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  • Rami's Avatar
    Today, 06:33
    UncleTgt, When you do something, you go full-bore. Outstanding work on these, it fills another gap in CFS2! :santahat:
    9 replies | 129 view(s)
  • Beaufighter's Avatar
    Today, 06:06
    Know I'm late but same here...
    131 replies | 13038 view(s)
  • Twice43's Avatar
    Today, 06:01
    The sounds of the DC-3 are one of it's character 'characteristics', & releasing without them would no doubt inundate your email with complaints. I am curious as to how the Gulfhawk, , managed to get its 'full digital WWise sound pack for BIG Wright Cyclone music', before the DC-3? Was it further along in the AH production schedule than the DC-3? T43
    10 replies | 470 view(s)
  • Panaka's Avatar
    Today, 05:37
    Did Sim Update 7 break the plane? The plane no longer draws from the outer wing tanks and the mixture control lever used to have an extra 'step' for emergency rich that isn't separate anymore. When setting the selector switches to the outer tanks it results in the engines immediately being starved of fuel. The moment I reach 10,000ft both engines quit, manifold pressure drops, the props start win milling and the feather prop lights come on. Once I drop back below 10k feet the engines restart. And there's the texture glitch on the cockpit. Anybody else having issues? And is there any word on a patch? I checked their website but there is no news, the support website doesn't even have a P-38 section and they don't seem to have a forum.
    131 replies | 13038 view(s)
  • Ravenna's Avatar
    Today, 05:22
    Talk about comprehensive. A great range beautifully made. Many thanks UT!:applause::applause:
    9 replies | 129 view(s)
  • Shadow Wolf 07's Avatar
    Today, 04:56
    Thank you very much! :applause::applause::applause:
    9 replies | 129 view(s)
  • kdriver's Avatar
    Today, 04:53
    Great work John - thanks very much! :applause: :ernaehrung004: Cheers, Kevin
    9 replies | 129 view(s)
  • UncleTgt's Avatar
    Today, 04:45
    A new entry has been added to Add-Ons Library, category CFS 2 Other - Vehicles Description: British ETO Troops for CFS2 by UncleTgt This project started because I was unhappy with the appearance of the Japanese Troops made by Silvia Borja & Xavier Berdaguer back in 2005. I thought I could improve on the texture, & wanted to change the LOD values used somehow, as these objects became simple black sticks far too close to the player. Using G-Max I was able to tweak some of the texture mapping, & by adding another LOD & changing the LOD values used, I was able to get them to remain as recognisable figures further away from the player, without affecting frame rates too much.
    9 replies | 129 view(s)
  • UncleTgt's Avatar
    Today, 04:45
    A new entry has been added to Add-Ons Library, category CFS 2 Other - Vehicles Description: German Midwar Troops for CFS2 by UncleTgt This project started because I was unhappy with the appearance of the Japanese Troops made by Silvia Borja & Xavier Berdaguer back in 2005. I thought I could improve on the texture, & wanted to change the LOD values used somehow, as these objects became simple black sticks far too close to the player. Using G-Max I was able to tweak some of the texture mapping, & by adding another LOD & changing the LOD values used, I was able to get them to remain as recognisable figures further away from the player, without affecting frame rates too much.
    9 replies | 129 view(s)
  • UncleTgt's Avatar
    Today, 04:45
    A new entry has been added to Add-Ons Library, category CFS 2 Other - Vehicles Description: German Feldgrau Troops for CFS2 by UncleTgt This project started because I was unhappy with the appearance of the Japanese Troops made by Silvia Borja & Xavier Berdaguer back in 2005. I thought I could improve on the texture, & wanted to change the LOD values used somehow, as these objects became simple black sticks far too close to the player. Using G-Max I was able to tweak some of the texture mapping, & by adding another LOD & changing the LOD values used, I was able to get them to remain as recognisable figures further away from the player, without affecting frame rates too much.
    9 replies | 129 view(s)
  • UncleTgt's Avatar
    Today, 04:45
    A new entry has been added to Add-Ons Library, category CFS 2 Other - Vehicles Description: American Troops for CFS2 by UncleTgt This project started because I was unhappy with the appearance of the Japanese Troops made by Silvia Borja & Xavier Berdaguer back in 2005. I thought I could improve on the texture, & wanted to change the LOD values used somehow, as these objects became simple black sticks far too close to the player. Using G-Max I was able to tweak some of the texture mapping, & by adding another LOD & changing the LOD values used, I was able to get them to remain as recognisable figures further away from the player, without affecting frame rates too much.
    9 replies | 129 view(s)
  • UncleTgt's Avatar
    Today, 04:45
    A new entry has been added to Add-Ons Library, category CFS 2 Other - Vehicles Description: Japanese Troops for CFS2 by UncleTgt This project started because I was unhappy with the appearance of the Japanese Troops made by Silvia Borja & Xavier Berdaguer back in 2005. I thought I could improve on the texture, & wanted to change the LOD values used somehow, as these objects became simple black sticks far too close to the player. Using G-Max I was able to tweak some of the texture mapping, & by adding another LOD & changing the LOD values used, I was able to get them to remain as recognisable figures further away from the player, without affecting frame rates too much.
    9 replies | 129 view(s)
  • UncleTgt's Avatar
    Today, 04:45
    A new entry has been added to Add-Ons Library, category CFS 2 Other - Vehicles Description: Australian Troops for CFS2 by UncleTgt This project started because I was unhappy with the appearance of the Japanese Troops made by Silvia Borja & Xavier Berdaguer back in 2005. I thought I could improve on the texture, & wanted to change the LOD values used somehow, as these objects became simple black sticks far too close to the player. Using G-Max I was able to tweak some of the texture mapping, & by adding another LOD & changing the LOD values used, I was able to get them to remain as recognisable figures further away from the player, without affecting frame rates too much.
    9 replies | 129 view(s)
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