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SNR-125 Low Blow Radar V.1
By yakarov79
SNR-125 'Low Blow' Sam radar object for SF2 series game. This is mostly eye candy stuff. Just to improve visual side of the game.
In this pack, you will find new objects. But no worries nothing needs to be overwritten.
Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.)
Mostly this mod is for modders, terrain builders.
As some radar settings need to be adjusted for proper working with your installs. Radar family/network type need to be adjusted and associated with your other SAM objects. SA-3 /S-125 family in this case.
Also, placement on terrains might be strange sometimes because of construction of the lod.
All ini files are beta....mostly to make the object working - rotate radar mast, bend etc. Station is set as SAM radar and is connected to SA-3 radar network
I'm hoping someone will do correct ini edits. Only if there are still some modders around here.....
So do not complain if something is not working- just edit your way. You have working lod and skins...
Basic skins green and tan.
All skins are in 2048x2048 format. So you have to resize for your own preferred size.
So play with it, and hope someone will do better ini for this.
credits:
model, ini edits ,skins - me - JH.
templates available upon request.
regards.
Jarek Hereda
This is freeware-donationware; it CANNOT be distrubuted unless permissions are granted by myself.
The original readmes, if any, and all other pieces of the package MUST remain intact.
The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes.
This package and any part of it may NOT in any way, shape or form be used in any payware additions.
See the original readme documentation, if any, for further allowances and restrictions
Any persons wishing to makefurthermodfications, contact me first.
Any persons wishing to makefurthermodfications, MUST remember to put everyone's name in it.
Bribes and donations are accepted;
*************************************************************
*************************************************************
THIS MOD OR ANY PART OF IT MUST NOT BE HOSTED OR
POSTED FOR DOWNLOAD ON ANY OTHERWEB SITE WITHOUT MY EXPRESS
PERMISSION, OR USED FOR ANY OTHER PURPOSE THANTHIRDWIRE FLIGHT
SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF
OR WITH ANY OTHER FILES OR MODS.
310 downloads
0 comments
Submitted
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P-12 / P-18 Spoon Rest pack V.1
By yakarov79
P-12 and P-18 radar objects for SF2 series game. This is mostly eye candy stuff. Just to improve visual side of the game.
In this pack, you will find new objects. But no worries nothing needs to be overwritten.
Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.)
Mostly this mod is for modders, terrain builders.
As some radar settings need to be adjusted for proper working with your installs. Radar family/network type need to be adjusted and associated with your other SAM objects.
Also, placement on terrains might be strange sometimes because of construction of the lod.
All ini files are beta....mostly to make the object working - rotate radar mast, bend etc. All stations are set as EW radar and are connected to SA-2 radar network
I'm hoping someone will do correct ini edits. Only if there are still some modders around here.....
So do not complain if something is not working- just edit your way. You have working lod and skins...
Basic skins green and tan.
All skins are in 2048x2048 format. Tga in 1024x1024. So you have to resize for your own preferred size.
So play with it, and hope someone will do better ini for this.
credits:
model, ini edits ,skins - me - JH.
templates available upon request.
regards.
Jarek Hereda
This is freeware-donationware; it CANNOT be distrubuted unless permissions are granted by myself.
The original readmes, if any, and all other pieces of the package MUST remain intact.
The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes.
This package and any part of it may NOT in any way, shape or form be used in any payware additions.
See the original readme documentation, if any, for further allowances and restrictions
Any persons wishing to makefurthermodfications, contact me first.
Any persons wishing to makefurthermodfications, MUST remember to put everyone's name in it.
Bribes and donations are accepted;
*************************************************************
*************************************************************
THIS MOD OR ANY PART OF IT MUST NOT BE HOSTED OR
POSTED FOR DOWNLOAD ON ANY OTHERWEB SITE WITHOUT MY EXPRESS
PERMISSION, OR USED FOR ANY OTHER PURPOSE THANTHIRDWIRE FLIGHT
SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF
OR WITH ANY OTHER FILES OR MODS.
327 downloads
0 comments
Submitted
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Airport Items 2018
By krfrge
Airport Items 2018 Krfrge - Apr 2018
Here are three pieces of 'eye candy' to support commercial aircraft on your commercial airfield of choice. See ***** note below.
Place these 3 folders in your xxx_terrain folder.
For example: F:\SFP\StrikeFighters2 WestPAC\Terrains\WestPAC3K
Airport Cargo Trailer
Airport Baggage Cart
Airport Baggage Tractor
Add these entries into your terrain_TYPES.ini
[TargetTypexxx]
Name=AirCgoTrailer
FullName=Air Cargo Trailer
ModelName=AirCgoTrailer.LOD
TargetType=MISC
ActiveYear=1970
TargetValue=100
UseGroundObject=FALSE
DamagePoint=5.0
ArmorValue=0.0
ArmorType=0
RepairRate=0
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=1000.0
DamagedModel=
DestroyedEffect=SmallOilFire
DestroyedEffect=
SecondaryEffect=SmallBombEffect
SecondaryChance=
[TargetTypexxx]
Name=BagCart
FullName=Baggage Cart
ModelName=BagCart.LOD
TargetType=MISC
ActiveYear=1970
TargetValue=10
UseGroundObject=FALSE
DamagePoint=5.0
ArmorValue=0.0
ArmorType=0
RepairRate=0
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=10000.0
DamagedModel=
DestroyedEffect=SmallOilFire
DestroyedEffect=
SecondaryEffect=SmallBombEffect
SecondaryChance=
[TargetTypexxx]
Name=BagTractor
FullName=Airport Baggage Tracotr
ModelName=BagTractor.LOD
TargetType=MISC
ActiveYear=1970
DamagePoint=10
ArmorValue=3
ArmorType=3
TargetValue=25
UseGroundObject=FALSE
RepairRate=0.150
StartDetectChance=50
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=15000.0
DamagedModel=
DestroyedEffect=
DestroyedModel=
SecondaryEffect=SmallOilFire
SecondaryChance=
***** Disclaimer - These are free 3d models I pulled down from Cadnav. I simply converted them into SF .LOD format using Blender and Mue's LOD exporter pug-in. *****
Any issues please contact me here at CombatAce.
68 downloads
- ground objects
- airport support items
- (and 1 more)
0 comments
Submitted
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Euro/Med Buildings V3
By hi ho silver
Hello to all and here is my Euro/Med buildings mod V3 this updates the buildings in WOE and others .The updated buildings are based on real buildings in Germany and adds a more modern feel . I have also add Mediterranean buildings too . Just unzip and drop them in the CEGermany/Anatolia terrain folders and go fly..
Buildings V3.zip
577 downloads
0 comments
Updated
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9A34M Strela-10 /SA-13 Gopher. SF2
By yakarov79
9A34M Strela-10 known as SA-13 Gopher
Pack contains new ground objects for SF2 game and new weapon.
Basic modding skills are required to run this mod. (copy/paste, modd folder structure etc.)
All ini files are beta....which mean it's there, it works but it is not final - I'm not much of ini editor...so enjoy
I'm hoping someone will do correct ini edits. Only if there are still some modders around here.....
So do not complain if something is not working- just edit your way. You have working lod and skins...
Ground objects are: 9A34M and bonus 9S80 PPRU-1 Dog Ear radar - which is just eye candy....and workis as ew_radar.
Three basic skins included for each vehicle.
Weapons: new model for 9M37 Strela-10 missile.
If you don't want launching containers to be open - delete lines in data ini file DeployAnimationID= for each missile.
All skins are in 2048x2048 format.
So play with it, and hope someone will do better ini for this.
credits:
model, ini edits ,skins - me - JH.
templates available upon request.
regards.
Jarek Hereda
311 downloads
0 comments
Updated
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M551 AR/AAV Sheridan V.1
By yakarov79
M551 Sheridan.
Pack contains new ground object for SF2 game.
Basic modding skills are required to run this mod. (copy/paste, modd folder structure etc.)
All ini files are beta....which mean it's there, it works but it is not final.
I'm hoping someone will do correct ini edits. So do not complain if something is not working- just edit your way.
also included is weapon file - cargo for C-130 with additional lines for Dels's C-130. So easy to play with. And also wreck objects is there. Just copy wreck lod and also lines for wreckobject .ini.
all skins are in 2048x2048 format.
So play with it, and hope someone will do better ini for this vehicle.
credits:
model, ini edits skins - me - JH.
skin based on the Trooper work.. ive updated his skin.
If someone wants psd templates let me know.
regards.
Jarek Hereda
236 downloads
0 comments
Submitted
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world war 2 Volkswagen Type 82 Kübelwagen for SF2 V.1.01
By Steve T
Volkswagen Type 82 Kübelwagen for SF2 V.1.01
=======================================
Original model by JasonOwen found on Free3D.com
https://free3d.com/3d-model/german-ww-2-car-kubelwagen-6723.html
Polycount lowered and some re-texturing plus import into SF2 by me. Still a fairly high poly count for a vehicle but a lower poly model is available elsewhere if you have access.
Version 1.01 update: Added a driver -- well, half a driver ;-)
INSTALL INSTRUCTIONS:
1. COPY THE KUBELWAGEN FOLDER FOUND HERE INTO THE "GROUNDOBJECT" SUB-FOLDER FOUND IN YOUR INSTALL'S "OBJECTS" FOLDER.
-- IF YOU'VE ALREADY INSTALLED A PRIOR VERSION OF THIS JUST OVEWRITE --
2. EDIT YOUR TERRAIN'S "TERRAIN NAME'S_TYPES.INI" BY ADDING THE FOLLOWING AT THE END OF THE TARGET TYPES LISTED THERE
[TargetType***]<=== IMPORTANT! UPDATE TO NEXT NUMBER IN SEQUENCE
Name=Kubelwagen
FullName=Type 82 Kubelwagen
TargetType=MISC
ActiveYear=0
TargetValue=10
UseGroundObject=TRUE
GroundObjectType=Kubelwagen
RepairRate=0.555
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=5000.0
DestroyedEffect=SmallRocketGroundExplosion
DestroyedModel=Jeep_Destroyed.LOD
SecondaryEffect=VehicleFireEffect
SecondaryChance=100
To have the object show up in game it will need to be manually added to the various areas in the Targets list by using something like Mue's TargetAreadEditor.
Could work in SF1 with some fiddling with INI files but I'm not going to try.
Released under the Combat Ace Fair Use Agreement.
S!
Steve T January 2018
53 downloads
0 comments
Submitted
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ww2 Volkswagen Type 82 Kübelwagen for SF2
By Steve T
*DE-LURK*
A small Christmas gift to the great community here keeping this game alive.
Original model by JasonOwen found on Free3D.com
https://free3d.com/3d-model/german-ww-2-car-kubelwagen-6723.html
Polycount lowered and some re-texturing plus import into SF2 by me.
INSTALL INSTRUCTIONS:
1. COPY THE KUBELWAGEN FOLDER FOUND HERE INTO THE "GROUNDOBJECT" SUB-FOLDER FOUND IN YOUR INSTALL'S "OBJECTS" FOLDER
2. EDIT YOUR TERRAIN'S "TERRAIN NAME'S_TYPES.INI" BY ADDING THE FOLLOWING AT THE END OF THE TARGET TYPES LISTED THERE
[TargetType***]<=== IMPORTANT! UPDATE TO NEXT NUMBER IN SEQUENCE
Name=Kubelwagen
FullName=Type 82 Kubelwagen
TargetType=MISC
ActiveYear=0
TargetValue=10
UseGroundObject=TRUE
GroundObjectType=Kubelwagen
RepairRate=0.555
StartDetectChance=0
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=5000.0
DestroyedEffect=SmallRocketGroundExplosion
DestroyedModel=Jeep_Destroyed.LOD
SecondaryEffect=VehicleFireEffect
SecondaryChance=100
To have the object show up in game it will need to be manually added to the various areas in the Targets list by using something like Mue's TargetAreadEditor.
Could work in SF1 with some fiddling with INI files but I'm not going to try.
Released under the Combat Ace Fair Use Agreement.
S!
Steve T December 2017
*RE-LURK*
55 downloads
0 comments
Submitted
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RAF-style mirror object addon to match Stary's early WWII cockpit
By StephenM
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.
36 downloads
0 comments
Submitted
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SF2:I 3W Vautour IIA Upgrade Pack
By Wrench
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
123 downloads
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Aerodynamically Limited MiG-17s v1.1
By Caesar
Aerodynamically Limited MiG-17s v1.1
=================
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.
=================
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.
=================
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)
411 downloads
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KS-3/4 Ejection Seats
Hello Guys,
We are releasing the KS-3 and KS-4 Ejection Seats for the upcoming Sukhoi family.
KS-3 was used by Su-7/9/11/17 early
KS-4 was used by Su-15/17M/20/22
If the seats were used by other planes, just post the info in the comments pls.
Place the seats on the Objects/Pilots folder on your game folder and use this in the (plane) data.ini for the new seats:
Positon for the TK Su-7: (example)
// Crew ---------------------------------------------------------
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=Pilot_Mi-8
SetCockpitPosition=TRUE
Position=0.0,4.93,0.83
SeatModelName=KS-4
SeatPosition=0.0,4.79,0.86
****************************************
You need to remove the Su-7 standart seat first with ini edits:
"Su-7_data.ini"
[AircraftData]
***
***
Component[0xx]=EjectionSeat <----- add this to the components (take care of the number for the xx)
[EjectionSeat] <----- Add this section down below the components
ParentComponentName=Fuselage
ModelNodeName=EjectionSeat_ok
DestroyedNodeName=tailgun_cabin_glass
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE
------------------------------------------------------------------------------------------------------
Model by 76.IAP-Blackbird
Skin by Enoc alias Flogger23
141 downloads
0 comments
Updated
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SF2 WW2 Ventura & Harpoon Tweeks/Fixit Pack
By Wrench
SF2 WW2 PTO Ventura, Harpoon, Lodestar Adjustment Pak 8/29/2017
-- For the WW2 players --
This package contains a new, modified data inis for the following aircraft:
Pacific Theatre:
Lockheed PV-1 Ventura (Early)
Lockheed PV-1 Ventura (Mid)
Lockheed PV-1 Ventura (Late)
LOckheed PV-2 Harpoon
Lockheed C-60 Lodestar (transport/cargo)
European Theatre:
Ventura Mk.II (RAF)
Included are "backed up" copies of the original data inis for each of these aircraft, just for safety's sake.
If you have these aircraft already, =THIS= is the pack to use. The full aircraft packages, available here in the CA Downloads, have already been updated for new download users.
Reminder - if you have these aircraft already, you do NOT need to redownload the entire aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Inside, you'll find two main subfolders:
PTO
ETO
As most of the USN variants (and the Lodestar it seems!) were used in the Pacific, all those Ventura's are here, in the PTO folder.
Copy/paste the various /Objects folder DIRECTLY over the original /Objects folder in your WW2 PTO-centric mods folders.
--
For the RAF Ventura Mk.II, do the same thing, excepting you're now doing it to your WW2 ETO-centric mods folder.
This was done simply as a "make it easier" for me to upload.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/29/2017
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
Destroyed model referenced to a stock 3W aircraft, available in all versions
59 downloads
0 comments
Submitted
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KAW/Post War B-29 & RAF Washington B.1 Data ini Fixit Pack
By Wrench
SF2 KAW & Post-War B-29 & Washington B.1 Adjustment Pak 8/31/2017
-- Something for the WW2 ETO players --
= For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) =
This package contains a new, modified data in for the Post-War and KAW era B-29 Superfortress, and the RAF Washington B.1. Also included is a "backed up" copy of the original data ini, just for safety's sake.
For those with the skill to copy/paste, you can use this data ini for your WW2 PTO B-29 as well. You'll only need to copy/paste the TOP section of the original data ini from your WW2 B-29 into this new one.
If you have this aircraft already, THIS is the pack to use. Both of the full aircraft mods, available here in the CA Downloads, have already been updated for new users.
Reminder - if you have this aircraft already, you do =NOT= need to redownload the entire aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Copy/paste the B-29_data.ini (and B-29_Data - copy.ini) You know, copy them BOTH into the KAW/Post-War B-29's folder.
Do the Same for the Washington B.1. Copy/paste BOTH supplied data inis into the WashingtonB1 folder.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/31/2017
Changes:
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
79 downloads
-
SF2 WW2 PTO B-26B Marauder Adjustment Pak
By Wrench
SF2 WW2 PTO B-26B Marauder Adjustment Pak 8/29/2017
-- For the WW2 PTO players --
= For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) =
This package contains a new, modified data in for the B-26 Marauder, as used in the
PTO (Southwest Pacific ie: New Guinea) during WW2. Also included is a "backed up" copy
of the original data ini, just for safety's sake.
If you have this aircraft already, THIS is the pack to use. The full aircraft,
available here in the CA Downloads, has already been updated for new users.
Reminder - if you have this aircraft already, you do NOT need to redownload the entire
aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Copy/paste the B-26_data.ini (and B-26_Data - copy.ini) You know, copy them BOTH into
the B-26's folder in you PTO-centric mods folder.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/29/2017
Changes:
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
Destroyed model referenced to a stock 3W aircraft, available in all versions
41 downloads
0 comments
Submitted
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SF2 WW2 ETO B-26 Marauder Data Ini Adjustment Pack
By Wrench
SF2 WW2 ETO B-26B/G Marauder Adjustment Pak 8/29/2017
-- Something for the WW2 ETO players --
= For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) =
This package contains a new, modified data in for the B-26 Marauder, as used in the ETO (Northern Europe) during WW2. Also included is a "backed up" copy of the original data ini, just for safety's sake.
If you have this aircraft already, THIS is the pack to use. The full aircraft, available here in the CA Downloads, has already been updated for new users.
Reminder - if you have this aircraft already, you do NOT need to redownload the entire aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Copy/paste the B-26_data.ini (and B-26_Data - copy.ini) You know, copy them BOTH into the B-26's folder in you ETO-centric mods folder.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/29/2017
Changes:
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
Different (stock) destroyed model referenced
43 downloads
0 comments
Updated
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SA-3 Goa / S-125 Neva SAM Pack
By tiopilotos
SF2 SA-3 Goa / S-125 Neva SAM Pack 1.0
------------------------------------------------------------------------------
The S-125 Neva / SA-3 Goa Surface to Air Missile system was developed to supplement
the S-75 Dvina / SA-2 Guideline in Soviet and Warsaw Pact service. The SA-2 Guideline
was designed to provide medium to high altitude air defence coverage, primarily against
bomber aircraft. As such it was not well suited to the engagement of low flying targets,
especially fighter aircraft and cruise missiles. The SA-3 has shorter effective range and
lower engagement altitude than its predecessor and also flies slower but due to its two-stage
design it is more effective against more maneuverable targets. It is also able to engage
lower flying targets and being more modern it is much more resistant to ECM than the SA-2.
The system was widely exported and has been used in a number of conflicts, most notably:
War of Attrition
Yom Kippur War
South African Border War
Iran - Iraq War
Lebanon War
Gulf War
Kosovo War
------------------------------------------------------------------------------
This is the first version of the complete system pack. The following variants are featured:
S-125 Neva (SA-3A, 1961) - The first Neva variant. Limited export.
Volna (SA-N-1A, 1963) - The first naval variant. Available only for SF2NA.
Volna-M (SA-N-1B, 1967) - Improved naval variant. Available only for SF2NA.
S-125M Neva-M (SA-3B, 1970) - The standard Neva version with significant
improvements over the first variant. Widely exported.
Volna-P (SA-N-1B+, 1974) - Further modernization. Available only for SF2NA.
S-125M1 Neva-M1 (SA-3B+, 1978) - Upgrade for S-125M. Many S-125M operators
received this modernization in the '80s.
Volna-N (SA-N-1C, 1980) - Final modification. Available only for SF2NA.
S-125-2M Pechora-2M (2006) - Modern upgrade which included anti-stealth
capability, improved performance against heavy jamming and new missiles with
extended range.
* Since the early 2000s a number of manufacturers have built upgraded versions of the
system to make it more attractive to operators which used the cold war versions.
These upgraded versions have different characteristics in terms of mobility, jamming
resistance, missile range etc and thus for simplicity reasons only one "basic" upgraded
version (Pechora-2M) is included.
--------------------------------------------------------------------------------
New features:
- Fire control radars have been set to their instrumented ranges
- PRV-11 Side Net radar was added to offer early warning detection. Originally PRV-11
was a height finder radar but since we lack Low Blow, Flat Face is being used as the
fire control radar and Side Net as early warning radar
- Launchers can perform 360 degree rotation and now all battery launchers can point
at the target
- More realistic missile ballistics
- Fuze distances were increased and thus a hit is not a guaranteed kill
- New launch effect and sound
- Guidance was changed from Beam Rider to Semi Active Radar Homing. The basic
type of guidance for SA-3 requires target tracking in azimuth, elevation and range and
when launched, the missile flies to a pre-calculated impact point, receiving signals from
the fire control radar. This type is similar to Semi Active Radar Homing
- Dramatically improved performance especially in low altitude
----------------------------------------------------------------------------------
Things that need to be done:
- High resolution missile skins
- Low Blow model so that we can use the original SA-3 radar instead of Flatface
----------------------------------------------------------------------------------
Known issues:
- Fire control radar can guide only one missile against a single target. Real SA-3 system
could guide two missiles against a single target.
- Fire control radar of Pechora-2M can track only one target during each engagement.
Real Pechora-2M fire control radar could track and engage two targets at the same time.
- Due to game engine limitations concerning the structure of enemy SAM sites,
each SA-3 site will appear with 6 launchers. Real system had 4 launchers.
- Missiles can fly longer at low altitudes as they tend to reach the missile duration time.
-----------------------------------------------------------------------------------
REQUIREMENTS:
You must have installed SF2 North Atlantic to use the stock missile model otherwise
you need to use the 3rd party models (included here).
-----------------------------------------------------------------------------------
As always open readme.txt first to see installation instructions and credits.
Lot of research and hard work was made to make this SAM as realistic as possible.
Enjoy as much as you can this SAM and leave comments with your in-game experience
in the support topic!
485 downloads
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SF2 YAP F-100F Fuel Probe Shadow Line Fix
By Geary
SF2 YAP F-100F Fuel Probe Shadow Line Fix
This mod is for the payware YAP F-100F Super Sabre.
Thanks and Credit go to:
yakarov79 - for creating this new, shadow free fuel probe. Thank you Jarek.
FastCargo - for creating the FakePilot.
This mod uses the Fake Pilot method to fix the YAP F-100F shadow line.
A .psd file is included if you wish to repaint the fuel probe. It is currently painted in the USAF SEA paint scheme.
This will not work in SF1.
Installation:
Drop the F-100F and FakePilot folders into your installation's Pilot Folder.
Back up your F-100F_Data.ini file in your aircraft F-100F plane folder and overwrite it with the provided F-100F_Data.ini file. (This file hides the old/original fuel probe and adds the new fuel probe to the plane.)
That's it. The fuel probe shadow line is gone.
If I forget or miss anyone who deserves credit for anything I release, I apologize. I have no intent to abuse or misuse anyone's work or property or claim it as my own. Please contact me to correct any error.
I'm releasing this under the Combat Ace Fair Use Agreement.
If you find any problems with it, please PM me.
Geary
89 downloads
0 comments
Submitted
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MT-LB & MT-LBu chasis based vehicles.
By yakarov79
This is first pack of MT-LB MT-LBu based vehicles.
Only for FREEWARE ComabAce use.
This pack contains Lod files and skin templates. No ini files here.
This is still for future development. If you need to do some changes in lod files let me know. If someone will work on this, we can put this in game.
psd templates for skinning purposes in 4096x4096 format.
pack includes:
MT-LB
MT-LBu
MT-LB-ZU-23-2 (only Iraq used them)
9P149 ( it has animated konkurs turret -animation ID5 - only if this can be put in good use)
9A34M
9S80
report bugs.
regards.
Jarek Hereda
164 downloads
- mt-lbmt-lbu
- 9a34m
- (and 6 more)
0 comments
Submitted
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Realistic SA-6 Gainful / 2K12 Kub SAM Pack
By tiopilotos
SF2 Realistic SA-6 Gainful / 2K12 Kub SAM Pack 1.0
--------------------------------------------------------------------------------
This pack features the SA-6 SAM system. It is a mobile low to medium-level air defense
system, designed to protect ground forces from air attacks. Following variants are included:
2K12 Kub (SA-6, 1967) - The first Kub version exported to Middle East and other
Third World countries.
2K12M1 Kub-M1 (SA-6, 1973) - Upgraded version exported to Warsaw Pact countries.
2K12M3 Kub-M3 (SA-6, 1976) - Final modification exported to Warsaw Pact and some
other countries.
--------------------------------------------------------------------------------
New features:
- More realistic search/track ranges along with search/track times for StraightFlush radar
- Launchers can perform 360 degree rotation and now all battery launchers can point at the
target
- Corrected missile parameters
- Fuze distances were increased and thus a hit is not a guaranteed kill. Also it has impact on
the near pass with no detonation situation. With longer fuze distances, missiles will detonate
sooner and there will be at least some damage if not a kill
- Repainted missile skins
- New launch effect and sound
- Dramatically improved performance
----------------------------------------------------------------------------------
Known issues:
- Due to game engine limitations mobile SAM batteries can not move with other ground units
and thus offensive ground forces will be exposed to enemy air attacks.
- Fire control radar can guide only one missile against a single target. Real SA-6 system
could guide two missiles against a single target.
- Missiles can fly longer at low altitudes as they tend to reach the Missile Duration time.
----------------------------------------------------------------------------------
REQUIREMENTS:
You must have installed any SF2 title which will feature the stock SA-6 system.
I think that SF2, SF2E and SF2I have it.
------------------------------------------------------------------------------------
As always open readme.txt first to see installation instructions and credits.
Lot of research and hard work was made to make this SAM as realistic as possible.
Enjoy as much as you can this SAM and leave comments with your in-game experience
in the support topic!
501 downloads
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Realistic SA-3 / SA-N-1 Goa Pack Beta
By tiopilotos
SF2 Realistic SA-3 / SA-N-1 Goa Pack Beta
-------------------------------------------------------------------------
This pack features the famous S-125 Neva (SA-3 Goa) and its naval version Volna-M (SA-N-1B). The following SAM systems are included:
S-125 Neva (SA-3A, 1961) - The first Neva variant. Limited export.
Volna-M (SA-N-1B, 1967) - First improved naval variant. Only missile included since Kashin ship is a stock stuff. You can use this missile only if you have installed SF2 North Atlantic!
S-125M Neva-M (SA-3B, 1970) - The standard Neva version with significant improvements over the first variant. Widely exported.
S-125M1 Neva-M1 (SA-3B+, 1978) - Upgrade for S-125M. Many S-125M operators received this modernization in the '80s.
S-125 Pechora-2M (2002) - Modern upgrade which included anti-stealth capability, improved performance against heavy jamming and new missiles with extended range.
-------------------------------------------------------------------
New features:
- New search and track ranges for fire control radars
- Launchers can perform 360 degree rotation and now all battery launchers can point at the target
- More realistic missile parameters. Some values may be higher due to game engine limitations mainly concerning guidance
- Fuze distances were increased and thus a hit is not a guaranteed kill
- New launch effect and sound
- Guidance was changed from Beam Rider to Semi Active Radar Homing. The basic type of guidance for SA-3 requires target tracking in azimuth, elevation and range
and when launched, the missile flies to a pre-calculated impact point, receiving signals from the fire control radar. This type is very similar to Semi Active Radar Homing.
- Dramatically improved performance especially in low altitude
-----------------------------------------------------------------------
Things that need to be done:
- 1024x1024 missile skins
- Low Blow model so that we can use the original SA-3 radar instead of Flatface
-----------------------------------------------------------------------
Known issues:
- Fire control radar can guide only one missile against a single target. Real SA-3 system could guide two missiles against a single target
- Low altitude performance is good enough but not at the desired level. Tests are still going on
- Missiles can fly longer at low altitudes as they tend to reach the Missile Duration time
- Userlist.ini has only Soviet as the only operator but temporarily this is not a problem since they appear as the red side in many terrains. The complete operators list
will be on the final version.
--------------------------------------------------------------------------
REQUIREMENTS:
You must have installed SF2 North Atlantic to use the stock missile model otherwise you need to use the 3rd party models (included here).
-----------------------------------------------------------------------------
Check read me file for installation instructions.
Lot of research and hard work was made to make this SAM as realistic as possible.
Keep in mind that is a beta version. When all the issues will be fixed in the desired level, we will have our final version! Stay tuned and enjoy as much as you can this SAM
and leave comments with your in-game experience in the support topic!
---------------------------------------------------------------------------
Sources:
ru.wikipedia.org
pvo.guns.ru
historykpvo-2.ucoz.ru
SAM Simulator
----------------------------------------------------------------------------
Credits:
Flatface and SA-3 launchers.........................Pasko
SA-3 missiles..............................................Thirdwire
----------------------------------------------------------------------------
Tiopilotos
16 February 2017
296 downloads
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RSS SA-8/SA-N-4 Gecko Pack Beta
By Snailman
RED SIDE STANDARD SA-8/SA-N-4 Gecko Pack 0.3 Beta
============================================
This is a public test version. Please try out equipment playing from both sides. This pack has been tested against stock planes on stock terrain. Mostly on IsraelME, a more advanced map and for fast loading time :)
About 1000+ launch tests have been done on planes with various types with or without jamming equipment at low and high altitude. Ballistics have been also checked with HoneyFox's Missile Range Simulator.
Introduction:
-------------
To follow the philosophy behind Red Side Standard Weapons Pack (RSSW) I made an attempt to standardize the SAM systems as well. The SA-8 Gecko or Osa family is next in the row. It is a late addition into the game, appears in modern eras. It is the most sophisticated SAM system developed during the soviet era and it is still in service. The SA-8 is a low altitude system for short ranges - considered mobile by the game. In theory it would defend armored units, it can move and stops to shoot. Had the placement routine finished by TW... therefore the SA-8 needs user placement. Usage as Mobile AAA is NOT RECOMMENDED, since this system in large numbers can be more than lethal. Also keep availability dates in mind. A plane with no jammer or chaff is helpless against this system in the early 70's - and I did not modify Noise and CM resistance values.
Using multiple reference materials (both english an russian) we tried to fine tune the effectiveness of all the weaponry for satisfactory player game experience while keeping as much realism as possible. This provides more challenge playing on the blue side.
Effectiveness for guided missiles and radars have been tuned to provide realistic hit rate within the proper launch requirements. Because of game limitations, this means some technical parameters and values may be different from real world data.
We kept as much stock reference as we could to provide compatibility with original game standard (Naming, Types, etc).
Yet, there are no new ground objects included, but many new equipment is WIP for the final version.
Contents:
---------
- The SA-8 and SA-8B systems, with thoroughly revised characteristics (FM, Guidance, Ballistics etc)
- The SA-N-4 systems, with thoroughly revised characteristics (FM, Guidance, Ballistics etc)
- Kiev and Krivak ship classes equipped with modded SA-N-4 missiles (both early and late models)
- Weapon (and folder) names use common standard for convenience, clarity and simplified looks
- Ground objects use the stock TW 3D models
- Osa Launch sound. Modify soundlist.ini to use this wav file
Important changes:
------------------
- Missile ballistic data
- Radar search and track ranges and altitudes
- Early SA-8 (Osa) launcher with 4 missiles (No new 3D yet)
- Corrected SA-N-4 reload times.
Credits:
--------
Ground objects: TW
In-game testing: Everyone who gave us feedback and shared game experience! Thank you very much! I do count on more testing with the SA-2 and upcoming systems as well.
Work in progress:
--------
New launcher vehicle corrected 3D models (Early Osa)
Sources:
--------
- pvo.guns.ru
- ru.wikipedia.org
- www.airwar.ru
- various forums
- Istoriya Otyechestvennoy Radiolokatsii (History of Russian radar technology)
- Vasilin: Zenitniye Raketniye Kompleksi (SAM)
- Vooruzheniye PVO i RES Rossii (Air Defense and Radio-Electronic System of Russia)
Special thanks to the author of SAM Simulator for his help and for creating his program.
https://sites.google...ulator1972/home
266 downloads
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RSS SA-2 Guideline Pack Beta 0.41
By Snailman
RED SIDE STANDARD SA-2 Guideline Pack 0.41 Beta
============================================
This is a public test version. Please try out equipment playing from both sides. This pack has been tested against stock planes on stock terrain. Mostly on VietnamSE due SAM site density and fast loading time :)
About 1000+ launch tests have been done on planes with various types with or without jamming equipment at low and high altitude. Ballistics have been also checked with HoneyFox's Missile Range Simulator.
Introduction:
-------------
To follow the philosophy behind Red Side Standard Weapons Pack (RSSW) I made an attempt to standardize the SAM systems as well. The first of such, the SA-2 Guideline or System-75 family. Using multiple reference materials (both english an russian) we tried to fine tune the effectiveness of all the weaponry for satisfactory player game experience while keeping as much realism as possible. This provides more challenge playing on the blue side.
Effectiveness for guided missiles and radars have been tuned to provide realistic hit rate within the proper launch requirements. Because of game limitations, this means some technical parameters and values may be different from real world data.
We kept as much stock reference as we could to provide compatibility with original game standard (Naming, Types, etc).
Yet, there are no new ground objects included, but many new equipment is WIP for the final version.
Contents:
---------
- The latest 3D models of the SA-2 family missiles from Spillone104 with thoroughly revised characteristics (FM, Guidance, Ballistics etc)
- Weapon (and folder) names use common standard for convenience, clarity and simplified looks
- Most objects use the stock TW 3D models
Important changes:
------------------
- All missiles have been changed from Beam Rider to SAHM guidance, as a work around the faulty "tail chasing" game logic also present with Rear60 IR seeking missiles. Also, "Beam Rider" guidance does not allow lead targeting of the missile.
- All Fan Song radars have been set to their instrumented range, now it is fully up to the RCS, altitude and noise jamming values to determine the range of detection.
- Target tracking range has been made equal to the search range - what the Fan Song can see can track immediately - launch is still limited by the missile parameters.
- Missile Turn G and Seeker FOV has been toned down to (almost) real life data. It gives a chance to "Dance of Death" - outmaneuvering the missile in early planes. AI however will be still toast, though.
- Now all missiles have new 3D models and new skins, thanks to Spillone104
Credits:
--------
Ground objects: TW
SA-2 missile family: Spillone104
In-game testing: Everyone who gave us feedback and shared game experience! Thank you very much! I do count on more testing with the SA-2 and upcoming systems as well.
Work in progress:
--------
New Fan Song 3D models (with correct size and antenna types)
Various auxiliary vans or SAM site contruction
New Search/Height inding radar 3D models associated with the sites on regimental level
Experimental complete SAM site objects for terrains
Sources:
--------
- pvo.guns.ru
- ru.wikipedia.org
- www.airwar.ru
- various forums
- ZRK S-75M Uchebnik (Russian field training manual)
- SA-2 Guideline (Osprey)
- Istoriya Otyechestvennoy Radiolokatsii (History of Russian radar technology)
- Voyna v Vietname - Kak eto bylo (1965-1973) Personal journals of soviet personnel in Vietnam
- Zenitniye Voyska v Voyne vo Vietname i na Blizhnyem Vostoke (1965-1973) SAM battle experience in Vietnam and in the Middle east.
Special thanks to the author of SAM Simulator for his help and for creating his program.
https://sites.google...ulator1972/home
342 downloads
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Realistic AAA (ex Realistic AAA Sounds)
By tiopilotos
This mod improves AAA effectiveness for stock and 3rd party objects plus the addition of new tracers and sounds!
Package includes sounds for the following Ground Objects:
HS.820/HS.831
Oerlikon/Gepard
Rh-202
ZPU-2
ZPU-4
ZU-23-2
ZSU-23-4
Check Read me file for installation instructions.
--------------------------------------------------------------------------------
ATTENTION !!!
This is not a new version, it was moved here in its correct section because previously was located in Sounds. If you have already downloaded the initial version (v1.0) no reason to download again, its the same mod. We will soon have the 1.1 version.
716 downloads
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Soviet/Russian Pilots Pack - part 2 (80's to present)
By The Trooper
Soviet/Russian Pilots Pack - part 2 (80's to present)
-------------------------------------------------
These are re-skins of the stock pilot model, representing Soviet/Russian pilots wearing the latest generation Soviet/Rusian flightgear.
Pilot descriptions:
-------------------------------------------------
Red7250 and Red7350
These pilots are wearing current standard Russian helmet - ZSh-7, KM-34 series 2 oxygen mask and VKK-15 high altitude suit. Developed in late 1980s, these suits are the latest generation of mass produced Soviet/Russian high altitude suits
Use on:
Almost all contemporary Russian aircraft that fly on higer altitudes: MiG-25, MiG-29, MiG-31, Su-27, Tu-160, late Tu-95.
Red5260, Red7260 and Red7360
These guys are wearing VMSK-4 naval survival suit. It is a complete pilot protection system as it contains a number of partial pressure (G-suit) components and it also acts as a dry-suit in case the pilot ejects into the cold waters of the North or Barents Seas. Great for North Atlantic or DBS terrains.
Red5260 is more suitable for older aircraft like Yak-38.
Use on:
Soviet/Russian naval aviation aircraft, aircraft flying over cold waters
Yak-38, Yak-41, Su-33, MiG-29K, Tu-22M etc...
Red5225, Red7225 and Red7325
Regular flight suits in camo pattern and anti-G pants. Used in various aircraft since the late 80s.
Use on:
Pretty much everything that flies since the 80s. I am using these in ground attackers.
Instalation:
-------------------------------------------------
1. Extract to your "Objects\Pilots\" folder.
2. Open the *_data.ini file for your aircraft of choice and search for a section like this:
[Pilot]
SystemType=PILOT_COCKPIT
...
Change the line
PilotModelName=...
to
PilotModelName=RedXXXX
If the it does not have the line above, just add it.
Save!
3. Start the game and enjoy your new pilots!
-------------------------------------------------
Released under CombatAce Fair-Use terms:
http://forum.combatace.com/index.php?showtopic=26131
In short:
Feel free to redistribute it, mod it, include it in your mods, and do with it whatever you want, as long as it is not included in any payware!
The Trooper
15 Sep 2016
242 downloads
0 comments
Submitted
-
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