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  • Cees Donker's Avatar
    Today, 13:07
    Can someone point me to the manual of this plane? It's not in the folder where it should be. Besides that: I can't get this plane to take of properly, and that's wierd, given that it should have more power than a normal Cub. Cees
    0 replies | 21 view(s)
  • gustooo's Avatar
    Today, 12:53
    On 73.40.27.231
    909 replies | 105901 view(s)
  • Deathwind's Avatar
    Today, 12:52
    Thanks for commenting its you guys that kept this game alive over the years and made the best mods yourself so Id like to send a round of applause your way as well.
    3 replies | 129 view(s)
  • heywooood's Avatar
    Today, 12:40
    completed
    482 replies | 355334 view(s)
  • erican2's Avatar
    Today, 12:25
    1767 replies | 1162567 view(s)
  • stuart277's Avatar
    Today, 12:20
    Hi Deathwind Nice work:applause::applause::applause: Thanks for this one, a good idea. Cheers Stuart
    3 replies | 129 view(s)
  • RWILLS's Avatar
    Today, 11:01
    in the .air file of some/a few aircraft, line 1530 has *FS2K Torque Effect? Since regularly flying a couple of aircraft with this feature, I have had some issues with the joystick seeming to drift so that aircraft constantly want to bank to the lift and pitch up. I like the torque effect but it seems that this might be messing with the joystick i the long term (Hall Effect sensors on ailerons and elevator). - Initially I just though there was a bit of dust or something on the sensor as when I gave it a clean/blow, everything seemed to return to normal, but now it's occurred again. - Anyway I'm going to disable/remove the torque effect from the .air files (that have it) and see what happens.
    0 replies | 42 view(s)
  • Frosty's Avatar
    Today, 10:43
    You're a decent fellow indeed!! While doing so, I am not keeping you from any other stuff, am I? :biggrin-new::biggrin-new: (I still have to see if I can get your latest - well, maybe not so latest by now - thingie to work but I am up to my neck in P-47 stuff. With the new HD, I had to reinstall some stuff so maybe it does work this time...)
    279 replies | 112967 view(s)
  • Frosty's Avatar
    Today, 10:36
    Thanks Ted, I lurk there regularly (encountering your name every now and then :loyal:) and I think I have read most threads on P-47 props. A lot of my info comes from that website!
    279 replies | 112967 view(s)
  • Krair's Avatar
    Today, 09:43
    Krair replied to a thread BlackBird Simulations in Prepar3D
    :hopelessness: ow... right handy
    7 replies | 556 view(s)
  • RWILLS's Avatar
    Today, 08:45
    Has anyone found a way to make CFS2 work better with widescreen monitors? I've been using in aircraft panel .cfg files; VIEW_FORWARD_ZOOM=0.800 which seems to work better for widescreen than the default settings (but generally needs some adjustment of the guns!), but maybe someone has found something better/more effective, maybe in the CFS2.cfg file?
    0 replies | 45 view(s)
  • Ferry_vO's Avatar
    Today, 08:29
    "Tried the numpad 4-9 keys for the CSP extra functions..?" That was the suggestion from David, but he simply said hit key number 7. Didn't work first up so I bound them to a couple of buttons on the wheel and it worked. I thanked him for his prompt reply Ferry as it did end in a result for YHS. Now this here RALT RT3 should be popular, only one real skin with the car (as usual with Legion the other two are horrible!) but it's Senna's F3 winning version and as the RALT was highly regarded around the World I hope some of the really talented skinners work their magic.:triumphant: It drives nicely as well.
    1767 replies | 1162567 view(s)
  • RWILLS's Avatar
    Today, 08:24
    TR_B-25C-1_HllsFr minor tweaks Panel.cfg file I added this view_forward_WINDOWS=MAIN_PANEL VIEW_FORWARD_DIR=0.75, 0.0, 0.0 VIEW_FORWARD_ZOOM=4.000
    11 replies | 290 view(s)
  • RWILLS's Avatar
    Today, 08:14
    If you want to be able to repeat the test setup - ? "Mission" file below, for the longer range test, at Wake but a lot further back along the runway, (take off position -1150); The shorter range tests are most easily done by redefining the take off position rather than constantly repositioning the target!! I think that at -1150 the aircraft is just off the flatten area as it needs more adjustment to the guns than I expected, but it seems to sit consistently after spawning so maybe the trajectory of the bullets towards the end of their flight is a bit different to what I expected. The other vehicle is to help indicate the range! I made some small adjustments to the B25 panel, cfg, dp files which I will post/detail separately. cfsfueltrailer mods to .dp file (box size and damage...
    11 replies | 290 view(s)
  • RWILLS's Avatar
    Today, 07:53
    some conclusions; The "flight time" seems to use the defined muzzle velocity but it defines much more than the time of flight. It defines the range at which the bullets become ineffective, with lighter bullets losing power more rapidly. The weight of the bullet for calculating the decrease of power is taken from the defined hit points and NOT from the defined ammo weight. Therefore the ammo weight should be the complete weight of each round, so typically 4.8 ish for a 0.50 round. Increasing the speed of the bullet makes it more effective at longer range. The defined hit points in the gunstation approximate to the hitting power at around 500 - 550m. The hitting power at shorter range is much greater. At a range of 1600m, I obtained 99.9% accuracy irrespective of what...
    11 replies | 290 view(s)
  • Shadow Wolf 07's Avatar
    Today, 07:46
    Thank you Aussie. It took me a while to build this one and the previous two with German artillery regiment as the target and covering the attack of a Soviet mechanized rgt, because of all the infrastructure involved and "life" interference, but all three are fun missions to fly. I won't meet the proposed release of my birthday - Jan 29th - but I am rapidly drawing close to the end. I need about 12-15 more missions to do. :dizzy:
    138 replies | 13715 view(s)
  • tgycgijoes's Avatar
    Today, 07:38
    I was able to get everything working last night with the exception of SBuilderX which I just used the version on the Windows 7 successfully for the airport background bmp. Google Map gave me nice access to streetside photos. I looked around for the beacon because default FSX puts one on S39 on their default beacon tower. I found it hunting for it up and down the highway and here is a screenshot of it. Its going to be fun creating it in Sketchup 17 which I also got the One-click hanger working with help from the creator Charlie Morton in FSDevelopers. Here is a screenshot I took last night. Its blurry because its off in the distance next to a hanger and I blew it up in Photoshop but its clear enough to use. Interesting that the beacon looks just like the one at Elizabethtown airport...
    1 replies | 135 view(s)
  • stuartcox's Avatar
    Today, 07:32
    Thank You. :jump:
    2 replies | 131 view(s)
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