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Showing most liked content on 02/13/2018 in all areas

  1. 9 points
    Following recent great Hi-Viz skins made by pappychcksix, i started do some templates for missing squadrons... I took the VAW-115 first cause i like the skins, but damn i am doing 6 different schemes for it :) Here is a glimpse of one of the WIP I also reworked the 4 already available (with no offense intended to those who did them). If work, family and snow storms can give me a little spare time i might do some work in the coming days (well decals are done but still need some love).
  2. 8 points
    F-15A Baz , 3 skins i made Thanks to the excellent templates from pappychksix F-15A_Baz , early F-15A_Baz , 1982 onwards F-15A_Baz , 1989 to 1999 with 50 anniversary logo on the left vertail
  3. 6 points
    If you guys had ever wondered why no F-15 Camo skins were made for SF2, especially since Israeli Camo F-16's exist, well, the answer is it is a hard thing to do. Been working on this for nearly 8 hours (it's snowing here, so no work) and this is all I have done. I completed the F-14 Splinter camo in less time.
  4. 4 points
    do we have x-29 ? ? ? - - - - - hail hydra....
  5. 4 points
    ah ok. i havent played much console anything since more than two of my girls figured out the xbox and excuse the pic, i dont have too much what if stuff
  6. 3 points
    i asked myself today where exactly the market for retro airliner paint jobs is ah screw it
  7. 3 points
  8. 2 points
    as says, instructions in the readme's. it's really not to hard to use. i think hardest things to learn were to hold the alt button when rotating a model, the feature above (select a node then right click), and selecting the object ini rahter than the lod. it will show in the lod usually but theres less quirks if you pick the item ini. otherwise the lod viewer is pretty easy and the best damn tool released. you dont even have to fire up the game constantly to check progress!
  9. 2 points
  10. 2 points
    Seeing this makes me wonder if it's possible to make a backwards firing missile... I think I may try to do it myself. Nice job on your AC skins, by the way. So that I'm not 100% off-topic...
  11. 2 points
    "Two craft approaching at high speed!"
  12. 1 point

    Version 1.03

    1,416 downloads

    Libya, Central Mediterranean (1980-2011) Terrain February 13th, 2018 (1st Release) by Menrva >For Strike Fighters 2, Recommended Full-5 Merged This is a complete remake of the Libya terrain made by Dave and further tweaked by Wrench during the years. The entire terrain has been retargetized and hand-tiled to a great extent using a different, more complete tileset; Sicily, Greece and Tunisia no longer are barren, deserted lands as seen in the original. Major rivers have been added and mimic Real World courses as accurately as possible. Numerous target areas have been added in order to expand playability, targets of opportunity and year range. This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look. The terrain spans from June 28, 1980 to October 31, 2011 (the official end of NATO's Operation Unified Protector); it is designed for Operation El Dorado Canyon, the Gulf of Sidra incidents of 1981 and 1989, Operation Odyssey Dawn and the subsequent Operation Unified Protector. Also, a specific Red Side target has been added inside Tunisia (Blue Side) territory, meant for Operation Wooden Leg. Targets reflect Real World events as accurately as possible; for instance, some airfields won't be available after a certain date and/or will change name according to historic changes. Off Map Airbases have been added and long range AI flights can be generated from them, if you have SF2NA. All main targets have been placed accurately in their Real World locations. Expect to see temples at historic sites! Ground Objects are not included. It's up to the user to find and obtain anything that can be useful for the proposed terrain's scenarios. >Credits (in no particular order): -Dave, who had the idea of recreating such an important scenario in the Strike Fighters world. -Wrench, who kindly allowed me to improve upon his work by giving me a blank cheque and trusting my capabilities. Thank you, sir! -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs. -gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too. -mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding. -luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting! -MigBuster, I have included some of his great hi-res textures for runways. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who supported me during the terrain's development. Thank you, guys! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included. Because the original terrain was born from Dave and was tweaked numerous times by Wrench, I included the ReadMe files from the original packages, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions.
  13. 1 point
    Thank you, master! I would have liked to add naval ops by default, but no matter how good the water bitmap is, I had carriers spawning over land. By default I activate naval ops where the bug does not happen (for instance, they work perfectly in my Madagascar terrain remake). Users complained of carriers spawning over land, and I do not want to take credit for TK's laziness over such bug. Wrench helped on this one too! He offered me some specific port tiles for Valletta and Tripoli, which I had to rework for the IsraelME tileset. I am rather happy about the results! I just wish we had more different hires tileset repaints around. The beauty of Strike Fighters is that we can make each terrain feel unique, granted that we have different tilesets for each one. We'll see what the future brings. I am grateful to the CombatACE community and members for what they have provided during the years. My terrain remakes are a humble way of saying "thank you" for such support to our beloved Strike Fighters series.
  14. 1 point
    Just found the exact same thing :) Each Carrier Airborne Early Warning squadron consists of four E-2C or E-2D Hawkeyes except for the Fleet Replacement Squadron which has more. Think my confusion was from detachment versus squadrons : Established from VAW-11 were RVAW-110 (a FRS), VAW-111, 112, 113, 114, 115, 116 and established from VAW-12 were RVAW-120 (a FRS), VAW-121, 122, 123, 124. So i will made up decals and numbers for 4 planes number to select per squadron
  15. 1 point
    support squadrons, esp those with larger than fighter airframes, tend to be smaller. the line units have just the 4, while the RAG has more for training crews
  16. 1 point
    The most important overhaul over this terrain , before this one, was made my me back in 2014 when I retiled the entire terrain with Desert V4 tileset . I remember that Wrench helped me creating some coastal tiles............
  17. 1 point

    Version 1.0.0

    229 downloads

    A Hi-Rez skin for Thirdwires F-15A Eagle. Sorry for the long delay. Hope all who use it enjoy. Thanks to TK for the aircraft and to all who encouraged me to make this, especially my friend SoulFreak. Any questions or comments can be sent to me here.
  18. 1 point
    Terrain package updated to Version 1.04; among minor additions, the terrain's folder has been cleaned up of many unnecessary files. Users are advised to remove the previous version completely.
  19. 1 point
    Terrain package updated to Version 1.03; among minor additions and fixes, the terrain's heightmap has been remade from scratch, and the terrain's folder has been cleaned up of many unnecessary files. Users are advised to remove the previous version completely.
  20. 1 point
    Are you talking about zachtan's skin? No, it's Belkan. Belka is a fictional nation of Ace Combat's alternative universe, referred to as Strangereal. Mandatory screenshot: Hot dogfights over the icy Bering Straits...
  21. 1 point
    Hello everybody, Update 3.001 testing is progressing well: almost all the planned functionality is in and ready. We know that you'd like to hear an exact release date, but since this update is shaping up to be the biggest of all, it's hard to pinpoint an exact release date. Nevertheless, as we said before, we're doing our best to release this update before the end of Winter. Major tasks that still remain include P-39 cockpit texturing and completion of 25 Career mission types that will be included in the initial release (after it the work on the new mode will continue to increase the total number of the mission types to 40). Once again, this update is going to be the leader in terms of changes and additions - the change list includes more than 80 items already. Speaking of the further development, we'll start to disclose various details about it pretty soon. For now, we can say that the work on 3D models of P-47, Spitfire Mk.IXe and Bf 109 G-14 has already started while we're collecting reference documents on Tempest Mk.V. In the same time, we have started adapting the existing WWI aircraft FM for IL-2 Sturmovik: Great Battles engine for Flying Circus project. The work on Tank Crew is also progressing: new track assembly animation tech and increased height map detail are accompanied by the new detailed buildings destruction tech which will be used on 'Clash at Prokhorovka' map; the first two new 3D tank models are in the works as well. We'll tell you about them later, but they are heavies. To spice up today's diary, here are the official A-20B skins. Important note is that external textures of A-20B are made in 4K resolution: You can discuss the news in this thread
  22. 1 point
    Early U-2 flights over... the Groom Lake area!
  23. 1 point
  24. 1 point
  25. 1 point
    Some days you cant even get off the ground.....
  26. 1 point
    Dear Blackbird that is something I planned for few years. Specifically to pay from my pocket to some thirdparty HLSL shaders guy for firstly (always take small steps in such cases) simple things like diffuse-derived normalmaps on terrain, better clouds lighting/transformations, maybe some terrain additions etc. This option still stands even with lesser interest in SF2 on my side. Still, I want it upgraded at some point. Because let's be honest upgraded SF2 in VR would be awesome to fly. And I refuse to go back flying in 2d. My testings from past -posted even here at some point in summer of 2016 IIRC- indicate that clouds height pass infamous December 2010-b and 2010-c updates is tied with terrain's encoded maximum altitude in HFD file, matter of hacking the terrains into thinking the max alt is -customizable value-, the engine it seems treats that as base level for clouds height (call it z axis) spawning; the HFD file has range of altitudes the terrain has, say from 0 to 2600 meters, then if the highest value is mountain peak at 2600 meters then the engine apparently adds some values (and those seem not the clouds bases from environmentsystem definition) to push clouds higher and avoid clipping issues with alpha-based objects (sorry TK if you read this Sir, I'm calling this lazy problem solving) As for avionics updates, we have to thank fellow Team America here that booed and called faker the poor chinese (?) guy (MLRacing was the moniker) who hacked the libraries back in the day driving him off from more modding and sharing.
  27. 1 point
    Kestrel FGA.2... in 1968! NATO needed new aerodynamical test flights with 6 initial modified Kestrels before the first RAF Harrier GR.1 deliveries!


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