values as 16, 24 or 32 bit floats. In most systems you'll see a depth buffer with a precision of 24 bits. Today most GPUs support a hardware feature called early depth testing. Early depth testing allows the depth test to run before the fragment shader runs. Wherever it is clear a fragment is never going to be visible (it is behind other objects) we can prematurely discard the fragment." And A Few Screenshots For Seemless Horizons And Ground Haze. Notice The Ground Haze In The Valley Beyond Extending Down The Ridge Line Most Air To Ground Vision Beyond 11 Nautical Miles Normaly Starts To Degrade At Low Altitudes. Tweaking Never Stops And Thanks To Mue For His Insights. P.S. I Shall Include My FLIGHTENGINE.ini As A Reference. [Debug] SkipFlight=FALSE [FlightEngine] HUDDLL=HUD.dll HUDDataFilename=HUDData.ini CommDLL=Comm.dll CommDataFilename=CommData.ini ObjectList=ObjectList.ini SoundList=SoundList.ini ViewList=ViewList.ini ParticleSystem=ParticleSystem.ini EnvironmentSystem=EnvironmentSystem.ini MessageSystem=MessageSystem.ini SpeechSystem=SpeechSystem.ini DeltaT=0.016667 MaxDeltaT=0.100 RefreshTime=0.016667 ChangeTimeAmount=15 MaxTimeCompression=8.0 StartTimeCompression=1 StartPaused=FALSE ShowCockpit=TRUE TextFilename=FlightText.str EjectView=EjectView [ForceFeedback] ForceFeedback=FlightFFBEffect.ini ForceFeedbackControl=PITCH_CONTROL FadeStartTime=0.2 FadeTime=1.0 [LoadingScreen] BackgroundImage=LoadingScreen1.JPG BackgroundImageSize=1024,768 TextFontName=Arial TextSize=20 TextFontColor=250,250,250 TextFile=LoadingText.str LoadingTextStringID=TXT_FLT_LOADING PercentTextStringID=TXT_FLT_LOADING_PERCENT ProgressBarRange=100 ProgressBarRect=204,733,820,753 StreamAudio=loading.wav FadeTime=0.2 [GraphicsSettings] ZBufferDepth=32//24 MaxVertexCount=16384 MaxIndexCount=98303 MaxTextureCount=4096 MaxModelType=2024 MaxMeshPerScene=4096 MaxModelPerScene=2024 MaxLightPerScene=256 AspectRatio=1.333333 MinPixelSize=1.0 [backgroundSceneClip] FarClipDistance=240000.0//80000.0 NearClipDistance=2400.0//3000.0 [ForegroundSceneClip] FarClipDistance=240000.0//14000.0 NearClipDistance=0.72//0.45 [insideSceneClip] FarClipDistance=240.0//250.0 NearClipDistance=0.024//0.01 [LowDetailOption] HorizonDistance=48000.0//30000.0 DetailMeshSize=2 DetailLevel=1//0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=56000.0//42000.0 DetailMeshSize=4//2 DetailLevel=1 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=64000.0//50000.0 DetailMeshSize=8//3 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=512 [unlimitedDetailOption] HorizonDistance=72000.0//62000.0 DetailMeshSize=12//4 DetailLevel=2 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 [soundSettings] SampleFrequency=44100 BitsPerSample=16 DopplerFactor=1.0 [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=80000.0//locked tk MinHeight=1.0 MaxHeight=240000.0//35000.0 ceiling not locked opened for balistic missile effects [MapSettings] MapMaxSize=800000//200000 MapMinSize=10000//20000 MapInitSize=100000 MapScaleRate=5.0 ZoomControl=CAMERA_ZOOM_CONTROL [screenShot] FilenameFormat=img%05d.JPG MaxScreenShot=99999 SoundEffect=shutter.wav [TextStrings] GamePaused=TXT_FLT_GAME_PAUSED GameUnpaused=TXT_FLT_GAME_UNPAUSED TimeCompress=TXT_FLT_TIME_COMPRESS NormalTime=TXT_FLT_NORMAL_TIME TimeSet=TXT_FLT_TIME_SET StartFlight=TXT_FLT_START_FLIGHT WaitJoin=TXT_FLT_WAIT_JOIN [skipToNext] Timer=3.0 FadeTimer=1.0 SkipToNextView=FlybyView AutoPilotCommand=AUTO_PILOT [startView] StartView000=ShoulderView StartView001=CockpitFront [EndGame] EndGameTimer=5.0 EndGameView=DeathView AutoEndGame=FALSE [inFlightChat] TargetText=ChatTarget.str RepeatDelay=0.5 RepeatRate=0.1 CursorFlashTime=0.4 CursorString=| As Always Test Your Hardware For Capabilities I Rewrote Most Of My Visual Effects Not To Exceed 240 Kilometers In The Extreme Nuclear Environment. My Card Is A XFX R9-280X Running With An AMD FX-8350 Eight-Core 4+Ghz With 16 GB Of GSkill Mem On A Crosshair Z Board.
  18. What the hell is wrong with me?

    My Brother Used To Dump On Me All The Time, All That Horsepower And Your Playing Frigging DOS Games. Love My DOSBOX And Old Games Great Naval Battles Vol II Plus Gary Grigsby War Of Russia, Carrier Strike Etc. Old Habits Die Hard Grew Up With Every Atari System And On To Avalon Commodore Titles. Sierra Leone Was Obsolete For System Language!!
  19. Its Close But Wall Stand Off Is At Least As Distant As Name=Skrydstrup Airbase Position=409000.000000,901000.000000 Name=Avno Dispersal Strip Position=561000.00,877000.00 Name=Sturup-Malmo Dispersal Airbase Position=651000.000000,907000.000000 Name=Vellinge Dispersal Strip Position=631000.00,907000.00 Name=Hagestad Dispersal Strip Position=701000.00,907000.00 Far Enough For AI Plotted Northern Takeoff Avno Is Danish Training Grass Area Sweden Also Has Many Southern Road Strips Dispersal Points
  20. In Reply To Jeanba, Map I Use Is Stary's Excellent Germany V3 Which I Appended With TFD Tool By Gerwin. Use An Add On Technique Which Preserves His Copywright Instead Of Leveling With TE Tool. Create Custom Water Maps And Add Operating Areas For Carrier Aviation. [TargetAreaxxx] Name=7th Operational Squadron//Kuznetsov>>>120th Missile Ship Brigade attached<<< Position=727000.000000,825000.000000 Normaly Stationed With North Banner But In Baltic For Winter Aviation Workup Trials Plausible. [TargetAreaxxx] Name=170th Anti-Submarine Warfare Brigade//Kiev>>>56th Destroyer Brigade attached<<< Position=695000.000000,857000.000000 Working On QRF Airfields Southern Sweden.
  21. More Baltic Action While I Consider My Next Theatre Of Action.
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