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Showing most liked content on 01/04/2018 in Posts

  1. 9 points
    New Israeli ATGM Pack
  2. 6 points
    F-51D Mustang, 67th FBS, Korea, 1951.
  3. 5 points
    NOW MUE GET ME YOUR TOD CREATION TOOLKIT!!!!!!! DAMMIT WAITING 2 YEARS FOR IT!!!
  4. 3 points
  5. 3 points
    As for the object creation panel, the size is self-explanatory, cast shadow is shadow cast option :D and size deviation is just that, randomly between placed objects (this works on TOD saving, no size deviation saved per object in ini file IIRC) The other fields are for textures coordinates from as far as I remember 0.0 being top left and 1.0 being bottom right of texture. Texture coordinates 1-4 being sides and coordinate 5 being flat roof. Easiest way to find texture piece position on texture is launching it in PS and using percentage ruler at 10 percent grid or something similar.
  6. 3 points
    Jonathan, I can't thank you enough for bringing us The Scandinavian Front. It's always been a favorite of mine.
  7. 3 points
  8. 3 points
  9. 3 points
    Hello, New PC... and new SF2 install ! AV-8A Harrier in action! Best regards,
  10. 2 points
    More shots from the epic battle over the Alps. A couple of buddies said they look like something Howard Hughes might have filmed when making Hell's Angels. A key component of the immersion is gterl's excellent Italian map, with some tweaks by Quack74 and VonS.
  11. 2 points
    Really looking forward to gterl's improved Italian map - I like mountains! Meanwhile, over his existing Alps...
  12. 2 points
    hey JonathanRL, how do you say snot nosed jockeys in Swedish? thank you for releasing this bad boy!
  13. 2 points
    Finally made it up the priority scale, so it's underway...and plan to also do a new cockpit for it. If you are interested in collaborating or participating in the project, all support is welcomed and encouraged - just drop me a PM!
  14. 1 point
    View File The Scandinavian Front 2: Final Release PLEASE BE AWARE; This release of TSF 2 is unpolished and is to be considered a Beta version. In short, there will be bugs and not all of them have been found. Unless things change significantly, there will not be more releases. Please read the letter below to understand why. If you just want the SK 60 or the Saab 37 Viggen - look in the Aircraft section. If not posted there, they will be posted there shortly. A letter from the Project Leader: My name is Jonathan and I am the project leader of The Scandinavian Front. I want to apologize that I will not be living up to the vision I had for The Scandinavian Front. The reason for this is because between my new full time job and all my other projects, TSF 2 fell by the wayside. This is not fair to TSF nor is it fair to you. This is to be considered a Beta release. It has bugs. The Campaigns have not been fully balanced. But it is a playground that you can play around with - just like always. But this will be the Final Release of TSF 2. I sat down one too many times trying to make it perfect and I will have to accept that TSF 2 may never be. Maybe some day I will sit down and release a patch to bring it up to speed. But today is not that day. I want to thank all the fans of TSF 2 for their support during this time. It has been invaluble. I also want to thank AngelP, Stary, Ravenclaw and my mate Paulopanz who have been there for me to make this mod what it is today. Without them, I could never have made this dream. Do not blame them for the unpolished state of this release, they gave me their all and I am very grateful. FEATURES Fly and fight with Aircraft from the Scandinavian Air Forces, including the legendary Saab lineup of aircraft in combat against the Soviet Union in multiple scenarios from 1950 to 2014. Campaigns include several intensive conflicts, training missions and a virtual museum allowing you to follow a Swedish Flottilj for most of its history! Now at last - Saab SK60 and Saab 37 Viggen are avalible to fly in TSF 2 alongside - for the first time - Soviet Aircraft in service of the fictionalFinno-Soviet Republic! More AI Aircraft to fly with or against! Updated Terrain Tiles, Weapons and Menu Screens. Optimized code; unused and outdated assets removed. Installation: This mod requires SF2: Europe. SF2 North Atlantic, Expansion Pack 1 and DLC 008 J 34 Hawker Hunter is highly recommended. Please be aware that without SF2 North Atlantic, at least two Campaigns will be unavalible. First of all, make sure you are using SF2: Europe and that it is patched to the latest version. This is _vital_. Check Thirdwire.com if you are unsure what the latest patch is, but the game should notify you if there is new patches out. Delete ANY PRIOR TSF MOD INSTALLATION! This is vital as items has been renamed, moved or otherwise changed. If you are using a mod, or plan to use one, TSF will mess around with settings other mods may be using. As such, creating a seperate mod folder for TSF is a good idea. If you only plan to use TSF, then this step can be bypassed. Go to your installation folder (Usually C:\Program Files\Thirdwire\Strike Fighters 2). Make a copy of Strike Fighters 2.exe / Strike Fighters 2 Europe.exe depending on what you prefer and got installed. Name the Copy Strike Fighters 2 TSF.exe . Start your new .exe once, then close the game. Now go to your Mod Folders. For Windows 7/Vista, this is located in C:\Users\Name\Saved Games\Thirdwire. For Windows XP Users, it is usually in My Documents. Download ALL THE FILES into THE SAME FOLDER and Unzip TSF2_Final from TSF2_FinalPack.7z.001. You need 7z or Winrar to do this. Unzip the contents of the 7zip files "TSF2_Final" into the mod folder of your choice. If you do not own Strike Fighters 2: North Atlantic, then unzip "Unzip if you do not have SF NA.7z". Read the Readme included and follow it to the letter. If you own Strike Figthers 2 Expansion Pack 1, unzip "Install if you do not have SF NA.7z". Allow any overwrites. If you own DLC 008 J 34 Hawker Hunter, unzip "Install if you have DLC 008 J 34 Hawker Hunter.7z". Allow any overwrites. If you own DLC 028, unzip "Install_if_you_have_DLC28.7z". Allow any overwrites. (Please read the included Credits file. I could not do what I do without the lovely people who helped me by allowing me to use their work!) Submitter JonathanRL Submitted 01/02/2018 Category User Made Campaigns  
  15. 1 point
    my God it's full of necro... (posted because I have nothing to add and just wanted to show my activity)
  16. 1 point
    Happy New Year guys! Sorry for being late to the party. Had lot of work with Chinese fleet expansion to Cold Waters past weeks. Long story short, albeith it might sound sane, 200-256 objects per tile is bollocks -luckily for us that is. I was able to place up to 1000-1200 individual trees on single tile. The trick is making TE (terrain editor, doh!) process the given tile's ini file when outputting TOD object. Seems there are BIG issues with TE, no matter the version. Solution is bit tedious (not really) yet simple -if one works on trees/buildings placement alone do so with custom TE work folder dedicated just to tiles population AND work few tiles at a time. Say, you want to work on just the forests tiles, let's call them "J" tiles (using Vietnam and Germany tileset nomenclature -of course if one has own custom tileset and terrain in the works it can as well be gobbledygook but I found keeping in line with standard naming much easier to work and navigade data ini and whatnot), then put just the finished Germany*J tiles in the folder, do new texturelist and work single tile per session. Save, output TOD. Make a copy of both TOD and the ie. GermanyGJ50A.ini (the text file that saves all the objects placement in it) then place trees on tile GermanyGJ75A etc. This is the only way I found to allow TE not to skip the trees/objects that are outside of what the memory resources of TE can handle. Now the tricky part -I wrote to backup the finished tile's ini file and TOD right? Best in some kind of "work done" folder. That is Because after few tiles done TE will hit it's internal limits and outputs empty TODs and does not save the objects placement into the tile's ini file at all or just parts of it. Just remember to do exit->relaunch->reload texturelist combo after removing some ini files Tip: you can make copies of your master texturelist file, rename, reload as new texturelist and so on, saved tons of work. Also, as Mue wrote and my old treemods hint at, the values at the top of terrain's data file are mesh/scene vertices limits so you'd need to up them a bit (4096? Go with 8192 yay!) to have more shown per tile.
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  18. 1 point
    I fixed it by removing the other one. in the old SF1/Wo* forums, there once was a discussion of calculating the bomb angle, and the 'when to drop time'. I don't remember where it is, but hopefully a search of the forum might locate it. OTH, it might have been lost in the crash we had 4-5 years back.
  19. 1 point
    The greatest expansion for Strike Fighters 2. My thanks to everyone involved. @JonathanRL I once provided you with an updated TFD file for the Sweden terrain, fixing some minor bugs, for the older version of TSF2. My nickname was Blaze95 at the time. I can have a look at the bug you mentioned with trees over runways. It should be an easy fix.
  20. 1 point
    Phantoms are AWESOME. Here is an F-4J of VMFA -251 Thunderbolts stationed at MCAS Kaneohe Bay, circa 1975
  21. 1 point
  22. 1 point
  23. 1 point
  24. 1 point
    We like the diection of our WTR Jungle - but the best part is the new approach and techniques that not only provides a much more dense and immersive jungle but also maintains awesome performance / FPS (see early screenie).
  25. 1 point
    Now, where have I seen something like this before ????
  26. 1 point
    Factually 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.
  27. 1 point
    Ingame shots of Nieuport 17 progress.
  28. 1 point
    Progress on detailing the front fuselage and Vickers gun.
  29. 1 point
  30. 0 points
    I guess it is dead. Centurion-1 was last online Sep 2015
  31. 0 points
    long awaited...is this project still alive?


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