CFS2 nuclear weapons

General discussion for CFS2 - WW 2 Pacific Theater

CFS2 nuclear weapons

Postby Firebar » Mon Mar 12, 2007 12:01 pm

in my drive to complete my TSR.2 i have come to the conclusion that it needs nukes. i have obtained several packs with nukes, the first is a nuke patch for the avro vulcan, it came with the red beard weapon i needed, but it doesnt work, it is an update for the manhattan project files. the second set is the fantastic b52 by Kotaro Akikawa but the nukes for that work on the b52 but no where else, has anyone else had problems with the nukes and knows how to help me with this.

another thing is replacing the normal bomb efects with the nuke effects, does anyone know of a better way than this?
Last edited by Firebar on Mon Mar 12, 2007 12:03 pm, edited 1 time in total.
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Re:  CFS2 nuclear weapons

Postby Hagar » Mon Mar 12, 2007 12:12 pm

It's a long time since I had anything to do with CFS2 DP files. The Manhattan Project files should work on any aircraft providing the DP is correctly configured. Make sure you read any instructions included with the files carefully.

IIRC the nuclear effect replaces one of the default bombs. Make sure you take back-up copies before overwriting any default files as the novelty soon wears off.
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Re:  CFS2 nuclear weapons

Postby Firebar » Mon Mar 12, 2007 12:23 pm

how would you ensure a correctly configured dp? i am using dped 1.21 which recognises the b52 weapons i mentioned but when i go to actually fly the aircraft nothing is listed in payload.
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Re:

Postby Hagar » Mon Mar 12, 2007 12:37 pm

As I said, it's been a long time. First of all, this is a FS2000 model so did you remember to patch the MDL file with the MDL Converter tool? Is your DP file configured to drop bombs? The easiest method is to modify an existing DP file that already has the types of weapons you want to use. Remember to delete the CDP file each time you modify or update the DP.
Last edited by Hagar on Mon Mar 12, 2007 12:38 pm, edited 1 time in total.
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Re:  CFS2 nuclear weapons

Postby Firebar » Mon Mar 12, 2007 1:17 pm

the .mdl was modified when you advised and i have dropped bombs from the aircraft before, i may not have deleted the .cdp file though, ill have a look at it, the dp file i modifie off of a cfs2 vatour 2a. ill delete the .cdp and see if it works.
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Re:

Postby Firebar » Mon Mar 12, 2007 1:34 pm

it didn't work: this is what im shown:

this is with the bombs
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and this with the nuke
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This is the actual dp files info, can you see any thing immediately wrong with it, i know that the bombs should work as the nuke section is copied and pasted from the b52 dp i mentioned earlier, with only the hard points changed.



[BOXES]
box.0=%box_name.0%,-1.08,-1.79,7.7,1.02,1.07,16
box.1=%box_name.1%,-0.58,-0.17,10.51,0.62,0.71,13.84
box.2=%box_name.2%,-1.33,-1.67,-4.23,1.36,1.14,7.69
box.3=%box_name.3%,-3.99,0.34,-4.52,-0.69,1.12,4.57
box.4=%box_name.4%,-6.95,-0.03,-4.59,-3.8,1.12,0.27
box.5=%box_name.5%,0.63,0.35,-4.68,3.94,1.14,4.57
box.6=%box_name.6%,3.77,-0.14,-4.54,6.97,1.13,0.4
box.7=%box_name.7%,-0.4,-1.3,-9.43,0.4,1.03,-4.22
box.8=%box_name.8%,-0.18,0.77,-10.54,0.12,4.7,-4.8
box.9=%box_name.9%,-4.58,-0.79,-9.83,4.42,-0.07,-4.26
box.10=%box_name.10%,0.26,-1.34,-9.41,1.88,0.94,5.46
box.11=%box_name.11%,-1.88,-1.31,-9.41,-0.26,1,5.46

[SYSTEMS]
system.0=%system_name.0%,400,0
system.1=%system_name.1%,100,2
system.2=%system_name.2%,100,7
system.3=%system_name.3%,400,3
system.4=%system_name.4%,400,4
system.5=%system_name.5%,50,9
system.6=%system_name.6%,100,10
system.7=%system_name.7%,400,18
system.8=%system_name.8%,100,20
system.9=%system_name.9%,150,21
system.10=%system_name.10%,50,19
system.11=%system_name.11%,100,22
system.12=%system_name.12%,400,-1
system.13=%system_name.13%,200,25
system.14=%system_name.14%,50,26
system.15=%system_name.15%,300,27
system.16=%system_name.16%,200,-2
system.17=%system_name.17%,200,29
system.18=%system_name.18%,400,-3
system.19=%system_name.19%,200,32
system.20=%system_name.20%,50,33
system.21=%system_name.21%,300,34
system.22=%system_name.22%,200,-4
system.23=%system_name.23%,200,36
system.24=%system_name.24%,400,37
system.25=%system_name.25%,400,38
system.26=%system_name.26%,300,41
system.27=%system_name.27%,200,39
system.28=%system_name.28%,200,40
system.29=%system_name.29%,100,8
system.30=%system_name.30%,200,11

[BOXMAPS.0]
; Box = front nose
boxmap.0=50,0
boxmap.1=15,2
boxmap.2=15,7
boxmap.3=10,-3
boxmap.4=10,-5

[BOXMAPS.1]
; Box = upper nose
boxmap.0=50,0
boxmap.1=30,11
boxmap.2=10,9
boxmap.3=10,8

[BOXMAPS.2]
; Box = fuselage
boxmap.0=20,10
boxmap.1=30,18
boxmap.2=10,19
boxmap.3=10,20
boxmap.4=10,22
boxmap.5=10,27
boxmap.6=10,34

[BOXMAPS.3]
; Box = port wing (inner)
boxmap.0=70,-1
boxmap.1=20,25
boxmap.2=10,26

[BOXMAPS.4]
; Box = port wing (outer)
boxmap.0=50,-2
boxmap.1=30,10
boxmap.2=10,26
boxmap.3=10,29

[BOXMAPS.5]
; Box = starboard wing (inner)
boxmap.0=70,-3
boxmap.1=20,32
boxmap.2=10,33

[BOXMAPS.6]
; Box = starboard wing (outer)
boxmap.0=50,-4
boxmap.1=30,10
boxmap.2=10,33
boxmap.3=10,36

[BOXMAPS.7]
; Box = tail section
boxmap.0=40,37
boxmap.1=40,38
boxmap.2=10,19
boxmap.3=10,22

[BOXMAPS.8]
; Box = tail (vertical)
boxmap.0=50,38
boxmap.1=40,41
boxmap.2=10,19

[BOXMAPS.9]
; Box = tail (horizontal)
boxmap.0=25,39
boxmap.1=25,40
boxmap.2=40,38
boxmap.3=10,22

[BOXMAPS.10]
; Box = starboard engine
boxmap.0=100,4

[BOXMAPS.11]
; Box = port engine
boxmap.0=100,3

[EFFECTS.0]
; System = Nose Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_engfire_s,
effect.2=60,LIBRARY,fx_engfire_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BREAK,6,

[EFFECTS.1]
; System = Oil Reservoir
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,,
effect.2=60,LIBRARY,,
effect.3=95,LIBRARY,,
effect.4=100,BREAK,,

[EFFECTS.2]
; System = Hydraulics Reservoir
effect.0=10,LIBRARY,,
effect.1=60,LIBRARY,fx_intsmoke,
effect.2=95,LIBRARY,fx_airexpl_m,
effect.3=100,BREAK,,

[EFFECTS.3]
; System = Engine 1

[EFFECTS.4]
; System = Engine 2
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,,
effect.2=60,LIBRARY,,
effect.3=95,LIBRARY,,
effect.4=100,BREAK,8,

[EFFECTS.5]
; System = Radio
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.6]
; System = Fuel Tank
effect.0=10,LIBRARY,,
effect.1=60,LIBRARY,fx_gastank_m,
effect.2=95,LIBRARY,fx_airexpl_l,
effect.3=100,BOMB,,
effect.4=30,LIBRARY,fx_fuelleak_s,
effect.5=60,LIBRARY,fx_gastank_l,
effect.6=95,LIBRARY,fx_airexpl_s,
effect.7=100,BOMB,,

[EFFECTS.7]
; System = Fuselage Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_engfire_s,
effect.2=60,LIBRARY,fx_engfire_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BREAK,,

[EFFECTS.8]
; System = Bomb Release
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.9]
; System = Bomb
effect.0=100,BOMB,1,

[EFFECTS.10]
; System = Rudder Cntrl Cable
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.11]
; System = Elevator Cntrl Cable
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.12]
; System = Port Wing Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_s,
effect.4=100,BREAK,1,

[EFFECTS.13]
; System = Port Flap
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.14]
; System = Port Ail. Cntrl Cable
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.15]
; System = Port Gear
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,
Last edited by Firebar on Mon Mar 12, 2007 1:37 pm, edited 1 time in total.
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Re:  CFS2 nuclear weapons

Postby Firebar » Mon Mar 12, 2007 1:35 pm

[EFFECTS.16]
; System = Port Wing Tip Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_wingfire,
effect.2=60,LIBRARY,fx_engfire_m,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,4,

[EFFECTS.17]
; System = Port Aileron
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.18]
; System = Starboard Wing Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_engfire_s,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_s,
effect.4=100,BREAK,2,

[EFFECTS.19]
; System = Starboard Flap
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.20]
; System = Starboard Ail. Cntrl Cable
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.21]
; System = Starboard Gear
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.22]
; System = Starboard Wing Tip Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,5,

[EFFECTS.23]
; System = Starboard Aileron
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.24]
; System = Tail (fwd) Structure
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.25]
; System = Tail (rear) Structure
effect.0=10,LIBRARY,,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=40,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_s,
effect.4=100,BREAK,3,

[EFFECTS.26]
; System = Rudder
effect.0=95,LIBRARY,,
effect.1=100,BREAK,12,

[EFFECTS.27]
; System = Port Elevator
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.28]
; System = Starboard Elevator
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

[EFFECTS.29]
; System = Pilot
effect.0=50,BLOOD,2,1
effect.1=100,DEATH,3,3

[EFFECTS.30]
; System = Cockpit
effect.0=50,DAMAGE,,
effect.1=100,BREAK,,

[GUNSTATIONS]
; Bomb Release
gunstation.0=3,20,8,0,0,0,0,0,0,0,,0,0,0,0,0,0,0,0,0,0,0
gunstation.1=2,-1,4,0.00,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

[guns.0]
gun.0=128,0,0,0,0,0,0,0

[guns.1]
gun.0=24,0,0,0,0,0,0,0


[HARDPOINTS]
mount.0=0.5,-0.75,2
mount.1=0.5,-0.6,0
mount.2=0.5,-0.5,-2
mount.3=-0.5,-0.6,0
mount.4=-0.5,-0.75,2
mount.5=-0.5,-0.5,-2
mount.6=2.5,0.5,0.5
mount.7=2.5,0.5,-2
mount.8=3.5,0.5,-1
mount.9=-2.5,0.5,0.5
mount.10=-2.5,0.5,-2
mount.11=-3.5,0.5,-1
mount.12=3.5,0.6,-1
mount.13=-3.5,0.6,-1
mount.14=2.5,0.6,0.5
mount.15=2.5,0.5,-2
mount.16=-2.5,0.6,0.5
mount.17=-2.5,0.6,-2
mount.18=-3,0.6,-2
mount.19=-3,0.6,-2
mount.20=3,0.6,-2
mount.21=3,0.6,-2
mount.22=2.5,0.6,0.5
mount.23=3.5,0.6,-1
mount.24=-2.5,0.6,0.5
mount.25=-3.5,0.6,-1
mount.26=0,0,1

[PAYLOADS]
payload.0=Empty
payload.1=Medium Bombs
payload.2=Heavy Bombs
payload.3=Strategic Nuclear Attack 1200kt (1.2 megaton)

[PAYLOAD.0]
; Payload = Empty
mount.0=, 0, 0

[PAYLOAD.1]
; Payload = Medium Bombs
mount.0=gp_1000lb, 1, -1
mount.1=gp_1000lb, 1, 0
mount.2=gp_1000lb, 1, 0
mount.3=gp_1000lb, 1, 0
mount.4=gp_1000lb, 1, 0
mount.5=gp_1000lb, 1, 0

[PAYLOAD.2]
; Payload = Heavy Bombs
mount.0=gp_1000lb, 1, -1
mount.1=gp_1000lb, 1, 0
mount.2=gp_1000lb, 1, 0
mount.4=gp_1000lb, 1, 0
mount.3=gp_1000lb, 1, 0
mount.5=gp_1000lb, 1, 0
mount.6=gp_1000lb, 1, 0
mount.9=gp_1000lb, 1, 0
mount.8=gp_1000lb, 1, 0
mount.11=gp_1000lb, 1, 0
mount.7=gp_1000lb, 1, 0
mount.10=gp_1000lb, 1, 0
mount.12=wep_pylon_p38_wing, 1, -1
mount.13=wep_pylon_p38_wing, 1, -1
mount.14=wep_pylon_p38_wing, 1, -1
mount.15=wep_pylon_p38_wing, 1, -1
mount.16=wep_pylon_p38_wing, 1, -1
mount.17=wep_pylon_p38_wing, 1, -1


[PAYLOAD.3]
; Payload = Strategic Nuclear Attack 1200kt (1.2 megaton)
mount.26=wep_B-52_B83, 1, -1

[MISC_DATA]
unit_family=1
category=1
allegiance=3
max_group_size=8
min_speed=320
cruise_speed=725
max_speed=1485
min_alt=250
cruise_alt=8000
max_alt=54000
entered_service=Never
crew=2


[[STRINGS]
"box_name.0"=front nose
"box_name.1"=upper nose
"box_name.2"=fuselage
"box_name.3"=port wing (inner)
"box_name.4"=port wing (outer)
"box_name.5"=starboard wing (inner)
"box_name.6"=starboard wing (outer)
"box_name.7"=tail section
"box_name.8"=tail (vertical)
"box_name.9"=tail (horizontal)
"box_name.10"=starboard engine
"box_name.11"=port engine
"system_name.0"=Nose Structure
"system_name.1"=Oil Reservoir
"system_name.2"=Hydraulics Reservoir
"system_name.3"=Engine 1
"system_name.4"=Engine 2
"system_name.5"=Radio
"system_name.6"=Fuel Tank
"system_name.7"=Fuselage Structure
"system_name.8"=Bomb Release
"system_name.9"=Bomb
"system_name.10"=Rudder Cntrl Cable
"system_name.11"=Elevator Cntrl Cable
"system_name.12"=Port Wing Structure
"system_name.13"=Port Flap
"system_name.14"=Port Ail. Cntrl Cable
"system_name.15"=Port Gear
"system_name.16"=Port Wing Tip Structure
"system_name.17"=Port Aileron
"system_name.18"=Starboard Wing Structure
"system_name.19"=Starboard Flap
"system_name.20"=Starboard Ail. Cntrl Cable
"system_name.21"=Starboard Gear
"system_name.22"=Starboard Wing Tip Structure
"system_name.23"=Starboard Aileron
"system_name.24"=Tail (fwd) Structure
"system_name.25"=Tail (rear) Structure
"system_name.26"=Rudder
"system_name.27"=Port Elevator
"system_name.28"=Starboard Elevator
"system_name.29"=Pilot
"system_name.30"=Cockpit
"payload_name.0"=Empty
"payload_name.1"=Medium Bombs
"payload_name.2"=Heavy Bombs
"payload_name.3"=Strategic Nuclear Attack 1200kt (1.2 megaton)

; DPED Version 1.21
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Re:

Postby Hagar » Mon Mar 12, 2007 1:54 pm

Does the bomb actually display? You seem to have a lot of mounts there. I copied this from MW's instructions with his Extra WEP package.

The number of mounts you can use in a Dp seems to be limited to 22 (mount.0 to mount.21)

I suggest you download it HERE & read the instructions in Payloads.txt. It's like a mini DP tute.
Last edited by Hagar on Mon Mar 12, 2007 1:55 pm, edited 1 time in total.
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Re:  CFS2 nuclear weapons

Postby Firebar » Tue Mar 13, 2007 12:12 pm

still no joy, i have reduced the number of hardpoints to 19, and the name of the weapon is correct, as i copied it from the dp file name. the bomb doesnt display, the weapon isnt even listed in the payload box on the armaments tab. i corrected the hard point name in the payload section and i have tested the hardpoint with a 1000lb bomb which worked, i then tested the nuke again and it worked!, this weeks stupid mistake turned out to be not changing the hardpoint number when i deleted a series on the hardpoints.

The next question is the effects file, is there a way to make the nukes use a different file to the normal bombs so that you dont have to keep switching files?
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Re:

Postby Hagar » Tue Mar 13, 2007 12:16 pm

still no joy, i have reduced the number of hardpoints to 19, and the name of the weapon is correct, as i copied it from the dp file name. the bomb doesnt display, the weapon isnt even listed in the payload box on the armaments tab. i corrected the hard point name in the payload section and i have tested the hardpoint with a 1000lb bomb which worked, i then tested the nuke again and it worked!, this weeks stupid mistake turned out to be not changing the hardpoint number when i deleted a series on the hardpoints.

Does this mean you got it working?

The next question is the effects file, is there a way to make the nukes use a different file to the normal bombs so that you dont have to keep switching files?

I think the only practical way of doing this would be a duplicate install of CFS2. You could then use one version for conventional weapons & the other one as a "Modern CFS2" with nukes.
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Re:  CFS2 nuclear weapons

Postby Firebar » Tue Mar 13, 2007 12:23 pm

yes i got it working.

my post is probably a tad confusing because i was writing it while changing the dp stuff and i fixed it half way through writing ], hence the change in tone.

once again thanks for the help with the prob with hardpoint numbers.

isnt there a way to change th nuke effects to say fx_NUKEexpl.fx, and then get the bomb to use this instea of an effect call fx_groundexpl.fx?
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Re:

Postby Hagar » Tue Mar 13, 2007 12:29 pm

yes i got it working.

my post is probably a tad confusing because i was writing it while changing the dp stuff and i fixed it half way through writing ], hence the change in tone.

once again thanks for the help with the prob with hardpoint numbers.

Must admit I was a tad confused. LOL :P

isnt there a way to change th nuke effects to say fx_NUKEexpl.fx, and then get the bomb to use this instea of an effect call fx_groundexpl.fx?

I don't know much about effects so I'm not the best person to give advice. I assume that if this was possible it would have been done by now & I haven't seen anything. A duplicate install might be your best bet. Lots of people do this in CFS2 to avoid the "100 plane" limit.

Before you ask, simply rename your CFS2 root directory folder to any other name. Then insert the CD & install in the usual way. You will now have 2 working installs of CFS2 that will run completely independently of each other. You can repeat this as many times as you wish.
Last edited by Hagar on Tue Mar 13, 2007 12:30 pm, edited 1 time in total.
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Re:  CFS2 nuclear weapons

Postby Firebar » Tue Mar 13, 2007 12:51 pm

ok, thanks for the help
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