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f-14 F-14A/B/D Tomcats of The Unsung War (Ace Combat 5)
By
zachtan, in Thirdwire: Strike Fighters 2 Series - File Announcements
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By Menrva
View File F-22A Raptor Skin Pack
F-22A Raptor Skin Pack
October 13th, 2021 (1st Release)
by Menrva
>For Strike Fighters 2 games
This is an extra skin pack for the high quality F-22A Raptor aircraft add-on. Most skins are based on ideas and depictions from other videogames. Here below a list of the included ones:
-YF-22 Paint Scheme (inspired by the real YF-22 prototype)
-Sea Raptor Livery (inspired by the F-22N Sea Raptor concept)
-Saudi Grey Camouflage (as depicted in Digital Image Design's F-22 Total Air War)
-Egyptian Woodland Camouflage (as depicted in Digital Image Design's F-22 Total Air War)
-USAF Pac West Camouflage (as depicted in Digital Image Design's F-22 Total Air War)
-Desert Lightning Camouflage (as depicted in NovaLogic's F-22 Lightning 3)
-Phoenix Livery (from Namco Hometek's Air Combat, as depicted in Ace Combat 7: Skies Unknown)
-Phoenix Livery, Dark (as depicted in Project Aces' Ace Combat Infinity)
-Scarface One Livery (as depicted in Namco Hometek's Ace Combat 2)
-Z.O.E., Red Livery (from Namco Hometek's Ace Combat 2, as depicted in Project Aces' Ace Combat Infinity)
-Mobius One, ISAF Livery (as depicted in Project Aces' Ace Combat 04: Shattered Skies)
-Abell, Black Livery (as depicted in Project Aces' Ace Combat 04: Shattered Skies)
-Razgriz Livery (from Project Aces' Ace Combat 5: The Unsung War, as depicted in Project Aces' Ace Combat 6: Fires of Liberation)
-Pegas, 3-Tone Blue Camouflage (as depicted in Project Aces' Ace Combat 6: Fires of Liberation)
-Indigo Wing Livery (as depicted in Project Aces' Ace Combat 6: Fires of Liberation)
-Gryphus One Livery (from Access Games' Ace Combat X: Skies of Deception, as depicted in Project Aces' Ace Combat Infinity)
-Warwolf Livery (as depicted in Project Aces' Ace Combat: Assault Horizon)
-Mobius One, IUN Livery (as depicted in Project Aces' Ace Combat 7: Skies Unknown)
-Trigger Livery (as depicted in Project Aces' Ace Combat 7: Skies Unknown)
-JASDF 2-Tone Blue Camouflage (as depicted in Project Aces' Ace Combat 7: Skies Unknown)
As a bonus, different aircraft configuration files are included in the "(Alternative Data)" folder. You'll be able to choose between realistic loadouts (default configuration of the aircraft add-on package) and what-if loadouts inspired by the mentioned F-22 videogames of the late 90s, namely weapons included in F-22 Lightning 3. Both configurations are also available with the addition of invisible skids; those will allow you to perform belly landings, which are a feature of good old F-22 Total Air War.
Notes:
-The B61 tactical nuclear bomb is a retarded version, but drop it safely from high altitude at high speed. Take note that it does not damage the stock Runway object, due to the armor values of it. The B61 is meant to be used against naval fleets you may encounter on some custom terrains.
-You need to tweak the SoundList.ini file in order to fully experience any new sounds. Read "(Add to SoundList)" for further details, and remember to extract the SoundList.ini file from the FlightData.cat archive, if you do not have a custom one in your mod folder already.
>Credits (in no particular order):
-yakarov79, for his high quality templates which allowed me to easily put some new paint on the aircraft.
-ravenclaw_007, for sharing some of his latest weapon 3d models for the bonus what-if loadouts.
-Astore, for providing me with better Ace Combat themed emblems, and for being one of the few Italian Ace Combat fans like me.
-godrugalultimate, from DeviantArt, for making incredibly detailed Ace Combat themed decals.
-RythusOmega, for providing all Ace Combat 7 emblems and whose skins have been used as reference for the Phoenix liveries.
-Lanzerince, whose Ace Combat 7 skins have been used as reference for the Scarface livery.
-mue, for his LOD Viewer which helped immensely in the making of the skins.
-Blade, for sharing info about the purpose of the game's decal levels.
-My girlfriend, for supporting me in all of my endeavours.
>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.
Submitter Menrva Submitted 10/13/2021 Category F-22
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By JamesWilson
Hi everyone,
I'm trying to recreate the 1st Gulf of Sidra Incident with my F-14A Tomcats and my Su-22M3 Fitters, doing it extremely historically accurate, paying attention to every little detail.
So far i've done everything, and it's almost identical to the real one, but there's ONE issue i can't figure out, let me explain:
During the morning of the 19th of August 1981 two F-14A Tomcats intercepted two Libyan Su-22M3 Fitters in the Gulf of Sidra.
The Fitters were equipped with two AA-2 "Atoll".
Just before the merge, while nose-to-nose, one of the two Fitters fired a missile to one of the two Tomcats, but being the missile a very old and primitive heatseeker, it started tracked and going for the Tomcat, but as soon as the F-14 made a slight break, the Atoll lost its track.
The PROBLEM IS:
There's no way i can make the Fitters shoot the missiles before merging, if only the AA-2, or any other equippable missile was all-aspect or radar guided just like the R-23, i think it would work.
I tried having a head-on merge with two Mig-23 Floggers equipped with radar guided R-23s and they shot at me before merging.
I tried all other available missiles and nothing changed, some didn't show either.
I tried copying and pasting the Data file from the Aim-7 to the R-60 Data file, and nothing changed.
I tried changing the loadout file to R-23, but the Fitters show up without any weapon since there's no R-23 option in loadout for Su-23M3s, so i think it's not possible to have them (and would be historically inaccurate too).
I tried changing enemy difficulty from Normal to Hard, but nothing changes still.
The only thing the Fitters do is shooting their guns just before the merge, but no missiles are fired when nose-to-nose.
Is there a way to fix this? A way i can make my Fitters fire at least one of their missiles when we're nose-to-nose, just like when i got nose-to-nose against Floggers equipped with R-23s?
Is it a problem with the enemy AI? Or with the missiles? Or maybe even with the Su-22M3 Fitter i'm using?
Thank you very much for helping me
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By JamesWilson
Hi,
after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
And is it or it's not possible to do?
Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:
And 2 from the TMF F-14 (the inaccurate one):
Thanks for helping.
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By JamesWilson
Hi everyone,
I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off.
As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here:
Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that:
I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator.
Here's a picture of the fuel indicator:
I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one.
In the end, since these two indicators are crucial, especially for flying without HUD, and the fuel indicator especially, since there's no way to know how much fuel you have left even with HUD turned on other than the cockpit indicator.
So, what i'm asking is:
Is there a way to fix these? A mod that remakes the indicators? Or another cockpit that is not the default one that i can use to swap this one?
Thanks in advance for helping me.
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By anunk47
Roy: You’re doin’ ok. A fighting man needs all of his courage.
Hikaru: But, you’ve been drinking
Roy: So what?...You can still fight when you’re drunk!
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