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ACES II Ejection Seat for F-16
this is the ACES II ejection seat for the F-16
just drop the ACES_II_F-16 folder in to your Pilots folder
use this positions for TW standart F-16 (F-16A_Netz)
[Pilot]
SystemType=PILOT_COCKPIT
SetCockpitPosition=TRUE
PilotModelName=ModUSAF
PilotHeadNodeName=head
Position=0.0,4.10,0.86
SeatModelName=ACES_II_F-16
SeatPosition=0.0,4.10,0.86
MinExtentPosition=-0.36, 3.76,-0.15
MaxExtentPosition= 0.36, 4.75, 0.96
CanopyNodeName=canopy_frame_outer
CanopyAnimationID=7
use this positions for the TMF single and two-seater F-16
[Pilot1]
SystemType=PILOT_COCKPIT
PilotModelName=ModUSAF
Position=0.0,3.892,0.76
SeatModelName=ACES_II_F-16
SeatPosition=0.0,3.892,0.76
MinExtentPosition=-0.148, 3.467,0.169
MaxExtentPosition=-0.148, 4.296,0.624
CanopyNodeName=Canopy
CanopyAnimationID=8
[Pilot2]
SystemType=PILOT_COCKPIT
PilotModelName=ModUSAF
Position=0.0,2.112,0.78
SeatModelName=ACES_II_F-16
SeatPosition=0.0,2.112,0.78
MinExtentPosition=-0.148, 3.467,0.169
MaxExtentPosition=-0.148, 4.296,0.624
CanopyNodeName=Canopy
ravenclaw_007
275 downloads
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ACES II Ejection Seat for F-15
there are 3 versions of the ACES II seat includet the early the late-forward and the late-rear one
just drop the ACES_II_F-15 , ACES_II_F-15_Front and ACES_II_F-15_Rear folder´s in to your Pilots folder
Data_ini and Cockpit_ini files for all F-15 versions of the F-15_Pack and TW F-15 are includet , you have to replace the Data_ini file with the ones that are includet here , if you have a edited data_ini and dont like to use the one includet here you have to copy the remove part from the AircraftData (for TMF F-15) and the Pilot/WSO postion and Seat position to your data_ini
Component[010]=Remove1
Component[011]=Remove2
[Remove1]
ParentComponentName=Nose
ModelNodeName=ESeat_FrontFrame_ok
DestroyedNodeName=ESeat_FrontFrame
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE
[Remove2]
ParentComponentName=Nose
ModelNodeName=ESeat_RearFrame _ok
DestroyedNodeName=ESeat_RearFrame
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE
Note: use the Pilots position as the Seat position
ravenclaw_007
523 downloads
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ACES II Ejection Seat for B-1B
there are two versions of the ACES ii seat includet the red colored and the green colored one , red for the early B-1B and green for the later B-1B version
just drop the ACES_II_B-1Bg and ACES_II_B-1Br folder in to your Pilots folder
Data_ini and Cockpit_ini files for all B-1B versions are includet , if you have a edited version of the data_ini change only the pilots and seat position as shown below but you have to replace the Cockpit_ini file with the ones that are includet here , if you dont the seat will not be displayed in the right position
Note: use the Pilots position as the Seat position
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=MODusaf
Position=-0.55,15.5,1.574
SeatModelName=ACES_II_B-1Br
SeatPosition=-0.55,15.5,1.574
SeatID=1
CanopyAnimationID=8
[CoPilot]
SystemType=PILOT_COCKPIT
PilotModelName=MODusaf
Position=0.55,15.5,1.574
SeatModelName=ACES_II_B-1Br
SeatPosition=0.55,15.5,1.574
SeatID=2
ravenclaw_007
138 downloads
0 comments
Submitted
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ACES II Ejection Seat for A-10
just drop the ACES_II_A-10 folder in to your Pilots folder
Data_ini files for TW A-10 are includet , if you have a edited version of the data_ini change only the pilots and seat position as shown below
Note: use the Pilots position as the Seat position
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=ModUSAF
SetCockpitPosition=TRUE
Position=0.0,4.43,1.22
SeatModelName=ACES_II_A-10
SeatPosition=0.0,4.43,1.22
MinExtentPosition=-0.41, 3.80,-0.02
MaxExtentPosition= 0.41, 4.95, 1.45
CanopyNodeName=Canopy_Frame_R
CanopyAnimationID=9
HasArmor=TRUE
ArmorMaterial=TITANIUM
Armor[FRONT].Thickness=30
Armor
.Thickness=30
Armor
.Thickness=30
Armor[REAR].Thickness=30
Armor[bOTTOM].Thickness=30
Armor[TOP].Thickness=10
ravenclaw_007
182 downloads
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Improved Afterburner Effects for Strike Fighters 2
By Spillone104
Improved Afterburner Effects for Strike Fighters 2 V1.0
-------------------------------------------------------------------------------------------------------------------
Installation:
Put the .INI and .TGA files in the Effects folder.
User\Saved Games\ThirdWire\StrikeFihgters2\Effects
<<<VERY IMPORTANT!>>>
Then the real work begins:
Open the DATA.ini of the aircraft you want to use these effects.
Since this effect is a combination of 2 emitters, one volumetric and the other in the form of a ribbon(for shock diamonds)... You need to duplicate the engine or engines in this way:
(As exhample the F-105 is used)
[Fuselage]
SKIP ALL THE PARAMETERS
SystemName[001]=Engine
SystemName[002]=Tailhook
SystemName[003]=Airbrake1
SystemName[004]=Airbrake2
SystemName[005]=Airbrake3
SystemName[006]=Airbrake4
SystemName[007]=AftTank
SystemName[008]=BombbayTank
SystemName[009]=CenterlineStation
SystemName[010]=TopFuselageLight
SystemName[011]=Engine2 ADD THE NEW ENGINE
Edit the afterburner emitter on the first engine:
[Engine]
AfterburnerEmitterName=J79-ABEmitter CHANGE TO THIS ONE
Then add the second engine below the first true one.
[Engine2]
SystemType=JET_ENGINE
InputName=THROTTLE_CONTROL
EngineID=1
HasAfterburner=TRUE
NumAfterburnerStages=4
SLThrustDry=0.00 THE THRUST MUST BE SET TO 0.00
SLThrustWet=0.00 THE THRUST MUST BE SET TO 0.00
ThrustAngles=0.0,0.0,0.0
ThrustPosition=0.0,0.0,0.0
ThrottleRate=0.15
NozzleAnimationID=3
IdleThrottle=0.10
IdleRPM=0.68
IdleNozzle=0.0
CruiseThrottle=0.37
CruiseRPM=0.82
CruiseNozzle=0.0
MilThrottle=0.65
MilRPM=1.00
MilNozzle=0.0
MaxThrottle=0.78
MaxRPM=1.00
MaxNozzle=0.0
FullABThrottle=1.12
FullABRPM=1.00
FullABNozzle=1.0
AltitudeTableNumData=10
AltitudeTableDeltaX=3048.0
AltitudeTableStartX=0.0
AltitudeTableData=1.000,0.802,0.634,0.496,0.381,0.288,0.206,0.147,0.105,0.000
DryMachTableNumData=4
DryMachTableDeltaX=0.4
DryMachTableStartX=0.0
DryMachTableData=1.000,0.980,1.172,0.000
WetMachTableNumData=7
WetMachTableDeltaX=0.4
WetMachTableStartX=0.0
WetMachTableData=1.000,0.991,1.207,1.683,2.473,2.750,3.027
MaxInletTemperature=136.1
TSFCM0=0.00 AND THE FUEL CONSUMPTION TOO
TSFCM1=0.00 AND THE FUEL CONSUMPTION TOO
AfterburnerTSFCM0=0.00 AND THE FUEL CONSUMPTION TOO
AfterburnerTSFCM1=0.00 AND THE FUEL CONSUMPTION TOO
MinFuelFlow=0.02
ExhaustEmitterName= DELETE THE SMOKE
ExhaustPosition=0.0,-9.27,0.51
AfterburnerNodeName=afterburner
AfterburnerEmitterName=J79-ABEmitter2 AND CHANGE THE EMITTER
AfterburnerEffectSize=1.10
MinExtentPosition=-0.78,-9.07,-0.28
MaxExtentPosition= 0.78,-3.22, 1.29
FireSuppression=TRUE
GasTempMaxRPM=650.0
GasTempIdleRPM=340.0
GasTempChangeRate=5.0
OverheatTemp=675.0
DamageTempDelta=300.0
OilPressMaxRPM=50.0
OilPressIdleRPM=35.0
OilPressChangeRate=0.5
LowOilPress=12.0
LowOilTempDelta=400.0
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[FRONT].Thickness=12
Armor
.Thickness=12
Armor
.Thickness=12
Armor[REAR].Thickness=12
Armor[bOTTOM].Thickness=12
That's it! Now you have your jet with new afterburner flames.
-------------------------------------------------------------------------------------------------------------------
Beta testers : Canadair and Dysko.
-------------------------------------------------------------------------------------------------------------------
Legal stuff:
This mod is freeware. Commercial use is not allowed.
------------------------------------------------------------------------------------------------------------------
Enjoy and good flight. :)
November 2011
Spillone104
526 downloads
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Unified Effects pack update 1
By Stary
This is small mandatory update to my Unified Effects Pack available at Combatace here:
http://combatace.com/files/file/11802-unified-effects-pack-10/
updated or new effect files:
Effects\MediumBombEffect.ini
Effects\TracerSmokeEmitter.ini
Effects\LmgObjectHitEffect.ini
Effects\AircraftSmokeEffect.ini
Effects\AircraftEngineFireEffect.ini
Effects\AircraftFuelFireEffect.ini
Effects\AircraftFireEffect.ini
Effects\SmallBombEffect.ini
Effects\UP_bombdirtspike.tga
Effects\UP_vapurwave.tga
Effects\WW2_GraySMOKE2.tga
Effects\ArtilleryGroundHitEffect.ini
Effects\37MMGroundHitEffect.ini
Effects\LargeBombAirExplosion.ini
Effects\MediumBombAirExplosion.ini
Effects\SmallBombAirExplosion.ini
Effects\LmgGroundHitEffect.ini
Effects\HmgGroundHitEffect.ini
Effects\30mmGroundHitEffect.ini
Effects\MissileFireEffect.ini
Effects\23mmGroundHitEffect.ini
Effects\23mmObjectHitEffect.ini
Effects\30mmObjectHitEffect.ini
Effects\20mmObjectHitEffect.ini
Effects\HmgObjectHitEffect.ini
Effects\ClusterBombletExplosionEffect.ini
Effects\LargeBombEffect.ini
Effects\blast0.tga
Effects\TankGunFireEffect.ini
Effects\ArtilleryFireEffect.ini
Effects\VeryLargeBombAirExplosion.ini
Effects\VeryLargeBombEffect.ini
Effects\WW2_GraySMOKE.tga
includes "muzzleflash fix" released at CA forum.
Installation of this pack assumes you have installed and working Unified Effects Pack 1.0 in your desired mod install of Strike Fighters 2
Extract to your "mods" folder, overwrite files when asked.
1,621 downloads
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New Hawk SAM site Models
By umm
This is a new Hawk site SAM with desert
skin, I hope you like it.
there are five new models included
1. HAWK_CWAR (Pulse Acquisition Radar)
2. HAWK_HIPIR (Hight Power IIIuminator)
3. HAWK_CCWAR (CW Acquisition radar)
4. HAWKL (Missiles and Launches)
5. destroyed site for all the above
All the credit goes to everyone who helped me and If we forget anyone to credit in the read me please forgive me.
last please accept my first contribution to thiscommunity and to this excellent game.
Take care,
umm
488 downloads
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BOL countermeasures fix for the F-15C, EF-2000, JAS-39C, Tornado F3, NF4 Tornado F3, F-14A/B, F-14D, F/A-18
By dtmdragon
This pack corrects the countermeasures on the following aircraft to include the Saab BOL Advanced Countermeasure Dispenser:
*F-15C http://combatace.com...ck-version-231/
*EF-2000 Eurofighter http://combatace.com...urofighter-sf2/
*JAS-39C Gripen http://combatace.com...for-sf2-series/
*Tornado F3 http://combatace.com...ado-f3-for-sf2/
*Tornado F3 (NATO Fighters 4) http://combatace.com...-update-pack-4/
*F-14A & B http://combatace.com...d-f-14b-tomcat/
*F-14D http://combatace.com...297-sf2e-f-14d/
*RAAF F/A-18 http://combatace.com...ike-fighters-2/
The BOL countermeasure dispenser is a 160 shot dispenser that has been integrated into a AIM-9/ AMRAAM launching rail (LAU-7, LAU-127/128/129,CRL,MPRL). The BOL is a non pyrotechnic dispenser that uses air scoops on the dispenser and the wing vortex of the aircraft to disperse its packets of Chaff. The countermeasure is launched rearward from a port in the rear end of the rail. For IR threats a new burning chaff product is being developed. For the above aircraft the BOL launchers are normally loaded with 160 chaff each which frees up the aircrafts existing pyrotechnic launcher/s for a full load of flares. That is what this mod recreates. The weapon station that carries the BOL launcher on the above aircraft has been made to stay even when the station is not loaded otherwise you would have chaff launching from mid air when you had no weapon loaded on that rail to make the node show up.
-USAF and ANG F-15C fighters had the four wing sidewinder/AMRAAM rails replaced with BOL versions around 2000.
-USN F-14A/B/D Tomcats had the BOL launchers fitted in the early 90’s in place of their two sidewinder rails.
-Australian F/A-18 Hornets had BOL dispensers added to the sides of the outer wing pylons, I have been able to paint these onto the skin.
-Unsure when the Tornado F3 was equipped with the BOL but they are on the two inside AIM-9 rail positions. I am unable to make the dispensing position move with the swinging wings so the chaff is launched from the position the rear of the sidewinder rails are in when the wing is in the fully swept position.
-I have been able to paint on the details of the BOL launchers on the Gripen rails as the way the skin was done allowed for it. The Gripen rails still disappear when not loaded as there is no dedicated position for short range missile rails like the other aircraft and the BOL launcher is only used when an air-to-air missile is loaded on that station.
http://www.saabgroup...sure_Dispenser/
http://www.saabgroup...uct%20sheet.pdf
Credit goes to the Authors of the original aircraft as all I have done is made a few alterations.
Instillation: Simply copy and paste the included data.ini files into the correct aircraft folder and overwrite.
437 downloads
0 comments
Updated
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Airfield Objects Vol 2
By Sundowner
Another collection of various hangars/walls etc aimed mainly at desert type terrain although they can be used in any you like.
589 downloads
0 comments
Submitted
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"Taliban Grouse"
By EricJ
This is a "What If" nation missile system based off of the real SA-18 Grouse (or what I could find though internets sources).
It is set for the "Taliban" nation for my Afghanistan install but can be adapted of course for any map or nation:
[Nationxxx]
Name=Taliban
DisplayName=Taliban
Alignment=ENEMY
Mercenary=TRUE
PilotNameList=NamesMercs.lst
RankList=RanksUSAF.lst
CallsignList=CallsignsUS.lst
Formation.Fighter=USFighter
Formation.Attack=USFighter
Formation.Bomber=USBomber
Formation.Transport=USBomber
Formation.Tank=USTank
Formation.MobileAD=USAD
PilotTrainingStandard=EXCELLENT
GenderRatio=0
DebriefSuccessMusic=DebriefSuccess.wav
DebriefFailMusic=DebriefFail.wav
DebriefKilledMusic=DebriefKilled.wav
SpeechFile=USAFSpeech.cat
SpeechTextFile=USAFSpeechText.str
StartDate=1994
It uses Pasko's "SAM Gunner" since I have no modeling skills and is setup for SF2. It can be of course adapted for SF1 but that requires a bit of work that can be found in the SF2 Knowledge Base and is a drag and drop as all files and folders are already organized.
Afghanistan rules of thumb:
Kandahar-Shindand-Herat-Qala I Naw "ring" stay above 24,000ft MSL + for traveling. When you break that (usually 23,000 ft) you may get shot at. Other areas roughly 22,000 ft MSL + is a good altitude to stay above but again use flares conservatively. It's not very accurate but if enough are fired you will get shot down. I've seen earlier versions of this shred SEAD flights.
This is strictly for What If scenarios or installs rather than real world setups as so far there is no heavy use of SAMs in-country.
98 downloads
0 comments
Submitted
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Airfield Objects.
By Sundowner
A collection of various buildings,roads & general airfield objects designed for and tested in the SF2 Germany terrain [any version..]
564 downloads
0 comments
Submitted
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Unified Effects Pack 1.0 muzzle flashes fix
By Stary
This is small fix that reverts the various calibre guns muzzle flashes back to their TW default effects.
Unzip to your effects folder, overwrite when asked.
Sorry for my mistake
Stary
728 downloads
0 comments
Submitted
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Unified Effects Pack 1.0
By Stary
Unified Effects Pack
For Strike Fighters Series 2
version 1.0
26 FEB 2011
This effects pack is a compilation of many effects I did over the years for Strike Fighters and First Eagles series of flight simulators by Thirdwire.
Build around "Desert Storm FX Pack beta" released in early 2009, this pack replaces most of the stock effects with new ones, most of them volumeric or "3D" in appearance. Also used are few reworked/tuned down effects from my "Hollywood Explosions" mod, aswell as several never before relased ones.
3,456 downloads
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Postprocess shader tweaks
By Stary
Postprocess shader tweaks
FOR STRIKE FIGHTERS 2 DirectX 10 ONLY!
Made for and tested in SF2 all titles merged with Expansion Packs 1&2
(but should work with any SF2 title)
version 1.0
30.12.2010
This is set of modified Thirdwire postprocess shader variants that change the appearance of Strike Fighters 2.
This mod works only in Strike Fighters 2 in Dx10 mode. Also you need to set your effects detail to unlimited for this shader to display!
Please note that when using sepia, fake night vision and black&white shaders, various on-screen elements (like gunsight, HUD, radar display box and text) are still displayed unchanged. These are processed using different own shaders.
Included are several variants, with various color corrections (old film, sepia, black and white, light green, nightvision) and various strenghts of screen vignetting.
806 downloads
0 comments
Submitted
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Tracermania
By Stary
Tracermania
AAA Tracers and bullets modification
FOR STRIKE FIGHTERS 2 Europe with Expansion pack 2
Made for and tested in SF2 all titl mergedwithes merged with Expansion Packs 1&2
by Stary
version 1.0
06.12.2010
This little modification changes the number of tracers fired by all stock AAA units and patrol boats. Number of tracers has been increased 5 times, instead of every fifth bullet being tracer round now EVERY SINGLE bullet fired by Triple-A is tracer. Also I changed the data for stock partol boats, that makes these vessels track and attack air targets too.
Second tweak is the increase of bullets fired in a burst by AAA crews, usually from 12 to 20 or 24. This seem to me does not make them more or less accurate.
As these changes may increase CPU usage I eliminated ALL tracersmoke trails of any kind for any calibre guns (...)
518 downloads
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0 comments
Submitted
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BTR-70 rework
By jv44kt
---------------------BTR-70 ------------------------Oct/26/2010 Updata------------------------
sorry to everyone who's download it.
this File have some problems in it,The original "BTR-70_DATA.ini" was wrong,and the original 3D model was not work in game
But now,we rework this model,it is ok now........................
If,still can not use this model,you may try,drop the "BTR-70"folder into your "Objects" not "Ground Objects" ,or drop it on your Volume which install the game
---------------------BTR-70 ------------------------Oct/26/2010 Updata------------------------------------------------------
Soviet Army BTR-70 APC (Armor Person Carrier)
BTR-80/90 is making
this model work for SF2,maybe can used into SF1,you can try it by yourself...................
with the original 3Dmodel in it,your can changer this .Max file by yourself,if you need:drinks:
put the BTR-70 folder into your "Objects/GroundObjects..................."
If your are SF2player,only put the GunData file from the file call"Guns For SF2",into your "Guns" folder
Or you are SF1player,please open "GunData For SF1.txt"?and copy the [GunDataXXXX] to your GunData.ini
GunData:
[GunDataXXXX]
TypeName=7.62MM_PKB
FullName=7.62mm PKB/PKMB Machinegun
Caliber=7.620000
ROF=900.000000
MuzzleVel=935.000000
AmmoWt=0.012500
WarheadWt=0.000000
Reliability=97.000000
Accuracy=70.000000
AddLight=TRUE
MaxLightRange=1000.000000
FireColor=0.150000,0.150000,0.150000
GunFireEffect=LmgFireEffect
GunFireSound=50cal
EffectClassName=LmgEffects
EffectTime=0.100000
TracerTexture=Tracer2.tga
TracerSize=0.150000
TracerDistFactor=0.002000
TracerLength=0.015000
MaxVisibleDist=4000.000000
MaxStreakVisibleDist=1000.000000
TimeFuzed=FALSE
[GunDataXXXX]
TypeName=14MM_KPV
FullName=14.5mm KPV Machinegun
Caliber=14.500000
ROF=600.000000
MuzzleVel=976.000000
AmmoWt=0.064000
WarheadWt=0.000000
Reliability=95.000000
Accuracy=66.000000
AddLight=FALSE
MaxLightRange=1000.000000
FireColor=0.150000,0.150000,0.150000
GunFireEffect=HmgFireEffect
GunFireSound=50cal
EffectClassName=HmgEffects
EffectTime=0.100000
TracerTexture=Tracer2.tga
TracerSize=0.150000
TracerDistFactor=0.002000
TracerLength=0.015000
MaxVisibleDist=4000.000000
MaxStreakVisibleDist=1000.000000
TimeFuzed=FALSE
(original 3D model from "wsly936880205")
279 downloads
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0 comments
Submitted
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0 comments
Submitted
-
0 comments
Updated
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hmmwv(with 40mm MK19)
By jv44kt
a hmmwv with 40mm MK19 Automatic Grenade Launcher,(original 3D model from GoogleSketchup)
199 downloads
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Hmmwv M1045(Tow Missile Carrier)
By jv44kt
this is my first time to upload File into the CombatACE.com,I make a hmmwv M1045,it maybe have some problems.So.I put the Original 3D model into this File,If something wrong with it.you can repair it by yourself,(the original 3Dmodel creat by "wsly936880205" ,the Tow Missile was creat by TerceraEscuadrilla ,the version of 3dmax is 3dmax2009)
Have fun.
251 downloads
0 comments
Updated
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Alternative Armour Pack
By SFP1Ace
Alternative Armour Pack
This armour pack is my humble attempt to make ground war somewhat more "accurate". It's been created with SF2:E/NF4+ in mind, but it should be easy to adapt it to other mods/installs. Several "new" tanks have been created, but due to my lack of modelling skills they're only ini edits. Other tanks (both TW and community ones) have been tweaked.
"New" stuff:
- Chieftain mk2, mk5 & mk11 (edited stock Centurions);
- 120MM L11 gun for Chieftain, parameters optimized for the L15 APDS round;
- Leopard 1 (edited stock Leopard 1A1);
- M1 IP (edited M1 Abrams from NF4+);
- M60A1 AOS (edited stock M60A1);
- M60A3 (edited Pasko's & Kesselbrut's M60A3)
- T-80B (edited T-80BV by SWS, BPAo, Fubar512 & 331Killerbee)
Modified stuff:
- 120MM L44 customized for '80s M829 APFSDS round);
- Centurions (mk5,6,8,10,13), Leopard (1A1-1A5), Leopard 2A4, M1, M1A1, M48 (A2 & A3), M60A1, T-54, T-55, T-62A, T-72A, T-80BV;
Modifications inlclude following changes/corrections:
- tank's weight;
- armor values have been changed to RHA equivalents against Kinetic Energy rounds. Angled plates have been taken into account whenever possible. Late tanks (T-72, T-80, Abrams, Leo 2) armor RHA values have been greatly influenced by data presented in "Armor Basics" created by Paul Lasowski & included in Steel Beasts;
- number of gun rounds carried;
- presence (or lack thereof) of nightsight, gun stabilization;
- rangefinder & ballistic computer values;
- service entry dates.
I "hope" all this changes enhance accuracy but please bear in mind that:
- SF series is about flying and the ground war aspect is kind off limited;
- I'm no guru, I pulled the data from the Internet, therefore it might not be actually accurate, lol;
- there's no easy way to calculate RHA values, info on the net can vary significantly from source to source; if you have some good/reliable literature where these are well/reliably documented for many cold war tanks and their variants/sub-types you're welcome to share ;)
If you find any bugs/errors, please let me know so I can correct it.
INSTALLATION:
Back up your stuff first, so you can revert changes if you don't like them! Unzip archive and copy Objects folder to your mod directory (usually "C:\Users\Username\Saved Games\ThirdWire\StrikeFighters2 Europe\" when using Vista/7). If you want M60A3 & T-80B\BV to show up you'll need to download them from CA (I didn't include lod files or textures). M60A3 is included in US Armour Pack, T-80BV is, well T-80BV. For T-80B copy T-80BV lod files into it's directory. If you don't have NF4+ installed you'll have to get the M1 Abrams from the US Armour Pack as well. And obviously if you want all the "new" stuff to show up in a campaign, you'll have to modify campaign data file. For starters I suggest replacing British Division's Leos with Chieftains in 1979 & 1986 campaigns.
If you're still lost PM me :).
Enjoy!
SFP1Ace
CREDITS:
Pasko & Kesselbrut (M60A3)
SWS, BPAo, Fubar512 & 331Killerbee (T-80BV)
NF4+ Team/Kesselbrut (M1 Abrams)
428 downloads
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Cockpit & Runway Lighting for SF2 Israel
By steelflanker
Strike Fighters 2 Israel Cockpit & Runway Light Mod.
----------------------------------------------------
I found the cockpit & runway lighting switched on too late for my liking & that once the cockpit lighting was finally turned on I still couldn’t read the gauges!
What dose this mod do?
----------------
(1). Adds brighter Cockpit Lights to all stock player flyable aircraft for SF2 I.
(2). Turns on Cockpit lights earlier in the evening for all stock player flyable aircraft for SF2 I.
(3). Turns on all Runway Lights earlier in the evening in the Stock SF2 I IsraelME Terrain.
Installation:
-------------
Place the contents of the “StrikeFighters2 Israel” folder found in this download in to your SF2 Israel Saved Game folder & overwrite when asked.
Note:
This will replace any modified stock Aircraft_COCKPIT.Ini you might be using!!!
This will also replace any modified stock IsraelME DESERT_AIRFIELD.Ini you might be using!!!
The Runway & cockpit lighting is controlled by the sunlight level in the game.
They will now turn on just before sunset on a clear day & even earlier on an overcast or Inclement day as the light level will be lower due to cloud cover.
Known issues:
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none
Credits:
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All credit go’s to those who took the time to share the information on editing the various entries in the Cockpit.Ini files on the in CombatAce & Third Wire forms. Thankyou! :-)
I hope you find it useful.
Enjoy
SF
311 downloads
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Open Canopys & Landing Lights for SF2 Israel
By steelflanker
Strike Fighters 2 Israel Open Canopy & Landing Light Mod.
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Well here is my first mod for the SF2 series.
I hope you find it useful.
What dose it do?
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(1). Adds canopy animation to all stock player flyable aircraft for SF2 I.
(2). Adds landing lights to all stock player flyable aircraft for SF2 I.
Installation:
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Place the contents of the “StrikeFighters2 Israel” folder found in this download in to your SF2 Israel Saved Game folder & overwrite when asked.
Note:
This will replace any modified stock Aircraft_DATA.Ini you might be using!!!
Open & close the canopy: Animation 1 (Shift+1)
Landing lights: work in conjunction with your navigation lights (Ctrl+L)
Known issues:
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It seems that on the F-16 Nets, the landing light will not always be placed directly in the centre of the lens of the 3d model.
It may appear lower or higher depending on the loading placed on the main landing gear as the as it compresses or releases.
Credits:
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All credit go’s to those who made Open Canopy & Landing light mods for the first series.
Syrinx's, WombRaider, dfang, eightlein & those who took the time to share the information on editing the various entries in the DATA.Ini files on the in CombatAce & Third Wire forms. Thankyou! :-)
Enjoy
SF
453 downloads
0 comments
Submitted
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