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Author Topic: Aviator Mod Team - Early Mustangs V2  (Read 68044 times)

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McWolf

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #36 on: April 20, 2011, 01:51:00 AM »

McWolf, Thanks very much for that beautiful picture of my P51 skins flying together :)
We should thank you for your great work on it! LOL
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jeanba

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #37 on: April 20, 2011, 11:57:47 AM »

Ok, the wrong position of the latter is due to matmanager : you must unselect "Repositionned RAF lettering"
Still, the roundel are not the same (same in Phlegethon screen capture) , P51A seeming more realistic for middle / late camos, "Mustang I" for eary camos (though I may mistaken).
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F22-Raptor-2006

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #38 on: April 20, 2011, 12:16:07 PM »

I know what controls which roundel type is displayed but I'm sure there was a reason it was changed so I'll assume that it's supposed to use these types of roundels. Remember the P-51A is designed for American markings and the Mustang Mk I is designed for British markings.
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Wad_Cutter

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #39 on: April 20, 2011, 12:17:01 PM »

Thanks guys for the wonderful new toy. Love your work. Sweet.
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Paulo Hirth

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #40 on: April 20, 2011, 10:50:18 PM »


  Thank you Csocso, wsciutti, Birdman, Lisek, VH-Rock, Sani, SAS~Riken, F22-Raptor and Jarink

   A Higth Quality work!! Thank you! Thank YOU!!
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SAS~Poltava

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #41 on: April 21, 2011, 01:14:55 AM »

Yes, THANKS! The great work continues to come!
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jeanba

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #42 on: April 21, 2011, 09:56:50 AM »

I think that with the MustangI and upcoming UP3.0 version with limited visibility for IA through clouds, we will have great recon missions
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Wad_Cutter

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #43 on: April 21, 2011, 03:47:19 PM »

I'm having a real hard time trying to unzip this mod. I have re-downloaded 3 times and still can't egt it. Any ideas?
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stugumby

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #44 on: April 25, 2011, 02:17:25 PM »

was trying the mistang mk 1 and saw 3 gun flashes in wings with 2x 50 cal selected instead of deafault. deafault had 2 guns in nose 2x each wing, only 2 flashes per wing, does 2x50 cal setting add 2 more 50 cal, if so there is no muzzle opening or ejection port showing, but the viewer gets 3 flashes per wing etc. very impressive mod, having some fun zipping over the channel on rhubarbs later this week hope to publish a mission. Thank you for your efforts on behalf of the sim community.
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F22-Raptor-2006

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #45 on: April 25, 2011, 02:26:16 PM »

the loadout should say "+ 2x 50 cal" if you put the weapons_ru.properties entries in...

So therefore you have the normal loadout and an extra 2 50 cal guns. The default skin is for the default loadout and so does not have an extra ejection port or gun painted on it...
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stugumby

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #46 on: April 25, 2011, 04:19:40 PM »



I am under the impression that if a mustang had 6 50 cals in wings it would be a D-K model, and if it was an early mustang the other 2 50 cal would be in the wing root?? With the other 2 50 cal in the under nose position.
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F22-Raptor-2006

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Re: Aviator Mod Team - Early Mustangs V2
« Reply #47 on: April 25, 2011, 04:29:52 PM »

In a Mustang MK I it is possible to have 6 guns in the wings. Although not every Mk I had them. Some Mk I's had 4x 303 in the wing and 2x 50 in the nose. Others had 4x 303 + 2x 50 in the wing and 2x 50 in the nose. The inner two guns on the wing being the 50's.
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