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Phantom_Mark

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Everything posted by Phantom_Mark

  1. I have tried to do that actually.....but I don't seem to be able to find the correct folder name for the carrier. I want to add a carrier that sails under the UK flag and rename it HMS "Insert a fancy name here" :music_whistling:
  2. Excellent, thank you.
  3. Anyone know if it is possible to duplicate an instance of the new Supercarrier so I could rename it and assign the vessel to a different country ? Obviously I own that mod, maybe it is possible to create a new livery as well ?
  4. SUNTSAG is the man here, all kudos to him :pilotfly:
  5. Be nice to see these in the default install, great work thanks
  6. Is it possible at this moment to make a new texture for the Supercarrier asset, and rename it, for those that own this module ? I would like to rename a ship for use by the British for an alternative reality scenario ?
  7. +1 nice idea, save it to a history file would be nice.
  8. Found a small work around for those who might be looking for localised sounds. I posted a little while back to ask if anyone knew how it might be achieved without resorting to scripts, as scripts are notoriously susceptible to breaking !! Anyway, no dice with that question at the time, and came up with this method instead, super simple. Activate the sound with a trigger and player in zone, and deactivate the audio with player out of zone, so simple I wish I had thought of it at the time ! In my case I wanted an air raid siren to play once Scud missiles were detected inbound to the airbase I was at, only trouble was the sound wasn't localised and was horrible hearing the air raid siren well away from the base, you could also add the condition of player altitude to the above trigger stuff so you don't hear it over the base at 5000ft or above for example, but you would hear it at 500ft and below etc etc.
  9. Understood, thx. Equally in the time it took to move the thread someone could have simply typed "on the list", that would have been fine too, Thanks for the clarification......the A10C surprises me the most given how long it has been considered "finished", unless of course it isn't actually considered finished ?
  10. If I whisper it quietly......Hawk? variant ?
  11. 10/10 for thinking outside the box :D I wish someone would model a runway as a static object so we could fill in some blanks on the maps.
  12. Is there any remote chance the AoA program can be added as a page option on the UFC app, saves having to install a second app when one most likely across several devices might work fine ? Just out of interest have you any idea when we might see DDI images start to fall into the app here ? :) That's the next stage for me, I am all in at that point buying spare android devices :P
  13. Nice work there, I could really do with that handle extender mod myself now, I was worried it would be too much for the base unit tho I must be honest, hence i never did it. Do you mean you have simply increased the FFB power ? I have a complete stick in parts I kept just for a rainy day thankfully, so spare motors and gears etc , I retained the twist rudder in my setup as well, as I can't be bothered with pedals tbh.
  14. Line 27 t_marsh = 250.0 and Line 223 GT.ThreatRange = 355000.0; (gives it the 190 mile /300km outer threat range circle scale) Gives an almost inch perfect range of 190 miles for the record, that's if anyone wants to turn the range out to the 300km that Wiki claim for the B model. Is there an accuracy variable in there as well Suntsag ??? I included the radius in the fire at point but it seems pretty much bang on every time I have watched ? maybe just a bigger radius in the fire at point location ?
  15. Found this on Wiki Mass 4,400 kg (9,700 lb) Scud A 5,900 kg (13,000 lb) Scud B 6,400 kg (14,100 lb) Scud C 6,500 kg (14,300 lb) Scud D Length 11.25 m (36.9 ft) Diameter 0.88 m (2 ft 11 in) Warhead Conventional high-explosive, Fragmentation, Nuclear 5 to 80 kiloton, Chemical VX warhead Engine Single-stage liquid-fuel Operational range 180 km (110 mi) Scud A 300 km (190 mi) Scud B 600 km (370 mi) Scud C 700 km (430 mi) Scud D Maximum speed Mach 5, 1.7 km/s (1.1 mi/s) Guidance system inertial guidance, Scud-D adds DSMAC terminal guidance Accuracy 3,000 m (9,800 ft) Scud A 450 m (1,480 ft) Scud B 700 m (2,300 ft) Scud C 50 m (160 ft) Scud D Testing here has found the current range to be around 160/165 miles (262ish KM?) So we should be around 190 miles as indicated by Wiki maybe ?? does the 172 represent Miles btw ?
  16. Great work, very appreciated, also learn't how to load and save templates for myself as a result, thanks again, hard work well done.
  17. Interesting, what motors did you upgrade to ?? I am running a modified FFB2 as well......
  18. Thanks adding the missile in zone thing btw , Only realised watching the vid now, my question above answered as well :)
  19. I recall before the Scuds took around 7 mins to setup and let loose the Missile once their order to fire was received, now it takes around 1.5mins , was this a conscious decision ? Notice those missiles seem to accelerate and fly much faster now in this version :)
  20. awesome thanks mate, appreciated as usual.
  21. Symbolic :music_whistling: .......great to hear it is making a return :D
  22. So if we don't want to answer something we just throw it in the bugs and problems page for it to sink without a trace ? I thought it was quite a legitimate question ? I'll boost this post in another decade then, no worries.
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