Autor Wątek: DCS: MiG-21bis  (Przeczytany 120490 razy)

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Offline a1ex

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  • Red Tiger
Odp: DCS: MiG-21bis
« Odpowiedź #180 dnia: Marca 01, 2013, 12:23:34 »
No przydałby się do DCS, ale mam FC2, więc spoko. Klikalny kokpit to też fajna rzecz. :) Mam teraz trochę czasu, to może się nim trochę pobawię. W sumie mógłbym w końcu dokończyć dawno temu zaczętego freetracka, skoro jest też 6 DOF. 8)
Kropki Ci wcięło.:> Mekki.
« Ostatnia zmiana: Marca 01, 2013, 12:33:20 wysłana przez Mekki »

Odp: DCS: MiG-21bis
« Odpowiedź #181 dnia: Marca 05, 2013, 23:11:13 »
Oh, fantastycznie. A czy ktoś podpowiedziałby wtórnemu analfabecie jak tego MiGa zainstalować. Próbowałem ModManem 7 ileś tam, ale widnieje dalej na żółto jako niekompletnie zainstalowany....  :|

Offline a1ex

  • *
  • Red Tiger
Odp: DCS: MiG-21bis
« Odpowiedź #182 dnia: Marca 11, 2013, 12:42:12 »
Plik graphics.cfg powinien wyglądać tak:
start_position = {-61, 1.2, -70};
start_position = {-180, 10.2, 630};
start_position = {-153.5, 0.1, 438};
start_position = {-60, 0.2, -60};
start_position = {0, 0.2, 0};
PlugIns
{
    Renderer = "DXRenderer.dll";
    Plugin1 = "MitkaGraphics.dll";
    Plugin2 = "ZweiBlau.dll";
    Plugin3 = "AVIMaker.dll";
    Plugin4 = "Weather.dll";
    GrEffects = "Effects.dll";
    Plugin5 = "RenderEffects.dll";
}
DisplayMode
{
    resolution = {1024, 768};
    bpp = 32;
    fullscreen = 0;
    aspect = 1.333333333;
    Interface
    {
        resolution = {1024, 768};
        bpp = 32;
        fullscreen = 0;
        aspect = 1.333333333;
    }
    Simulation
    {
        resolution = {1024, 768};
        bpp = 32;
        fullscreen = 1;
        aspect = 1.333333333;
    }
    AVI
    {
        resolution = {640, 480};
        fullscreen = 0;
        aspect = 1.3333;
    }
}
SurfaceMaterials
{
    file = ".\\Bazar\\Graphics\\Materials\\mfd.lma";
    file = ".\\Bazar\\Graphics\\Materials\\map.lma";
    file = ".\\Bazar\\Graphics\\Materials\\infrared.lma";
    FixedPipeline
    {
        file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";
    }
    SWPipelineNoFog
    {
        file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";
    }
    SWPipeline
    {
        file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma";
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma";
    }
    SWPipeline
    {
        file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma";
        file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";
    }
}
Precaching
{
    around_camera = 50000;
    around_objects = 10000;
    around_types = {"world", "point"};
    preload_types = {"map", "world", "mission"};
}
TexturePaths
{
    path = ".\\Bazar\\TempTextures\\";
    path = ".\\Bazar\\Effects\\WaterNormals\\";
    path = ".\\Bazar\\TestTextures\\";
    path = ".\\FUI\\Common\\";
    path = ".\\FUI\\Common\\Net\\";
}
ModelDescriptions = ".\\Bazar\\ModelLOD.txt";
ModelPaths
{
    path = ".\\Bazar\\World\\Shapes\\";
    path = ".\\Bazar\\Terrain\\Structures\\High\\";
}
Camera
{
    current = "Medium";
    Low
    {
      near_clip = 0.2;
    middle_clip = 5;
    far_clip = 140000;

structures = {30, 2000};
        trees = {1000, 3000};
        dynamic = {300, 20000};
        objects = {3000, 80000};
        mirage = {3000, 20000};
        surface = {10000, 50000};
        lights = {50, 10000};

        lodMult = 1;
        lodAdd = 100;
    }
    Medium
    {
    near_clip = 0.2;
    middle_clip = 5;
    far_clip = 140000;

        structures = {40, 4000};
        trees = {1000, 6000};
        dynamic = {300, 20000};
        objects = {3000, 80000};
        mirage = {3000, 20000};
        surface = {14000, 80000};
        lights = {100, 30000};

        lodMult = 1.5;
        lodAdd = 0;
    }
    High
    {
    near_clip = 0.2;
    middle_clip = 5;
    far_clip = 140000;

        structures = {60, 6000};
        trees = {1000, 9000};
        dynamic = {300, 20000};
        objects = {5000, 80000};
        mirage = {3000, 20000};
        surface = {20000, 80000};
        lights = {200, 80000};

        lodMult = 1.5;
        lodAdd = 0;
    }
}
ShadowLevel = 1;
LightsLevel = 0;
MirrorsLevel = 0;
TextureLevel = 2;
WaterQuality = 0;
FogQuality = 1;
SceneFile = "medium";
TextureCollections
{
    highFolder = ".\\Bazar\\TempTextures\\";
    common = ".\\Bazar\\Terrain\\Surface\\LandTexturesBMP.cdds";
    common = ".\\Bazar\\Terrain\\Surface\\LandTexturesTGA.cdds";
    spring = ".\\Bazar\\Terrain\\Surface\\LandTexturesSprBMP.cdds";
    spring = ".\\Bazar\\Terrain\\Surface\\LandTexturesSprTGA.cdds";
    common = ".\\Bazar\\Terrain\\Surface\\LandTexturesSumBMP.cdds";
    common = ".\\Bazar\\Terrain\\Surface\\LandTexturesSumTGA.cdds";
    autumn = ".\\Bazar\\Terrain\\Surface\\LandTexturesAutBMP.cdds";
    autumn = ".\\Bazar\\Terrain\\Surface\\LandTexturesAutTGA.cdds";
    winter = ".\\Bazar\\Terrain\\Surface\\LandTexturesWinBMP.cdds";
    winter = ".\\Bazar\\Terrain\\Surface\\LandTexturesWinTGA.cdds";
    common = ".\\Bazar\\Terrain\\Surface\\MapTexturesBMP.cdds";
    common = ".\\Bazar\\Terrain\\Surface\\MinvodyNEW.cdds";
    common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";
    common = ".\\Bazar\\Effects\\EffectRiverTGA.cdds";
    common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds";
    common = ".\\Bazar\\World\\RealisticMoonV2.cdds";
common = ".\\Bazar\\World\\WorldTexturesBMP3.cdds";
    common = ".\\Bazar\\World\\WorldTexturesTGA3.cdds";
    common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds";
    common = ".\\Bazar\\World\\WorldTexturesTGA.cdds";
    common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds";
    common = ".\\Bazar\\World\\WorldTexturesBMP.cdds";
    common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";
    common = ".\\Bazar\\World\\ShipTexturesBMP.cdds";
    common = ".\\Bazar\\World\\ShipTexturesTGA.cdds";
    common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";
    common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";
    common = ".\\Bazar\\Effects\\effects.cdds";
    common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds";
    common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds";
    common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds";
    common = ".\\Bazar\\World\\temp.cdds";
common = ".\\Bazar\\World\\Cockpit-Ka-50 TexturesEn.cdds";
    common = ".\\Bazar\\World\\Cockpit-Ka-50 Textures.cdds";
    common = ".\\Bazar\\World\\Cockpit-Ka-50 NIGHTextures.cdds";
    common = ".\\Bazar\\World\\Y_FInal_Texture.cdds";
    common = ".\\Bazar\\World\\Y2_FInal_Texture.cdds";
    common = ".\\Bazar\\World\\Y3_FInal_Texture.cdds";
    common = ".\\Bazar\\World\\Y4_FInal_Texture.cdds";
    common = ".\\Bazar\\World\\Y5_FInal_Texture.cdds";
common = ".\\Bazar\\World\\S-8.cdds";
common = ".\\Bazar\\World\\UAZ-469.cdds";
    common = ".\\Bazar\\World\\Y4_FIame.cdds";
    common = ".\\Bazar\\World\\Vehicles_misc.cdds";
    common = ".\\Bazar\\World\\Weapons10.cdds";
    common = ".\\Bazar\\World\\AH-64_Apache.cdds";
    common = ".\\Bazar\\World\\gunners.cdds";
    common = ".\\Bazar\\World\\KA-27textures.cdds";
    common = ".\\Bazar\\World\\UH_60_textures.cdds";
    common = ".\\Bazar\\World\\T_Textures.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Swedish_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Snow_Splatter_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Dragon_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Turkey_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Night1_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Olive_Grey_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Apache_Green_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Light_Field_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Dark_Grey_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Desert1_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_USMC_Grey_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Desert2_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Dark_Dirty_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Black_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Tropic_Green_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Black_#26_paint_scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Desert3_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_NewYear.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_DOSAAF_Scheme.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Canadian_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_German8320.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_RNAF_01.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_SAA_Standard.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_SAA_Arido.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_SAA_Boscoso.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Belgium_Camo.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Belgium_SAR.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Belgium_Olive.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Denmark_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Georgia_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_UK_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Norway_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_USA_MARINES1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_USA_ARMY1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_USA_MARINES2.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_RNAF_Wooded.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_France_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_France_Camo2.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_France_Desert.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Israel_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Israel_Camo2.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Israel_Camo3.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Ukraine_Camo1.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Ukraine_Camo1dirt.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Worn_Black.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_Denmark_Navy_Trainer.cdds";
common = ".\\Bazar\\World\\Ka-50_Fictional_German8332.cdds";
common = ".\\Bazar\\World\\ground_obj_lom.cdds";
common = ".\\Bazar\\World\\CockpitsPlatinumBMP.cdds";
common = ".\\Bazar\\World\\yak-40_tex.cdds";
common = ".\\Bazar\\World\\Su-25T_Fictional_Black.cdds";
common = ".\\Bazar\\World\\Su-25T_BLR.cdds";
common = ".\\Bazar\\World\\Su-25T_DC.cdds";
common = ".\\Bazar\\World\\Su-25T_DCW.cdds";
common = ".\\Bazar\\World\\Su-25T_Lipetsk.cdds";
common = ".\\Bazar\\World\\Su-25T_Lipetsk_2.cdds";
common = ".\\Bazar\\World\\Su-25T_NAVY.cdds";
common = ".\\Bazar\\World\\Su-25T_T8M.cdds";
common = ".\\Bazar\\World\\Su-25_common_textures.cdds";
common = ".\\Bazar\\World\\Su-25_Russian_Skins.cdds";
common = ".\\Bazar\\World\\Su-25_Ukrainian_Skins.cdds";
common = ".\\Bazar\\World\\Su-25_Georgian_Skins.cdds";
common = ".\\Bazar\\World\\_MIG-21_CP.cdds";
    common = ".\\Bazar\\World\\_MIG-21_2.cdds";
    common = ".\\Bazar\\World\\_MIG-21.cdds";
common = ".\\Bazar\\World\\_MIG-21_CP.cdds";
    common = ".\\Bazar\\World\\_MIG-21_2.cdds";
    common = ".\\Bazar\\World\\_MIG-21.cdds";
    common = ".\\Bazar\\World\\beczl_rockets_weathered.cdds";
    common = ".\\Bazar\\World\\159th_Su25.cdds";
    common = ".\\Bazar\\World\\ricardo-HD3.cdds";
}
season = "summer";
RenderStates
{
    Folder = ".\\Bazar\\Graphics\\";
    Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg";
    DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin";
}
MaterialAliasFile
{
    GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma";
    GF3 = ".\\materials_TT.lma";
    GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma";
}
landfile2 = ".\\Bazar\\Terrain\\Surface\\land.lsa2";
BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn";
roads
{
    road = ".\\Bazar\\Terrain\\Roads\\roads.rn2";
    road = ".\\Bazar\\Terrain\\Roads\\rails.rn2";
}
superficial
{
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_East.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_North.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_West.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Georg.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Georg_Commun.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Georg_TreeLines.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_MinVody.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_North_TreeLines_1.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_North_TreeLines_2.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_NCauc_TreeLines.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_NCauc_TreeLines_2.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_NCauc_TreeLines_3.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_VPP.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Coastline.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_1.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_2.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_3.sup";
    file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_4.sup";
    map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup";
    map = ".\\Bazar\\Terrain\\Map\\map_lep.sup";
    map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup";
    map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup";
    map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup";
    map = ".\\Bazar\\Terrain\\Map\\map_towns.sup";

    english
    {
map = ".\\Bazar\\Terrain\\Map\\map_towns_names_en.sup";
    }

    russian
    {
        map = ".\\Bazar\\Terrain\\Map\\map_towns_names_ru.sup";
    }
}

LandLodDistances
{
    LandDay
    {
        L01 = 30000;
        L12 = 50000;
    }
    LandNight
    {
        L01 = 20000;
        L12 = 40000;
    }
    Map
    {
        L01 = 50000;
        L12 = 120000;
        L23 = 200000;
        L34 = 300000;
        L45 = 400000;
    }
    MapAlt
    {
        L01 = 50000;
        L12 = 120000;
        L23 = 200000;
        L34 = 300000;
        L45 = 400000;
    }
    MapTex
    {
        L01 = 50000;
        L12 = 120000;
        L23 = 200000;
        L34 = 300000;
        L45 = 400000;
    }
    MFD
    {
        L01 = 10000;
        L12 = 25000;
    }
}
LModelFiles
{
    lmf = ".\\Bazar\\Terrain\\Structures\\model.lm";
    lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm";
}
LandTextureLighting = 1;
LandSunFactor = 0.7;
OldLandNoise
{
    perSquare = 5;
    perSquare2 = 150;
    front = 1000;
    back = 25000;
    top = 2500;
    map_high = 20000;
    bottom = 2000;
    noisemax = 0.5;
    noisemin = 0.1;
}
NoiseStrip
{
    min = 2095;
    max = 2505;
}
ScreenshotQuality = 90;
ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg";
ScreenshotExt = "jpg";
EffectOptions = 0;
Exhaust = 0;
ShadowDensity = 0.6;
PilotName = "No";
FogParam1 = 10;
FogParam2 = 1.1;
CivilianRoutes = "";
AviFolder = "Movies/";
PilotNames = 0;
MaxFPS = 0;
AdvancedEffect = 0;
TreesQuality = 3;
TreeDistance = 870;
RenderEffect = 0;
ObjectTextureQuality = 1;
LandScapeTextureQuality = 1;
CloudAspectThreshold = 0.03;

MFD_render_params
{
two_pass_always        = true;
dist_multiplier_fov_base = 0.3;
second_pass_start_fov = 0.1;
second_pass_far_clip  = 100;
single_pass_near_clip = 10;
}

Weź to wklej, zapisz i powinno być OK, u mnie był taki problem, że model w grze był kompletnie przezroczysty.

Offline Kusch

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Odp: DCS: MiG-21bis
« Odpowiedź #183 dnia: Kwietnia 02, 2013, 14:05:58 »
Nowa lepsza wersja kokpitu (Jeszcze nie skończona):

http://forums.eagle.ru/showpost.php?p=1714165&postcount=22

"Najlepszą metodą przewidywania przyszłości jest jej tworzenie"

http://img90.imageshack.us/img90/9643/klmd5.jpg

Odp: DCS: MiG-21bis
« Odpowiedź #184 dnia: Kwietnia 03, 2013, 20:51:28 »
Jest nowy filmik demonstrujący fizykę podwozia.
http://forums.eagle.ru/showpost.php?p=1715392&postcount=23

Qbeesh

  • Gość
Odp: DCS: MiG-21bis
« Odpowiedź #185 dnia: Kwietnia 04, 2013, 00:15:58 »
W sumie to autor mógłby mocniej spiąć poślady i pojechać z tym koksem, żeby mieć to z głowy (założę się, że już tym rzyga), skosić trochę grubszego bilonu i zostać legendą światka simowego już za życia. Przecież zapowiadał się jeszcze niedawno na koniec Q1.

Offline Kusch

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Odp: DCS: MiG-21bis
« Odpowiedź #186 dnia: Kwietnia 19, 2013, 14:56:31 »
"Najlepszą metodą przewidywania przyszłości jest jej tworzenie"

http://img90.imageshack.us/img90/9643/klmd5.jpg

Offline Kusch

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Odp: DCS: MiG-21bis
« Odpowiedź #187 dnia: Maja 17, 2013, 20:20:56 »
Finalne testy słupów telegraficznych. Moduł będzie dostępny razem z MiG-21 Bis:

http://forums.eagle.ru/showpost.php?p=1761710&postcount=25


"Najlepszą metodą przewidywania przyszłości jest jej tworzenie"

http://img90.imageshack.us/img90/9643/klmd5.jpg

Odp: DCS: MiG-21bis
« Odpowiedź #188 dnia: Maja 18, 2013, 00:01:02 »
Ach, gdyby jeszcze był odwzorowany tak dokładnie jak w SAM simulatorze...

Offline YoYo

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Odp: DCS: MiG-21bis
« Odpowiedź #189 dnia: Czerwca 04, 2013, 07:37:35 »
Jakiś jeden nowy screen tego nowszego modelu z zewnątrz:

http://forums.eagle.ru/showpost.php?p=1778210&postcount=101
webmaster,   YoYosims - jeśli lubisz symulatory lotnicze

www.yoyosims.pl

Offline Kusch

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"Najlepszą metodą przewidywania przyszłości jest jej tworzenie"

http://img90.imageshack.us/img90/9643/klmd5.jpg

Odp: DCS: MiG-21bis
« Odpowiedź #191 dnia: Czerwca 13, 2013, 10:55:39 »
Beczl pod presją ciągłego marudzenia fanów ;) obiecał informować o postępach prac przynajmniej raz w tygodniu:
http://forums.eagle.ru/showpost.php?p=1785340&postcount=171

Daty wydania dalej niestety nie znamy :(.

Odp: DCS: MiG-21bis
« Odpowiedź #192 dnia: Czerwca 18, 2013, 12:38:05 »
Jeszcze ciepły raport tygodniowy - stopień zaawansowania oraz jakość wykonania robią wrażenie, dla mnie szykuje się kolejny 'must have' ;)

http://forums.eagle.ru/showthread.php?t=108487
Ryzen 7 5800x3d, Gainward 4080 Phoenix, 32 Gb RAM, Samsung 980 Pro 1Tb, 4 x SSD, Hotas Warthog, TrackIR 4, HP Reverb

Offline Kusch

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Odp: DCS: MiG-21bis
« Odpowiedź #193 dnia: Czerwca 18, 2013, 15:04:17 »
Kokpit wygląda obłędnie.  :o

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Offline Sundowner

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Odp: DCS: MiG-21bis
« Odpowiedź #194 dnia: Czerwca 18, 2013, 16:00:53 »
Wygląda jak na tych Mi-2 co stoją zapomniane od 3 dekad w hangarze.