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Strike Fighters by Thirdwire

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All SF / WOV / WOE / WOI Simulation Modifications and Add-Ons

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    1. Landing/Taxi/Position lights for all Phantom variants...
      ********************************
      Install instructions included...
       
      Some of these were already done by their authors,,i just went over each one,tweaked & added some lights..
       
      Thanks to Russo Uk for the original Landing Lights fix....
       
      Thanks to all the artest who made the Mighty Phantoms...
      656 0
    2. I was just messing around with the menu screen. What I got was pretty cool. This is a good replacement for the main menu screen.
       
      Scrapper
      463 0
    3. This skin is for F-16A_Blk15-BAF
       
      ravenclaw_007
      315 0
    4. [Note]
      This mod replaces an earlier version by adding approach and airfield lights for the large two-runway airfield (Airfield3). This update can be used in place of that earlier one as it also incorporates the lights for Airfield's 1, 2 and 4 in WOE.
       
      [Acknowledgement]
      The approach lights in this mod are the mostly the work of Sidewinder, Piett and Eightlein. With the exception of Airfield3 (see below), I simply ported them into WOE. I have also based my Heli-pad on the previous excellent work of Eightlein. My thanks to them for their previous hard work.
       
      Credit where credit is due. :-)
       
      This mod introduces approach lights and anti-collision lights to WOE's airfield 1, 2, 3 and 4 air bases. Basically, all of the friendly airbases in WOE. The anti-collision lights are defined for all the tall buildings and structures around the airfield.
       
      There are two layouts for Airfield 1 (just to be awkward) so I've modified the GermanyCE_targets.ini file to point each Airfield1 reference at it's correct layout file containing the lighting information.
       
      Airfields 2 and 4 use the same layout as Airfield 1 Layout 2, so it was simple to port across everything but the tower lights (see below) for their use.
       
      Airfield 3 represents the most work I've put into this mod due to the sheer number of lights it contains and also that the version of the previous work I downloaded (done by Sidewinder and Piett) had some bugs I wanted to fix. Airfield 3 now has approach lights for all four runways. Also, I've cleaned up the taxiway lights, removed some spurious lights that were incorrectly placed on the centre of the main runway and completed the taxiway lights at the end of runway 06/24 which were partly missing in the version I downloaded.
       
      Airfield 4 has two layouts, based on Layout 2 and a new one, Layout3. In Layout 3 the tower is a new structure and in a different location (i.e. next to the ramp). The Tower4 ground object is used on some bases instead of the normal stock Tower1 ground object. Again, for Airfield 4 I've modified the GermanyCE_targets.ini file to point each Airfield 4 reference at it's correct layout file containing the lighting information.
       
      [More Info]
      Adding QRA sheds is simple and two examples are included for each type of Layout (For Airfield 1 Wildenrath for Layout 1 and Diepholz for Layout 2, and for Airfield 2 it's Freiburg. Airfield 4 uses Lahr for Layout 2 and Hahn for Layout 3). For QRA-enabled airbases simply point the air base's GermanyCE_targets.ini entry at the _QRA.ini version of the Layout ini file.
       
      For Airfield 3 I've decided to add QRA sheds as standard to all Airfield 3 airbases. This is because I think that these bases warrant such facilities. QRA sheds are at the end of runways 36/18 and 06/24. Heli-pads are also included on the North and South ramps for Airfield 3.
       
      See here for screen shots:
      http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180
       
      and also here for additional screen shots of Airfield 3
       
      http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293
       
      The list of additional lights for both types of layout is:
       
      Tower1, Tower2 and Tower 4
      Fueltank1 & Fueltank2
      Hangar1, Hangar2 & Hangar3
      Bunker1 & Bunker2
      Watertower
      ASR (radar)
      ShelterA (used for ramp and QRA sites)
      I've also include a Heli-pad for each layout.
       
      Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area.
       
      This mod certainly makes the home airfield's easy to spot from a distance. The red lights are on all of the time, with the other lamps and flood lights coming on at dusk and switching off after dawn. Approach lights are also set on all of the time. QRA lights are always on -- those guys don't ever sleep!
       
      Hope you like these mods. Kind regards,
       
      Paul T (PNT/comrpnt/Nazgul) :-)
      1,283 0
    5. This is a detailed repaint of Thirdwires A-4F from Strike Fighters Gold to look like an RNZAF SKYHAWK. The Skyhawk version built for New Zealand in the early 1960s.
       
      Model by Thirdwire, skins and arrangement by James Fox.
       
      I want to thank James for the fantastic skin and the good work he made.
       
      I hope you enjoy!
      1,036 0
    6. Complete Russian A2A Missile Overview with Realname & Date, 11-2006 v.1
      787 0
    7. These files will replace the "I've been hit" or "Taking damage" audio. I at first replaced the "I'm ejecting" audio but found that those files are almost never heard (I purposefully lost dozens of 8 ship flights and never heard that audio clip". These were taken from Vietnam dogfight audio sequences, they work perfectly for me, so here's hoping they do for y'all too.
      1,075 0
    8. Malvinas_screens for Campaigns
      252 0
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