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yakarov79

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Everything posted by yakarov79

  1. It might be anything. Through time I have observations that game will pop out with an error when: issues with graphics settings simple issue with loaded weapons (either simple misspelling or wrong data entry) a small error in a data.ini file of anything - either aircraft /ground object/weapon using sf.1 data entries in sf2. series. there can be also an issue with certain terrains, (I have an issue with Kamchatka and I don't know where and why)
  2. Yes and not. Not everywhere. Polish Air Force (as part of Warsaw Pact) used part of the serial number as aircraft number. For example, 761901 - 1901 last four digits. It indicates Mig 21 PF tac no 1901 76 is - 'product 76' - Izdeliye76 - factory designation of Mig-21PF 1901 is production number - so in Polish service, it was numbered 1901 on the fuselage. Only first batch of MiG-21F-13 used last three digits. (I think 12 airframes) So for MiG-21 all serial numbers were constructed that way type number and production number usually, it looked like this : (example) MiG21F-13 - 74_ _ _ _ MiG21MF - 96A_ _ _ _ MiG-21PF - 76_ _ _ _ MiG-21PFM - 94A _ _ _ MiG-21R - 94R _ _ _ MiG-2PFM-N - 94N - - - but there are some exceptions for subtypes mostly U/Um/US versions things get complicated here but it is also standardized. Usually adding some dedicated prefix for the subtype. On Su-7 Polish Air force used two/three last digits of production number as aircraft tactical number - example Su-7BKL - S22KL 7806 - tac number 806 on a fuselage. MiG-1P is type izdeliye62 62210721 - side number 721... and so on... every aircraft in Soviet factory had its own designation / serial number - system is simple but encoding units based on tactical number might be hard. Finding serial number based on side number even harder. Although over the years the system is getting more complex. Enoc are you aiming in some particular aircraft or generally soviet.
  3. Armstrong Whitworth Meteor NF.13

    Nicely done.
  4. But as long as it is in ini file...it will appear. In case of a predefined model, it will be uncomfortable to use an airfield in other maps/time periods etc etc. .. but it is just my five cents.
  5. Since no one noticed that something is wrong with F.4 on the pic above... Current correct one.
  6. Those F/A-18 in airbase view is from 'airbase'model or game flight line? I think it is not necessary to put aircraft models on airbase. The game will load flight line aircraft by itself. BTW check KillerBee upload...some ground flighline objects are there, so you will know what was done before.
  7. Armstrong Whitworth Meteor NF.12

    Nicely done. Keep them coming!
  8. seriously? Thought it could be torpedo bomber with an internal bay
  9. Over the Kuril Islands. still flying there.
  10. F-101B VooDoo. SF.2 2019 Redux.

    Thank you all. Makes me want to go with A and C also. Long live century series. !
  11. That would be marvelous. That would be also hot. As for me - no new year resolution. Hoping I can finish some projects that i've started long ago. Because I'm starting a new one (any time - all the time). Century series fever now. Hope you can get some helo and multiengine stuff...
  12. Gloster Armageddon - seriously I was bored....I'm not much What if guy...
  13. but 1% will be extremely happy and will appreciate (even virtually) but still will appreciate. And thanks in advance!
  14. SF2 is not DCS or even FS. So you can't expect much from an airplane. Just- proper model, nicely uvwmapped, so it can have nice detailed skin, Reasonable amount of detail, simple basic animations like gear shocks, wings, flaps, slats etc etc...and most important proper dedicated cockpit. Yes I know we can use some other.. But again - will say it again we have 2019 - still in this game with buzzylions of mods and how many of them have a proper pit. So for me after years of playing / deleting / downloading - proper pit for aircraft is MUST.
  15. check in aircraft data.ini : [AircraftData] EmptyMass=988 UseMetricUnit=TRUE EmptyInertia=4982.532,2829.676,7812.208 ReferenceArea=86.01 ReferenceSpan=10.5 ReferenceLength=11.97 CGPosition=0.00,0.0,0.0
  16. View File F-101B VooDoo. SF.2 2019 Redux. Reworked pack of F-101B/F VooDoo. Generally old good VooDoo in new dresses. There are some small changes in data.ini files mostly in weapon stations section - so Backup your original file. You might not like it. Pack contains three versions - In reality, IR sensor was applied to different airframes different block build - not really possible to cover in this game engine limits. To make it easier in this game it will be. This is mostly to cover in some right way decals I've made and units. VooDoo '59 without IR sensor - block build 65-96. VooDoo '65 with IR sensor - block build - 100-120. VooDoo '69 ANG - same as 65 - just different set of skins. (I have an additional nation in my install: USA Air National Guard - that's why I have it as a separate model - but in this pack, it is set as USAF bird). All new skins in 3072x3072 resolution. New bump maps and specular maps. also in 3072.. plus more than 1000 decals so the set is again huge after unpacking. Pack contains 17 skins for Air Defense Command - all squadrons that ever used F-101B (from different time periods to cover years of usage). and 7 skin sets for Air National Guard from different time periods. All new decals consisting 451 serial numbers for blocks 65-120. Plus some buzz numbers decals - not all - as Buzzes disappeared in mid 60's. Serial numbers cover B and F models. Backup your original F-101 Folders. Also Decals! Some time ago (long ago) I started to use specific AIR-2 Genie for Voodoo - to accommodate it in weapons bay it is moded as specific stationcode=AIM4 - so to appear this Genie in a game you have to copy weapon AIR-2_Genie_101 also. Genie has new skin. Credits: Original models ErikGen yakarov - skins / decals / some small ini tweak Plane Number (airbrake decal) for 132FIS ANG from original VooDoo pack by Dave. Have Fun. May the VooDoo be with you. Jarek Hereda Submitter yakarov79 Submitted 01/06/2019 Category F-101  
  17. I can see you used a solid object for tracks. You can try making them much lighter if you map them on tga...
  18. I understand. In case..i have max source files.
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