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#2327433 - 08/30/07 06:48 AM FFUR-SLX 2007 2.0 Pack for OFP  
Joined: Aug 2001
Posts: 340
murkz Offline
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Herefordshire, Uk
Hi all,

TB has released his new FFUR-SLX 2007 2.0 Pack for OFP.

Here is the link and the read me. I would also like to say it is very immersive \:\)

Jeff

http://www.flashpoint1985.com/cgi-bin/ik...ST;f=4;t=67800;

OVERVIEW

- We are pleased to announce the release of our last full version FFUR pack for OFP (You wont need any previous packs to properly run this version),
which is mainly about MOD's optimization and improvement of existing key features, bug fixes and updates, the mod has been upgraded to the 1.1 version of SLX, but this time it includes and implements all of its features, especially in terms of AI tactics, wounds (dragging features) and melee. A lot of effort have been exerted in order to enhance every aspect of the mod (Sounds, Radio Chatter, Materials, US Troops Models, Artillery...), basing our work on people's reports and suggestions, we really hope you will not be disappointed by this community made mod pack.



CHANGES, BUG FIXES AND ENHANCEMENTS from 1.O5

*SLX Features
--------------------

# Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.

# Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.

# Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.

# Working smoke concealment. AI cannot see through smoke but they can walk and shoot through it.

# APC's deploy smoke when infantry is disembarking in combat.

# Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets.

# Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.

# Commanders machine gun can now be used on tanks to shoot at low flying aircraft. Crew turns out when commander's gun is fired.

# Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wound" value then they are critically wounded.

# Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.

# Dragging wounded/dead:
Wounded or dead units can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them.

# Giving first aid to wounded:
Giving first aid is based on the skill of the unit giving first aid. If first aid is unsuccessful in stabilizing the unit's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the unit first aid is being given to.

# Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the unit being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.

# Moving dead/wounded or captives in vehicles:
Wounded, dead, and captive units can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the unit to enter.

# Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.

# AI's helping wounded/dead:
AI's will automatically try and help wounded or dead units. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.

# AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.

# Dismemberment:
If a unit is killed with high explosives and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.

# Catching fire:
If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire.


*BUG FIXES LOG
---------------------

_Fixed: A-10 GBU-12 attack objectives set by the laser marker.
_Fixed: F15 error message
_Fixed: Tripod NSV (Replaced by CSLA Dshk)
_Fixed: Added Jet fighters speedmeter and alt meter
_Fixed: Silent VSK, VSS and silent handguns.
_Fixed: Artillery system stability, included voices and disabled artillery limitations due to issues in game.
_Fixed: Grenades that make tanks and apcs fly away.
_Fixed: M113 Engine Sound Is A Little Strange.
_Fixed: No FFUR Effects On M6 Linebacker Missiles.
_Fixed: No Tracers On The Vulcan Cannon.
_Fixed: US Sniper white Lods.
_Fixed: US Mortar Soldier Armed With M4, Reloads Mortar weapon switches to M16A4 Aimpoint And Weapon Is Placed About 1 Foot Behind The Hands.
_Fixed: M16A4 Has Incorrect Mode Name - M4, Also Mag Name Is Wrong. FIX: Use Double Name Like M16/M4 Mag or 5.56 M4/M16 mag.
_Fixed: M4A1 Acog Is M16A4 Acog Model, With M4A1 Marksman Picture And Is Named M4 Acog.
_Fixed: SR-25 Is Named M24, Uses M24 Pictures Also.
_Fixed: Stinger ManPad Has No Optics.
_Fixed: A-10 GBU Name Doesn't Fit, Mavericks Have No SLX Effects. FIX: A-10 (GBU-12).
_Fixed: No SLX Effects On F15-C Missiles, Cannon Has No Tracers, F-15 Fired Amraam Missile Has No Textures.
_Fixed: No SLX Effects On F-16 Missiles, No Cannon Tracers.
_Fixed: AH-64 Cannon Sounds Is Not Long Enough, 4 Sound Burst For 10 Round Burst. No SLX Effects On AH-64 Missiles.
_Fixed: RU Crews And Pilots Have No NVG Proxy.
_Fixed: No FFUR Effects On BMP-3, BMP-2 And Res BMP-1 Missiles.
_Fixed: Res S-1203 Has No Texture On The Ammo Box In The Rear.
_Fixed: Reloading Or Changing Weapon In Water Locks Player In Position.
_Fixed: Redminton Picture Is Not Transparent.
_Fixed: AH-64 Cannon Sound Error. Not Long Enough.
_Fixed: Mount Acog Script Replaces M4 With M16A4 Acog, Wrong Weapon Or Model Used.
_Fixed: Artillery Arrives Too Fast, Arrives 1-sec after cannon sounds played. No Flight Time.
_Fixed: US Pilot: Helicopter Pilots Boots Are Incorrect Colour. Should Be Brown Boots Not Black, Too Fit With ACU. Brown Boots Texture Included In Lasers US Pilots Pack.
_Fixed: US UH-60: Cannot Be Identified As Friendly Or Enemy, Only As Unknown. Fix This By Changing The Accuracy Or By Making A New Inherit Class ie - UH60:HelicopterW. HelicopterW Can Be A Small Unit Inherit Under Helicopter With Its Side Set To 1. eg: HelicopterW:Helicopter {side=1;};.
_Fixed: US AH-64: Pilot Optics Are Used By Main Cannon, Optics Follow Main Cannon And If Its Pointed To The Side, The Pilot Optics Will Look To The Side.
_Fixed: RU Soldiers: Carry Standard AK-74 Mags In Front Pouches, Soldiers Are Armed With Ak-74M Mags. Change The Colours Of The Mags In The Pouches To The Black Of The AK-74M Mags.


*OTHER ENHANCEMENTS
------------------------------

# Sounds Updated
Included more realistic sounds in order to increase the immersion feeling and the atmosphere.

# Realistic Materials
Realistically looking material values for models textures.

# Radio Chatter system
Included radio voices for vehicles and helicopters, this considerably increases the immersion in combat.

# New US Troops Models
Due to popular demand, we included Hyakushi's good-looking ACU troops, with some little adjustements to make them fit with the rest of the pack.



REQUIREMENTS

Minimum Specification:

- Operation Flashpoint Resistance or GOTY patched 1.96
- CPU: 2 GHz
- RAM: 512 MB
- Nvidia Geforce FX with 128 MB RAM & pixel shader 2.0, ATI Radeon 9500 with 128 MB of RAM & pixel shader 2.0
- Free HD Space: 1 GB
- Software: Windows XP or Windows 2000 and DirectX 9



INSTALLATION

- To install, simply run the executable from the location you saved it and follow the
instructions. When the installer starts, you will be told to select the location
for the install. This should be correct without you changing anything, but in
a small number of cases this is wrong. Depending on the version you bought
of Operation Flashpoint And that's about it! The files will
begin to install and soon you will be playing FFUR/SLX Modern Crisis.



NOTES

- Tested in Single by several Beta testers.
- I don't garantee the way it works online.
- You don't need any of the previous FFUR packs to get this one properly working.
- Further tweaks to come.
- Special thanks to the following Beta-Testers for their input, feedbacks and supports:

# Big-Rooney

# Blazin

# murkz

# njmatrix

# Jakob

# marcomio



DISCLAIMER

The work represented is the intellectual property of the parties listed in the credits list. Any use without credit to its authors might not be appreciated.


Thunderbird84 - Have fun. :]

#2327507 - 08/30/07 10:29 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: murkz]  
Joined: Jan 2003
Posts: 28,506
Magnum Offline
Lifer
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Naples, Florida
does look good... the FFUR mods were some of my favorites.

#2327701 - 08/30/07 03:29 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Magnum]  
Joined: Sep 2000
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PositiveG Offline
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PositiveG  Offline
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Very nice, OFP runs very nicely on my current PCs. Might have to check this out again.

#2327992 - 08/30/07 09:37 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: PositiveG]  
Joined: Dec 2000
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Recluse Offline
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Half a gig... Geez!! Is this bigger than the original game ;\)

heh.. downloading now!

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
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32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2328022 - 08/30/07 10:38 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
Joined: Sep 2000
Posts: 12,110
PositiveG Offline
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Ditto, now when to test it ... hmmm.

#2329034 - 09/01/07 12:36 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: PositiveG]  
Joined: Nov 2004
Posts: 5,186
LeemzHQ Offline
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I've been putting off re-installing OpFlash since I finally got ArmA up and running, but now would be a good time to do it.


"All religion, my friend, is simply evolved out of fraud, fear, greed, imagination, and poetry."
Edgar Allan Poe
#2329329 - 09/01/07 01:53 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: LeemzHQ]  
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Posts: 5,186
LeemzHQ Offline
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I got OpFlash:GotY installed and patched.

I downloaded FFUR 2007 and installed. Couldn't get it to work right away but I figured it out.

Just played through the SP mission "Clean Sweep". Character models are good, sounds are great and your AI teammates seem smarter. Without running FFUR my teammates were getting killed in the first 30 seconds of this mission. I did lose one man but, at the end of the mission I dragged his body to the Blackhawk at the extraction point. NO MAN SHALL BE LEFT BEHIND! Yes, there's a new animation to actually drag a bod, living or dead. Very cool. (you can even bury a body)

Who's up for some MP???



Yeah, that's me, the hero, dragging a fallen comrade to the extraction point.

Last edited by LeemzHQ; 09/01/07 02:19 PM.

"All religion, my friend, is simply evolved out of fraud, fear, greed, imagination, and poetry."
Edgar Allan Poe
#2329432 - 09/01/07 04:55 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: LeemzHQ]  
Joined: Aug 2001
Posts: 340
murkz Offline
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murkz  Offline
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Joined: Aug 2001
Posts: 340
Herefordshire, Uk
Nice one LeemzHQ.

I like the way they pop smoke when you exit an APC and the enemy uses it if out numbered and retreats. It is very atmospheric and real fun to play \:\)


Warcry is great fun with this mod, I love the whole feeling of being their.

#2329710 - 09/02/07 03:50 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: murkz]  
Joined: Jul 2003
Posts: 875
kail Offline
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might just be a wacky install but I had some weird stuff happen in the first couple of missions.

when the russians counter attack for the first time, the tanks and bmps appeared within minutes of our attack. We got rolled up. The mission ended as a tank and bmp rolled past the bush I was hiding in. A lot sooner than I remembered


In the one where the LT get ambushed, the following happened

The Lts humvee got stuck, ramming the wall of the nearest building.(this happened several times)

the APC that is tasked to take us to the ambush just kept going. We hiked to the ambush only to be told to enter the APC.

Once, we got to the ambush site, we were told to mount the truck, took some incoming fire and were told to dismount. I noticed the SL was running off somewhere. I was getting 'stay in formation' and remount the truck' orders

last try. got to the site. put down fire with the saw. was waiting at the ambush site as the LT again ran off somewhere, failed


loved the artillery call though

gonna install the slx mod by itself and see what happens







Last edited by kail; 09/02/07 03:52 AM.
#2337125 - 09/13/07 03:08 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: kail]  
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letterboy1 Offline
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Lifer

Joined: Dec 2000
Posts: 22,401
Columbus, GA USA
It's been a long time since I've played OFP, so I have to ask what exactly this mod does. I followed some of the links related to this mod but they mostly just list changes. Does it come with missions or a campaign? Or is it a massive graphics/features upgrade which then uses the existing missions and campaigns?


The issue is not p*ssy. The issue is monkey.
#2337275 - 09/13/07 06:25 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: letterboy1]  
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kramer Offline
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FFUR 2.0 has no new missions or campaigns. "it is a massive graphics/features upgrade which then uses the existing missions and campaigns"

#2337728 - 09/14/07 12:17 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: kramer]  
Joined: Jun 2006
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mdwa Offline
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Way over in Perth, Western Aus...
Very nice mod. Recommended.


mdwa
#2337739 - 09/14/07 12:32 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: mdwa]  
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Posts: 5,600
Recluse Offline
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Does it co-exist with other mods? We have the BAS_Complete installed, and I would like to take a look at FFUR but don't want to un-necessarily complicate things. Also looked at Kegety's Mod Launcher but I don't know if total conversions like FFUR can be switched in and out using the launcher.

Advice much appreciated!

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2337826 - 09/14/07 02:23 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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BAS complete comes with an installer. if you used the installer, the BAS addons were added to the Resistance/Addons folder.

BAS complete is a collection of addons. when we are talking about "mod" folders BAS complete is not really a mod.

a collection of addons can be installed to it's own "mod" folder to keep them organized or to the Resistance/Addons folder. on the other hand a "mod" must be installed to it's own mod folder.

FFUR-SLX 2007 2.0 is a mod. it will install to a folder name @ffsx2007. inside that folder are an addons folder + a Bin and Dta folder. the presence of the Bin and Dta folder make this a "mod" because they modify the contents of the original OFP Bin + Dta folders.

i highly recommend the use of Kegety's OFP Launcher.

you can use it to start OFP using the FFUR-SLX mod when you want to check it out. you will also have access to the BAS addons because they were installed to the Resistance/Addons folder.

section 3 of this page at armaholic.com explains some of this, including Kegety's Launcher. of course it refers to ArmA but it works the same with OFP.

http://www.armaholic.com/plug.php?e=faq&cid=3


#2337874 - 09/14/07 03:12 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: kramer]  
Joined: Dec 2000
Posts: 5,600
Recluse Offline
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Ahhh.. Thanks for the clarification. I guess BAS-Complete is an ADDON...just adding units, and Island etc.. rather than a total conversion. I was concerned because BAS didn't create its own folder and wasn't sure if FFUR would..but I see the distinction now.

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2338932 - 09/16/07 02:13 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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Recluse Offline
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Randolph, NJ
One more Q:

I installed FFUR and the Hotfix 2.01.

All looks and works fine.

I noticed in the @ffsx2007 folder, a few .bat files:

Install_win2k_XP.bat
Install_win98_me.bat

which appear to install some other addons. I looked in the .bat files and it does create some folders that do not now exist. Should I run these as well, or has that been superseded by the regular installer?

Thanks for bearing with this OFP n00b!

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2339044 - 09/16/07 09:22 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
Joined: Jun 2006
Posts: 1,663
mdwa Offline
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Way over in Perth, Western Aus...
I think you run these to replace buildings and/or vegetation on the stock ofp islands (Everon etc) with the resistance ones (like on Nogova). You re-run it again if you want to revert back to the original veg, buildings.


mdwa
#2339093 - 09/16/07 01:22 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: mdwa]  
Joined: Dec 2000
Posts: 5,600
Recluse Offline
Mediocrity Above All!
Recluse  Offline
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Hotshot

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Randolph, NJ
Thanks for the info! We are having a blast (re)discovering Operation Flashpoint in Multiplayer co-op. We've been sneaking and peeking our way through Black Ops missions and loving it.

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2339253 - 09/16/07 05:53 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
Joined: Sep 2004
Posts: 4,564
Eugene Offline
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Posts: 4,564
Oregon
Yes indeed! Still a classic of the genre.
And we've been commenting from time to time how some other missions would be better with another couple of co-op players along. Any interest?


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#2340676 - 09/18/07 04:59 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Eugene]  
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Posts: 4,564
Eugene Offline
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Oregon
We tend to be on the SimHQ TS server several evenings each week, around 10 until 11:30 p.m. or so Eastern.


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
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