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    1. Euro/Med Buildings V3

      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

      585 downloads

         (1 review)

      0 comments

      Updated

    2. Realistic SA-6 Gainful / 2K12 Kub SAM Pack

      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!

      526 downloads

         (10 reviews)

      7 comments

      Updated

    3. BOL countermeasures fix for the F-15C, EF-2000, JAS-39C, Tornado F3, NF4 Tornado F3, F-14A/B, F-14D, F/A-18

      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.
       

      442 downloads

         (1 review)

      0 comments

      Updated

    4. Republic of Korea Army Vehicle Pack

      This is a package of 12 ground objects for the Republic of Korea Army, representing many of the significant combat vehicles from the 1970s to present. Several new guns and missiles are included.
       
       
      Note that these are all new models and not stand-ins or re-skins of existing ones. While they are relatively low-poly and low-res, if there is sufficient demand, I will update these models with more detail and improved textures at some point in the future.
       
       
      Featured South Korean vehicles include:

      M48A5K tank: Cold war era tank upgraded with a 105mm L7 gun
      K1 MBT: Modern tank based on the M1 Abrams (though smaller) with a 105mm L7 gun
      K1A1 MBT: Upgraded version of the K1 with a 120mm L44 smoothbore gun
      K2 Black Panther MBT: Advanced (and extremely expensive) battle tank with indigenous technologies and a 120mm L55 gun
      KM900 APC: Cold war era wheeled APC based on the Italian Fiat 6614
      K200A1 IFV: Modern tracked fighting vehicle based on the US-designed AIFV
      K21 IFV: Advanced fighting vehicle with a 40mm autocannon and anti-tank missiles
      K9 Thunder SPA: Modern 155mm mobile howitzer
      K136 Kooryong MRL: Modern wheeled 130mm rocket launcher
      K263 Vulcan AAA: Mobile anti-aircraft vehicle based on the M163 Vulcan Air Defense System
      K30 Biho AAA: Mobile anti-aircraft vehicle with twin 30mm guns
      K-SAM Chonma: Mobile tracked short-range SAM based on the modern Crotale system

      These ground objects are recommended for use with Wrench's latest Korea terrain. Please see the readme for full details. If you have any questions, comments, concerns, or constructive criticisms regarding this package, please do not hesitate to contact me. Thank you!

      442 downloads

         (5 reviews)

      0 comments

      Submitted

    5. USN SAM pack

      This is a complete package of SAMs used by the United States Navy from the early cold war era to present. Currently 33 different missiles are included.
      I have meticulously researched, modified, tested and compiled these weapons so that I and other ship modders have a selection of realistic standardized missiles (one might say "Standard Missiles":D) to work with.
       
      The medium and long range missiles have been assigned updated efects from SF2NA, as well as new sound effects (included in the package), which sound much more appropriate than the default sound. I'm particularly proud of the VLS launch effect, which I made by ripping and editing official footage; I think it adds to the immersion tremendously.
       
      Note that two stock weapons, the RIM-2F and RIM-66B, are replaced by this package. I usually try to avoid this, but the RIM-2F model did not sit on launchers correctly, and both weapons had some wildly incorrect data.
       
      Optional data files for a few stock and third-party USN ships are included which adds new weapons as appropriate and adjusts radar strength to more realistic levels.
       
      Please see the readme for instructions, credits, and other details. If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!

      536 downloads

         (5 reviews)

      4 comments

      Updated

    6. 3 More Airbase "Equipments"

      More Airbase Goodies
      = SF/Wo* & SF2 series Games (Any and All -hopefully*!) =
       
      A few more pieces of equipment, to place around airfields or bases, or other 'locations of interest'. The items are:
       
      Bulldozer (-original creator unknown, as it comes from waay back on the WW2 terrains)
      Road Grader
      Steamroller (these 2 by Sundowner)
       
      It should be noted at this time, these are NOT GroundObjects, like the yellow fuel truck recently released, but TERRAIN objects, that will need hand placement on your terrain of choice. Instructions are below in the "To Add To A Terrain" section.
       
      As always, fairly easy to follow (for Terraformers/Targeteers), yet detailed install instructions are included. Please read them!
       
      *note: as the grader and roller have been built in late model MAX, they may not work in SF/Wo* games. This has NOT been tested*
       
      With special thanks to Sundowner!!
       
      Enjoy!
       
      wrench
      kevin stein

      296 downloads

         (3 reviews)

      1 comment

      Updated

    7. MIM-23 Hawk Missile System Unit

      Hello and thank you for downloading my work.
      https://gkabs.net
      What's included:
      This is a complete new MIM-23 Hawk Missile System Unit.
      All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required.
      If you need any further help please read the Knowledge Base at:
       
      https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/

      LICENSE:
      You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission.
      gkabs@gkabs.net
      credit goes to the following:
      1-KJakker for creating all the INI files and setting up the folders structure as well as testing and retexturing some skin for the project. Grate help. 
      2-strahi for his testing and feedback as well as sharing his knowledge with me. 
      3-ravenclaw_007 for creating the outstanding Hawk missile model as well as the missile textures. 
      4-tiopilotos for sharing his feedback and knowledge.
      5-Thanks to Coupi for working hard to update the HIPIR Radar pitch movement and tracking and adding the smoke effect.
      6-GKABS for creating the rest of the models and texture
      This is really group work and without you all and help this would not come this far, Thank you all.
      Please if I forgot anyone please let me know.
      And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game.
      Software used:
      3d Max 2009
      UVLayout v2 Pro
      Substance Painter
      Adobe Photoshop

      If you need any assistance please contact me at 
      gkabs@gkabs.net

      498 downloads

         (1 review)

      6 comments

      Updated

    8. Julhelms_FactoryObjects.7z

      These ground objects were simply converted to LOD format from models kindly shared by Julhelm from Combatace. All credit goes to him.
       
      12/30/2010
      (Fixed J_16OpenSilos)
       
      12/28/2010
      Models by Julhelm
      Conversion by Pureblue
       
       
      1. Insert the various groundobject entries from xxx_types.ini to your modded terrain_types.ini.
       
      2. Copy over the Diffuse.tga, *.LOD and *.INI files to your terrain folder.
       
      3. Create corresponding target objects in terrain_targets.ini

      557 downloads

         (0 reviews)

      0 comments

      Updated

    9. Improved Wingtip Vortex v1.0.rar

      Improved Wingtip Vortex Effect pack Version 1.0 by Eagle114th
       
      The purpose of this add-on effect mod is to improve the graphic of wingtip vortex in Strike Fighter 2. I have noticed that wingtip vortex, by default, looks bit unrealistic. So I have decided to improve these, inspired by modders from Combat Ace community, especially by Wrench and Stary. I am very thankful for this wonderful community and I am more than proud to be part of Combat Ace commmunity sharing my hobbies within Strike Fighter 2. I truly hope that you enjoy my improved wingtip vortex effect package, you can post feedback/suggestion for improving my effect pack at this link:
       
      http://combatace.com/topic/75798-wip-improved-wing-tip-vortices-updated-11-18-12/#entry601081
       
      ----------------------------------------------------------------------------------------
       
      INSTALL INSTRUCTION:
       
      1) MAKE SURE YOU back up your EFFECT folder!
       
      2) Extract this file using winrar or 7zip tools and you will see a folder called "Improved Wingtip Vortex v1.0"
       
      3) There are two folders with types of wingtip vortex:
       
      - Straight trails Version = new wingtip vortex effect with straight trails
      - Shakey trails Version = new wingtip vortex effect with shakey trails
       
      You can only pick ONE of these two folders, you can't have both at the same time. You can try one of these two version first. Then try other and see which one you like the best. However, inside these folder you will see "Effect" folder, drop them in your strike fighter 2 mod folder and overwrite when asked.
       
      4) ENJOY!
       
      ----------------------------------------------------------------------------------------
       
      Known BUGS/Problem:
       
      Shakey version of wingtip vortex trails disappears at specific angle when you view them, this is due to nature of 2D. I have tried creating 3D volumetric version of wingtrip vortex, they got too complicated and hogs cpu and memories lot. I had to cancel my project of converting 2D wingtip vortex from 2D to 3D, to avoid heavy cpu and memories hogging for anyone's computer. I intend to make this mod very friendly for any computer. That is exactly why I created two version of wingtip vortex (straight and shakey).
       
      ----------------------------------------------------------------------------------------
       
      CREDIT:
       
      TK - Thank you very much for creating this great simulation known as Strike Fighter 2. Your hard work have created this simulation for us all to enjoy together, especially our passions/hobbies of creating mods for improving Strike Fighter 2 into greater simulation.
       
      FalcCAF (Erik) - THANK YOU very much for working on this project with me, giving me feedback that helped me improving my effect pack through my modding progress with your great knowledge!
       
      dgk196 - THANK YOU for helping me very much with improving my wingtip vortex effect modding with your knowledge, especially your experiences have from your services in US Navy.
       
      Wrench - You have been great inspiration that encouraged me into modding games and simulation long time ago. You have been my hero in old day of Jane's Fighter Anthology with your modding.
       
      Deuces - Thank you, your effect pack in SF1 series have taught me how to do some basic effect modding for SF1 and 2 series.
       
      Stary - Your great effect pack in SF2 have taught me alot about modding effect pack, thank you!
       
      Combatace community - Thank you community for letting me be part of this great community!

      528 downloads

         (5 reviews)

      1 comment

      Submitted

    10. PB's Tomcat Viewlist

      Pureblue's Tomcat Viewlist v1.1 by Umut Destan(pureblue)
      --------------------------------------------------------
       
      This mod will give you bunch of different camera angles. The positions are for the F-14 Tomcat, so they might seem off when you fly other aircraft. But most of the time this shouldn't bother you. You can edit the positions in the Viewlist.ini if you wish.
       
      Mod bases external cam. FOV entries from Stary & Silverbolt's viewlist mods.
       
      So go out and take some cool screeshots!
       
       
      INSTALLATION
      --------------------------------------------------------
      1. ADD THESE LINES to your controller.ini (whichever the name may be, the file is in your "Controls" folder)
       
      To the end of the [ControlSet001] section:
       
      GOTO_PB_ViewPoint1=ALT+1
      GOTO_PB_ViewPoint1_PREV=CTRL+1
      GOTO_PB_ViewPoint2=ALT+2
      GOTO_PB_ViewPoint2_PREV=CTRL+2
      GOTO_PB_ViewPoint3=ALT+3
      GOTO_PB_ViewPoint3_PREV=CTRL+3
      GOTO_PB_ViewPoint4=ALT+4
      GOTO_PB_ViewPoint4_PREV=CTRL+4
      GOTO_PB_ViewPoint5=ALT+5
      GOTO_PB_ViewPoint5_PREV=CTRL+5
      GOTO_PB_ViewPoint6=ALT+6
      GOTO_PB_ViewPoint6_PREV=CTRL+6
      GOTO_PB_ViewPoint7=ALT+7
      GOTO_PB_ViewPoint7_PREV=CTRL+7
      GOTO_PB_WeaponViewAll=ALT+8
      GOTO_PB_WeaponViewAll_PREV=CTRL+8
       
      2. Copy the included VIEWLIST.INI to your FLIGHT folder.
       
       
      FEATURES (Key assignments)
      ------------------------------------------------------------
       
      Keys ALT+(1 to 7) when pressed with switch to various camera angles on your aircraft. These angles are controllable via the mouse and pressing them continuesly will cycle between all aircraft. When pressed with CTRL+(1 to 7) will switch to previous aircraft.
       
      Key ALT+8 will cycle through all Weapons, friendly and enemy that are in the air. All SAMS, bombs, missiles..
       
      The F5 key is modified based on Stary's Viewlist (FOV settings)
      As a plus you can cycles between all aircraft.
       
      The SHIFT+F5 is the default Check Six View. As a plus you can yaw/pitch using the mouse.
       
      F9 key will cycle through all missiles fired by you.
       
      Take note that all these key are free to use in a stock controller.ini. If you have a modified one that merge with caution.
       
       
      NOTES
      ----------------------------
      On my game, sometimes after I switch from the Weapon Views back to the external view, the sounds of the engine are missing. I have to do a PAUSE/UNPAUSE to cure it. Don't know why this happens...

      349 downloads

         (4 reviews)

      7 comments

      Submitted

    11. Unified Effects Pack 1.0 muzzle flashes fix

      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

      733 downloads

         (1 review)

      0 comments

      Submitted

    12. Enhanced Explosions 3 for SF2 series

      This is a simple update of EE3 effects pack to have them working in SF2 series.
       
      Thanks to 331KillerBee and Dave for being crash test dummies
       
      Credit my leaking memory for NOT uploading them back in May when this was done

      884 downloads

         (1 review)

      0 comments

      Submitted

    13. Tracermania

      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 (...)

      524 downloads

         (0 reviews)

      3 comments

      Submitted

    14. Aerodynamically Limited MiG-17s v1.1

      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)

      432 downloads

         (6 reviews)

      3 comments

      Updated

    15. Ace Combat Nations

      Ace Combat Nations
      December 13th, 2020 (1st Release)
      by Menrva

      >For Strike Fighters 2 games
      This mod is a fork of my nations expansion mod of the stock ThirdWire _nations.ini file. It includes only the nations and respective aviation services of the Ace Combat universe, AKA Strangereal. All roundels are based on official sources and references from all Ace Combat games. Here below a summary of the included services:
      -Generic Mercenary faction, using the logo of Ace Combat's developer, Project ACES, as insignia.
      -Osean Air Defense Force and Osean Maritime Defense Force (as seen in Ace Combat 5, Ace Combat Zero and Ace Combat 7).
      -Yuktobanian Air Force and Yuktobanian Navy (as seen in Ace Combat 5).
      -Erusean Air Force and Erusean Navy (as seen in Ace Combat 04 and Ace Combat 7).
      -Free Erusea Air Force (available since 2006, as seen in Ace Combat 04, Ace Combat 5 and Ace Combat 7).
      -Independent State Allied Forces Air Force and Independent State Allied Forces Navy (available since 2003 until 2006, as seen in Ace Combat 04 and Ace Combat 5).
      -International Union Peacekeeping Force (available since 2007, as seen in Ace Combat 7).
      -Belkan Air Force and Belkan Naval Aviation (as seen in Ace Combat 5 and Ace Combat Zero).
      -Ustio Air Force (available since 1989, as seen in Ace Combat Zero).
      -Sapin Air Force (as seen in Ace Combat Zero).
      -Republic of Emmeria Air Force and Republic of Emmeria Navy (as seen in Ace Combat 6).
      -Estovakian Air Force and Estovakian Naval Aviation (as seen in Ace Combat 6).
      -Aurelian Air Force and Aurelian Naval Aviation (as seen in Ace Combat X).
      -Leasath Air Force and Leasath Naval Aviation (as seen in Ace Combat X).
      -USEA Unified Air Force and USEA Unified Navy (available since 1996 until 2002, as seen in the remake of Ace Combat 2, that is Ace Combat 3D).
      -Voslage Air Force (as seen in Ace Combat 7).
      -Nordennavic Royal Air Force (from Ace Combat: Northern Wings).
      Other aviation services are known to exist in Strangereal, such as the Rectan Air Force, FATO Air Force and Valka Royal Air Force. However, there are no infos concerning such countries with no established flag and culture at the moment. Those are not included in the mod for the time being.
      This mod removes the Real World aviation services included in Strike Fighters 2, as such it is not compatible with any mod out of the box. Modders and users are advised to tweak _userlist.ini files and _data.ini files for aircraft and ground objects, to make use of the new services added by this mod.

      >Credits (in no particular order):
      -nuni, for his suggestions and other Ace Combat themed mods.
      -Astore, for his support and for being one of the few Italian Ace Combat fans like me.
      -RythusOmega, for providing all Ace Combat 7 emblems, reworked for use in this mod.
      -SuperOstrich, for providing hi-res remakes of the roundel of Nordennavic.
      -mue, for sharing info about the functionality of the alias.lst file.

      >Disclaimer:
      This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
      This mod may NOT in any way, shape or form be used in any payware additions.

      152 downloads

         (1 review)

      1 comment

      Updated

    16. Realistic SA-3 / SA-N-1 Goa Pack Beta

      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

      309 downloads

         (3 reviews)

      4 comments

      Updated

    17. SF2 KAW Misc Items Pak

      SF2 Korean War Era Misc Items
       
      = For SF2, Full-5 Merged (Reccomended/Preferred) =
      This package contains some of the various miscellanious items needed/required for a full Stand-Alone KAW mods folder.
       
      In this zip you'll find the following folders:
       
      Ground Object
      /Objects/Guns
      /Objects/Weapons
      /Objects/Pilots
      Speech
      Menu
      Flight (both contain new menu screens)
       
      This is a particularly LARGE download, so give youself some time. Most of the USN vessels are those seen in the recently released WW2 PTO Naval Units Pak; some (like the various cargoships, trawlers, and so forth) you may already have. All are updated to SF2NA standard. Some of the weapons and pilots have also been released recently in some of the aircraft; just allow the overwrite when asked. They're the same items.
       
      As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Also, give the "Notes" section a read too.
      If I've forgotten an item PLESE let me know, and I'll try to get it uploaded ASAP
       
      Good Hunting!

      738 downloads

         (1 review)

      0 comments

      Updated

    18. 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

      530 downloads

         (3 reviews)

      1 comment

      Submitted

    19. RSS SA-2 Guideline Pack Public Test Beta

      RED SIDE STANDARD SA-2 Guideline Pack 0.30 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.
      Credits:
      --------
      Ground objects: TW
      SA-2 missile family: Spillone104
       
      Work in progress:
      --------
      More new 3D missile objects for all variants.
      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.com/site/samsimulator1972/home

      265 downloads

         (4 reviews)

      8 comments

      Updated

    20. Airfield Objects Vol 2

      Another collection of various hangars/walls etc aimed mainly at desert type terrain although they can be used in any you like.

      599 downloads

         (2 reviews)

      0 comments

      Submitted

    21. working HAWK for -SF2-

      this are the working HAWK for the SF2 series , original HAWK by Pasko
       
      JUST DROP THE CONTENT OF THE MAIN FOLDER TO THE NAMESAKE IN YOUR GAMES MOD FOLDER , OVERWRITE IF ASK TO
       
       
      have fun
       
      ravenclaw_007

      996 downloads

         (3 reviews)

      3 comments

      Submitted

    22. Soviet MANPADS

      This mod adds ini-updated SA-7 MANPADS and several new variants :
       
      SA-7 "Grail" - GRAU 9K32 Strela-2
      SA-7b "Grail" - GRAU 9K32M Strela-2M
      SA-14 "Gremlin" - GRAU 9K34 Strela-3
      SA-16 "Gimlet" - GRAU 9K310 Igla-1
      SA-18 "Grouse" - GRAU 9K38 Igla
      Sa-24 "Grinch" - GRAU 9K338 Igla-S
       
      Set up as GroundObjectRole=Mobile_AAA, they can show up on existing AAA positions
      and during Tank Battles (in campaigns only I think)

      379 downloads

         (2 reviews)

      2 comments

      Updated

    23. Object Library 1 by Polak & CFS Midway Group

      Object Library 1 by Polak & CFS2 Midway Group 11/30/2013
       
      This is the collection, once posted at SimHQ of various and sundry buildings for use by
      terrain builders to add a to the target areas when building terrains. It is being
      reposted here at CA by request. Originally, it was NOT supposed to be posted elsewhere
      (than the original a SHQ), but as so much time has passed ... my judgement call is
      sharing is allowed.
       
      Thses objects will work perfectly in ANY of the 3W series: SF/Wo* 1stGens, SF2, and
      FE/FE2.
      This has been tested by me, over the years in ALL versions of the game.
       
      While more designed with WW2 Pacific (including CBI) in mind, they can be used even
      Europe and North Africa/Med. Well, pretty much anywhere that catches your fancy.
      Even unto Modern Times ™.
       
      Included, of course, are Polak's original readme, and the config files: a Desert_targets
      and Desert_types inis that lists the various objects for importation to other terrains.
       
      I've gone through all the skin tgas, and have painted out the odd green color, so they
      should look a bit better. However, that does NOT fix certain visual issues with some of
      the models from close up and at some angles. Also, there are a couple of them that
      simply do NOT work at all; they will cause CTDs or other game issues. Unfortunately, I
      don't remember exactly WHICH ones they are.
       
      Be adivsed: the _types listing is AS RELEASED in 2007 and/or 2009 (I think I made some
      changes back then). It does NOT reflect those change I do when adding them to my terrain
      works. This means the destroyed models, destroyed effects and secondary effects listed
      are NOT proper and correct. YOU will need to make the adjustments (or locate the object
      in the multitude of types inis from MY terrain mods, and copy/paste!)
       
      This is =NOT= a package of objects that can be used by the 'general masses'. It is being
      rereleased for those terraformers that can actually make use of them.
       
      As always READ Polak's readme, enclosed in the 'readme_and_configuration files' folder.
       
      Happy Targeting!!
       
      Wrench
      Kevin Stein

      258 downloads

         (0 reviews)

      0 comments

      Submitted

    24. Airfield Objects.

      A collection of various buildings,roads & general airfield objects designed for and tested in the SF2 Germany terrain [any version..]

      574 downloads

         (2 reviews)

      0 comments

      Submitted

    25. Alternative Armour Pack

      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)

      436 downloads

         (0 reviews)

      1 comment

      Submitted



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