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pauldy

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Everything posted by pauldy

  1. Ready for the Night ~~ Now if we only have NVGs.. ^^
  2. Thanks for sharing those beautiful shots ^^ Kawasaki C-X/C-2 Military Transport Plane First flight
  3. With Crimea or without it.. western jets still don't have any "Realistic" places to deploy in the Black Sea Theater... So the very, very, very distant bet for me would be Georgia.... ;)
  4. Sorry for the long reply, been busy these days.. @wed & Frostie: It works^^ That is kind of function i've been looking for. Thanks ~
  5. I see, i must be thinking of it as an APG-73 ..
  6. I have a noob inquiry anyway.. Is it possible to enter STT mode without having to "Re-lock" the PDT in TWS mode? I find it cumbersome to "re-lock" the target again in the VSD especially in the heat of close combat..
  7. Ok....... so now we have two upcoming F-15C 3D models? Not that i'm complaining :) Nice work :D
  8. Really nice~ We need a new theatre for Lock On. ^^
  9. ok then.. maybe the posts here could be merged with T-Bone's thread or better yet delete this.. no can do since i'm not a mod ^^;
  10. Japanese Report on Sukhoi & Su-35BM..
  11. Found about it in http://simhq.com/forum/ubbthreads.php/topics/2972476/1.html A rather interesting map for me.. no make it the theater i've been wishing for.. the areas of the Far East. Hope parts of South Korea and Japan be included as well.
  12. Is it me or is the F-15's HUD still the same.. I mean the pitch ladder font is still quite hard to read. Not really a major gripe but would be really nice if was addressed... and the Engine sounds... It's still the same 1.02 sounds as with the Su-25 & the A-10 ................except the MiG.. which seem to already had an engine sound facelift. Hope that this is still a WIP.. will be waiting on this release.. ^
  13. Good news then ^^
  14. No formation take off.. unfortunately AI are always on the rush to take off and burn away precious gas at an impractical rate.. (high usage of burners) Another thing, especially if you're in a 3 or 4 ship flight on the active runway.. Take off as quickly as you can or number 3 & 4 will ram you and number 2 in the tail feathers.. :doh: (doesn't really occur everytime but it does most of the time..) on side note, I hope these bugs were addressed in FC 2.0
  15. Maybe this one is a modernized jet that's more similar to the F-15C? It has a PACS/MPCD(?)
  16. 1. Yes it does. 2. I usually ask take off clearance just before entering the active runway if my jet starts from the parking areas. Otherwise I'd just take off when my jet is already on the active runway. Air traffic control in Lock On is pretty much useless anyway.. and gets confusing at times. They even report enemy aircraft as Traffic entities :doh:
  17. "Fancy skins" lol ~ :lol: I'll make one eventually but only for personal use hahaha :) Anyways it's for having F-15s from other Air Forces. I really like the JASDF Aggressor colors but anyways enough of that. We'll continue to wait till the release of your model together with FC 2.0 :thumbup:
  18. Since most F-15s have the same baby generation as me.. Worn out.. :D Maybe that the one with BT tail should be the most worn out since it was made in 1979.. or something like that :) btw, i assume a template will be released with this model?
  19. Off topic though, If FC 2.0 will use the DCS engine, is it open for 3rd Party Terrain Add-ons/mods? Really, it would be nice if we have another theater of war. I wish for the Korean Peninsula + Parts of China, or maybe Iraq.
  20. so i assume the Cockpit mod in Lock On Files is also a WIP? :)
  21. Sorry for rezing, To Jumper: I downloaded your mod at Lock On Files. Is it possible for you to compress the files into a more "friendly" cdds or something? The the files being in the temp textures folder makes my PC crawl to it's knees~~ Otherwise, it looks very nice though ^^
  22. Love those nozzles ^^
  23. Military B737-200 Flight deck?
  24. Don't know if this has been posted already.. An interesting F-15J video in japanese. Wished i could understand it..
  25. In the screens that i posted, My first launched Missile had already gone ACTIVE. So the M(n) Time to active counter should have already stopped counting.. but in the game, it's not. Instead it's displaying another time data. That's why i'm thinking M(n) switches roles from being a Time to active counter into a Time to impact counter.. Why? it's because if you watch closely, once the last missile becomes active and M0, it quickly changes value. The current M(n) value after the last launched missile goes active is 1 digit smaller than the last count of the Time to Impact counter. e.g. M0 15 then becomes --> M14 31 The counter beside it, Time to impact timer had changed in to a higher value. Shouldn't it become smaller since the last launched AIM-120 is now much closer to it's target? If the M(n) Post launch time to active counter were to retain its function, it should be ZERO already because in the given shots, I have not yet launched any second missile to the 2nd IL-76 Maybe it's because the "Resetting" values why i'm getting confused. Another batch of screens, still using the same track. They're listed chronologically.
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