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  • Cees Donker's Avatar
    Today, 23:17
    Jerry, I put something together myself. Most distinctive are the M and the N. It worked out allright I think. :untroubled: Cees
    41 replies | 3004 view(s)
  • stuart277's Avatar
    Today, 21:33
    A new entry has been added to Add-Ons Library, category CFS 2 Ships Add-Ons Description: GMax RM TurbineClass DD for CFS2 V1.0 These models represent the RM Turbine Class Destroyers in 1939 and 1941 form. They are Multi_LOD and have new DP files. The following ships are included in this file:
    0 replies | 9 view(s)
  • stuart277's Avatar
    Today, 21:33
    A new entry has been added to Add-Ons Library, category CFS 2 Ships Add-Ons Description: GMax RM Sella Class DD for CFS2 V1.0 These models represent the RM Sella Class Destroyers in 1939 form. They are Multi_LOD and have new DP files. The following ships are included in this file: RM_Sella_Class_1939_LOD, with a pennant that can be changed using a paint program and Martin Wright's DXTBmp program.
    0 replies | 10 view(s)
  • stuart277's Avatar
    Today, 21:33
    A new entry has been added to Add-Ons Library, category CFS 2 Ships Add-Ons Description: GMax RM Sauro Class DD for CFS2 V1.0 These models represent the RM Sauro Class Destroyers in 1939 form. They are Multi_LOD and have new DP files. The following ships are included in this file: RM_Sauro_Class_1939_LOD, with a pennant that can be changed using a paint program and Martin Wright's DXTBmp program.
    0 replies | 11 view(s)
  • mongoose's Avatar
    Today, 20:53
    There is a whole section on spawns in the CFS 3 Mission Builder.pdf which are a good basis. Is this what your are referring to, or CFS3 Mission File Format Documentation.doc? I actually do make spawns but in a sort of monkey see monkey do way by bastardizing other spawns. More important is that there is a better understanding of the possibilities which all mission makers could take advantage of. Now I don't do QC or campaigns which is what I take much of what you and Mixxer were referring to so that would be interesting to know more about; for others, if not myself. I have several notes on discussion with people like Loic which should be put in either the Knowledge Base or a separate sticky. maybe at some stage we could incorporate that stuff plus relevant stuff from this thread like...
    2 replies | 57 view(s)
  • rtoolooze's Avatar
    Today, 19:32
    Dude, those photo's are fantastic! Thank you.
    10 replies | 673 view(s)
  • WarHorse47's Avatar
    Today, 19:26
    Great work, Jankees. Keep 'em coming. Only request I have is for a paint of one P-47D I'm familiar with... If possible, it would be greatly appreciated, Thanks.
    90 replies | 11929 view(s)
  • Penzoil3's Avatar
    Today, 18:31
    Ok, can anyone explain why I just flew off the map on the G1000? I expected it to keep me centered. Sue
    6 replies | 315 view(s)
  • jmbiii's Avatar
    Today, 18:20
    Thanks for all the replies. Yes, please post the paint kit. And speaking of paints, check out the "paints" in these photos !! http://www.axis-and-allies-paintworks.com/e107_plugins/forum/forum_viewtopic.php?354.0
    10 replies | 673 view(s)
  • Daiwilletti's Avatar
    Today, 17:09
    Well James its a big subject. My bible is the spawn and mission scripting SDK by Microsoft. I have a dog-eared hard copy of the SDK permanently on my gaming desk. It is coffee and food-stained. Anyone really interested in learning about spawns needs to at least have a soft copy of the SDK. On spawns, the SDK is divided into two parts, one for the spawn table file (the one ending in .spawns eg the air.spawns file), and the other for spawn xml files. Each spawn.xml file belongs to a spawn table file. In the Spawns folder of your cfs3 install there are (my arbitrary division) six different groups of spawn table files with associated xml files: 1. default air spawns. Stock or modified set of air spawns files provide for random spawning of aircraft in campaigns, or in missions...
    2 replies | 57 view(s)
  • Postbaer61's Avatar
    Today, 17:03
    You're welcome. Let us hope to get this side back someday, it would be a shame, if not.
    10 replies | 673 view(s)
  • TARPSBird's Avatar
    Today, 16:07
    Cees, did you actually find a font for that unique "KON. MARINE" lettering, or did you put something together yourself?
    41 replies | 3004 view(s)
  • miamieagle's Avatar
    Today, 15:41
    Happy Birthday:applause:
    12 replies | 286 view(s)
  • miamieagle's Avatar
    Today, 15:39
    Happy Birthday:applause:
    10 replies | 114 view(s)
  • Moses03's Avatar
    Today, 15:35
    What I was going for here is that this test DC-6 was painted red on the port side and blue on the starboard side. Half and half! Yes technically it was to test solid colors but hoped that someone would spot the dividing line. Interesting to note that when Braniff was unveiling the Flying Colors, the lavender example had to be quickly phased out as it was considered an unlucky color in the Latin culture and they feared traveling on it.
    18354 replies | 2626145 view(s)
  • greenie's Avatar
    Today, 15:30
    Thank you Postbaer -seems like things will be fixed at some piont in time.
    10 replies | 673 view(s)
  • AussieMan's Avatar
    Today, 14:35
    The link doesn't work.
    2 replies | 199 view(s)
  • Sundog's Avatar
    Today, 14:32
    There was also a low drag straight winged version and a two place trainer version. But those were never built. ;)
    10 replies | 402 view(s)
  • bazzar's Avatar
    Today, 14:22
    Forget it, I've found one. I will add the glazing when I have a bit of time. The vertical panel I was thinking of was actually an armour plate filler added. BTW, it was the priginal pre-production F4U that had no glazing there. That is where my error comes from.:engel016:
    10 replies | 402 view(s)
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