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Showing most liked content on 11/15/2017 in Posts

  1. 5 points
  2. 5 points
    detalles y mas detalles, pero siempre en beta.
  3. 4 points
    Better..sadly not perfect as the 'stretching' on terrain tiles is too big rgds gt
  4. 3 points
    Gorgeous! I may have to make some new Italian or Austrian aircraft!
  5. 3 points
    still working on SweetFX Tre Cime die Lavaredo Somadida towards Cortina d'Ampezo Monte Cristallo Monte Antelao
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  7. 2 points
    Yes and by the way Italians used also Bleriot XI's
  8. 2 points
    I hate making cockpits so I have to force myself to work on the Pfalz.
  9. 1 point
    Back in 2012, Thirdwire fans awaited with baited breath the latest release of the Strike Fighters 2 series and what new goodies it would bring to everyone. As it turned out the game was quite a departure from the previous four titles and wasn’t just the old engine with a new terrain and new objects. For most, many of the new features and changes added to the series and bought some hope for the future, whereas some features were less promising. Starting off with the good points then.......... The Setting The game takes place primarily over Iceland with its cold war airbases such as Keflavik NAS and perhaps gives us a bit more options for Cold War scenarios than doing the South Atlantic (Falklands) which some may have thought the obvious choice. The real Keflavik in real Iceland! (Wikipedia) New Terrain New with SF2NA came a bold new attempt at a more modern LOD based terrain engine utilising DX10 instead of the older DX9. The water looked amazing: Iceland's man made shoreline! And the runways are even shaped like the actual ones on Iceland instead of the generic bases from the previous four titles. More on this later…….. Fed up with the hot weather the RAAF decide to holiday in Iceland New music For a fresh new start, new menu music, that wasn’t too bad actually – I never replaced it! Yes I realise that is a post cold war shot! Fleet Defender With this release we got the first F-14A from Thirdwire, although this in itself was not ground breaking because there was a very good Mirage Factory F-14 set available as well. It was the Avionics this brought that was the big plus, including support for Active Radar missiles, and a TWS mode that could support multiple simultaneous shots. On the other hand Soviet bombers now came with a ton of anti-ship cruise missiles, jammers and countermeasures. Catch us if you can! Join the Navy Okay so a load of new ships and weapons in this release………and not just a set of new objects, but new ways they could be used in game: · Carrier groups and support groups in campaigns and single missions · Static aircraft on decks · Ships firing missiles and guns to shoot down cruise missiles and aircraft · More roles for aircraft including AWACs and Naval recon If you liked flying the TW A-4 then the TW F-14 is rather less agile and more difficult to fly in comparison Here is a list of the new objects the games came with: Ships: · CGN-36 California class Cruiser · CVN-68 Nimitz Class Aircraft Carrier · Gearing FRAM IB class Destroyer · Kashin class Destroyer · Kiev class Aircraft Carrier · Knox class Frigate · Krivak I class Frigate · Krivak II class Frigate · LCC-19 Blue Ridge class Amphibious Command Ship · LHA-1 Tarawa class Amphibious Assault Ship · LPD-4 Austin class Amphibious Transport Dock · Oliver Hazard Perry class Frigate · Oliver Hazard Perry (82) class Frigate · Spruance class Destroyer · Spruance (82) class Destroyer Weapons · AIM-54A Phoenix · SA-N-3 Goblet (M-11 Shtorm) SAM · SA-N-1B Goa SAM · SA-N-4 Gecko SAM · RIM-2F Terrier SAM · RIM-7E/H Sea Sparrow SAM · RIM-66B Standard SAM · K10S (AS-2 Kipper) Cruise Missile · KH22 (AS-4 Kitchen) Cruise Missile · KSR5 (AS-6 Kingfish) Cruise Missile Bears with Flares! The Campaign and missions A big change from the previous titles and perhaps more game like in some respects in the way it was essentially fleet verses fleet. The single missions were more limited due to engine changes and lack of relevant land based targets. If you like Naval intercept missions or ones where you attack the Soviet fleet then it should be right up your street. F-4K - More challenging in the intercept role than the F-14 A-4G - Even more challenging! New Aircraft with SF2 NA (Drool) Grumman F-14A Tomcat Grumman F-14A_77 Tomcat Vought A-7E_74 Corsair II Grumman A-6E Intruder (No Pit) Grumman A-6E_79 Intruder (No Pit) Grumman E-2C Hawkeye (No Pit) Grumman EA-6B Prowler (No Pit) Tu-16K-10-26 Badger C (No Pit) Tu-16K-26 Badger G (No Pit) Tu-16K-26_73 Badger G (No Pit) Tu-16P Badger J (No Pit) Tu-16P_72 Badger J (No Pit) Tu-16RM-1 Badger D (No Pit) Tu-22KD Blinder B (No Pit) Tu-22M2 Backfire B (No Pit) Tu-22M3 Backfire C (No Pit) Tu-22PD Blinder E (No Pit) Tu-22RD Blinder C (No Pit) Tu-95RT Bear D (No Pit) Yak-38 Forger A (No Pit Merging Yes the game can still be merged with the other 4 titles, expansion packs and DLCs! You may also find that a lot of my DLCs live in Iceland exclusively. That is a Yak-38 Forger landing on the Kiev don't you know Now lets look at some of the more controversial additions. Mr AWACs controller Rejoice for Red Crown woman has been replaced by Mr AWACs controller guy! I don’t know how many were pleased to see the E-2 AWACs get blown out of the sky on a regular basis (or even shot it down yourselves) – if they were it was probably down to the guys somewhat laid back voice. How exactly Thirdwire managed to find or even consider using this guys voice for this role is known only to them but it was not on any kind of professional level. Luckily there is a set of modded voice files to replace this blight on the series. We really don't care about your situation..... The Terrain Engine Despite DX10 and gorgeous sea there were a few issues with the terrain which you could surmise were due to having to release the game earlier than expected. · The frame rate was considerably worse. · You needed DX10 capability to run it. · The land was a barren wasteland with unrealistic looking terrain and coastlines – not befitting a sim or a game. · The files for modding it were locked away so potentially no more 3rd party terrains. Whether Thirdwire intended to sell us future Terrain DLCs is still an unknown. But the sea was nice. Luckily the game still supported the older terrain format so Gerwin did put out an old format Iceland terrain and Stary put out some enhanced tiles that I use to this day without the new sea. This mod worked in DX9 and had far better frame rates all round. Some related Mods:
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  11. 1 point
    Yup. The Italian versions also had an engine interesting cowling.
  12. 1 point
    Welcome to CombatAce. These are the instructions for making AI planes flyable. Many cockpits for soviet planes can be found in the downloads section here: https://combatace.com/files/category/431-add-on-cockpits/
  13. 1 point
    Hello and welcome :) Basically, you have to download mods (either full aircraft or cockpits) and install them Cold war soviet aircraft : https://combatace.com/files/category/478-soviet-origin/ aircraft cockpit : https://combatace.com/files/category/724-jet-cockpits/ You can also dowload full campaigns such as NATO Fighters : https://combatace.com/files/category/436-missions-campaigns/ Edit : For "mod folders" and "modded installs", this thread can help :
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  15. 1 point
    This is the topic that I maintained about the Classic IcelandNA Terrain. The download location is mentioned right at the top there. I host my own website with a humble Strike Fighters Downloads section. That may have confused you.
  16. 1 point
    Lovely! I've often read of WW1 pilots having to crash land because their aux fuel tank had not been filled by their mechanics. The N28 aux fuel tank wasn't usually filled because it was located on the right side of the pilot, guaranteeing a horrible death if it was hit by gunfire. A really minor embellishment, but would add even more uncertainty to completion of a mission?
  17. 1 point
    Here is what my "ghost" artillery looks like. Lots of explosions without the gun fire effects and gun fire sounds. only the explosions and dirt spikes.
  18. 1 point
    de Havilland Venom looking for a place to spit.
  19. 1 point
    Thak you It works well for the spad VII Still need to learn how to fight in it :)
  20. 1 point
    Hi Jeanba, The Spads are now somewhat slippery, on ground and in the air, as historical. For the Spad 7 types, especially the 180hp and the rare 220hp variant, two variants work well for smooth take offs: 1. push stick full forward, increase throttle to about 45%, and wait for the tail to come up and the speed to exceed about 70kph; then you can go to full throttle (when the tail comes up, be ready to apply right rudder since the pull of the prop and the low alpha number, thin wings tend to swing the plane to the left); same advice applies to the 150hp variant, but it is most effective on the 220hp variant, and the 180hp one 2. the other alternative is to push stick full forward, go full throttle right away, but be ready to kick the rudder to the right and also to do a bit of "dancing" with the rudder (not too much) until the plane straightens out All of the Spad 7 types take off best around 120kph (any slower and they tend to flop about). The Spad 12 and 235hp variant of the Spad 13 take off best around 130kph. The Spad 13 types are slightly easier to take off than the type 7 (since overall better distribution of weight and larger rudder/elevator surface area). The worst one to take off is the Spad 12 (a real nightmare as was probably historical). Even the original, unmodified FM for the Spad 12 was difficult to take off, especially now with more correct numbers for the thin wings. All the single-seater Spads now tend to stall with the tail dropping first, especially the type 12. To take off in the Spad 12: 1. push stick full forward, and throttle to full 2. get ready to apply right rudder at about 50 kph ("anticipating" its spin to the left that comes at around 52kph) 3. once the plane starts to correct itself, to the right, get ready to "dance" with the rudder for the next 20 seconds or so , since it will now require left rudder then right rudder again, etc. 4. small or quick movements of rudder, left and right, will be necessary to get the plane into its best "groove" (for lack of a better term) - to let its engine inertia loose in a straight line - the nose will then start to rise so that you can see the horizon once you pass about 90kph - this is where you want to go with the speed - then it is easy to straighten out, accelerate to about 130kph, and climb gently (the type tends to stall below about 115kph when climbing...so be careful with the speed) 5. The type 12 is the most "misbehaved" of the types - no wonder it only went to the best pilots Also, when looping in the Spads, be gentle on the back elevator at the top of the loop (so as not to skid out of the loop), and try to maintain at least about 90kph when at the top of the loop. Happy flying, Von S
  21. 1 point
    Hi Guys, the DEV`s have released some realy nice news and pics, all can be found in the link below. Have fun reading it! Hello everybody, As you may have already noticed, the huge map of Battle of Kuban comes in three seasons (Spring, Summer and Autumn), so there is no winter one. However there are many existing winter maps in our sim, so we had to update the winter landscape quality to match the new map quality level. In the end, after some experiments, we had to remake the chilly skydome, adjust the color palette and contrast to reflect the winter visibility conditions. The existing lighting wasn't bad, but we have found a way to improve its quality and make it even more realistic to get more contrast, bluish shadows which are characteristic of the chilling weather. The overall color temperature also became colder. All this combined allowed for more 'clean air' and deep visual feel. Of course, it's hard to describe such changes with just words, so please take a look at these comparison screenshots: Now, our engineer Roman =Gavrik= Kovalenko wants to tell you a bit about the A-20B he will finish working on soon: A-20B had good flight characteristics, high fineness (wing/drag) ratio and very good aerodynamics. Its top speed exceeded Pe-2 speed even at nominal power mode, it had a good handling and maneuverability. All control surfaces were equipped with servo tabs to reduce the pilots' load. With bombs dropped, A-20B had comparable to fighters wing loading and two powerful Wright R-2600-11 engines allowed for a good power-to-weight ratio. However, aerobatics were forbidden for its pilots and it was advised to dive shallow and recover gently because of the durability concerns (4g maneuver envelope). Nevertheless, the flight manual included some maneuvers like combat turn. Lend-leased A-20B's were upgraded upon arrival to the USSR: they were refitted to support Soviet bombs, electric bomb dropping gear similar to Pe-2 one was installed, and there were some other minor changes. it was one of the first mass-produced aircraft with the nose landing gear, making taxiing, taking off and landing much easier. There was a special electric blocker that didn't allow to erroneously retract the landing gear while on the ground and alarm siren that warned the pilot about the retracted landing gear during flight at low throttle. At high speeds, flaps retracted automatically. Overall, this aircraft was very comfortable for a pilot with its spacious cockpit and good view. The only inconvenience could be caused by the engines that weren't equipped with automatic governors of the manifold pressure, just like the P-40 engine. A-20B bomb load was formidable - up to 16 FAB-100 bombs in the bomb bay and 4 underwing holders that could carry FAB-100 or FAB-250. It is interesting to note that to ease the formation bombing, two signal lights were installed in the aircraft rear that helped the wingmen to open their bomb bay doors and drop bombs simultaneously with the flight leader. In addition to two forward firing .50 cal machine guns, there were two turrets with .50 cal (top) and .303 cal (bottom) MGs, so A-20B weaponry and flight characteristics allowed the bomber to stand up for itself even if it was engaged in air combat. I hope you'll enjoy the A-20B in the game as much as I enjoyed making it. THE LINK: https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry530528
  22. 1 point
    Czechoslovakian MiG-21UM
  23. 1 point
    Nov. 1, 2017 Update: Several planes added, such as the Gothas, the HP 0/400 (now player-flown), also player-flown SPAD 7 types, including by Dux for the Eastern front and Mann-Egerton built ones for the British in Mesopotamia and the Western front; also included is correct over-compression of the engines on the Viper-powered Se5a, the Ansaldo SVA.5, the 235hp variant of the SPAD 13, as well as the previously tweaked over-compression on the Alb. D.Va (200hp), Fokk. D.VIIf, AEG. G.IV, and the Pfalz Dr.1 (the Gothas III, IV, and V also feature subtle over-compression); also added are further tweaks to ailerons/elevators/rudders across the SPAD single-seater line, a couple of new engine sounds, larger sun size in the environsys files across the weather/wind types, and a simplified installation process with all previous versions being updated to 8.9 in a large, "consolidated" folder, and the ver. 9.0 tweaks featured in a separate folder. As always, please consult the included "Read Me" file for more thorough installation info., and more details about the FM tweaks. Happy flying!, Von S
  24. 1 point
  25. 1 point
    Some new screens with the last skins of quack74 and stephen honey for Camels and Nieuport 11 and terrain upgrade by Stary You do a tremendous job, guys !
  26. 1 point
    The Nieuport 17 is a nice little nimble fighter !
  27. 1 point
  28. 1 point


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