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Strike Fighters by Thirdwire
All SF / WOV / WOE / WOI Simulation Modifications and Add-Ons
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What is it?
It's a paintscheme for the F-22A Raptor of the Aurelian Air Force, No. 207 Fighter Squadron "Gryphus", from the game Ace Combat X : Skies of Deception.
The '''Gryphus Squadron''' is a squadron part of the Aurelian Air Force assigned with maritime defence roles. The squadron became one of the last active squadrons in Aurelia during the Aurelian War, and was assigned with the air defence of Aubrey Air Force Base, the last standing AFB on the country.
Which addon(s) are required?
SF2 F-22A USAF Raptors Redux 2016 by The Raptor Team, Updated by Viper63a (Link to File )
(You will also have to add a new nation Aurelia into nations.ini, instructions inside)
Credits
Skin and Decals : Zachtan1234
Template : Jimbib (Link to Template)
Check out my other work :
F-16C Windhover Squadron (Ace Combat 6)
F-15C Galm Team (Ace Combat Zero)
F/A-18E Grun Team (Ace Combat Zero)
F-5E Wardog Squadron (Ace Combat 5)
F-15E Sorcerer (Ace Combat Zero)
JAS 39 Gripen-C Indigo (Ace Combat Zero)
F-14D Schnee (Ace Combat Zero)
YF-23A Wizard (Ace Combat Zero)
F-22A Aggressors (Fictional)
F-4E Mobius (Ace Combat 4)
By zachtan80 0 -
SF2 Boeing KC-97L, EdA Skin/Decal Pack 12/7/2017
= For SF2 (Any & All, Full-5 Merged Prefered) =
This is a new skin/decal pack mod of Veltro2k's KC-97L Stratofreighter depicting those 3 as used by the Spainish Air Force (Ejército del Aire) from 1972 to 1978. This is a skin, decal pack and an updated data ini for this aircraft. If you don't have the aircraft already, it's available at the URL below:
https://combatace.com/files/file/15853-kc-97l-stratofreighter/
Serial numbers are 100% historical for aicraft depicted. All markings are decals, and decal randomization is TRUE. Also included is an new, revamped data ini with corrected hit boxes. The original USAF skin has also been "refershed" and is included.
As always, fairly easy to follow, detailed install instructions are included. So, please READ them ... after unzipping but before installling, of course!!
Happy Landings!
Wrench
Kevin Stein
By Wrench42 1 -
Mirage Milan S
The latest variant of the basic Mirage III/5 family is the Milan (this name does not refer to the Italian city, but to a bird known in English as the "kite"). It is similar to the Mirage IIIE, but is equipped with retractable fore-planes - these being nicknamed "moustaches". This innovation was developed jointly by Dassault and the Federal Aircraft Factory, of Switzerland, and leads to radically improved take-off and low-speed handling characteristics. Each foreplane has a span of 0.8m and features fixed leading-edge slats and slotted trailing-edge flaps. The whole installation is extremely light and only takes up a small amount of space forward of the cockpit.
Foreplanes were first tested in a fixed installation on a Mirage III during 1968; then followed a retractable installation on a Mirage IIIR, this aircraft being shown at the Paris Air Show in June 1969. Finally, a definitive prototype, known as the Milan S-01, was converted from a Mirage IIIR and first flown on May 29, 1970. The Milan S is powered by a 7,200kg SNECMA 09K-50 and has a greater external load capacity than the Mirage IIIE. It also has improved avionics, including the navigation/attack system developed for the Anglo-French BAC/Breguet Jaguar.
No orders for the Milan had been announced at the time of writing (May 1971) but Dassault has said that deliveries could be started in 1972. Switzerland is being strongly wooed with the type and it is reported that South Africa has been discussing a possible order with the manufacturer.
Requirements: DLC Mirage IIIO
Texture Temp by Ludo.m54
data.ini - Coupi
3D mod - Denis Oliveira
411 4 -
SF2:I Vautour IIN Upgrade Pack 11/27/2017
= For SF2:I (or Any & All, Full-5 Merged Prefered) =
Extensive modifications and upgrades to Veltro2k's S.O.4050 Vautour IIN Night/All Weather fighter-bomber as used by the IDF/AF. As seen on the CombatAce message boards, a major revamp adds 2 skins for ealy service in the IDF/AF.
This mod is designed to replace all other versions, in toto, of the Vautour IIN. This package contains the full, entire aircraft.
Many modification have been performed, and all are listed in the "Notes" section of this readme. Loadouts have been adjusted, as have several other important statements in the data ini. All weapons used are stock 3W items, meaning they still use the UK bombs. End Users (tm) that wish to swap out to the various French bombs available in weapons packs may do. Be advised, I did =NOT= test with those, so their attachment positions -may- not match.
All new, historical "plane-in-squadron/serial numbers" for IDF usage. All markings are decals, and decal randomization is TRUE. However, due to the low number of aircraft (6-7) the randomization (for some reason) seems not to be working.
Even though there isn't another Vautour IIN, I've added a statement to the "displayed name", so it now reads:
Vautour IIN (V2K)
This is just one of my usual "things", when more than one of the type exists.
As always, fairly easy to follow, detailed install instructions are included. So, please READ them ... after unzipping but before installling!
Good Hunting!
Wrench
Kevin Stein
By Wrench267 0 -
This mod is for WWII themed SF2 installs. It uses Fastcargo's Fake Pilot and seat method to attach a new RAF-style rear-view mirror LOD that matches the shape of the one in Stary's Early WWII pit to the aircraft of your choice. Instructions on how to do this are provided.
I'm releasing this under the Combat Ace Fair Use Agreement.
By StephenM39 0 -
SF2 NAA F2J Super Fury Pack (What If...) by Cocas & Co. 11/15/2017
= For SF2 (Full-4/5 Merged Reccomended) =
*Note: you =MUST= have, as stated above have, at minimum, a Full-4 merged install, as this mod makes use of many stock items, most importantly, the cockpits from the F-100 Super Sabre, F-8 Crusader. Therefore, it's =vitally= important that your game version(s) have access to these cockpits. However, alternate cockpits have supplied.*
The is the release of a new "What If..." Us Navy & Marines carrier-based fighter-bomber, the F2J "Super Fury" series. These aircraft has been tested in the SF2:NA, Full-5 environment, and is carrier capable/certified. The Standard Animation Keystrokes (tm) are used for the Caonpy (Shift/0) and wingfold (Shift/9).
The F2J-3N is the only version exported, all others are USN/USMC only.
This package includes 4 aircraft, with skins for their various users:
F2J-1
F2J-2
F2J-3N
F2J-4
The F2J-3N is an export version with skins/decals for the following users:
Royal Navy, FAA (Super Fury FAW.1, 893 NAS, various ships)
Royal Australian Navy (724 NAS, HMAS Melborne)
Royal Canadian Navy (VF-781, HMCS Bonaventure)*
*Note, there are 2 RCN skins, for pre- and post- unification of the Armed Forces (RCN ---> CAF). Also, due to game limitations, and the non-existence of "Royal Canadian Navy", the displayed Nation Name on the Loadout screen will read either "Royal Canadain Air Force" or "Canadian Armed Forces", depending on mission year chosen.
All markings are decals, and decal randomization is TRUE. Weapons used are all stock 3W items. Skins are in jpg format, and damage textures are DDS. All other parts (pilots, seats) are supplied. Each skin has it own specific hangar screen.
As always, fairly easy to follow, detailed install instructions are included. So, please read them. One can find more fun reading all the Notes section as well!
Happy Landings!
Wrench
Kevin Stein
-- for Cocas Aircraft Factory --
By Wrench210 0 -
SF2:I 3W Vautour IIA Upgrade Pack 11/23/2017
= For SF2:I (or Any & All, Full-4/5 Merged Preffered) =
*Can be used in any merged install that has access to the SF2I Meteor F.8, as this cockpit is referenced for this aircraft. It is the "best, closest fit" Hence, the 'Full-5 Merged' tag is applicable*
Extensive modifications and upgrades to the stock 3W S.O.4050 Vautour IIA as used by the IDF/AF,and French Air Force. As seen on the CombatAce message boards, the aircraft gets the addition of the missing outboard wing pylons. These are attached via the 'fake pilot' method. The only disadvantage is, they are always present, even when not loaded. A fact that must be lived with. Also, as stated above, with the addition of a cockpit, the aircraft is now "Player Usable".
Many other modification have been performed, and all are listed in the "Notes" section of this readme. Loadouts have been adjusted, as have several other important statements in the data ini. All weapons used are stock 3W items, meaning they still use the UK bombs. End Users (tm) that wish to swap our to the various French bombs available in weapons packs may do. Be advised, I did =NOT= test with those, so their attachment positions -may- not match.
Even though there isn't another Vautour IIA, I've added a statement to the "displayed name", so it now reads:
Vautour IIA (3W)
This is just one of my usual "things", when more than one of the type exists.
As always, fairly easy to follow, detailed install instructions are included. So, please read them ....
Good Hunting!
Wrench
Kevin Stein
By Wrench130 2 -
Aerodynamically Limited MiG-17s v1.1
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Description:
This is a mod which limits the maneuverability of the stock ThirdWire MiG-17, -17F and -17PF at high subsonic speeds, especially above .8M. It has long been published that the MiG-17's lack of hydraulically boosted controls prevented the pilot from turning much harder than 2-2.5g as the aircraft got beyond 400 knots (especially by 450). The stock TW MiG-17s, however, have in excess of 10g authority at the mid-to-high 400s of knots, and this is one of the reasons they are commonly called "UFOs" - they can out-turn almost any fighter anywhere in the envelope.
This mod adjusts both the lift coefficient and the aerodynamic pitch dampening coefficient to reduce the MiG-17's ability to pull high-g turns at airspeeds exceeding .8 Mach. This provides the player with the ability to utilize real-world speed tactics employed by F-4, F-8 and other aircrews against the MiG-17. Keep the fight fast, and you can now out-turn the FRESCO.
This mod does NOT adjust the lower-speed performance of the FRESCO. As such, if you try to get into the phonebooth and burn away your energy, expect the same results as before. If you choose to fly the MiG-17 with this FM modification, it adds a degree of challenge and realism in that just like the AI, you won't be able to load a 12g turn at 500knots anymore, and will have to pay attention to airspeed. The speedbreak is your friend! I personally had no problem dogfighting with the FM, but it did require better energy management in that it requires you to keep the aircraft neither too slow, nor too fast.
V1.1 (23 Nov 17) has also changed the engine response time for the MiG-17's VK-1F engine. It is reported in Red Eagles that the engine took approximately 15 seconds (p.112) to go from idle to full military power. Most engines from the 50s and 60s had slow response times (e.g., the TF-30 taking approximately 8 seconds to go from idle to military and another 4 to stage up to Zone 5), and this required a bit of thinking and tactics to work around. "Jose" Oberle (Lt Col, Ret) explained that the engine worked well enough if kept above 80 percent power, but pulling back to idle, then pushing back towards military power "took forever" (Ibid.), and that the easiest way to handle decelerating was to keep the engine at 80 percent and deploy the speed brakes. The AI isn't harshly impacted by this limitation, but a player using this data.ini will have to consider this limitation. If, as a player, you do not want to deal with the slower engine response, the original entry is simply commented out, and can be restored by editing the .ini.
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Whats in it:
There are three data.inis contained in this mod. One for the baseline MiG-17, one for the MiG-17F and one for the MiG-17PF. This mod adjusts the ThirdWire MiG-17s and will work with any version of StrikeFighters 2, including merged and single installs.
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Installation:
1. Unzip the contents of the "Aero_Limited_MiG-17sV11.7z" file into a folder
2. Open the folder. Copy the contents of the folder (MiG-17, -17F, and -17PF folders) into your SF2 mod folder's Objects\Aircraft folder, allowing all files to overwrite.
3. The Data.ini files should already be read only, but if not, set them to read only so the game does not re-write or over-write the data file with the game's original files upon booting up (this happens sometimes when a mod changes a core game file).
4. Go fly!
=================
Credits:
FM: ThirdWire
Mod: Caesar
=================
Some open-source examples of airspeed and engine limitations of the MiG-17:
From "Scream of Eagles," "Tooter" Teague (who flew one of the captured MiG-17's) put it that: "We found out very quickly that the MiG ['17] goes out of control at 450 knots...He [the '17] locks up at about 425 and he goes absolutely left wing down...his wing warps...so if he goes 500 knots he's out of control He's in a left wing roll an can't do anything about it. So just do 500 knots and it becomes only a question of eyes. Keeping sight and keeping fast." (p. 138).
From "Red Eagles": "We had to teach them that if they could - as a defender in an American airplane - get the MiG-17 into the 450-knot regime, and then start to turn, then the MiG pilot would have to overcome this huge aerodynamic load on the tail without any hydraulic assistance. He may have had the potential to pull 7Gs, but he could probably pull no more than 2Gs because he simply didn't have the physical strength to overcome the loads on the tail." (p.132)
From "Duke" Cunningham (in "Dogfights): [the MiGs are travelling fast. Cunningham knows the MiG, lacking hydraulic controls like the F-4, is hard to turn.] "So I looked at him and said 'nope, can't do it,' so I broke into him and he overshot right down below me."
[Engine] From "Red Eagles, New Edition": The VK-1F was slow to respond to movements of the throttle, and it took in the region of 15 seconds for it to go from idle thrust to "military" thrust power setting (the maximum non-afterburning thrust available). Oberle observed: "This slow engine response was a characteristic of the old engines. If you kept the power up above 80 percent you had pretty good engine response, but if you ever pulled it back to idle and then pushed the power up to accelerate, it would take forever for the engine to spool back up to the 80 percent rangewhere you finally started getting power." (p.112)
By Caesar434 3
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