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Everything posted by Dagger
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Very nice pics,Thanks!I hope you had a great time.
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Das Boot,THE greateast war time movie ever Band of Brothers Patton,Tweleve O'clock High(a tie here) Apocolpyse Now,REDUX is the stuff,gotta agree with Fates.
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Pfalz D.XII Beta 1 Released for FS-WWI!
Dagger replied to ArgonV's topic in WWI Flight Sim Discussion
top shelf as always!!getting my WW1 FS:SDOE back up to snuff. -
heres a link for ya...one of my first sims..loved it.Sory but one of the few i still have book marked.Try a search for it..there should be a few sites left. http://www.angelfire.com/nj/15bldhlp/
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first welcome to Combatace,and now to your question...theres so many different opinions on this..for total realism..hands down Falcon 4:AF i mean clickable cockpits and all those radar modes..it's about as real as it gets without sitting in a F-16(of course theres the easy settings),for a prettier sim but not nearly as real theres LOMAC...great eye candy,and some really cool jets.then theres the "light"sim Strike Fighter:project1,Wings Over Vietnam,and now Wings over Europe:Cold War Gone Hot,these are not nearly as real as the others and they are not meant to be...TK is continuing support of these titles,and theres so many add-on aircraft,terrains,and different mods around for them,check the downloads section here.If you want WW2 then theres only 1 choice..IL-2 and ALL of it's add-ons,if you want to be a prop jock thats the only one worth having. Hope this helps some.
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I have a friend that lives there,and his girlfriend worked in the office right beside where the bus blew up.I got hear baout it from him,and I like many will never forget.
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this is a good little forum for all you shooter fans out there.it covers only Nfusion games titles but it has some good info. http://bassface3d.com/phpBB2/index.php
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he has it looking good.i like his new graphics.
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Alot of fixes head over to Lead Pursuit and get it installed. Heres the read me: This file contains any late changes to Falcon 4.0 Allied Force or information that may be useful to you. 1. The online manual is stored in Adobe acrobat format. You will need at least version 5 to be able to read it correctly. You can download the free reader from http://www.adobe.com There is also an installer of Acrobat Reader 7 on the CD in the Acrobat\ directory. 2. Please check our web site http://www.lead-pursuit.com for news of changes and possible updates. There is a network updater included in this distribution that can be run. 3. Example joystick configurations for Saitek X45, Thrustmaster Cougar and Thrustmaster Digital F22 are present in \config\joystics\ directory under main installation directory on your hard disk. 4. Natural Point TrackIR enhanced mode support is included and will work automatically in 3d and 2d cockpit. 5. Additional keyboard layouts in PDF format for several other countries are present in \docs directory under main installation directory on your hard disk. 6. Changes to the way the controllers can now be set up are detailed in the controllers.pdf file in the docs directory. Known Problem: Some older video cards may have problems running the new introduction video. If Falcon 4.0 Allied Force fails to run, create a shortcut to FalconAF.exe using Windows Explorer. Right click on the shortcut, select the 'Properties' menu command and add ' -nomovie' to the end of the Target window. Click on the OK button to finish. Now use the new shortcut to run Falcon 4.0 Allied Force. CHANGES since release ===================== Version 1.06 (Patch 5) ====================== ARTIFICIAL INTELLIGENCE * Fixed a bug that sometimes caused On-call CAS AI flights to attack targets before attempting to check in with FAC. * On-call CAS flights now request targets from the FAC after two minutes instead of four if unassigned. * Fixed TARCAP flights continuing to press on aircraft like An-124 even after it has been identified. * AI now able to use afterburner power for a short time after Rejoin command is received. * Mid-air refuelling rewritten. Tanker now maintains correct speed and altitude. Many changes to AI refuelling and multiplayer-specific code. AVIONICS & WEAPONS * Fixed HSD showing wingmen in Dogfight after they have been destroyed. * Fixed static ground vehicles not showing up in GM radar mode. * ALOW and MSLFloor warnings are now played whether the HUD is visible on screen or not. * Fixed TGP going into POINT lock immediately upon first designation. * Fixed Com1 and Com2 Volume knobs to work again. * Fixed TACAN station bearing indicator on HSI to not display bearing if the station can not be received. * Fixed PL-5E seeker range to be shorter. * Fixed bug where contacting an airbase other then the landing one was impossible in certain situations. * Various fixes/improvements to A-A Weapon handling: o Each Mastermode remembers which weapon type has been selected (AIM-9M/P etc) and will set the weapon again when the mode is reselected at a later point. o All A-A Radarmodes are available from all A-A Mastermodes. Dogfight Override mode, for example, can have RWS as selected radar mode, and Missile Override can use the ACM modes. o Each Mastermode remembers its gun submode. o AIM-9M and AIM-9X can be switched properly if in the same loadout. * The Mastermodes will no longer have the radar turned on when selecting another weapon by either the Enter key or the OSB buttons. The radar only starts emitting when a mode is selected. * Fixed gun rounds counter sometimes showing zero when there were still bullets left. * Fixed bug where a target could not be locked to STT mode in TWS mode when the azimuth scan was set to something other then 60 degrees. * Fixed bug where stealthy vehicles like F-117A were not even lockable using IR sensors even at closest ranges. * Frame-rate improvement to HSD display. * Fix bug where designating/undesignating with the HSD as SOI and the cursor over a pre-planned threat did not toggle it's range-ring. * Fix the new CBU burst altitude value not being shown in the MFD when pressing the decrement burst altitude keystroke. * When changing target in simplified radar, set padlock target to the new target. DATA * Fixed all 05/23 airbase tower voice calls to wrong runway. * Added many more "Vehicle position points" and "ship points" to airbases , ports , army-base, HARTs etc. * Fixed position of building at Wonsan airbase type. * Added R-77M and AGM-65E/K missile types. * Updated radar data for few aircraft and seekers (F/A-18, F-22, R-77). * Fixed missing bridge feature on one bridge objective type. * Lowered Kirov ship damage amounts. * Updated some 2D weapon ranges. * Vehicles (ground, aircraft and ships) will fire closer to real-life ranges in 2D now. * Adjusted weapons positioning on Tornado fuselage racks. * Added Brimstone and rack back to Typhoon in 2005 and 2010 theaters. * Fixed rocket pylons so they now show in loadout and in game under wings. * Changed CBU-97 hardpoint count to be the same as CBU-87. (Standard loadout 4xCBU and two fuel tanks). * Updated AWACS screen icon symbols for more objects to be shown. * Removed CAS roles from UH-60L. * Updated SA-3 so it will now fire more than one missile in the air per volley. Also adjustments to range being too short and loft angle too high . * Allow night missions for AH-1, C-130 and few other airlift aircraft. * Adjusted JSTAR patrol waypoints so they have approximately up to 50nm of ground coverage of enemy side. * Objective feature value lists prioritized better. * Removed FA-37 from TE list as it was a testbed only. * Lower large ammo dump damage value for high-explosive types so two 2000lb bombs can destroy it. CAMPAIGN / TACTICAL ENGAGEMENT: * Updated stores for some squadrons in campaigns. * Some ROK infantry changed to correct unit type in Korean campaign. * EF/A-18G added to all 2010 campaigns. * Mission times tasked according to threat/range (fewer deep strikes in first hours of campaign that just abort). * Changing the takeoff waypoint time sometimes resulted in the flight not getting pilots assigned. Fixed for single and multiplayer. * In Tactical Engagement, naval units can now be set as victory conditions and in Campaign they can be a target now for self-created missions. * Saving a Tactical Engagement file now resets the "TE won" situation so new successive missions and victory conditions can be added as an ongoing "mini-campaign". * Prevent AWACS from setting up waypoints that lead them flying too close to the FLOT. COCKPIT * Fixed RWR position in all three 2D 1600x1200 resolution cockpits in wide-view, one click down. * Speed up of drawing 2D cockpit views without visable outside view. * Improved instruments in padlock situational awareness bar. * Adjusted RWR position in all 3D cockpit views. * Support for all available resolutions and aspects greater than 800x600. Since 2D cockpit is of 4:3 aspect ratio, on wide screens there will be black bars on the sides. All pure 3D views and outside views are full screen. * Fixed fontsize of HUD and DED data in wideview in 1024x768 res 2D cockpit of the MLU. * Increased down-tilt limit in 3D cockpit so we can see the whole MFD when looking closer. GENERAL GAMEPLAY * Added the ability for emergency braking. In case the Hydraulic B system fails (flameout or damage), the pilot can still use his brakes for 15 seconds to stop the Jet on the runway. * If the plane has blown up with a comms window on the screen, ESC will still work to close the window so the simulation can be exited. * If Joystick button 0 or 1 is pushed, but no function is assigned to them, do not fire the gun/ pickle weapons. * Retain controllability of ACMI on/off even when shot down for documentation purposes. Now, ACMI is not turned off automatically when the plane gets destroyed. * Fixed bug where a newly created .key file could not be loaded properly without exiting and re-entering the sim. * Help with frame rates at airbases. * Elimination of general graphic jitter (eg when refuelling, taxiing or viewing from tower cam). * Reduced on-ground aircraft pitch during braking. * Complex aircraft code now supports models containing rotatable wheels and swing-wing DOF's. * In Dogfight mode, colored padlock boxes are back in Realistic padlock setting. * Fixed shared memory electrical fault bit when on ground and shutting power off. * Moved labels up so they don't obscure objects. * Dynamically scale label offset based on object radius and distance. * Don't show opposite (wrong) tanker lights when in extreme relative position to tanker. HARDWARE * Added power detection for notebooks that warns when battery is low both in 3D and the User Interface. * Added support for DED display on Logitech G15 keyboard LCD. * Fix for missing cursor, buttons and lights issues on nVidia graphics devices at resolutions greater than 1024x768 and FSAA enabled. MODELS & TEXTURES * Fixed texture on flaps of F/A-18D. * Added texture to F/A-18E. * Adjust LOD of the building "Hotel" at some airbases so it does not "pop up" visually. * Fixed many buildings with missing parts (walls, roof, etc). * Fixed texture issue on Wonsan airbase type, center runway. * Fixed many fuel tanks not shown textured (they are used on J-22, F-5E/A, Su-7BK, Su-39, MiG-23, Su-24, Su-25, AMX, Typhoon). * Fixed AMX texture issues on nose. * Added Challenger tank texture green and desert cammoes. * Most F16's and some other aircraft models edited for wheel rotation. * Some aircraft models edited to rotate engine fan blades. * Added texture to F-22A made by Dave "The Shova" Vogel submitted through TPAA. MULTIPLAYER * Fixed IR weapons losing lock on ground vehicles when being fired at distances greater 8nm and moving away from target, especially in Multiplayer. * Fuel dump is disabled for online dogfights. * When "No Player Voice" is turned on in the Sound Setup user interface, Flight comms of other human pilots, for example to AWACS, are still audible. * Master Arm switch now defaults to SAFE when a player enters an aircraft on the server (previously it would be SAFE on clients, and ARM on server). * Aircraft canopy open/close state now correctly shown in a multiplayer environment. * Make sure the location of the bullseye is the same for all connected sessions. * ACMI's now record and play back orientation of non-local missiles correctly. * Connection state fix. * Clients are now able to order flights to RTB. * Fixed several issues where deleting flights or a package through the ATO list was not correctly working in Multiplayer. * Packages containing a flight with a remote human player can not be deleted anymore. SOUND * Fix specific sounds sometimes not being played, like missile launch sound. * De-hissed some sounds. * New in-cockpit engine sound. STABILITY * CTD Fixes including dogfight module and dedicated server stability increased. USER INTERFACE * Added a "Clear" button to the key assignment dialog. * Fixed a bug where only pressing a DirectX Joystick button would clear the keystroke assigned to a function. * A keystroke and joystick button press at the same time in key assignment dialog are now properly saved. * Fixed some abbreviation mistakes. * Fixed E-2 ATO icon so that it is centered. * Added cockpit switcher to Graphics setup menu. * Changed color of user interface bullseye view to make it better visible. * Fixed misaligned Briefing print-out. * Now sorting some more list-boxes alphabetically. * Resizing of splash screens to fit full screen. * When joining a flight using the UI map popup menu "Join Flight" option, the Munitions screen is now correctly showing the new flight's loadout. * Removed 'Keep' button from MP UI Connection screen. * Added Mipmapping option in Graphics Setup section for terrain and 3D models, to reduce shimmering. * Some updated to Tacref. Version 1.05 (Patch 4) ====================== This is mostly a bug fix release. Bugs fixed include * CTD on maverick zoom with no mavericks loaded * Ghost missile on wing when firing final missile (also possibly reason for buildings loaded on Hardpoints, and also some CTDs) * Force Feedback reenabled * Yet another CTD on eject bug fixed. * Fix Missile and Threat Volume knobs resetting themselfs * Fix Maverick CAT Config bug * Fix Centerline Tank to be CATI config * Do not stop ACMI recording whenever any AI pilot ejected from the plane. * Fix for Mig23 icon showing as mig21 icon * Fix for Mig29SM, Mig21-93 and SU33 turning into mig21 * Adjustments on CAP roles so Mig21 get less CAP missions compared to stronger Mig29 * 2D cockpit datfile 1024 block 40, adjacent panel # in HUD only view fixed * 2D cockpit datfile 1024 MLU, adjacent panel # in HUD only view fixed * Fix issue where logbook for Viper callsign was being overwritten after patching Version 1.04 (Patch 3) ====================== AIRCRAFTt & FLIGHT MODELS * J-22 flight parameters updated. * F-4SDK parameters adjusted. * Loadout changes for mavericks with LAU-88. * Hardpoint/weapons drag computation corrected to be more accurate. * Loadout changes on AGM-88 HARM. Two on 3/7 hardpoints only. * Jaguar loadouts adjusted. * More Tornado loadout changes * Flight models for the F-16A-MLU, F-16A-15, F-16C-25, F-16C-30, F-16C-32, F-16D-40, and F-16D-52 updated. * Fix to load correct amount of external fuel for assymetric, multi-tank and unusual hardpoint filling. * Make rudder inertia when going from full left to full right NWS rudder deflection again invariant of the game FPS. * F-16, F-5, F-18D/F get smoke rockets added for FAC missions. * New Dual-Seater F-16 model ARTIFICIALl INTELLIGENCE & GENERAL IMPROVEMENTS * Rudder sensitivity toned down. * Force Feedback effects should be back. * Fix a bug with the FCRPowerOn/Off keystrokes. * Instant Action should now have avionics properly configured when entering the pit. * Repairtime lowered on small bridges. * Adjustment to SA-6 radar acquire/track times. * Stop the AI circling the target during ground attack. * AI pilot ground avoidance improvements following a 'weapons free' instruction. * Improvements to AI pilots receiving the RTB and Rejoin commands. * Fix for active missiles losing lock prematurely. * Fix for AI not firing air to air missiles after a bombing run. * Addressed ATC violation when told to clear the runway after a valid landing. * AI attack profile improved when flying low through a valley and the target is on top of a hill. * Math fixes to some AI WVR routines for aircraft and helicopters. * AI attempt to exit combat at Joker fuel level instead of Bingo. * Improvements to AI pilot afterburner usage. * Better TrackIR support in 2D pit. 2D pit panels are switched to using absolute TIR azimuth/elevation position. * Using keyboard, mouse or POV in 2D pit to change view, will temporarily disable TIR view changes, until TIR is moved preset angle (70 deg) from last position, or until view is returned to the last view where TIR was used. * 12 o'clock one-click down view is skipped over during TrackIR panning since it's too close to main view and would be too easy to change to it by accident. Using normal POV/keyboard panning you can still change to this view. * In realistic mode, the padlock box is not displayed anymore, only the yellow rhombus depicting the next locked padlock object when switching. ART & TEXTURES * Airbase tiling error fixed. * Some objects lods fixed for various errors. * Positional adjustments to missile burner placement to missile model. * LAU-68 texture added. * 2D cockpit kneemap for Balkan theater updated with roads, rivers and Tacandata. * 2D cockpits Balkan theater reference views updated with rivers, roads and Tacandata. * UI map of Balkan theater updated with roads, rivers and Tacandata. * UI map of Korea theater was fixed for gap near the coast. (missing land). * New animating flame exhausts for missiles AVIONICS * Fix issue where the avionics could end up selecting an empty hardpoint when dropping LGB's and switching to another weapon in the meantime. * Removed redundant AIM-9 missile reticle in A-A Mode. * Fix selective Jettison Bug with Maveriks as selected weapon. * Wingman display fix for the HSD. * Cockpit switch error corrected. * Missile and Threat Volume knobs fixed. * Fixes to A-A weapon switching if different types of the same missile were loaded. * If the last A-A missile of a certain type is fired, automatically switch to the next type. * Changes to Reference symbol and AG MasterModes: o When the radar is in an AG mode, display the reference symbol instead of the bullseye, regardless of the ICP selection. o In A-A Modes and BE mode deselected, the bullseye solution readout shows bearing and range from the current steerpoint to the cursors. o In A-A STT Modes and with a locked target and BE mode deselected, the bullseye solution readout shows range and bearing from the bugged target to the current steerpoint. * Do not display the radar cursors with an STT Lock. * Change to the RWR newguy sound. Instead of playing the 3 beeps, play 3 bursts of audio at the emitters PRF. CAMPAIGN * More activity by teams in defensive and consolidation modes. * Mission planning improvements. * New modes added for Airborne Forward Air Controller (FAC[A]) / Close Air Support (CAS) / Battlefield Air Interdiction (BAI). * Missile AIM 120-C5 added to 2005 / 2010 campaigns. CONFIGURATION OPTIONS * Setup options for intro movie, current player selection and Instant action scores are now stored in \config\options.cfg so they are not lost again during future patching, installing and uninstalling. * Make sure to go over all of the Setup screen options once again after applying patch 3. DOCUMENTS * FR Keyboard layout amended. FORWARD AIR CONTROLLER (Airborne) (FAC[A]) Changes * On-Call CAS flights now check in with the FAC when the FAC is on station. * CAS and BAI flights will look for an FAC in their package if they can't find a target within their patrol area. FAC can hand-off targets. * FAC capable aircraft now carry marker rockets. * FAC now launches white smoke marker rockets into the target area whenever it has aircraft checked in. * FAC and AWACS radio calls now function if player voice option is turned off in the setup panel. * CAS and BAI flights no longer look to engage ground targets en route to their assigned patrol area. * FAC will continue to assign targets even if it has run out of rockets. * FAC missions will no longer issue formation commands. MULTIPLAYER * A padlock box shifted up on some ground vehicles fixed. * ACMI recording is now more precise in MP. * ATC voices from the same tower should now be consistent in MP. * Successive Request Takeoff commands should now be answered by ATC in MP. * Instances of duplicate pilot entries in debriefs corrected in MP. * Addressed issue of player flight lead influencing other player aircraft steerpoint. * The AWACS user interface can now be accessed for Tactical Engagements as well. * No long distance warps or ground crashes anymore when joining an already airborne flight. STABILITY * Several crashes fixed including o Font drawing in the UI o Force Feedback stick crashes o MFD drawing while switching views o Mission Evaluation post flight o Occasionally when Radar mode change o Multiplayer issues o Some occasional terrain loading issues o Sound playing while switching views o Some more post ejection crashes. USER INTERFACE * Briefing layout adjusted for longer aircraft names. * UI Music now loops correctly. * When adding a package, deleting a created flight and readding a flight caused it not to be flyable. * Fog slider values correctly displayed in TE editor, Instant Action and Dogfight. * Setup option for using TrackIR in 2D pit views in Controllers section (only availabe if TrackIR is detected). Version 1.03 (Patch 2) ====================== AIR TRAFFIC CONTROL * ATC now responds correctly to "request landing number" radio calls. * Fixed problem where ATC would occasionally identify itself wrongly. * Training mission 09 Landing Final Approach wind direction has been changed to be correct. * Request Landing radio call no longer adds the player's wingies to the ATC queue. * CombatAP would use full afterburner forever, ignoring ATC instructions after a touch and go. * ATC was not acknowledging the Abort Approach player radio call. * ATC could sometimes clear the player immediately onto final approach even if they were at a high altitude. They now give vectors. * Fix so that the correct tower responds correctly when the player is in Nav mode. ARTIFICIAL INTELLIGENCE * Adjust altitude on AI climb-out to negotiate the mountains at Ivangrad. * AI now ask for permission to attack ground targets if player has IP or target WP selected. * Fixed bug where wingmen would only perform one ground attack pass. * Removed enemy ships too close to allied coastline. * In specific instances, a 2D map flight unit could not change its heading until it reached the map border. * You can now join a flight that has taken off from a runway which has been destroyed after the takeoff of this flight. Previously one was not able to join these flights. * Fixed bug where wingmen would only perform one ground attack pass. AVIONICS / WEAPONS SYSTEMS * Precision steerpoints can now be entered into the ICP. This allows players who recon the target in the mission screen to enter precise attack co-ordinates and create a steerpoint on the HSD and HUD at that exact point. * For a ground radar in STP mode, the cursor snaps to the entered precise steerpoint position. * F1 key does not cycle ACM modes anymore. If in an ACM mode and pushing F1, the Radar returns to RWS mode. * Trees removed from Air to Ground radar display. * Bullseye mode now preserved between 3D and 2D. * EPU is no longer switched on when you join a flight in the air. * Allow external lights functions in simplified avionics. * AIM-9 no longer warmed when the MasterArm is set to SAFE. * MasterArm status no longer saved/restored in cockpit configuration. * Correction to prevent going into ACM Modes in MRM mode. * Fixed bug where the RWR could end up in an endless loop thinking a missile was launched. * Fix bug where an empty Hardpoint would be selected after launching a HARM, then switching to an AA mode and back to HARM again. * DTOS Box can only be slewed if the HUD is the SOI. * Adjustment of how missile Rmax2 ranges gets calculated from Rmax1. * The gear down indicator lights will now show correctly when gear is damaged. CAMPAIGN * New data for 2005 and 2010 theaters (weapons and loadouts) * 3D/2D damage changes: now scales per veh/weapon (M-60, T-80, T90, etc). * Adjustments to sam firing and threat circles. Also they fire now at higher ranges according to altitude. * Buildings cleared from runways and AAA / SAM units from structures. * New F-16 CCIP versions for 2005/2010 campaigns/theaters. * Fix for EA-6B Prowlers loading no weapon at all for SEAD Strike missions on a target without radar vehicle. * Added Engineer units to Korea Iron Fortress campaign (requires campaign restart to take effect). * Corrected some PAK names in Korea. * Corrected some ship waypoints for better land avoidance (requires campaign restart to take effect). * Tactical Engagement missions with altitudes set too high corrected. * Reinstated news reports for Balkans campaigns. * Better relocation in campaigns. * Loadout improvements to J-22 and Tornado UK. * Tactical Engagement Victory conditions can now use values up to 6 digits. * F-4E/D aircraft should now have their wheels on the runway, and so no longer hover. * MiG-29SM and Su-27SM are now available for SEAD Escorts and Strikes roles * Command line -logfps added to record FPS logging to a file. * Debriefs are being saved in a file "debrief.txt" in main folder. * Raised cloud ceiling of overcast clouds, so they don't conflict with mountains. * Fix bug where a ejected player with a communications window open would need to wait until the chute hit the ground before the sim could be left. CONTROLLERS * Multi-controller capability added. * Up to 16 different controllers supported. * Buttons can be assigned to functions as desired. * New User Interface screen. * Autodetects desired axis based on movement. * Fix for rudder keys not auto-centering when released. * Force Feedback now applies Centering force. * Cougar trigger detents fixed in the sample profiles. * Digital TM fix for TMS button, RNG and ANT axis changed to analog. * Additional keystrokes for pitbuilders added (seperate .key file). * Saitek X45 profile: Changed Rotaries from using 'Bands' to 'Axis' for use with new Controller UI. * Fixed errors in keystrokes file o Removed duplicate entry for HUD Scales Type (Shift-Ctrl-Alt+H is no longer assigned, H key is the same) o Removed duplicate entry for HUD Pitch Ladder (HUD FPM Shift-Ctrl-Alt+F was duplicate for Shift-Ctrl-Alt+P) * Fixed function call for HOTAS DMS Right (Shift+NUM6) DOCUMENTATION * Manual addition included to document new controller interface. * New key layouts included for a number of common keyboards. * Tacref has had a few errors fixed. GRAPHICS * Improved FPS at airbases. * Hardpoint changes to EA-6B so weapons are correctly shown. * 1024 res 2D cockpit blk 40 HUD data field aligned in all views. * 1024 res 2D cockpit MLU ECM XMIT lights fixed for all views. * Cloud shadows lightened. * Missing landing gear on some aircraft fixed. * Updated missile burner effects. * Shorter low smoke aim120 trail * New CAF CF-18A Skins. * Improved explosion effects. * Support for 5:4 resolution display ratios (e.g. 1280x1024) * Sky improvements o blueish night blackened, o increased light levels during the day, o faster progression (dusk and dawn) FLIGHT MODELS Improvements to the handling characteristics of most of the F-16 variants. * Improvements to the Mig29 flight model. * J-22 and A-1H minor updates to performance and loadout. MULTIPLAYER * Improved positioning updates. * Addressed issue of airbases occasionally not appearing for clients. * Waypoint planning changes sent to all sessions in multiplayer. * Fix an issue where changing waypoint times at one session in Multiplayer was not propagated to other sessions. * Fix for password multiplayer window. * Fixed the "security leak" on server password appearing in server list. * Under specific conditions, the password window would not disappear - now fixed. * On connection to an internet server, first check if patch version matches, then theater. * For Multiplayer cheat protection, set vehicle magnification to 1x regardless of single player option. * Removal of "ghost pilot" taking control after human pilot ejects (for single player too). * Improvements to multiplayer client expiry / timeout / removal logic. * Human flights should now ignore ECM/Smoke/Drop wingman commands unless they are in Combat AP. * Disconnected sessions or loss of connection to host is now announced. STABILITY * Further stability enhancements for Single Player, Multi Player, Tactical Engagement, Dogfight and Campaign, including o CTD fixes o Alt-tab during exit from 3-d o A number of graphical errors caught. o Crash when cancelling missions. o Memory corruption when AI aircraft do ramp starts. Version 1.02 (Patch 1) ====================== * Large number of fixes for reported stability issues. * Updates to all cockpits o Aligning HUD in wideview blk 40 cockpit o HSI instruments lighting in down view (panel 100) o Graphics anomaly popping up when damaged in 11 oclock view in blk 40/50 pits * Changes to allow the cockpit buttons more visibility at night. * Some missing ATC fragments in the debrief list added. * Remove the vehicle magnification option from the MP screen. * Instruments lighting keystoke Shift-Ctrl-L fixed * Reset Track IR keystroke added Alt-C, T * Minor fix to formatting of connection speeds * Correct weather help button test. * Fix for airbase distance. * Coordinates added to the recon screen. * Some errors in the TACREF corrected. * AAA batallion removed from training mission 19. * Training mission 2 changed to allow for ramp starts. * Fix for some TE editing crashes. * Fix for the -hires switch crash - -hires is now redundant. * Allow OSBs to step the weapons in HARM mode. * Fix for loading log book patches. * Glance forward/back now work with TrackIR enabled. * Various Alt-Tab errors caught. * A-G Radar preformance improved. * Fix for OCA target missing crash. * Fix for AI taxiing when changing steerpoint (ramp start). * Fix for combat Autopilot requiring double toggle in some cases. * Fix for ATC aborting players on final approach. * Fix for helicopter getting killed after exiting 3-d. * Remove spurious popups over airbases. * Fixed problem of AI not firing mavericks in multiplayer. * Landing help removed in dogfight and instant action. * ATC introduce more time between landings if departing aircraft are late. * Takeoff button now places you on the runway unless you are in a queue. * Fix for AI ignoring certain ATC instructions. * TrackIR no longer supported in 2-d cockpit * Fix for switching missile types in dogfight mode. * Fix for crash in simplified avionics with the R key. * Fix HUD range readout when guns selected * Allow rudder keyboard keys to work regardless of joystick controls. * Fix for dark horizon strip when making large yaw movements. * ACMI delete option now deletes the files.
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from the May 26, 2006 edition - http://www.csmonitor.com/2006/0526/p09s01-coop.html When we said goodbye to the USS Oriskany A rusted ship moved men to tears. And that was before she slipped beneath the sea. By Nicholas A. Basbanes PENSACOLA, FLA. - A day before the USS Oriskany (CV-34) was scheduled to be sunk in the Gulf of Mexico last week, Denny Earl, a naval aviator attached to the venerable aircraft carrier during the Vietnam War with Attack Squadron 163, bade farewell to his old ship in a dazzlingly audacious way. Now a contract pilot for the Navy involved in navigator training, Mr. Earl was at the controls of a T-39 Sabreliner when he headed for the site 24 miles southeast of Pensacola where the "Mighty O" would be scuttled the following morning in 212 feet of water. "I locked it up on the radar, dropped down to 500 feet, and executed a carrier break at the bow," he told me matter-of-factly aboard the Lady Val, one of 400 private yachts and charter boats that had sailed out to observe the giant vessel's unprecedented transformation into the world's largest artificial reef. "Then I turned downwind and dirtied up," pilot talk for lowering the landing gear and flaps; he then "rolled into the groove for a carrier approach" to the flight deck. Earl had no intention of touching down, of course, but he did glide past the port side of the "old girl" at an altitude of 150 feet, rolling slightly to the right as he flew by, and snapped a smart salute. He then "cleaned up the airplane" and headed back to Pensacola Naval Air Station. Earl had every good reason to feel sentimental, his unconventional tribute notwithstanding. During a bombing mission over North Vietnam on Nov. 20, 1967, both of his legs were shattered by groundfire that ripped through his A4 Skyhawk. Instead of "punching out" over hostile territory, the lieutenant junior grade returned to his ship in the Tonkin Gulf, pounding one fist against the cockpit glass to fight the pain while pulling off a perfect landing with the other. In an instant, Denny Earl had become an Oriskany legend, sharing glory with Sen. John McCain, Congressional Medal of Honor recipient Jim Stockdale, and pioneering astronaut Alan Shepard, among so many others. For days leading up to the reefing, hundreds of other Oriskany men converged on Pensacola to pay their respects in ways that were far less spectacular, but profoundly poignant all the same. Aboard the Lady Val alone, were several dozen veterans, including Chuck Tinker, a fighter pilot who survived the Oct. 26, 1966, fire that killed 44 officers and crew, by squeezing himself through a porthole onto a catwalk; and Jack Kenyon, my commanding officer on the 1969 cruise, and surrogate father to the 3,200 men who sailed with us. People who have never served aboard a naval ship can be excused for wondering how it is that grown men could cry so freely and without embarrassment at the sight of an obsolete leviathan they once called home being sent to the bottom in what amounted to a sailor's burial at sea. "Ships have a way of imparting something of themselves to those who sail in them," is the way Captain Kenyon describes the dynamic that takes place between a vessel and her crew. He said that two years ago when news of the reefing was announced, and his words still resonate quite powerfully for me today. As fighting machines, ships are very definitely masculine - man-of-war is a well-known expression that has been around for centuries to describe a formidable ship of the line - but as personifications, they unfailingly are feminine, and typically referred to with the pronoun "she." Why such a paradox happens to be the case is anyone's guess, but beyond dispute is the emotional pull these vessels have upon the people who serve aboard them. My sense is that we regard ships as being female because they are the quintessence of comfort and shelter - they become our homes - and homes, more often than not, are held together by wives and mothers. Those of us who served aboard Oriskany in Vietnam recall an era of national unrest, a time when so much acrimony was directed at anyone who happened to wear a uniform. There were three certainties we always relied on: We knew we had our shipmates and our skipper - what Shakespeare called "we few, we happy few, we band of brothers" - and we had our ship. The thought that Oriskany might be reduced to scrap or towed, as once proposed, to Tokyo Bay where it would have become a gaudy theme park, were not options any of us regarded as appropriate. But in 2003 came word of a novel idea that would allow the ship to become what some have called the Great Carrier Reef, enabling it to withdraw with dignity, and a measure of functionality to boot. It is estimated that as many as 45,000 men served aboard Oriskany during 26 years of active duty that included 17 overseas deployments, most of them to Korea and Vietnam. On its date with destiny nine days ago, our thoughts and prayers went out to the 94 airmen who never survived their missions, to the 19 who were prisoners of war, and to the 44 sailors who perished in the 1966 fire. Still very much the reliable ship that always answered the call, Oriskany cut a majestic figure on May 17. At 10:26 a.m., 22 synchronized explosions were set off. Plumes of brown smoke rose through the stack high above the island structure, and billowed out the open doorways. The end came 36 minutes later, swiftly and without incident. Stripped of the thick wooden planks that had cushioned its massive flight deck for half a century, the 900-foot-long flat-top had acquired a veneer of rust. The Mighty O rose sharply at the bow, then dipped a few degrees to port before slipping beneath the surface, a glaze of Navy gold shining brightly in the morning sun. ? Nicholas A. Basbanes is the author of five books, most recently "Every Book Its Reader: The Power of the Printed Word to Stir the World." He was a public affairs officer aboard Oriskany during the 1969 and 1970 cruises to the Western Pacific.
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my prayers are with him and you and your family.
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Beery,I think this one is free of stolen mods(atleast I hope so,If I'm wrong please tell me and I'll kill this thread) and I will not allow X-1,combatplanes or anybody who uses other peoples mods without their permission to try to sell their stolen products here.The first hint of trouble and I'll delete the posts.Combatace has a reputaion for honesty and a place to come to see what is available with no strings attached.I would hope to bring some of the SubSim crowd here also so they could annouce their mods here also.and IF people need a place to host their mods we could set up a place here,I'm sure for people to come and get them.
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I think I'll wait on Armed Assult...I might try it later on but for now after trying demo my view is tainted.
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Looks like a winner!!!!
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now he can only hope that the governemnet will allow it in the country.
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Theres several that I would like to see on there and several that shouldn't be.
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I guess the title says it all...they posted about dropping the game and then locked forums.Oh well such promise wasted.
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Now that's really cool..I hope it works as advertised.
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Get it from your favorite place...just released.
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http://www.techreport.com/onearticle.x/9774 finally!
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have a great and safe holiday.
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Get it at your usual places or from CoD2.com.new matches and fixes and punkbuster.
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He posted this on another forum "Hi guys -- sorry I've not been around much. 1.0.6 is proceeding fine. There is a little bit of bad news. You remember the ultra smooth positioning update improvements close up in multiplayer I talked about? Well, we've encountered a problem in that it affects -- in certain limited circumstances -- missile hit rates. Now this is not ideal clearly. So what we're intending to do is remove that part of the MP improvements from 1.0.6 and release 1.0.6 with the multitude of ither improvements, and focus on the close up smoothing for 1.0.7. I'm sorry that I built hopes up with that particular fix, but unfortunately that's the price to pay for keeping everyone in the loop, development wise as it happens. I'm sure we all understand that. I want to stress that this is a small component of the multiplayer improvements, which include all the refuelling stuff etc...and this issue has no impact on the general anti jitter stuff. In other words, positional updates will be no worse than 1.0.5, and probably a little better. But we feel unless it's working totally correctly in all circumstances, it's not to be released this time round. And yes, that does mean there'll be 1.0.7"
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Theres alot of emotion when it comes to this subject..so lets try to keep it civil. Read about it HERE
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She's so cute..as a grandfather myself,I can tell you this- ENJOY every moment,they grow up to fast.congrats to everyone and glad both parents are doing fine.