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09/04/2014 - 09/04/2014
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Popular Content
Showing content with the highest reputation on 09/04/2014 in all areas
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In my opinion, the Aventador Roadster is a PERFECT fit for the TDU series. Btw, first ever Ave Roadster in a video game, isn't it? :D5 points
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4 points
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TDU2: Unofficial Patch
DonnieBrasco and 3 others reacted to MadManCK for a topic
Maybe Diablo can add an Uber Modder Badge. For those that made over 100 excellent car mods* for the TDU2-UP :nuts: :thumbsup: PS *Or buy 100 bottles of good single malt for the Tduck Staff ;)4 points -
TDU2: Unofficial Patch
StarGT and 3 others reacted to Jorgemodek for a topic
"THE MADAFAGGIN SUPREME GOD OF MODDING" :clap: great for a badge4 points -
Disclaimer: I'll try to be as clear as possible, and I'll try to explain with my gained knowledge as both, real pilot and aeronautical engineering student. Have in mind that English is not my first language and I'm trying my best for you to understand me. I'm open to any criticism that makes this section good! So, now you know what all those needles are there for... Why don't we go somewhere? Today: Navigation Navigation is more than just going from point "A" to point "B", so it might take more than just one post. Let's get the hands dirty, basically we have 2 types of navigation: Visual Flight Rules (VFR) and Instrument Flight Rules (IFR). Where's the difference, you may ask. The main difference is that in IFR you can fly "blind", and by this I mean without the need of looking outside the window. Whilst, in VFR you must have at least 5km of visibility and the cloud top at 1000ft. If conditions lack in any of these, then you CAN'T take off. So, as its name suggest, in VFR we fly looking out of the window, searching for references on ground like a river, a road, railways, towns, lagoons... You get it. But, have in mind that we have, let's say, 3 types of VFR flying: "pure" VFR, estimate and mixed. In "pure" VFR we fly following ground references. This is the way the first brave aviators flew as they didn't have VOR, ADF, GPS and so. The most advanced way of navigation in that time was stellar navigation! Commonly used when crossing oceans or in trans-con flights. But going back on topic, in planes such as the Piper PA11 this is the only way to navigate, you only have an RPM gauge, a speed indicator, an altimeter, a compass and, of course, windows. When preparing a flight with VFR charts, have in mind that: towns must have grown, rivers might be dried out, roads can be highways, railroads are just ramparts, lagoons can be lakes... The landscape changes! But luckily we have google earth, and this will give us an up-to-date snapshot of how it looks right now. But, in Flight Simulator we won't have this problem, though roads are quite detailed down there even on default terrain. On Estimate VFR, we fly using our compass and navaids such as VFR and/or ADF. But navigating this way requires you to seat your as* on the chair, take a plotter and link every waypoint (generally towns) and get the correct heading and distances. For FS, visiting SkyVector: Flight Planning / Aeronautical Charts is more than enough. it will make your life easier, you still have to correct your heading for winds aloft or you will end up anywhere else. This last thing is extremely important if legs are long. Later I'll explain how to use VOR and ADF. On mixed VFR... Well we'll use both of the methods shown above. Maybe we can follow a road that will lead us to a town, and then go straight through a corn field (where we won't have any strong reference) to cut some miles and get earlier to eat the $100 burger. And after that waypoint we can fly directly to a VOR where the airfield is. Also you can use 2 VOR stations to know triangulate your position. For example, you don't know where that little town you are using as waypoint is, but you know (because you were smart enough to plan it) that it's located on an intersections between 2 radials of 2 different stations. Once you get to that intersections and you confirm visually that the town is down there, you'll know that you are not lost. Here, you can see my charts, plotter and logbook (non related to navigation). Cosas by Mauriciooo!, on Flickr Un año de vuelos by Mauriciooo!, on Flickr So this is as far as I'll get in navigation for today. On the next issue we'll see IFR navigation (though basic, maybe). Hope you enjoyed!3 points
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Can confirm that the Huayra leaves some nice black lines :nods:2 points
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TDU2 Show-Off-Your-Mods thread
TheLegionary and one other reacted to StarGT for a topic
i think yes ( im not main creator )2 points -
TDU2 Show-Off-Your-Mods thread
StarGT and one other reacted to TheLegionary for a topic
OMG!!!!!!!!! THAT Rolls WOW Star that is just amazing :clap: please tell me the is free for everybody2 points -
TDU2: Unofficial Patch
Carlstone13 and one other reacted to Huggy94 for a topic
Xarlith and others have done wonders with car places in dealerships etc so I think they could edit player garages with no problem (I'm not saying it will be easy however as yeah databases etc are a pain in the arse) But I really hope they could create new garages- I've always felt 8 cars isnt enough for me and it would be nice to have all the cars in one place :) You could then truly make a virtual car collection :P2 points -
TDU2: Unofficial Patch
Carlstone13 and one other reacted to Huggy94 for a topic
I'm not sure if its possible but perhaps it could be done. I would absolutely LOVE to see something like a 20 car garage. I would pay to see it! Wonder if any modders here are willing to undertake it (or at least try)... For example, Sant Llorenc Hacienda could easily hold 20 cars, but instead it holds only six. Imagine having all your favourite cars in one huge garage- you wouldn't need any other homes! Would be so immersive :) I want the opinions of the modders on this site to see if it could be done. A modded Sant Llorenc Hacienda or similar house would make a great real estate edition to UP 0.5 :duck:2 points -
just realized have been lapping around for an hour in a formula C :fp:2 points
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Steering wheel problem has been solved 2014 LAFerrari F702 points
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You european people that can travel around europe... :evil:2 points
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Forza Horizon 2 - Who's Buying?
superhyper reacted to Eudemon for a topic
Can't wait to see your photomode images stu. :drool:1 point -
1 point
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1 point
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Qilin: 2014 Ferrari LaFerrari F70 ver.1.01 - Added Black Rims
Hermano_Nintendo reacted to tduchicken for a topic
No prob dude ;)1 point -
Qilin: 2014 Ferrari LaFerrari F70 ver.1.01 - Added Black Rims
tduchicken reacted to Hermano_Nintendo for a topic
Dammit it worked! Thanks tduchiken! I always found FXX ugly as sin, so i'll gladly install this LaFerrari right now (sorry chiken, i'm not willing to lose the Koegnisegg, too many Kms and too many Bugattis beaten online with it)1 point -
Qilin: 2014 Ferrari LaFerrari F70 ver.1.01 - Added Black Rims
StarGT reacted to tduchicken for a topic
Look at my video: Greets1 point -
Custom stickershop paints
tduchicken reacted to Loek for a topic
[ATTACH]21362[/ATTACH] Audi RS5 Red Bull, based on Eckströms DTM A4. Red Bull logo is darn hard to make though...1 point -
TDU2 Show-Off-Your-Mods thread
Hermano_Nintendo reacted to TDUZoqqer for a topic
Star, an ultra highpoly model don't make it a quality mod automaticly. I can see a lot things I would improve in the screenshots. Just think about that.1 point