= 4 * T-55
Posts made by Redfox701
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RDAF F-16AM for 4.33 ready for download
I finally completed my attempt to make four (3½) airshow tails for some danish vipers for BMS 4.33. Some of tail was in my earlier release for 4.22, so you can say that the new thing are fitting to the “License plate” projekt.
I know that the aircraft numbers on side of the fuselage are misplaced a little bit, but it is not possible to make it different with the existing 3D model. :sad:
For the nerds: I know that E-191 and E-194 are Block 10 in real life and the F-16AM model in 4.33 is Block 15.
If you dont want to fly with the colourfull airshow tails, I included four more normal tails. (but not to normal)
Download Danish F-16AM skins for 4.33 HERE.
Have fun
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RE: Post your BMS 4.33 Screenshots here!
As far as I know, it should be possible to see these tails at the same time in real life right now.
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RE: Post your BMS 4.33 Screenshots here!
Winner of the tail drawing competition for the Danish Airshow 2016.
The plan is that the winner tail will be painted on a real airframe and be displayed to the spectators on June 19, but I thought that it would be fun to watch now in F4 -
RE: Mission Commander beta release
After change to MC 0.4.2.105 I have noticed that callsigns not are the same in Mission Commander and Falcon.
Eg.:| Mission Commander | Falcon |
| Hammer | Phantom |
| Texico | Wagon |
| Dipper | Dolphin |
| Diamond | Texico | -
RE: Mission Commander beta release
Select File (top left)
Select Open
In the ‘Open dialog’:- ‘Point’ to campaign location in top (Default: C:\Micropose\Falcon BMS 4.32\Data\Campaign\SAVE)
- Select (*.cam) (lower right)
- Select your campaign in the middle
- Select Open (lower right)
Goto #515
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RE: Editing Campaign
You can add squadrons in campaigns with Falcas supertool: Mission Commander
Read more in this thread -
RE: F-16BM model
I still have a old zip-file from december 2004 containing a authentic Pumphead F-16BM
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RE: Mission Commander beta release
Remove package in Falcon Editor??? Am I misunderstanding you?
This is not something you want to do with the Falcon Editor, if you did… you just changed your database.See PM
Gr Falcas
To clarify: I removed the package,that was the only new thing, in the TE editor in Falcon. (Not MC)
Thanks for your problem solving PMMartin
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RE: Mission Commander beta release
Hi Alfagolf,
Thanks for the report, but I can’t do anything with it.
The only thing you are saying is that you get a error.
There is no magic in the error report that tells a coder what to do.- What theater are you using.
- Did you mod your install that has anything to do with this.
- What do you do to get this error. (can you reproduce it)
- Send me the mission where you get this error with.
Any other usefull information is welcome
gr Falcas
Hi Falcas,
I got the same error report as Alfagolf with the attached TE.
It occurs when I select the folder “Units” in MC.
The problem starts after I added package 1606. I tried to remove the package in Falcon editor, but that didn’t solve the problem.
The TE is still edit- and flyable in Falcon.Martin
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RE: Mission Commander beta release
Hi Falcas, Thanks for your great work with Mission Commander, I really enjoy using it for tweaking my Tactical Engagements (TE)
I have a minor problem when starting Mission Commander where the previous TE was not in the default theater, I got a message: “file not found ……\Korea.idx”
When I open TE from Aegean or Balkan theater (the only ones that i tried) I got a message: “Artwork not found, reverting back to default artwork” …\bludark.idx" and the same message for 7 other files.
It is pretty obvious that the files doesn’t exist in the folders where Mission Commander search for them, so my question is: Is it a valid quick fix simply copying the missing *.idx files from the default theater folder or is there another way to avoid the error messages? -
RE: Balkans Objects Features
Have a look in this post https://www.benchmarksims.org/forum/showthread.php?14244-Balcans-Objects-Features&p=218000&viewfull=1#post218000 (from the thread you are reading)
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RE: New Texture Balkans
When I use the campaign-fix Sigonella AB seems to be moved in relation to the tiles and Reggio Calabria has moved to another wrong location.
Is it just me doing something wrong or does others have this problem? -
RE: Skins + TE Squadrons
@Dead:
I would assume that for the AGSR skins, it would be # MOD 10 = Slot?
As far as I can see, the F-16C-AGSR only have one texture set, so why bother?
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RE: Skins + TE Squadrons
@Dead:
A few questions…
1. Are skins randomly associated with squadrons or set? After a few quick tests it looks like they’re set (Squad 1027 seems to always uses skin slot #2 for example) , but I want to make sure.
…Regarding skin vs squadron number I found this VERY OLD thread.
The short version of the thread is:
You can use the windows calculator in “Scientific mode” to calculate which texture-set is goin to be used:
type-in the squadron-number click “Mod” and 6; the result will be between 0 and 5 corresponding to the texset that is going to be used with this squadron.
1027 MOD 6 = 1. Hence the first texture set has the number 0, this confirms your observation with 1027 always uses skin slot #2.NOTE: This is for F-16 and other models with 6 texture set. I guess that you should use Mod 2, if the model only have 2 texture set etc.