Strike Fighters by Thirdwire
Sub Category
All SF / WOV / WOE / WOI Simulation Modifications and Add-Ons
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Siberian Sky -- moving warm front for strategic air warfare
By Lexx_Luthor
This is purely experimental, rather deep, and is a first attempt at roughly modelling a moving warm front.
This project is off the deep end and assumes success in setting up the cirrus mod here ~> http://forum.combatace.com/index.php?autoc...p;showfile=6567
The different types of clouds almost cover a standard size 1000km map. I try to have the clouds evolve to the storm area in the following manner...
Cirrus in clear skies.
Cirrocumulus in clear skies.
Cirrostratus filling out the sky.
High altostratus covering the sky.
Low altostratus covering the sky.
Low large puffy dark clouds in the storm area (I call it "stratus" but its not really stratus).
Rapid clearing behind the front (assume fast cold front).
For "stratus" and altostratus, I use the Smoke3 and Smoke4 tga files which are NOT in the ThirdWire sims. They can be found in older Bunyap Weapons packs.
I hopefully will be discussing ideas about this at the ThirdWire thread here, probably starting page 7...
~> http://bbs.thirdwire.com/phpBB/viewtopic.p...e1544904e1856b4
490 downloads
0 comments
Updated
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[Fictional] Eurofighter EFJ Typhoon
By ValAstur
This is a mod of the EF-2000 Typhoon from Bongodriver to make it look like fighterplane from the japanese air self defense force.
BACKGROUND:
In March 2007, the JASDF opened a competition for the next generation plane. Among the competitors are the Super Hornet, the F-35 and the Typhoon. The Rafale was not part of the competition because of the fear, that american planes could be favourized. Nevertheless, Eurofighter threw the Typhoon into competition. There will be no decision until November 2011(Janes Information Group).
The EFJ Typhoon represents a possible version of the japanese Typhoon in the case it should become the winner of the competition. The plane will enter service in 2013 becoming part of the 3rd and the 6th Hikotai, replacing the single-seater F-2. While the 3rd Hikotai wears the standard grey camo, the 6th Hikotai wears the standard two-tone blue camo also worn by the F-2.
INSTALLATION:
Simply drop the Folders into your Strike Fighters Mods Folder.
CREDITS:
Thanks to Brain32 for adapting the plane to SF2-Standards and to Bongodriver for creating this bird!
ORIGINAL CREDITS:
A BIG BIG thanks to
USAFMTL (and various partners in crime) for his help and guidance and support.
Jimmybib and Sundowner for initial consultation on skinning and all credit to Sundowner for producing the final skins which are superb.
Moonjumper for his advice on some avionics matters
All of you for you encouragement and kind words through it's development
My Producers....etc...etc :) Oh god I'm going to cry..
Anyway I decided to release slightly early because I'd like some of you to enjoy tweaking this thing, theres alot of talent out there who can make this thing great.
Absolutely no part of this is to be used in payware but moddify the model any way you wish and re distribute in your own freeware mods as you wish with no permission required from me, just give me the relevant credit.
Enjoy...
NazGhul
223 downloads
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*update 2.0* Siberian Sky -- Aurora for Missions or Terrains
By Lexx_Luthor
Updated aurora 2.0 completely replacing previous versions, hopefully with better instructions and a deeper understanding of how these effects work. There are now two methods of aurora creation:
(1) A terrain target object that generates aurora effects. This was derived from the stock power plant generator and the smokestack effect.
(2) A moving ship that generates aurora effects during ship motion. This was derived from the stock Tanker ship and the ship movement effect.
The aurora are vertical hanging sheets -- vertical sprites -- at roughly correct height and colours, and these can be changed easily. Red only and green only also look great. The aurora images or "particles" fade into and out of view in about 20 seconds -- speed up game time to see a most pretty thing. This effect was made for my new 6000km strategic map, but can be used in any standard size map. Other aurora ideas will be covered at the ThirdWire thread below...
page 6 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...=a&start=40
214 downloads
0 comments
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Siberian Sun
By Lexx_Luthor
By introducing additional camera lensflares, I created a very hard and brilliant tiny sun surrounded by a large glare. In optimizing the brightness of the sun and glare, I was pushed to deeply modify much of the Enviro file more than I thought was needed. One result has been the development of a different philosphy on aircraft lighting and its relation to terrain, sky, and cirrus clouds, appropriate to early Cold War strategic operations at high altitude. Another result has been a focus on improving terrain shading at low sun elevation angles.
Included are a number of Enviro files with varying levels of changes, two grafix tga files, and instructions to get started. This is an experimental mod and will be continually developed for my own use, but with some work can be adapted to any taste for any use by anyone. I don't know where to start here, as this goes far beyond just the sun effect. I've started a thread at the ThirdWire webboard with screenshots and will try to describe what I'm doing. If any are interested, it would be helpful if you poast your changes to your Enviro system and screenshots in the ThirdWire thread.
ThirdWire Siberian Sun thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?p=25572#25572
Several topics will be covered as listed below; all of them related to each other which requires a tricky balance among them to optimize the overall environmental effect.
Sky colours.
Intense sun and large sun glare.
Terrain shadowing at low sun elevation angles.
Sun glare effect on cirrus clouds and new contrails.
Ambient lighting, and direct sun lighting and sun reflections on aircraft.
Appearance of aircraft, objects, and exhaust/weapon effects against the terrain and blue sky.
Moonlight effects on all the above.
* INSTRUCTIONS *
The project assumes the latest SF1 version (currently, v.08.30.06) and the WoV/WoE equivalents.
Extract into a seperate folder for downloads. Then copy the 3 Enviro files and the two tga files into the sim Flight folder. To select an Enviro file to test with, rename it Environmentsystem. In the game grafix options menu, Camera Lens Flares must be turned ON for the Siberian sun to work, although in each Enviro file listed below at the location of the lensflare data, there are instructions on how to turn OFF the normal camera lensflares if desired while still using the new sun effect. The included Enviro files are...
Environmentsystem-0 --- Fully modded Siberian Sun Enviro file as developed currently, with full functionality of the stock Enviro file except the old sun.
Environmentsystem-1 --- the stock ThirdWire Enviro file with only the Siberian sun added, and the ThirdWire sun taken out. The hard intensity of the Siberian sun effect is rather washed out by the bright sky colours of the stock Enviro file, so...
Environmentsystem-2 --- the above Enviro-1 file with my current changes to the sunheight environment colour blocks (...[Day], [Day1], [Twighlight2], etc...). This offers darker sky colours so allows a relatively more intense sun effect.
In the fully changed Enviro-0, I use a new star tga file (ss-Star), and added changes to the stock [stars] data block. One may easily return to the stock Star tga file or the stock star Enviro data if desired. If you are now running a modded Enviro file, re-name it Environmentsystem-sav or otherwise BACK IT UP so you still have it.
990 downloads
0 comments
Updated
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Siberian Sky -- Cirrus clouds for Missions and Terrains
By Lexx_Luthor
This mod is an extension of my original cirrus tests from 2006 and produces multiple large layers of flat clouds at varying high altitudes, scattered across a map, and that can move with the wind defined in mission file. There are two methods of cirrus creation:
(1) A terrain target object that generates cirrus effects. This was derived from the stock power plant generator and the smokestack effect. This may be more suitable for the campaigns. Once installed in a terrain, it will be used automatically in all missions.
(2) A moving ship, with beginning and final waypoints, that generates cirrus effects during ship motion. This was derived from the stock Tanker ship and the ship movement effect. This method is useful in hand made missions, and I hope to extend this to large scale moving weather systems.
The cirrus are most brilliant with the Siberian Sun mod where the deep blue sky offers great contrast with the white ice crystal cirrus, and the large sunglare causes the cirrus to shine bright around the sun.
I will explore this in detail, probably on page 7 of this ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964
....this is version 1.0 until I discover one of my standard mistakes in installation or content....
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Original test cirrus mod from April 2006 here ~> http://forum.combatace.com/index.php?autoc...p;showfile=2471
542 downloads
0 comments
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**UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects
By Lexx_Luthor
Update 1.3 fixes a titanic blunder in 300kt late cloud effects -- the flat clouds spread across the map at weapon detonation, which is badly wrong. More in the update details section below. The B-47 screenshot shows 300kt late cloud effect as it should be.
Updates 1.1, 1.2, and 1.3 are listed at the bottom of this page.
Included are nuclear weapon grafix effects from the initial double peak pulse to simplified late cloud development, and most major things in between, spanning a time of about 1/20 second to several hours, depending on yield. No weapons are included, but only visual grafix to be set up for use by your weapons.
Surface targeted warhead effects (for bombs, ASMs) are modelled for 3kt, 30kt, 300kt, 3Mt, and 30Mt. Low airburst only -- see the weapondata "Add To" file.
AAM and SAM airburst effects are modelled for 300t, 3kt, 30kt, 300kt, and 3Mt.
** The latest Bunyap Weapons Pack is required for the use of two grafix files contained in that pack -- the SMOKE3 and SMOKE4 tga files . This pack is found here at the CombatAce.
As the sim does not yet support physical nuclear explosive effects, use conventional high explosives and experiment with very high warhead powers. The Weapon Editor can use exponential notation, and 1E+11 is a good start for experimenting with physical yields.
PROJECT USE PRE-REQUISITES:
(1) Know how to work the sim's conventional weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce.
(2) Know how to work the Cat Extractor to extract several encrypted text files for editing. This extractor is found here at the CombatAce.
This project is designed and optimized for gameplay of hypothetical early Cold War era strategic strike and air defence operations on a massive scale, and will require a few simple, but very profound, adjustments to the sim to work well. One example why: Visible ranges to grafix effects can approach 1000 kilometers, and in one effect, far beyond.
This project works with the stock original game fully patched. However, this project was designed with the author's personal Environmentsystem file and a CRT monitor. I have no clue what this project's effects look like on LCD monitors during day or night missions.
Possible future tweaks, possible bugg fixxes, discussion of modeling methods, answers to questions, improving the effects and their ease of use for others, and discussion of what is being modelled can be found at the ThirdWire webboard at the link below.
ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3970
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*UPDATE 1.1 CONTENTS*
Fixed some faults in the KT/MT FireBall to HighCloud-1 transitions, especially for KT030.
All Pulse and SkyGlow emitters are set to 50% larger in the effects text files (no changes were made to any tga grafix files).
Tweaked some Visibility Distances.
Tweaked some later HighClouds for KT/MT effects.
Made FireBall particles turn a more deep red near the end of their lifetime. Too red? Tell at the ThirdWire thread.
Set the FlightEngine.ini's FarClipDistance to 5000000.0. This fixes bad flickering of large yield SkyGlows seen from very long distances.
Doubled the rate of GroundCloud emission.
And, a few other minor tweaks I don't recall right now.
Additional modding tips in the Install text file.
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**UPDATE 1.2 CONTENTS**
Removed all files for my personal Enviro mods, as the New Sun effect did not seem to work properly when I recently patched up to the latest
Patch (new sun caused black hole in the sky for example). Enviro mod and *new* new sun and star effects will have to be offered seperately
for better download support. This has taught me a lesson to be fully Patched with everybody else before releacing any mods.
I seemed to have found that the sim's custom Effects Details grafix option must be set to MEDIUM or HIGH. At the LOW setting, some
important nucular effects will not show.
Fixed a minor but potentially confusing Flight Engine file instruction regarding FarClip distances.
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**UPDATE 1.3 CONTENTS**
Fixed a devastating error in the KT300 flat clouds that I failed to catch. I had it working fine, but used the KT300 flatclouds to "experiment" with the flat layers as general weather clouds spread wide across the map, and becoming visible just after weapon detonation. I "forgot" to change it back to normal before uploading at CombatAce. This was sloppy. It works correctly now...I think.
1,794 downloads
0 comments
Updated
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*update* v1.11 Siberian Sky -- Experimental 3-D Rocket Exhaust
By Lexx_Luthor
*** Note added August 2013: Decrease the particle generation rate in case of slow flying launching platforms, such as helicoptors or WW2 fighter bombers, to avoid too high density of smoke particles which look bad.
**
June 2010. Updated to include the ancient Smoke3.tga. I had always thought this was game stock. I was wrong. Somebody, I don't know who, made the Smoke3.tga for the old Weapons Pack but that pack seems not used much today. So I include it now, finally.
**
I'm using 7zip as file compression. I first saw it at Column5's Cold War downloads pages, so I tried it and love it.
7zip ~> http://www.7zip.com/
This project is part of a planned series of grafix effects that may be used in an attempt to simulate classical era strategic strike/interception (Siberian Sky).
In 3D Rocket Exhaust, large numbers of 2D images combine to form 3D flame and smoke trails. The goal is immersive smoke/flame seen from the cockpit, and long range visibility of flame (night) and smoke (day). There can be a cpu performance hit with large numbers of missiles firing off within the defined MaxVisibility distances. Description, development, limitations, and possible employment or improvements of this and future grafix effects are at the ThirdWire webboard thread below...
ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964
PROJECT USE PRE-REQUISITES:
(1) Know how to work the sim's weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce.
(2) Know how to work the Cat Extractor to extract encrypted text files for editing. This extractor is found here at the CombatAce.
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V 1.11 has Smoke3.tga included.
V 1.1 has...
(1) One additional step smaller rocket exhaust effect, and two effects for smaller unguided rockets -- U1 and U2 are made with greatly reduced particle density in expectation of large rocket volleys.
(2) Better naming system .... R1 (the new smallest effect) to R8 (the old R7 of v1.0).... also U1 and U2.
(3) Hopefully better instructions.
2,108 downloads
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Siberian Sky -- The VOLCANO MOD (for strategic air warfare)
By Lexx_Luthor
<< "I spotted an afterburner plume at twenty miles." >>
This is the only quote I recall from a Vietnam War air combat book I read back in hi~school and I forgot the title and author. The author spotted the afterburner at night, against the stars if I recall, and said it was a MiG-21. They (F-4 crew) locked it up and downed it with a Sparrow.
The VOLCANO MOD attempts to address, or bring attention to, a long missing feature in all combat jetsims: long distance visibility of afterburners especially at night. To do this, we oversize the afterburners as the sim, along with every jetsim it seems, does not model the brightness intensity of afterburner plumes. The same philosophy was used in sizing the recent 3D Rocket Exhaust effects, making larger flame plumes optional for missiles on a sliding scale of selectable effects sizes.
With the smaller of two oversized afterburner systems here, I can just see a MiG-21's pixel sized R-13 afterburner flickering from a little over 20 miles using 30 degree field of view (FOV) and 1280x1024 screen resolution. I believe that higher resolution would allow longer visible distance for any given FOV. The full size screenshot shows very late twilight F-106 AI squadron takeoff to the South, using the smaller size afterburner system. The yellow arrows point to aircraft in full afterburner following the AI leader.
The VOLCANO MOD uses specific engine names in aircraft DATA files. Any engine afterburner can be done at any time with a simple calculation. A list of engines currently modelled here and simple formulae for calculating their afterburner data are in the instruction file. These are some of the engines that will be of use in a mythological strategic strike/intercept campaign (Siberian Sky), and include engines that were used, or could be used, by Strategic Air Command (SAC) and manned Soviet Air Defense (IA-PVO) from the 1940s to the 1960s.
ThirdWire thread discussing grafix for classical era strategic air warfare: Volcanos erupt on page 3 ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964
"VOLCANO" was a name used by one or two of our Old Timer SF simmers some time ago who poked fun at an early experimental closeup cameo screenshot that I poasted (it looked pretty bad). The name stuck.
v1.01--------------------------------------
*** ADDED TO INSTRUCTION FILE, but the replacement Zip file does not seem to upload here. So...
Grafix position of the afterburner may need to be changed to taste. This is done by changing the vector ExhaustPosition=[x,y,z], where...
-x is left, x is right.
-y is back, y is forward.
-z is down, z is up.
The numbers are in meters. I prefer the burner flame as close to the nozzle as possible, but without interacting to cause flickering of nozzle/flame.
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495 downloads
0 comments
Updated
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[Fictional] IAI/McDonnellDouglas Ze'ev (Wolf)
By ValAstur
This is a mod of Bobrocks Av-8B+ to make it look like a plane from the israeli air force.
THIS MOD IS FOR A FULL MERGED INSTALL OR AT LEAST SF2:E AND SF2:I. OTHERWISE THE PLANE WON'T FUNCTION PROPERLY.
BACKGROUND:
After Desert Storm in 1991, the high command of the israeli air force recognized the need of a carrier-based strike force to improve their reaction capabilities in a modern conflict. For this aim, the purchase of two french aircraft carriers of the Clemenceau-class was planned. As aircraft for the carriers, the IDF wanted an adaptated version of the AV-8B+.
In 1994, the carrier purchase was cancelled due to budget restrictions, but the adapted Harrier called Ze'ev was kept and did service in the 193th Squadron.
INSTALLATION:
Simply drop the Folders into your Strike Fighters Mods Folder.
CREDITS:
Many thanks to bobrock and all the others involved in this great model!
Also special thanks to Brain32 for adapting it to SF2-Standards.
Enjoy.
NazGhul
173 downloads
0 comments
Updated
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[Fictional] Lockheed Martin F-35E "Lobo"
By ValAstur
[Fictional] F-35E Lobo (Wolf)
This is a mod of FastCargos F-35B to make it look like a plane from the spanish navy air arm.
BACKGROUND:
After having taken the F-14B "Lion" out of active service, the 8th and 9th escuadrilla from the Armada received the AV-8S and the TAV-8S. The arrival of the new spanish aircraft carrier "Principe de Asturias" made it necessary to have planes with jumpjet capabilities, which the "Lion" did not have.
With a unique offer from Lockheed Martin for the F-35 Lightning II, the Armada decided to replace the Matadors from the 8th escuadrilla with the F-35B, which had VSTOL-Capabilities.
Although the plane was called Lobo, which is a land-based predator, this name refers to the Seawolf. But seawolf would be lobo marino in spanish and aircraft do not have two part names.
INSTALLATION:
Simply drop the Folders into your Strike Fighters Mods Folder.
CREDITS:
Thanks to FastCargo and all other people involved in the creation of this plane.
Enjoy.
NazGhul
367 downloads
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[Fictional] MiG-29EE Ejército del Aire
By ValAstur
Mikoyan Gurevych MiG-29EE Ejército del Aire for STRIKE FIGHTERS 2
I modded the MiG-29 from The Mirage Factory to make it look like a fictional fighter for the spanish air force.
BACKGROUND
The cooperation with IAI in developing the MiG-29I Shu'Al demonstrated the Mikoyan Gurevych OKB the possiblities and rentability of exporting the plane to the West with some modifications.
As a modern and at the same time relatively cheap fighter compared to other western planes, the MiG-29EE was the result of the adaptation of the plane to the needs of the western air forces. The abbreviation EE stands for 'Europe Export'. Since the cold war was over and the "enemy" was no longer existing, Mikoyan Gurevych OKB had no problems in offering one of the best planes of the former Soviet Union to european countries.
Spain did not hesitate to equip the 462nd squadron of the Ala 46 stationed on the Canary Islands with this fighter and relocate the F-18s to the mainland.
INSTRUCTIONS
1. Drop the folders into your MODS Folder. If asked to overwrite, click yes.
CREDITS
All credit belongs to ALL the members of The Mirage Factory for their fantastic work they did with this model.
Special credit goes to Oliver Anguille for his effort and hard work. May he rest in peace.
Also big thanks to dast24 for porting the plane to SF2-Standards.
Old readme from the original SFP1-Model is included.
For any further questions don't hesitate to contact me.
Kindest regards
NazGhul
166 downloads
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[Fictional] MiG-29EE Aeronautica Militare Italiana
By ValAstur
Mikoyan Gurevych MiG-29EE Aeronautica Militare Italiana for STRIKE FIGHTERS 2
I modded the MiG-29 from The Mirage Factory to make it look like a fictional fighter for the italian air force.
BACKGROUND
The cooperation with IAI in developing the MiG-29I Shu'Al demonstrated the Mikoyan Gurevych OKB the possiblities and rentability of exporting the plane to the West with some modifications.
As a modern and at the same time relatively cheap fighter compared to other western planes, the MiG-29EE was the result of the adaptation of the plane to the needs of the western air forces. The abbreviation EE stands for 'Europe Export'. Since the cold war was over and the "enemy" was no longer existing, Mikoyan Gurevych OKB had no problems in offering one of the best planes of the former Soviet Union to european countries.
Italy was quite interested in the MiG-29EE. First deliveries of this model were efectuated in 1993. The 32° Stormo, 13° Gruppo was the first squadron to receive the MiG-29EE and this way replacing their Tornados.
INSTRUCTIONS
1. Drop the folders into your MODS Folder. If asked to overwrite, click yes.
CREDITS
All credit belongs to ALL the members of The Mirage Factory for their fantastic work they did with this model.
Special credit goes to Oliver Anguille for his effort and hard work. May he rest in peace.
Also big thanks to dast24 for porting the plane to SF2-Standards.
Old readme from the original SFP1-Model is included.
For any further questions don't hesitate to contact me.
Kindest regards
NazGhul
143 downloads
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[Fictional] Saab/Mitsubishi JF-35F Draken
By ValAstur
SAAB/Mitsubishi JF-35J Draken for STRIKE FIGHTERS 2
I modded the fictional F-13 Draken from Spinners to make it look like a fictional fighter and recon plane for the japanese self defense force.
BACKGROUND
Due to some cuttings in the budget of the military administration, the JASDF was forced to look for some suitable substitute for the Starfighter, which became more and more expensive in maintenance.
US-Planes still remained expensive, Soviet planes were no alternative due to pacts Japan was bound to. Sweden, as a neutral country not belonging to the Warsaw Pact, offered a good alternative with the J-35 Draken. Japan ordered two complete squadrons and dropped the Starfighter.
INSTRUCTIONS
1. Drop the folders into your Objects Folder. If asked to overwrite, click yes.
CREDITS
Lud von Pipper -- Lead 3D Modeller
BPAO -- Additional 3D Modeling
Sony Tuckson -- Textures and Decals
Crab_02 -- Weapon and Drop Tank Models
column5 -- Flight Model and INI files
Matthew Ouellette -- Bare Metal Skin
Skin - Hoarmurath
Jug - Landing lights, Taxi lights, ECM, Flares and Chaff mod.
Kindest regards
NazGhul
144 downloads
0 comments
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Siberian Sky -- Contrails for strategic air warfare
By Lexx_Luthor
Purely experimental effects for radical hardcore fans of generals Curtiss LeMay and Yevgeniy Savitskiy ONLY.
This is an exhaust effect mod that can change the large scale visual environment across a map, so I hope its okay to put this in the Environment mod section.
Included are experimental contrails that attempt to model both quickly evaporating and persistent spreading ice crystals clouds that shine brightly near the sun, and range in lifetime from 5 seconds to 1240 seconds, which is about 20 minutes. The contrail tga uses the same game grafix calls as my Cirrus clouds, which makes sense since contrails can become cirrus clouds over time. Best used with the blue sky and sunglare ideas in the Siberian Sun mold.
Instructions and advice on game limits of the longer contrails are found in the Instructions file.
Pics and words soon available at this ThudWire forum thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=4964
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UPDATE EDIT: Somewhat reduced max visible distances. Contrails 320 and 640 had 1000x too great a max visible distance for testing vs cirrus. Now reduced. Will update later if improved methods are found.
621 downloads
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12 Million Meter Map
By Lexx_Luthor
This is a prototype 12,000km tiled, but not textured, map called Baikal, for summer season. The downloaded file is Baikal.7z. Unzip it with 7zip into a new folder not in the game folder. Copy the unzipped Baikal folder into the Terrain folder. The 99MB download is mostly very large bmp files used for development.
I am using SF-1, patched to October 2008.
The files in the Baikal folder are alphabetically ordered. This is essential for easy viewing of the folder contents. Folder set to view "list" helps me see the whole folder in one screen.
Tiles are 3km on a side, which is a minimum for this size map. There are no "real" textures for the prototype map.
I can't texture. I tried, but...
Only blank colour coded tiles are here, for tile mapping development, and blank tiles allow easy viewing in Terrain Editor zoomed out view. This terrain is made for paleo-antiquity classical high altitude strategic operations, and terrain variation is over a vastly greater scale than normal SF maps -- which means less detail seen from the cockpit at normal low altitude SF gaming, unless one expands their horizon distance to see more of less. The good news is that 3km tiles allows a modest 1.5x increase in framerate or 1.5x increase in HorizonDistance over the SF standard 2km tile sizes. I am currently running 200km horizon distance with ATI 4850 video card, and other game tweaks.
Much more info is in the readme file called " = 12m3 notes " . Also, the Viewlist readme is useful for exploring the map quickly.
No tile was left behind.
281 downloads
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SF2 WW2 F4U-1 Corsair (Birdcage) by Mod Mafia/TMF
By Wrench
SF2 WW2 F4U-1 Corsair (Birdcage) by Mod Mafia/TMF
= For SF2, Full-4/5 Merged (Reccomended/Preferred) =
*Note: There is a distinct possibility that this mod may not work in SF/Wo* 1stGen game installs at any patch level, due to the excessive modifications made to fit them into the SF2 environment. End Users that attempt to do so, do so at their own risk. A Full 4/5 Merged install is reccomened; at very minimum, SF2:V is required, as this aricraft references the A-1H's destroyed model*
*Note #2: this model will REPLACE, in it's entirety, the stand-in I built using Wolf's as a base. You may (well, should!) delete that mod completly*
A brand "new" model that was never completed when Bpao passed away a few year back. I've been fortunate enough to be allowed to complete his work, as a member of the Mod Mafia.
This is the eagerly awaited (and wanted!) F4U-1 "Birdcage" Corsair as issued to USMC, and later to USN squadrons.
Skin/Decals set included are for:
VMF-124 "Wild Aces", the 1st American unit to take the Corsair into combat in the Solomons. It is finished in the "Non-Specular Blue over NS-grey"
VF-17 "Jolly Rogers", finished in the 3-tone blue camo
All skins are in jpg format, Decal Randomization is TRUE. All get new SF2 versions of the original 'box art' hangar screens. Damage textures are the old tga versions. The 124 skin uses painted on National Markings, the "Jolly Rogers" use decals. Either skin version can easily be used to create other operational squadrons of the time period. A userlist is included with proper dates for BOTH USMC and USN operations.
when 'in game', you'll see "F4U-1 Corsair "Birdcage" (TMF)" in the aircraft drop-down selection window.
While the aircraft IS carrier capable, historically, the Birdcages saw very limited use aboard ship. The canopy operates via the Standard Animation Keystorke of Shift/0. Breaking with Modder tradition, the wingfold operates via the "airbrakes" key. I didn't change to the standard Shift/9, as the last time I did it, I broke it!. So, it is as it was originally set by Bpao.
All lighting is historically accurate. WW2 weapons (ie: bombs) are NOT included. You should have them already.
As always, fairly easy to follow, highly detailed install instructions are included. So, please READ them. Also, give the "Notes" section a read too for futher explinations, clarifactions, illuminations and so forth.
Good Hunting!
wrench
kevin stein
For Oli; you are sorely missed!
265 downloads
0 comments
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SF2 WW2 F4U-1A Corsair by Mod Mafia/TMF
By Wrench
SF2 WW2 F4U-1A Corsair by Mod Mafia/TMF
= For SF2, Full-4/5 Merged (Reccomended/Preferred) =
*Note: There is a distinct possibility that this mod may not work in SF/Wo* 1stGen game installs at any patch level, due to the excessive modifications made to fit them into the SF2 environment. End Users that attempt to do so, do so at their own risk. A Full 4/5 Merged install is reccomened; at very minimum, SF2:V is required, as this aricraft references the A-1H's destroyed model*
*Note #2: this model will REPLACE, in it's entirety, those using Wolf's as a base. You may (well, should!) delete that mod completly; both aircraft and decals folders. These, again, will replace them.*
A brand "new" model that was never completed when Bpao passed away a few year back. I've been fortunate enough to be allowed to complete his work, as a member of the Mod Mafia.
This is the F4U-1A Corsair, as seen from 1944 unitl the end of the War.
Skin/Decals set included are for:
VF-17 "Jolly Rogers", USN (now with "tail art" decals)
VMF-111 "Devil Dogs", USMC
No. 20 Squadron, RNZAF
All skins are in jpg format, Decal Randomization is TRUE. A "new" SF2 version of the original 'box art' hangar screen and loading screens are included. Damage textures are the old tga versions.
All markings are decals; making is supremly easy to recreate other squadrons (unless Modex Numbers are different -you can do your own research and decal creation! :) )
A user list is included; operational service dates have been rounded to the closest whole Year (ie: 1944).
The aircraft is fully carrier capable. The canopy operates via the Standard Animation Keystorke of Shift/0. Breaking with Modder Tradition, the wingfold operates via the "airbrakes" key. I didn't change to the standard Shift/9, as the last time I did it, I broke it!. So, it is as it was originally set by Bpao.
All lighting is historically accurate. WW2 weapons (ie: bombs) are NOT included. You should have them already. The drop tank is, as is the pilot figure and engine sounds (which you may also have already!).
when 'in game', you'll see "F4U-1A Corsair (TMF)" in the aircraft selection drop-down window. This will diferentiate it from any other -1As you may have.
As always, fairly easy to follow, highly detailed install instructions are included. So, please READ them. Also, give the "Notes" section a read too for futher explinations, clarifactions, illuminations and so forth.
Good Hunting!
wrench
kevin stein
For Oli; you are sorely missed!
274 downloads
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f15 red bull
By BXW
1. found this at insky
2. all credits go to user named horse2010 , good work
3. not a f-15 expert but should be easy to match the skin , mod, package, skin structure ,mesh etc.... (also hint screen-shot 2seater)
4. don't know what the meaning of the red bull is to the f-15 but excellent artist work.
5. just want to give this user more credits than it is given at insky.
6. this rar/zip file is original .
enjoy
plaaf comrade xie xie ne (thank you)
54 downloads
0 comments
Updated
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Archipelago v1.0
By PFunk
This is the first in a series of terrains (and probably tilesets) that I plan on making.
But, it's not going to be anyplace you recognize. You might notice a few landmasses that look familiar, but this terrain is a complete fabrication, Google Earth will shrug its shoulders if you start looking for it. But that allows you a lot of freedom in terms of scaling and just simply creating anything that pops into your head.
This concept came from a couple of ideas.
Western militaries have long had a tradition of wargaming exercises and creating war plans using fictional enemies. Consider this terrain to be less like a real world conflict and more like a live-fire training exercise against bad guys with real guns. This terrain will be not be a real place, but I did want some nods to realism, like a realistic number of targets and a realistic number of airfields for an island chain in the Pacific or Indian oceans.
The next idea I had came from top-tier games like Battlefield and Call of Duty. Ever notice how their multiplayer maps have vague names? The terrains are a lot like a single-player map pack, and this particular terrain could conceivably be used to create a campaign, but it was really meant and intended for single missions.
The last idea was that I want each terrain to be geared for a particular style of warfare, this gets back into the terrain being more of a sandtable exercise than a real conflict. Warfare styles might include traditional Cold War gone hot foes, or a 70s style bush war. This particular terrain is geared for very early jet combat/last of the prop jobs sort of combat, like a war of decolonization. It is designed to be an ECM-free environment, guns, unguided rockets, and dumb bombs. You won't find a single SAM site. You could even mod it into a WW2 theatre if you felt like it.
That's another thing. I don't mind if anyone wants to mod this further, like using a particular tileset or such like. If you plan on posting any mods of this terrain here for others to use, just shoot me an email. You don't have to ask for permission, just let me know what you're doing.
Also, this is part of the CA freeware agreement. Do not use this for payware.
Required Files - SF2 Vietnam (this terrain won't work without it, period)
428 downloads
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SF2 WW2 F4U-1D Corsair by Mod Mafia/TMF
By Wrench
SF2 WW2 F4U-1D Corsair by Mod Mafia/TMF
= For SF2, Full-4/5 Merged (Reccomended/Preferred) =
*Note: There is a distinct possibility that this mod =MAY= work in SF/Wo* 1stGen game installs. However, due to the excessive modifications made to fit them into the SF2 environment. End Users that attempt to do so, do so at their own risk. A Full 4/5 Merged install is reccomened; at very minimum, SF2:V is required, as this aricraft references the A-1H's destroyed model. Also, some of the SF2 only "switches" will NOT work in 1stGens.*
*Note #2: this model will REPLACE, in it's entirety, those using Wolf's as a base. You may (well, should!) delete that mod completly; both the aircraft and decals folders. These, again, will replace them.*
A brand "new" model that was never completed when Bpao passed away a few year back. I've been fortunate enough to be allowed to complete his work, as a member of the Mod Mafia.
This is the F4U-1D Corsair, as seen from 1944 unitl the end of the War.
Skin/Decals set included are for:
USN/USMC:
VF-84, aboard USS BUNKER HILL
VBF-10, aboard USS INTREPID
VBF-83, aboard USS ESSEX
VMF-112, aboard USS BENNINGTON
VMF-323, land based on Okinawa
RNZAF:
20 Squadron (?), land based SoWesPac. (note: markings may be for No.1 or No.2 Service Unit, the "parent unit" of the squadrons.)
All skins are in jpg format, Decal Randomization is TRUE. A "new" SF2 version of the original 'box art' hangar screen and loading screens are included. Damage textures are the old tga versions. AND...when selecting the RNZAF Corsair, expect a surprise!!!
The "prop fix" from the Birdcage and -1A variants has already been applied to the mod.
USN Air Group markings are the "G" system, and are painted on the skins. This system was used from Jan 1945 to July 1945, when Air Group marking began changing the now in-use "Letter" style. My resarech has shown that many squadron still were using G-symbols on VJ-Day. Decals are used for most other markings, and Randomization is set to TRUE.
A user list is included; operational service dates have been rounded to the closest whole Year (ie: 1944).
The aircraft is fully carrier capable. The canopy operates via the Standard Animation Keystorke of Shift/0. Breaking with Modder Tradition, the wingfold operates via the "airbrakes" key. I didn't change to the standard Shift/9, as the last time I did it, I broke it!. So, it is as it was originally set by Bpao.
All lighting is historically accurate. WW2 weapons (ie: bombs, rockets) are NOT included. You should have them already. The drop tank is, as is the pilot figure and engine sounds (which you may also have already!).
when 'in game', you'll see "F4U-1D Corsair (TMF)" in the aircraft selection drop-down window. This will diferentiate it from any other -1Ds you may (or may not) have.
As always, fairly easy to follow, highly detailed install instructions are included. So, please READ them. Also, give the "Notes" section a read too for futher explinations, clarifactions, illuminations and so forth.
Good Hunting!
For Oli
272 downloads
0 comments
Updated
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SF2 WW2 Royal Navy Corsair Mk.1 by Mod Mafia/TMF
By Wrench
SF2 WW2 Royal Navy Corsair Mk.1 by Mod Mafia/TMF
= For SF2, Full-5 Merged (Reccomended/Preferred) =
-- Something for the ETO --
*Note: There is a distinct possibility that this mod =MAY= work in SF/Wo* 1stGen game installs. However, due to the excessive modifications made to fit them into the SF2 environment. End Users that attempt to do so, do so at their own risk. A Full 4/5 Merged install is reccomened; at very minimum, SF2:V is required, as this aricraft references the A-1H's destroyed model. Also, some of the SF2 only "switches" will NOT work in 1stGens.*
A brand "new" model that was never completed when Bpao passed away a few year back. I've been fortunate enough to be allowed to complete his work, as a member of the Mod Mafia.
This is the Royal Navy Fleet Air Arm Corsair Mk.1 as seen 1943-ish, when first issued to RN squadron. It should be noted, that almost NONE of the Mk.1s were used in combat, but mostly for training as the Mk.II followed right on it's heels. Essentially, this is the "Birdcage" Corsair. Unlike the Mk.II and Mk.IV, these never got the "clipped wings", and had very limited use aboard RN Carriers. Like the USMC/USN Birdcage, it is fully combat-capable, but in Real Life was rarely used so.
Skin/Decals are included are for:
1830 Squadron, as seen at New Brusnwick, Maine (USA) before transport to the UK.
All skins are in jpg format. Decals are used for all markings, and Randomization is TRUE. A "new" SF2 style hangar screen was created for this aircraft. Damage textures are the old tga versions.
A user list is included; operational service dates have been rounded to the closest whole Year (ie: 1943), even though its a "Nationalized" version.
The aircraft is fully carrier capable. The canopy operates via the Standard Animation Keystorke of Shift/0. Breaking with Modder Tradition, the wingfold operates via the "airbrakes" key. I didn't change to the standard Shift/9, as the last time I did it, I broke it!. So, it is as it was originally set by Bpao.
All lighting is historically accurate. WW2 weapons (ie: bombs, rockets) are NOT included. You should have them already. The drop tank is, as is the pilot figure and engine sounds (which you may also have already!).
when 'in game', you'll see "Corsair Mk.I "Birdcage" (TMF)" in the aircraft selection drop-down window. This will diferentiate it from any other RN Corsairs you may (or may not) have. (or that are still to come!)
As always, fairly easy to follow, highly detailed install instructions are included. So, please READ them. Also, give the "Notes" section a read too for futher explinations, clarifactions, illuminations and so forth.
Good Hunting!
wrench
kevin stein
For Oli
147 downloads
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SF2 Lockheed F-94B Starfire Pak by ErikGen
By Wrench
SF2 Lockheed F-94B Starfire Pak by ErikGen 10/4/2012
= For SF2, Full-5 Merged (Reccomended/Preferred) =
**Note: this is a re-upload, as the original was damaged in the recent unpleasentness. you do NOT need to redownload if you have it already!***
A brand new aircraft, that will replace the orignal 1stGen SFP1 version you may have.
This is the Lockheed F-94B 'Starfire', all-weather interceptor. This is a BRAND NEW MODEL, by ErikGen; part of his exceptional Lockheed Shooting Star series.
The aircraft comes with 4 skin/decal sets:
69th FIS
319th FIS (both for KAW)
USAFSilver a generic NM skin
449th FIS, as used by the ADC at Ladd Field (AFB), Alaska. *
The skins are set to 'turn on' at specific years; in 1948 you'll get the 'generic', 51 the 2 KAW skins, and iirc, the Alaskan ADC 449th.
All skins are in DDS format.
The first 2 have all new decal sets; the later 2 reuse those I made for the old Pasko Starfire. All decals are Randomized; all skins are in DDS format. A new SF2-style hangar screen, sounds, pilots and drop tanks (same as the Shooting Stars, btw) are included. Other weapons used can be found in the GunnyPak, or the KAW Misc Items downloads.
The Standard Animation Keystroke is used for the canopy (Shift/0).
As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Also, give the "Notes" section a read too.
Did I happen to mention, this is a BRAND NEW aircraft? Just checking...as there seems to be the occasional doubt.
Good Hunting!
Wrench
Kevin Stein
//for the KAW Team//
*everyone know how much I hate wasting good decals!
674 downloads
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SF2 Korean War Era AD-4 Skyraiders
By Wrench
SF2 Korean War Era AD-4 Skyraider Pak
= For SF2, Full-5 Merged (Reccomended/Preferred) =
*Note: you MUST have SF2V as part of your Full-5 Merged install to gain access to the A-1H.lod this mod refers to.*
All aircraft have brand new skins, built from my Home Grown Template .
Unites depicted are:
VA-35, USS Leyte 1950
VA-55, USS Valley Forge 1951
VA-75, USS Bon Homme Richard 1950-51
VA-115, USS Philippine Sea 1950-51?
VA-195, USS Princeton ???
VA-702, USS Boxer (became VA-145)
VA-923, USS Oriskany (became VA-125)
VF-194, USS Boxer 1953? (became VA-196)
VMA-121, Land Based, K-6 airfield
This is a complete aircraft (well, minus the Stock Lod of course!), with a new radar-equipped cockpit by Dels. Skins are still in bmp format, making it usable in all SF2 merged game installs with access to the A-1H.lod. All markings are decals and are Randomized. BuNums are accurate for the aircraft variant depicted, but not for the actual ones used by the squadrons; consider them 'generic' for that purpose.
The 'USMC50s' pilot figure, AN/APS-4 radar pod and engine sounds are included. All weapons are included* (simple edits can make the stock 3W ones usable, if one has Expansion Pak 1).
Wingfold is NOT activated, but the canopy is. Use the Usual Suspect (shift/0) to open and close it. All lighting is histerically correct.
As always, fairly easy to follow, highly detailed install instructions are included. So, please read them.
Also, give the "Notes" section a read too.
When in-game, you'll see "AD-4 Skyraider (3W)" on the selection drop-down.
Happy Hunting!
wrench
kevin stein
*excepting torpedoes for attacking the Hwachon Dam
764 downloads
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SF2 Lockheed F-80C/RF-80C/T-33A Shooting Stars Pak by ErikGen
By Wrench
SF2 Lockheed F-80C/RF-80C/T-33A Shooting Stars Pak by ErikGen (Ver.2)
= For SF2, Full-5 Merged (Reccomended/Preferred) =
Ammended: 36th FBS skin now has the correct national markings!
This package contains 3 completly new aircraft for SF2. As there are some 1stGen versions available, you'll most likely want to delete the old Pasko versions, if you have them, from your SF2 installs.
*Note: as these aircraft were built with the latest 3W exporter, they will most likely =NOT= work in SF/Wo* 1stGen Installs*
Aircraft included, and skins are:
F-80C:
35th FBS, 8th FBG
36th FBS, 8th FBG
80th FBS, 8th FBG - Korea, 1950/51ish
'Generic' USAF (represents 416th FG circa 1948*)
RF-80C:
45th TRS, Korea
T-33A:
'Generic' USAF
Football City AF (a 'What If' skin for fans of "The Wingman" series*)
While designed with the Korean War in mind, they are easily used in any 'early jet' scenario.
All skins are in DDS format. Decal randomization is set to TRUE for all skins. The 8th FBGs 3 squadrons have 95% historicaly accurate serial numbers. The 416th skin has 'semi-hisorical' serials (meaning they ARE for F-80Cs), and all the nose arts from the original release for Pasko's F-80C. The RF-80 and T-33 have 'generic' serials, but reflect actual aircraft, though no squadron affiliation was discoverable.
Drop tanks for all are 'built in' to the aircraft lod; weapons data inis included, as are the pilot figures and seat. Bombs and rockets are NOT included; they're in the GunnyPak, and the soon-to-be-released KAW Weapons pak.
The canopy for all is controlled via the standard Animations Keystroke ™, Shift/0
Happy Hunting!
wrench
kevin stein
*you all KNOW how much I hate wasting good decals!!! <grin>
Updated: corrected 36th FBS skin
1,488 downloads
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SF2 Korean War Era F9F-2 Panther Pak by bobrock
By Wrench
SF2 Korean War Era F9F-2 Panther Pak by bobrock
*Updated 10/6/2012: re-added missing decals folder*
= For SF2, Full-5 Merged (Reccomended/Preferred) =
*Note: as this aircraft was built with the latest TW Exporter, it most likely will NOT work in SF/Wo* 1stGen Game Installs*
This is the Grumman F9F-2 Panther, by Bobrock, as seen during the early 1950s; in partucular during the Korean War.
Skins/Decal sets are included for the following units:
VF-31 "Tomcatters" (USS Leyte, 1950/51)
VF-51 "Screaming Eagles" (USS Valley Forge, 1950*)
VF-52 "Knight Riders" (USs Valley Forge, 1950*)
VF-93 "Blue Blazers" (USS Philippine Sea, 1953)
VF-111 "Sundowners" (USS Philippine Sea, 1950)
VF-112 "Fighting 12" (USS Philippine Sea, 1950)
VF-192 "Golden Dragons" (USS Oriskany, 1/1953)
VF-721 ??? (USS Boxer, 1951)
VMF-311 "Tomcats" (land based, various airfieldz in Korea)
The aircraft is fully carrier-capable, with all the SF2NA coding for deck 'parking'.
Skins are in jpg format, so you MUST be at (minimum) Nov 2011, or the Latest July 2012 patch level. All markings are decals and are Randomized. BuNums are accurate for the aircraft variant depicted, but not for the actual ones used by the squadrons; consider them 'generic' for that purpose.
2 Hangar Screens are supplied (the full color verison being used now), along with a Loading Screen. A new engine sound is also included. Weapons use those from the GunnyPak, or from some of the other recently released KAW aircraft.
For those that don't have it, my (patentpending) back-dated, modified SCB-125_data.ini that will allow those bird farms to operate in the 1950s (until when/if we get a straight-decked Essex).
Standard Animations keystrokes are used for the canopy (Shift/0) and wingfold (shift/9). Be advised, there is a slight positioning issue with bombs/rockets when the wings are folded - I can't fix this with ini edits (must be done in MAX). So, don't fold the wings when the hardpoints are loaded, eh?
As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Also, give the "Notes" section a read too.
Good Hunting!
wrench
kevin stein
and the whole KAW Team
*see notes for further information, and the enclosed 'korean panther units.jpg'
Updated: adding missing (ok, I forgot it!) /Decals folder!! My apologies to all!!
1,322 downloads
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