Strike Fighters by Thirdwire
All SF / WOV / WOE / WOI Simulation Modifications and Add-Ons
Subcategories
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Notes:
This is actually a HH-60G Pave Hawk. It's the actual bird (for a change!).
She has a pair of miniguns for your destructive pleasure.
As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. .
Installation:
Place the HH-60G folder into your Aircraft folder.
Place the 160HeloGunnerR and 160MiniGun into your Weapons folder.
Place the 160HeloPilot1 & 2 folders into your Pilots folder.
Place the MH60LDAP wav file into your Sounds folder.
Place the two TADS files and the Loading wav file in your Flight folder.
You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site.
Credits:
A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic Pave Hawk from the 129th Rescue Squadron.
Kesselbrut for MH-60G Cockpit.
Wrench for Hangar/Loading Screens I used as a base.
Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the 160th pilots and gunner.
331KillerBee for the M134 Minigun.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer5860 3 -
Notes:
There are two helo's in this package. One is the DAP, and the other, well you'll just have to see.
Not really a MH-60L Direct Action Penetrator, but of course a MH-60G Pave Hawk. It's the closest we have in SF so it will have to do.
This bird packs an awesome punch: eight Hellfire's, four Stingers, a rocket pod and two 7.62mm Miniguns. Something for everyone!
As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. This bird is a bit heavier than the other Hawks so takes more skill to hover.
Installation:
Place the MH-60LDAP folder into your Aircraft folder.
Place the 160HeloGunnerR, 160MiniGun and Hellfire_PodN into your Weapons folder.
Place the 160HeloPilot1 & 2, and DAPR folders into your Pilots folder.
Place the MH60LDAP wav file into your Sounds folder.
Place the two TADS files and the Loading wav file in your Flight folder.
You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site.
Credits:
A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic DAP from the 160th Special Operations Aviation Regiment.
Kesselbrut for MH-60G Cockpit.
Wrench for Hangar/Loading Screens I used as a base.
Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the 160th pilots and gunner.
331KillerBee for the LAU-3 which became the DAP's nose radar, and for the Hellfire Pod and M134 Minigun.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer51,032 2 -
Not really a HH-60H Rescue Hawk, but of course a SH-60F Seahawk. It's the closest we have in SF so it will have to do.
She is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable.
Installation:
Place the HH-60H folder into your Aircraft folder.
Place the AAQ16, RescueHawkMiniGun, RescueHawkTank and USNHeloGunnerR into your Weapons folder.
Place the USNHeloPilot1 & 2 folders into your Pilots folder. NOTE: For those with SF1 I have included the AAQ16 and USNHeloGunnerR as fake pilot objects. You will have to remove the ; from the data.ini file for them to work. They will look different from the SF2 version, but better than nothing.
You will not get the RescueHawkMiniGun to work in SF1 unless you edit the weaponsdata.ini file.
Place the RescueHawk wav file into your Sounds folder.
Place the two TADS files and the Loading wav file in your Flight folder.
Place the contents of the Decal folder into your Decal folder.
You will need to copy over the SH-60F LOD's from the SH-60F Seahawk mod. If you do not already have it, get it from the A-Team Skunkworks site.
Credits:
A-Team for SH-60F Seahawk Mod. Note my skin is best possible with current model limitations. It is HH-60H Rescue Hawk "307" from US Navy Helicopter Combat Support Squadron Five (HCS-5).
Kesselbrut for MH-60G Cockpit.
Wrench for Hangar/Loading Screens I used as a base.
Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the US Navy pilots and gunner.
331KillerBee for the LiteningIII pod and F-11F Tank which became the Rescue Hawk's nose FLIR and external tank.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer5653 2 -
Note: Version 2 is just the Jayhawk. The other "easter egg" helos are in the 1.0 file only.
Not really a HH-60T Jayhawk, but of course a SH-60B Seahawk. It's the closest we have in SF so it will have to do.
HH-60T is the upgrade model of the HH-60J, it has a glass cockpit and weapons capability. I have used the MH-60 cockpit to simulate this.
She is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable.
Installation:
Place the HH-60T folder into your Aircraft folder.
Place the Tank_Jayhawk & CGHeloGunnerR folders into your Weapons folder.
Place the CGHeloPilot1 & 2 folders into your Pilots folder.
Place the JayR folder into your Pilots folder.
Place the JayW folder into your Pilots folder.
Place the Jayhawk wav file in your Sounds folder.
Place the two TADS files and the Loading wav file in your Flight folder.
Place the contents of the Decal folder into your Decal folder.
You will need to copy over the SH-60B LOD's from the SH-60B Seahawk mod. If you do not already have it, get it from the A-Team Skunkworks site.
Credits:
A-Team for SH-60B Seahawk Mod. Note my skin is best possible with current model limitations. It is HH-60T Jayhawk "6029" from Coast Guard Air Station Kodiak. Alaska.
Kesselbrut for MH-60G Cockpit.
Wrench for Hangar/Loading Screens I used as a base.
Dels for drop tanks from his PC-9 Mod. Note these tanks are used as they were the largest possible that could be used and the helo would still hover. Anything bigger is too heavy.
Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the Coast Guard pilots and gunner.
331KillerBee for the LAU-3 and TER2 which became the Jayhawk's nose radar and winch housing.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer5375 2 -
Not really a HH-60T Jayhawk, but of course a SH-60B Seahawk. It's the closest we have in SF so it will have to do.
HH-60T is the upgrade model of the HH-60J, it has a glass cockpit and weapons capability. I have used the MH-60 cockpit to simulate this.
She is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable.
You will need to copy over the SH-60B LOD's from the SH-60B Seahawk mod. If you do not already have it, get it from the A-Team Skunkworks site.
Credits:
A-Team for SH-60B Seahawk Mod. Note my skin is best possible with current model limitations. It is HH-60T Jayhawk "6029" from Coast Guard Air Station Kodiak. Alaska.
Kesselbrut for MH-60G Cockpit.
Wrench for Hangar/Loading Screens I used as a base.
Dels for drop tanks from his PC-9 Mod. Note these tanks are used as they were the largest possible that could be used and the helo would still hover. Anything bigger is too heavy.
Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the Coast Guard pilots and gunner.
331KillerBee for the LAU-3 and TER2 which became the Jayhawk's nose radar and winch housing.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer5330 5 -
This is not actually a MH-60S KnightHawk, but a HH-60G Pave Hawk. It's the closest we have in SF2 so it will have to do. The MH-60S is based on the UH-60L Blackhawk, unlike the other USN helo's which are Seahawk based.
The KnightHawk peforms vertical replenishment, troop transport, and search and rescue, amongst other things. Although the KnightHawk has the usual minigun for your destructive pleasure, it is basically set up for vertrep. Non combat but very challenging.
Vertrep only works via the intricacies of sorcery. Actually, vertrep only works on land, as although the cargo palettes are "weapons" and can be "fired" anywhere, the will only show up on land as they become a "crater" when the hit the dirt. Craters, of course, do not show up on ships or the ocean.
You can still have lots of fun flying missions from ship to shore, and if you do not wish to have the cargo sling, for example, just de-select it in the Loadout screen.
As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable.
She has the more powerful engines from the UH-60L so can hover with a full cargo load aboard.
INSTALLATION:
Place the MH-60S folder into your Aircraft folder. NOTE: You may have my fictional MH-60S "StealthHawk" in your Aircraft folder, rename or move it as this is the "real" MH-60S.
Place the 160MiniGun, Cargo, KHF, Sling1, Sling2 and USNHeloGunnerR folders into your Weapons folder.
Place the USNHeloPilot1 & 2 folders into your Pilots folder.
Place the MH60LDAP wav file into your Sounds folder.
Place the two TADS files and the Loading wav file in your Flight folder.
And finally, place the contents of the Object folder (cargo_03d, Dragchute, Frachtnetz, Frachtpalette, SlingLoad_03d, Storage and Wreckobject.ini) into your main Objects folder. These are the "craters" that will show the cargo palettes on the ground once released. NOTE: The new "craters" are WreckType006 and 007, if you already have WreckTypes with these numbers, just paste mine in and rename them as required.
You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site.
Credits:
A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic KnightHawk from Helicopter Sea Combat Squadron Two-Six.
Kesselbrut for MH-60G Cockpit.
Wrench for Hangar/Loading Screens I used as a base.
Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the USN pilots and gunner.
AmokFloo for the Freight Palette.
331KillerBee for the M134 Minigun, Crate, Gris, and Douglas IFR pod.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer5752 2 -
Notes:
Here is the Boeing Armed Cargo Helicopter 47-A, or more commonly "Guns A Go-Go".
The ACH-47A was originally known as the Armed/Armored CH-47A (or A/ACH-47A). It was officially designated ACH-47A by US Army Attack Cargo Helicopter and unofficially Guns A Go-Go. Four CH-47A helicopters were converted to gunships by Boeing Vertol in late 1965. Three were assigned to the 53rd Aviation Detachment in South Vietnam for testing, with the remaining one retained in the US for weapons testing. By 1966, the 53rd was redesignated the 1st Aviation Detachment (Provisional) and attached to the 228th Assault Support Helicopter Battalion of the 1st Cavalry Division (Airmobile). By 1968, only one gunship remained, and logistical concerns prevented more conversions. It was returned to the United States, and the program stopped.
The ACH-47A carried five M60D 7.62x51 mm machine guns or M2HB .50 caliber machine guns, provided by the XM32 and XM33 armament subsystems, two M24A1 20 mm cannons, two XM159B/XM159C 19-Tube 2.75 in rocket launchers or sometimes two M18/M18A1 7.62×51 mm gun pods, and a single M75 40 mm grenade launcher in the XM5/M5 armament subsystem (more commonly seen on the UH-1 series of helicopters). The surviving aircraft, Easy Money, has been restored and is on display at Redstone Arsenal, Alabama
The player has at his command the two 20mm cannon, two 19-tube rocket pods, and a 40mm grenade launcher. There's lots of ammo for the cannon and grenade launcher. She packs a serious punch for 1966!
Like the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. Pinnacle landings are hard but can be done. You get what you put in, so if you practice you will be rewarded.
The bird has a full set of lights, including landing lights and a searchlight which are activated/deactivated by the "G" landing gear key.
Included are two real Chinook wav files, you can pick which one you like. Listen to them IN GAME, as the game plays them correctly whereas the likes of Windows Media Player does not.
Another nice effect is that if your bird is destroyed a nice Chinook wreck will be your funeral pyre!
INSTALLATION:
Place the ACH-47A folder into your Aircraft folder.
Place the CH-47EA-Dam.bmp and ACH-47A-Destroyed.LOD into your Aircraft folder.
Place the 20mmGo, HeloGunnerL, HeloGunnerR, LAU-3A_Mk40_M151 and XM-8 folders into your Weapons folder.
Place the FakePilot, GoAmmoCrate, GoBench, GoGrenade, GoP, GoPylon, Helopilot 1 and Helopilot2 folders into your Pilots folder.
Place the Chinook and Chinook4 wav files into your Sounds folder.
Place the Loading wav file in your Flight folder.
You will need to copy over the CH-147-R0g.LOD from the A-Team Chinook mod. If you do not already have it, get it from the A-Team Skunkworks site.
CREDITS (a LONG list of contributors):
A-Team for Chinook Mod. Note my skin is best possible with current model limitations. It represents the four ACH-47A's: Easy Money, Birth Control, Stump Jumper and Co$t of Living.
Thanks to the following:
The BANIDOS TEAM for the most excellent damaged Chinook.
Kevin "Wrench" Stein for Hangar/Loading Screens I used as a base.
Daniel "Kesselbrut" Himmel for the cockpit, Helo Pilots and Helo Gunner.
Dmtdragon for the flare/chaff positions etc. I've left them on, probably not historical, use them if you wish.
331KillerBee for the 20mm Cannon, LAU Rocket launcher, AUF2 pylon, Crate, SUU13, ATFLIR, Matra rocket, and XM-8.
Anyone else I have missed, apologies.
Thanks to all.
By JimBeamer5930 8 -
Westland Lynx HAS2 & HAS3 for Strike Fighters 2 Series
I have taken the Westland Lynx that was updated for SF2 in the Falklands campaign and packaged it up for SF2.
Included is:
-Lynx HAS2
-Lynx HAS3
-Required weapons
I made a few changes including:
-Working search radar
-Low vis grey skin for the HAS3
-Antarctic Service skin for the HAS3
-Forward firing door gunner that can be added/removed via an extra weapons station
-Countermeasures for the HAS3
****The speed brake key opens and closes the cabin doors
Instillation:
-Step 1 Put files into appropriate folders, override when asked.
-Step 2 get the following lod files from the Lynx HAS2 at http://combatace.com...-falklands-mod/ or at http://cplengineeringllc.com/SFP1/
Lynx-HAS2-R0e.LOD
Lynx-HAS2-R1.LOD
Lynx-HAS2-R1-MR50.LOD
Lynx-HAS2-R1-MR60.LOD
Lynx-HAS2-R1-MR80.LOD
Copy and past them into the Lynx_HAS2 and Lynx_HAS3 main folders now in your aircraft mods directory.
Note: has been tested in an all titles merged game but should work fine an any stand alone title
Credit goes to: eburger68, Kesselbrut, Dave and the DevATeam who gave thier permission for this mod.
By dtmdragon836 2
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