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Everything posted by 666th_birdy
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A-10A mission: Sudak Fortress
666th_birdy replied to 666th_birdy's topic in User Created Missions General
Just found this site via google-earth; 360° slewable view (java) of Sudak Fortress. A must see. http://www.otdyh.crimea.ua/foto/details.php?image_id=301 find more 360° views in Ukrain-crimea on this clickable map: http://www.otdyh.crimea.ua/vt-webf.html -
Thanks, works oké now!
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I'm sure I'm forgetting something but why doesn't my TrackIR-1 work in LOFC? It's been ages since I tried it (probably in v1.02 last time) and I just can't remember what to set. PS: TIR works oke hardware-wise.
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I've created a nice army base in Jurovka city. Download the ModMan5 compatible mission to go wild. http://www.666th.co.uk/downloads/LO_missions/A-10A_jurovka_army-base.zip
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Yes, you can set it. NOte that AI fly low at times (no way to change this)so they hit trees quite often and therefor become useless. The screenie you mention was a burned tree that was a part of a house+tree object. The damage model was of that object and not of a tree. http://img368.imageshack.us/img368/5046/screenshot022et5.jpg I don't remember what the damaged model of trees was, but I think they simply sink into the ground and maybe leave a big fireball. Since a tree graphic can be triangular in shape and cover a surface of 12x12km, this might look rediculous http://forum.lockon.ru/showthread.php?t=17445
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As far as I know, collision with trees is something you can set in the MEINIT file. It is set to OFF by default since AI doesn't "see" trees. The trees don't have a proper "destroyed" model though
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NEW: time table of trains
666th_birdy replied to 666th_birdy's topic in Lock On: Flaming Cliffs 1 & 2
a) dunno, maybe 3 sundays b) trains start between 00:00:00hrs and 00:00:50hrs after missions start. It's random so client and host can have different train tables (haven't tested this) c) like I said, the table should be accurate within one minute Glad you like it. -
NEW: time table of trains
666th_birdy replied to 666th_birdy's topic in Lock On: Flaming Cliffs 1 & 2
Well, thats very true I'm afraid when I switch jobes around January and/or start my ULV lessons, my lomac days will be over for quite some time anyway. I'll do my best to get some tree-work done on BS however (if possible at all) -
The time tables of the trains in LOFC are on line here http://www.666th.co.uk/downloads/LOFC_train_table.htm The EXCEL files will be available for download on our website www.666th.co.uk soon. [url=http://www.666th.co.uk/downloads/LOFC_train_table.htm][/url]
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After some sorties from Belbek I noticed this airstrip south of Simferopol! Note that the objects are in the original LockOn scenery, i didn't change a thing. (only added the Mi-26 and manPads)
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'Inbound' request are answered by the airtraffic controller, not the tower!. As said, you are directed to the nearest ILS path. Once on it, you'll get corrections and clearance from the tower. In practice: Put the for-last waypoint (last being landing WP) some 10nm away (but in line) with the ruway. Fly towards this WP and switch from NAV to ILS mode 0,1nm before you reach it. No need to ask for vector since ATC will give it to you anyway. Learn to navigate & land using the HSI only, it's a primairy instrument and you'll thank God it's there once the HUD fails. PS: get IronHands A10 ILS training on www.flankertraining.com
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Check this out: NEw SIM based on Falcon 4 engine.
666th_birdy replied to Pilotasso's topic in Lock On: Flaming Cliffs 1 & 2
Hi prophet, long time no see. So you're in the ED-tester team now huh? Drop a line at www.666th.co.uk mate -
A-10A mission: Sudak Fortress
666th_birdy replied to 666th_birdy's topic in User Created Missions General
extra defenses at fortress looks good. My version is probably more suited for novice pilots or pilots flying without labels for the first time. The items you've removed did serve a purpose; They will create an 'accident' making the runway partialy useable. Thanks for the effort m8 -
Check this out: NEw SIM based on Falcon 4 engine.
666th_birdy replied to Pilotasso's topic in Lock On: Flaming Cliffs 1 & 2
A little historie: The project was started a few years ago by our squad founder and webmaster 666th_Maddog after he found out that he could use textures from MS-flightsim and put them into F4. He first started a thread on this on our website but the project soon got out of hand and Maddogs' involvement in the 666th squad faded. He soon renamed the site from www.666th.com to www.combat360.com and after several server problems in South-africa both domains were canceled and the project is continued on the fore mentioned site. The "666th black brigade" logo can still be found on the leaflets and CD-covers posted in this thread. Knowing Maddog (the perfectionist that he is) my fear is that it's a never-ending project. A well, will see. The 666th are now to be found on www.666th.co.uk -
I would love to have the F104 in !!. Turkey retired the F104 just a few years ago. Sure would look lovely at Merzifon AFB ;)
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A-10A mission: Sudak Fortress
666th_birdy replied to 666th_birdy's topic in User Created Missions General
@colt45, thanks for feeback. It's always welconme, good or bad. 1. With too many units, which units do you mean exactly? - the trucks and F15 are there to give you a sence of not being alone - the choppers are there to have something to watch while waiting for your wingman to taxi onto the runway (while the choppers are over the runway you won't get clearance from the tower, but I guess you've ignored that right LOL) - The F4's overflying is indeed a thrill (gotta love the shadows they draw over you) - several utility/civilian planes are cruising at high-alt. They draw some nice contrails again to have a sence of not being alone in the big blue sky 2. The weapon load is probably an (not so realistic) overkill, let's just say there's something there for everyone; The AGM65-D for AAA, the AGM65-K for the fueltanks and the MK-84's for the oil-tanks. 3. Wingman seems to use the Mav's for destroying the comm.center. Pretty accurate without colleteral damage. With the proper voice commands the wingman should be able to leave the fortress in tact. 4. Around 10:40 several trucks should arive at the scene that could be used for target practise ;) -
Get this ModMan compatible A-10A mission here: http://www.666th.co.uk/downloads/LO_missions/A-10A_mission_sudak-fortress.zip
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Some shots from my latest mission. Fly over to the missions and campaigns thread to download it.
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I didn't, it is just an abnormality within LockOn
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Dutch F-16B meets Mother Earth pics
666th_birdy replied to Force_Feedback's topic in Lock On: Flaming Cliffs 1 & 2
The F-16B (trainer) was doing a touch-and-go. The bird hit the engine on touch down. At that time the engine is almost set to idle which is why the bird caused so much damaged. If this happened in normal flight it's highly likely that the pilot could land the aircraft safely. There are (almost) no houses in the direction the jet was flying, just farmland. If it was coming from the oposite direction it would be a much more dangerous situation since it would overfly houses and primairy roads. The jet smashed on the airbase and slided over a taxi lane and piece of grass to land into a HAS wall. -
Derailed ?
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NATO Airbase Merzifon v1.00 third-party modification
666th_birdy replied to SwingKid's topic in Lock On: Flaming Cliffs 1 & 2
True, it's far but IRL a sortie that last less than an hour is very unlikely. You can always press CTRL+A during down-time. The number of airbases is hardcoded in the lockon.exe so adding bases is not possible. -
This one was weird. I got a hydraulics warning after taxiing to close to the stinger-dude (i guess that's what caused it anyway). It seemed my wing had come off. Now when i throttle up, chips drop to the floor !! The more throttle, the more chips fall. Weird huh? a
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Each object in LockOn has a counter object that will appear when it is destroyed (defined in structtable.sht). After a closer look I think it's the "destroyed object" graphic of the house that was hit. As you said, trees don't have a 'destroyed' version