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5 pointsRAF 112 SQ in Heraclion-Crete-Greece.....20 05 1941 by Cocas & Wrench ( Batlle of Crete). Thank you.
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4 points...somewhere....20 05 1941....( Maleme- crete- Greece) 805/806 FLEET AIR ARM GLADIATOR and FULMAR .We do have the Gladiator.. https://combatace.com/files/file/13587-sf2-ww2-gloster-gladiator-mk2-and-sea-gladiator-by-cocas/?tab=reviews
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2 pointsThanks - just an old geezer puttering around in his digital garage. VonS and I are working on extensive improvements to a bunch of Nieuports. I noticed you released a mod pack some time ago that added a Lewis gun to already existing Nieuport aircraft. Would you be interested in making a new version of your old pack, using our new models, art, and files?
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1 pointToday we are taking a trip back to 2004, a time when as you can see from the photo above featured PC CDROMs! Before Internet speeds for most were high enough to consider sending entire game files they had to distribute games to people using good old fashioned Compact Disks. The shiny CD came complete with its own (Jewel) case with cover and even a printed manual. As you can see a time when even Thirdwire had to distribute games and make them look like games used to - the manual even tells me to go to http://www.softwarehelpdesk.co.uk/ for technical support…………..ha looks like that domain is up for sale! Looking at the back we can see it even ran on Windows ME with 256MB of RAM! - Yes, I had to look back to remember what Win ME was – the very last of the Win 9x line before Microsoft thankfully ditched that and we got Win 2000 then Win XP. Of course, in 2004 or nearly all of that decade Win XP was the only game in town for home users and it was great for its time. For anybody who had bought Strike Fighters: Project 1, a Vietnam game was a logical and most welcome step forward….a game that recreates the intense air combat experience in the skies of North Vietnam at the height of the air campaign……………..what could be better! The manual lists the Player and AI aircraft, and although the VPAF selection looks fairly complete, the US selection was very limited compared to the later Strike Fighters 2: Vietnam. This was a time when there was hope for the future and many opportunities to modify the hell out of the game and start getting into place the absolute ton of things not included in the box. Terrain & Environment As you might see (from the case) the Terrain that came with WOV wasn’t much better than what comes with one of Thirdwires Phone & Tablet PC games – a pretty poor and unrealistic looking barren wasteland. Unsurprisingly it was not long before modders produced somewhat better tilesets - one of the first I remember and although free was used by Yankee Air Pirate later: The RA-5 Vigilante - does not come with WOV There was a payware tileset for sale at Razbams store at some point – but suffered from having obvious borders and tile edges – also 512 x 512 bitmap files were pretty big at the time but very low res by today’s standards. This later effort includes a version of Starys Green Hell which included a lot more trees for the first time: Vietnam was hell - Green hell! When released WOV also had no clouds either but they were added in a later patch: Low level clouds, gone but not forgotten Game play The North Vietnam Air Force (VPAF) and air defences were quite well set up as part of the terrain, with relevant SAM and AAA models for the era along with relevant AI. The MiGs varied in effectiveness from patch to patch whereas some of the SA-2s had a Kill probability of about 99% - this was rightly toned down somewhat in Strike Fighters 2 (SF2). WOV included an airbourne FAC (Forward Air Controller) role and this was usually represented by an 0-1E Birddog flying over the battlefield (Callsign Snoopy) – this was removed from SF2. The game added Carrier operations for the first time although the carrier was pretty lonely by itself most of the time, and players could only fly off it in campaigns and scripted single missions! The B-52s thought they were safe from Thirdwires lesser spotted MiG-17F Payware There were some options for payware – mostly from Razbam and Yankee Air Pirate – both had air of controversy that I won’t go into here. One of the very few payware aircraft was the A-1 skyraider pack Before the Mission Editor arrived in SF2 you had to create single missions using Notepad basically, quite a time consuming and difficult process. Yankee Air Pirate basically created single missions based on real missions from Vietnam and was quite an important addition for anyone with an interest in that subject. Populated carrier deck Landing and taking off in Hueys from smaller boats like this Shooting down Colts in Hueys Shooting the side gun in Hueys - Get some!. Of course, with scripted missions you can do quite a few things you cannot in auto generated single missions and campaigns! Advance clone army! The VPAF, masters of camouflage Looking back Wings Over Vietnam certainly started out as a fairly serious attempt to put together a decent standalone Vietnam war Air Combat simulator and in that respects, did a pretty decent job, but only if you took time to add a lot of the mods available and change the game yourself. Graphically it was using DX9.0c so was up to date in that regards although again you had to add mods to get it looking to what it should have perhaps been out of the box. F-111A - not included with WOV EB-66 - not included with WOV …………and Here we are at the tail end of 2017 and still no real alternative to WOV and SF2V on the Vietnam War flight sim front.
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1 pointFactually incorrect. The first French synchronizer to see widespread service was the Alkan-Hamy gear, available just in time for installation in Nieuport 17s in mid-1916. The Alkan-Hamy's cam follower was offset to the right, so the gun had to be mounted slightly to the right. The British used several other synchronizer gear systems, such as Vickers-Challenger or Sopwith-Kauper, so other types WERE installed but the offset Alkan-Hamy was the factory standard for the N17. First shot below shows the Alkan-Hamy gear, but with a British Hyland Type A cocking handle.
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1 pointSorry, I don't want to be picky, but I think your model is a Nieuport 23, instead the Nieuport 17. The 17 one had the vickers at the centre while the 23 had the vickers slightly startboard. Nevertheless, a very good work!
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1 point
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1 pointMost of the new Mod's have instruction's......Read me file. .................................EXAMPLE ================================================================================================================================ SF2 Boeing ............Pack 12/7/2017 = For SF2 (Any & All, Full-5 Merged Prefered) = This is a new ..........pack mod of .....................................d by the Spainish Air Force ................. ................................... If you don't have the aircraft already, it's available at the URL below:...... ............................................. ........................................................................ As always, fairly easy to follow, detailed install instructions are included. So, please READ them ... after unzipping but before installling, of course!! Happy Landings! Wrench Kevin Stein ----------------- = Install Instructions: As I always reccomend, unzip the "sf2_kc97l_spanish_af_pack.7z" to a temp folder or your desktop or somewhere else that's easy to find. Then, simply, copy/paste the /Objects folder supplied directly =OVER= your existing /Objects folder, in whichever game's mod folder you're installing it to. You'll probably be asked "OVERWRITE?", just say yes for both. ---------------------- Credits: .....................
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1 pointNow if you want to put in the SF2 NA a plane or a ship that someone makes........ Then 1 you download and open your file .. in a temp ...place like a desktop.....and unzip the file. 2 take the file and put it in the SF2 NA file or in another like WW2...folder. Vista/Win7 C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\ WW2 or SF2 NA ? WinXP: C:\Documents and Settings\<username>\My Documents\ThirdWire\StrikeFighters2 \WW2 or SF2 NA ? -------------------------------------You don't copy paste....the new mod that you download in the original ....folder of the GAME........as you see above ....!!!--------------------------------------------
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1 pointThe Game now make a new Folder ...with all the planes etc.......in the.... WinXP: C:\Documents and Settings\<username>\My Documents\ThirdWire\StrikeFighters2\ Vista/Win7 C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\ with the name of your new Mod file....!!!!! The name is WW 2 !!!! THIS IS A MOD /NEW MOD FILE photo 06 Inside is all the planes ship's etc from the original install...........!! photo 07 08 most of us we [ - delete all...or keep some - ] and put only that we need or we want...to play.!.!You rename/remake etc the Menu files....etc...! For ww II ...you don't need the F-14........etc....jet's....!!
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1 pointHow to make a Mod file ? You must go to the original install folder..... Computer>Local Disk(C)>Program Files>Thirdwire copy paste the last install...(that's mean ..the SF2 NA for you )......and make a copy in the same folder. photo 02 Look's like in photo 3 the paste..... Rename that from strike fighter's NA2 -copy......to.. . WW 2 for example photo 03 photo 04 Now send that ww2 as a shortcut in the desktop. photo 05 Now from the Desktop START the game .....WW 2. When is start ....close it...with out play.....you don't need to play
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1 pointWhrench is right. Capital letter's mean..... shouting .! I do make that mistake before. So I think you know......? ............ how to install the Game. The game install in the C ....disk..... Computer>Local Disk(C)>Program Files>Thirdwire ....but you can not find any ...plane..or ship...look ....LOCK photo 0 ...but the folder's with planes... ship .etc......is made ...in another position....!!!! Vista/Win7 C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\ WinXP: C:\Documents and Settings\<username>\My Documents\ThirdWire\StrikeFighters2\ photo 01 Ok...until now ?
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1 point
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1 pointView File Guide to Running SF1 Wings Over Vietnam on Win10 with Reshade *norrin* A guide to running SF1 Wings Over Vietnam with or without YAP3 installed on Windows 10 with Reshade (i.e. additional shaders) Submitter norrinor Submitted 12/28/2017 Category SF/WO* Utilities/Editors
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1 pointKillerbee forwarded me max file..and ive reworked it here and there...as He requested and little my way.... but it is still work in progress...
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1 pointmy opinion, it's a waste of time modding DAT stuff. Given the extreme difficulties in obtaining them. now, if one were to build a new FREEWARE Blenheim (of any/all marks).... that would be something! In fact, I'm sure Cocas' Beaufighter MAX files could probably be used as a starting point, as they're brothers (and the Beaufort as well) and share a great deal of common parts. not to disparage your work, which IS cool, just stating the obvious
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1 pointExisting F-106 Cockpit. - The optical sight is in the extended position. This sight was only used for manual ranging for the AIR-2A Genie missile if the radar/ fire control system (FCS) malfunctioned or in a heavy jamming environment. Alternative F-106 cockpit. - The optical sight is in the retracted position. This is how it would be for normal flight and normal engagement of the enemy with AIM-4F/G and AIR-2A Genie missiles. - Unfortunately this cockpit only works in the normal F1 view, zoomed F4 view and target padlocked F3 view. In the zoomed out F2 cockpit view the front canopy frame disappears at the base. The Six Shooter cockpit below works fine in all views. - Canopy frames are fine if you move view around in the F1 view. Project Six Shooter cockpit. - With instillation of the M61 bombay gunpod a gunsight was added to the cockpit. In real life the gunsight projected the display from the radar scope. So the radar scope actually displayed the gunpiper and it was mirrored onto the gunsight. This was because the FCS used the AIR-2A Genie firing logic to compute a real time bullet path for the M61 cannon. It was infact more accurate than the lead computing gunsight the F-15A entered service with until the same computer logic was duplicated for the F-15A. - Because the M61 gunpod replaced the AIR-2A Genie the optical sight was removed from the cockpit. (All Six Shooter modified aircraft could be quickly converted back to carry the AIR-2A). - This cockpit has KJakker's Six Shooter (no frame) canopy mod as the clear canopy modification was also part of Project Six Shooter. Air-to-air gunsight. Air-to-ground gunsight. No gunsight or symbology displayed when employing the AIM-4F/G Thoughts???
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1 pointUpdated to v1.1; adjusted engine response time (see description).
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1 pointAgosta class Sub.... I try to make the proppeler as.....radar to turn...but ......
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1 pointThank you all for the kind replies. Well, this is still one very early tech demo, I had to test if Java and jMonkeyEngine, the engine I use is capable enough. Java does not have the performance of C, and game devs don't like it because garbage collection can cause occasional stuttering, also jME is not as actively developed as Unity or Unreal, the guys have too few resources, but it is a nice community. And it's open source, I have most of my experience in Java, and I think stuttering can be avoided mostly. Regarding the performance, I think It would be a must to surpass the Strike Fighters 2 NA detail levels, which I definitely think to be possible on modern hardware and with multithreading. There is the FlightGear route to take, I am going to check the engine, at least that has the flight physics done correctly, I suppose it already supports Blender models, but there are tons of modifications needed there too to make it a functioning combat sim, and my C/C++ skills are poor.
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1 pointZoltan, you are my hero!!! Thats a big step my friend! Hope this will be moddable as SF2 and I think we have a lot of people her that can work this out far more ahead of SF2 NA!
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1 point
Version
102 downloads
SF2 WW2 Hawker Hurricane IIC (Trop), 335 Squadron (MTO/RHAF) -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will work in SF/Wo* 1stGen game installs. After all, it's just a skin and decals!! However, the decal radomization will not be functional in SF/Wo* 1stGen game installs* A new Desert camo skin for Raven's Hurricane IIC (Trop), recreates 335 Squadron, Royal Hellinc Air Force, as flown with the RAF in Egypt and the Western Desert. This skin is still in bmp format, so it's usable in SF/Wo*. Decal randomization is TRUE. All the markings are decals, most of which (serials, plane-in-group letters) are reused from other skins sets As always, fairly easy to follow, highly detailed install instructions are included. So, please =READ= them. Also, give the "Notes" section a read too. With Thanks To Raven for the bird! Happy Hunting! wrench kevin stein -
1 point
Version
337 downloads
SF2 WW2 Gloster Gladiator Mk.2 and Sea Gladiator by Cocas -- Something for the WW2 ETO/MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *This mod will most likely =NOT= work in SF/Wo* 1stGen game installs, due to some of the modifications made to fit them into the SF2 environment, expecially in the case of the latest MAX exported user to create them. Users that try, do so at their own risk.* Some modification, tweeks, reskin and so forth for Cocas's fun little Gladiators; this package contains SF2 =ONLY= versions of his Gladiator Mk.2 and Sea Gladiator. Skins and decals included are... Gladiator Mk.2 112 Squadron, RAF as seen at Helwan, Egypt 1940 1 Squadron, SAAF, in East Africa 1940-ish 1ère Escardrille de Chasse, Belgian AF, 1940 Sea Gladiator, Royal Navy RN Markings are rather 'generic'; the first 18 serials are those that HMS Eagle dropped off on Malta, and eventually became the Hal Far Fighter Flight. Those 100% historicaly known to have been used on Malta are marked with a star (*). All skins are in jpg format. Decal Randomization is set to TRUE for all skins. New SF2 hangar screens are included, as is a destroyed model, pilot figure, and engine sound. You shoud have the 303 MGs in your /Guns folder already; it is not supplied herein. When 'in game', you'll see "Gladiator Mk.II (KAF)" and "Sea Gladiator (KAF)" on the drop down menu. This will differentiate it from any other Gladiators you may (or may not) have. (the KAF stands for Kermit Aircraft Factory ) The canopy opens/closes with the Standard Animation Keystroke, Shift/0. The Sea Gladiator is fully carrier qualified, and has the latest SF2NA statements for carrier basing (on those terrains that have CV Zones built into them) As an Extra Added Bonus, for use in the Med, some Regia Marina warships, Cavour Class BB Condottieri Class CL/CA Navigatori Class DD and HMS Eagle. Other Royal Navy ships (UK) can be found in the PTO ships pak. All are UPconverted for SF2NA-style usage. As with all the ships, they need more work on adding more 2ndary and AAA guns, but at least you'll have something floating around! (please note, they are now named differently from the ones used on the Westen Desert, Tunisia and WW2 Libya maps. Updates for those terrains _types inis are in 'the works' and will be relasesed in the VERY near future. I hope!!) As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them. Also, give the "Notes" section a read too. Happy Landings! wrench kevin stein -
1 point
Version
270 downloads
SF2 WW2 Hawker Hurricane IIC (MTO/DAF), by Raven -- Something for the WW2 ETO/MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will work in SF/Wo* 1stGen game installs. However, due to some of the modifications made to fit them into the SF2 environment, all the features will NOT be working as designed. But it SHOULD work!* Some modification, tweeks, reskin and so forth for Raven's excellent Hurri 2C, create a semi-dedicated version for North Africa/Western Desert/MTO usage. Originally, I was just going to do an 'update pak', but it was just as easy to assemble a Full Aircaft Package. This was done simply for 'ease of use' (read: laziness!!! ). The LOD fix has already been applied. A new Desert camo skin for 213 Squadron was created from Raven's templates. The decals are 'retreads' from my original 1stGen skin. This skin is still in bmp format. Decal randomization is TRUE. As all the markings are decals, it would be quite easy for other skinners to recreate other squadron that used the IIC Trop in the Western Desert/North Africa/Italy/MTO/etc. Data ini edits add the 'destroyed model' statements; the destroyed model is also included (from the WW2 terrains, and works perfectly!). Mission statements have been adjusted to maximize on the Ground Attack potential; A-A statement have been limited to CAP/Intercept. FM has not been touched; it flys just fine in SF2. Other ini edits replace the gunsight with my old EAW Pappa Romeo conversion (done for us old folks with old eyes; this is much easier to see!). The pilot figure was also swapped for something more 'tropical' looking. A new SF2 version of my original "Box Art" hangar screen and a NEW Desert-themed Loading screen, are included. All of Raven's weapons for the Hurricane are included, upgraded for SF2 usage. These are ALL the weapons, for all his Hurricanes (as there are several other mods in the works). Odds are, that those that know how, will have already made the SF2 conversion; this is done as a "CYA Measure" for those that haven't, are d/ling for the first time, or just because! All other RAF WW2-style bombs are included as well. When 'in game', you'll see "Hurricane Mk.IIc Trop (Raven)" on the drop down menu. This will differentiate it from any other IICs you may (or may not) have. As always, fairly easy to follow, highly detailed install instructions are included. So, please =READ= them. Also, give the "Notes" section a read too. With Thanks To Raven for the bird, and the OK to tweek her! Good Hunting! wrench kevin stein -
1 point
Version
1,658 downloads
Eastern Mediterranean Terrain for SF2 = For SF2, Any and All = This is a complete rebuild of the WW2 "North Africa" terrain by Edward, for use in modern time (ie: 1970s-to date). It has been completely rebuilt, from the bottom up, and completely retiled using a 'combo set' of various and sundry imported tiles. Also, there are =MANY= totally new tiles, and their assiciated TODs, that can be used for either the Desert or the IsrealME terrain. Read: lots of new transitions that fill in 99.9% of the blanks of the original tilesets. This terrain does =NOT= have the SF2NA "NavalMap" statement activated, either on the _waterbmp or in any ini. It is designed =ONLY= for ground-based air forces. It is highly suggested it remain as such. The LimitedNations statement is set to TRUE, and Egypt is now classed (on this terrain ONLY!) as a Friendly Nation. Don't be surprised to see IDF birds parked on EAF bases, or EAF birds in Turkey and Greece! This terrain covers the area from the bottom of the Gulf of Sirte (S/E corner), north to central Greece, east to western Turkey (Anatolia), back south to Egypt, as far east as the Suez Canal. Covering the Eastern Med, Crete, Agean Sea, and points in-between. See the planning maps for full coverage. It'll make a nice companion Map for both the Modern Libya, and PureBlue's Anatolia terrains. Those familiar with Edward's orignal WW2 version will recognize the base region, but the targeting and tileing have been completly redone, and is more reflective of the Real World . Place names have been changed to local spelling (where discoverable, spellable and pronounable). Expect to find several World Heritage Sites scattered around and, as always, the occasional Easter Egg. Also included is a modifiend SingleMission.ini, that adjusts the minimum values for various missions. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, be placed in their Real Life locations, or exist at all. Several cities and other physical features, and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no strategic or tactical values. Just someplace to fly over. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but -BEFORE- installing. As always, the Notes and Other Nonesense section may make for entertaining reading. Please also read the New Standard Usage Discalimer, as it's been changed slightly to reflect a change in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post. Happy Landings! Wrench Kevin Stein -
1 pointthis is awesome the animation works great and each of your menu screens is a work of art , keep up the great work
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1 pointhttp://forum.combatace.com/index.php?autom...ode=sst&id=4824 File Name: First Eagles wallpaper set 1360x768File Submitter: kout File Submitted: 11 Jun 2007 File Category: Hanger/Menu Screens Four wallpapers (1360x768) based on (modified) First Eagles screenshots. Click here to download this file
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0 points
Version 1.0.0
292 downloads
The MiG-19SK by CAF team, 3d work by Cocas, skins by Nyghtfall, other work by Coupi, testing by Stratos, Coupi, Wrench, Nyghtfall. Some Background: After the success of the Soviet Union’s first carrier ship, the Moskva Class (Projekt 1123, also called „Кондор“/„Kondor“) cruisers in the mid 1960s, the country became more ambitious. This resulted in Project 1153 Orel (Russian: Орёл, Eagle), a planned 1970s-era Soviet program to give the Soviet Navy a true blue water aviation capability. Project Orel would have resulted in a program very similar to the aircraft carriers available to the U.S. Navy. The ship would have been about 75-80,000 tons displacement, with a nuclear power plant and carried about 70 aircraft launched via steam catapults – the first Soviet aircraft carrier that would be able to deploy fixed-wing aircraft. Beyond this core capability, the Orel carrier was designed with a large offensive capability with the ship mounts including 24 vertical launch tubes for anti-ship cruise missiles. In the USSR it was actually classified as the "large cruiser with aircraft armament". Anyway, the carrier needed appropriate aircraft, and in order to develop a the aircraft major design bureaus were asked to submit ideas and proposals in 1959. OKB Yakovlev and MiG responded. While Yakovlev concentrated on the Yak-36 VTOL design that could also be deployed aboard of smaller ships without catapult and arrester equipment, Mikoyan-Gurevich looked at navalized variants of existing or projected aircraft. While land-based fighters went through a remarkable performance improvement during the 60ies, OKB MiG considered a robust aircraft with proven systems and – foremost – two engines to be the best start for the Soviet Union’s first naval fighter. “Learning by doing”, the gathered experience would then be used in a dedicated new design that would be ready in the mid 70ies when Project 1153 was ready for service, too. Internally designated “I-SK” or “SK-01” (Samolyot Korabelniy = carrier-borne aircraft), the naval fighter was based on the MiG-19 (NATO: Farmer), which had been in production in the USSR since 1954. Faster and more modern types like the MiG-21 were rejected for a naval conversion because of their poor take-off performance, uncertain aerodynamics in the naval environment and lack of ruggedness. The MiG-19 also offered the benefit of relatively compact dimensions, as well as a structure that would carry the desired two engines. Several innovations had to be addresses: - A new wing for improved low speed handling - Improvement of the landing gear and internal structures for carrier operations - Development of a wing folding mechanism - Integration of arrester hook and catapult launch devices into the structure - Protection of structure, engine and equipment from the aggressive naval environment - Improvement of the pilot’s field of view for carrier landings - Improved avionics, esp. for navigation Work on the SK-01 started in 1960, and by 1962 a heavily redesigned MiG-19 was ready as a mock-up for inspection and further approval. The “new” aircraft shared the outlines with the land-based MiG-19, but the nose section was completely new and shared a certain similarity to the experimental “Aircraft SN”, a MiG-17 derivative with side air intakes and a solid nose that carried a. Unlike the latter, the cockpit had been moved forward, which offered, together with an enlarged canopy and a short nose, an excellent field of view for the pilot. On the SK-01 the air intakes with short splitter plates were re-located to the fuselage flanks underneath the cockpit. In order to avoid gun smoke ingestion problems (and the lack of space in the nose for any equipment except for a small SRD-3 Grad gun ranging radar, coupled with an ASP-5N computing gun-sight), the SK-01’s internal armament, a pair of NR-30 cannon, was placed in the wing roots. The wing itself was another major modification, it featured a reduced sweep of only 33° at ¼ chord angle (compared to the MiG-19’s original 55°). Four wing hardpoints, outside of the landing gear wells, could carry a modest ordnance payload, including rocket and gun pods, unguided missiles, iron bombs and up to four Vympel K-13 AAMs. Outside of these pylons, the wings featured a folding mechanism that allowed the wing span to be reduced from 10 m to 6.5 m for stowage. The fin remained unchanged, but the stabilizers had a reduced sweep, too. The single ventral fin of the MiG-19 gave way to a fairing for a massive, semi-retractable arrester hook, flanked by a pair of smaller fins. The landing gear was beefed up, too, with a stronger suspension. Catapult launch from deck was to be realized through expandable cables that were attached onto massive hooks under the fuselage. The SK-01 received a “thumbs up” in March 1962 and three prototypes, powered by special Sorokin R3M-28 engines, derivatives of the MiG-19's RB-9 that were adapted to the naval environment, were created and tested until 1964, when the type – now designated MiG-SK – went through State Acceptance Trials, including simulated landing tests on an “unsinkalble carrier” dummy, a modified part of the runway at Air Base at the Western coast of the Caspian Sea. Not only flight tests were conducted at Kaspiysk, but also different layouts for landing cables were tested and optimized as well. Furthermore, on a special platform at the coast, an experimental steam catapult went through trials, even though no aircraft starts were made from it – but weights hauled out into the sea. Anyway, the flight tests and the landing performance on the simulated carrier deck were successful, and while the MiG-SK (the machine differed from the MiG-19 so much that it was not recognized as an official MiG-19 variant) was not an outstanding combat aircraft, rather a technology carrier with field use capabilities. The MiG-SK’s performance was good enough to earn OKB MiG an initial production run of 20 aircraft, primarily intended for training and development units, since the whole infrastructure and procedures for naval aviation from a carrier had to be developed from scratch. These machines were built at slow pace until 1965 and trials were carried out in the vicinity of the Black Sea and the Caspian Sea. FROM NOW ON IS MY WORK. STRATOS. With the reception of the first new carrier in late 1965, the new aircraft began sea trials during the spring of 1966 and for summer the first planes were permanently deployed on board. The ship and it's planes began a cruise around the world doing good will port visits showing the flag and the new capabilities of the Soviet Navy. The carrier was permanently escorted by USN info gathering ships monitoring the capabilities of the new vessel and its air component. The first real deployment with combat ocured in the Pacific Ocean in 1969, in a dare move, the carrier slipped into the Yellow Sea during the night and launched it's aircraft at first light, the planes strike several military facilities in China mainland, specially around Shangai, and the first A-A combat took place when a pair of SK's engaged intercepting J-6 of the PLAAF while escorting strike armed SK's. All the soviets returned to the carrier that was already steaming to get out of the South China sea trough Tsushima straits. By early 1972, new models are being introduced into the fleet and the SK's started to show their age in the fast pace of aviation during Cold War, so as soon as the new models completed the air component the SK's were passed to train new naval pilots on the fleet training installations in Crimea, were it served with distinction until the last cells were too worn out to be safely operated beyond 1980. So the SK's story came to an end with the honor of being the first real combat aircraft onboard soviet carriers, and the plane that first tasted the blood for carrier based pilots.
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