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Showing most liked content on 06/03/2018 in all areas

  1. 6 points
  2. 5 points
    Some progress on the Vietnam Scooters. Focus lies on A-4E and F (B+C still need Cockpit-Repaint). I'm still not sure yet, how to release a first package...Currently I'm at 46 skins with 1,5GB disk space. VA-56 "Champions", USS Ticonderoga, 1964 VA-152 "Fighting Aces", USS Shangri-La, 1970 VA-106 "Gladiators", USS Forrestal, 1967 VA-55 "Warhorses", USS Hancock, 1968 VA-155 "Silver Foxes", USS Constellation, 1966
  3. 5 points
    War on Drugs... Somewhere over Central America...
  4. 5 points
  5. 4 points
    Grumman F-109A Wildcat - VC-7, United States Navy, 'Red Star' Fighter Weapons School, 1966 During the first USN Carrier Deployments to the Gulf of Tonkin during 1963 and 1964, the USN top brass were appalled by the results of its F-4 and F-8 fighter aircraft during their initial engagements with the Vietnam Peoples Air Force. Whilst the F-8 was a competent enough dog-fighter the handful of F-8 kills were scored with the AIM-9 Sidewinder missile mainly due to the 20mm Colt cannons jamming during high-G manoeuvers. USN F-4's were far less agile than the F-8's and were also handicapped by the official 'Rules of Engagement' requiring visual identification of enemy aircraft before firing the beyond visual range radar-guided AIM-7E Sparrow missiles. Whilst an urgent study into rectifying the situation was launched a senior Royal Navy pilot, Lt Commander Dick Lord, whilst on secondment to the USN's VF-126 squadron at Naval Air Station Miramar, California introduced the USN to methods and tactics he had learned as a graduate of the Royal Navy's intense Air Warfare Instructors School in Lossiemouth, Scotland. First and foremost was structured air-to-air combat manoeuvring training using, wherever possible, dissimilar aircraft and with 'red' aircrew purposefully flying the mission in the style of the enemy. With limited funding, the United States Navy 'Red Star' Fighter Tactics Instructor Program was launched to teach ACM tactics and techniques to selected Naval Aviators and Naval flight officers who would, in theory, return to their operating units as surrogate instructors. 'Red Star' initially used USN A-4 Skyhawks and borrowed USAF T-38 Talons to simulate the flying characteristics of the MiG-17 and MiG-21 and in early 1966 received eight Hindustan Ajeet aircraft directly from Hindustan's Bangalore production line. Entering service as the F-109A Wildcat, the Ajeet's were supported and maintained in USN service by the Grumman Aircraft Engineering Corporation. In service, the Wildcat's were flown by instructors pilots whose objective was to develop, refine and teach ACM tactics and techniques using the concept of dissimilar air combat training with the Wildcat pilot's replicating the performance of the Russian-built transonic MiG-17 'Fresco'. The eight F-109A's operated as part of VC-7 based at Naval Air Station Miramar from 1966 to 1980 and it's five surviving Wildcat's were scrapped when the squadron was disbanded on September 30th,1980.
  6. 2 points
    Folland Gnat FGA.55 - 1st JaVa, Netherlands East Indies Army Air Division, 1963
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  8. 2 points
  9. 1 point
    Today 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.
  10. 1 point
    I am in love with flying again....can't wait for them to finish this thing.
  11. 1 point
  12. 1 point
    "This is you Captain speaking, thank you for flying the world's most experienced airline." ------ now with matching registration and 'Clipper' name badges (coming soon!)
  13. 1 point
    Speaking of somewhat creative skins...here's another that I will include with the ver. 9.5 FM update pack...to go with a separate data ini for an early/obscure variant of the Spad 7 200-220hp that I've been tinkering with...Rudolf Windisch acquired a captured Spad 7 sometime in Jan. 1918 that he flew occasionally (180hp or higher? no data I could find)...Windisch "disappeared" after being shot down in late May 1918 on the French side of the lines. Those with skinning talents will perhaps create an accurate dragon to put on the sides of the fuselage...I've used Stephen's decals, and others, to improvise. The Hisso 8 sub-variants 8Ad to 8Be range from 210 to 220hp output, the 180hp variant is listed as 8Ab and possibly 8Ac...this gives some room to speculate on what Windisch acquired in early 1918, considering the variety of Hisso variants in use...the Germans did fly some captured Spad 7 types as early as April of 1917...those would have been likely of 180hp...perhaps 150hp only. Von S
  14. 1 point
    Hello Crawford, that was my attempt at a mottled gray-green color...perhaps a factory paint-job gone wrong - while I like to be accurate with the FMs, sometimes I get creative with the skins (color filters, etc.) but within reasonable limits - no pink or neon green aircraft. Regarding the Dux Nieups., the sources I went with were these four...not the best ones probably but they do give me room to include obscure types such as the 16 Dux...although it's possible that the sources confuse the Dux-built Nieu. 11 (that has a headrest) with western-built Nieu. 16 types. Flyingmachines.ru, Historyofwar.org, Aerodrome.com, Wikipedia Nieu. 11 article... Happy flying, Von S
  15. 1 point
  16. 1 point
  17. 1 point
    Sunday morning on the flight line
  18. 1 point
    In this thread there is a lull, it's time to make "easy modding" by adapting the received WIPs to my old good FE1. God bless Geezer, for his planes fly in the 1st Generation without problems. This requires only the conversion of some files in other formats and minor "cosmetic" changes. But most of the time I had to spend on this Caudron R.11. Even in this incomplete state, the model looks amazing! I entered the correct Node names in the corresponding positions in the DATA.INI file, and the control surfaces started working. Only ailerons for some reason deflected simultaneously in one direction. I quickly realized how to fix it. ... But I really rack my brains over the rear gunner! He obstinately did not want to look back, but only forward. I tried many combinations, but this did not solve the problem. In the end, I found the solution almost by accident. But now the trouble is that, although both shooters now have the necessary viewing sectors, they very rarely attack the enemy. And even if they attack, flashes of their shots appear in the most unexpected positions around the aircraft. And this problem has not been solved yet. I’ll think of it all tomorrow )) Here is my preliminary, raw version of the DATA.INI - maybe someone will be interested. Note. If someone wants to try this, do not forget to rename the aircraft's main folder to CaudronR11 so that the folder's name coincide with the name of the main INI file. CaudronR11.rar
  19. 1 point
    A good foreshortening, Von S... but why is it GREEN ??? It being known that the Nieuport airplanes, manufactured at the Dux Plant, were painted in silver (using coarse-grained matt aluminum-pigmented dope, so they seemed gray compared to the French ones). In addition, Nie.16, like Nie.23, was not produced in Russia.
  20. 1 point
  21. 1 point
    He's still in the Navy 32 years on and driving a Super-Bug now? Ok... he "Feels the need for... not quite as much speed" Craig
  22. 1 point
  23. 1 point
    Into Stormy Daniels skies
  24. 1 point

    Version 1.0.0

    250 downloads

    Kuwait Scooters - A-4KU/TA-4KU for SF2 - v1.0 ================================================== *** any SF2I that has the KfirC1_77 for the cockpit and DLC005 required for the A-4K model *** This mods represents the A-4KU and TA-4KU Skyhawks used by Kuwait between 1977 and 1992. In the 1970s Kuwait purchased 36 Skyhawks (30 single-seater + 6 two-seater). These planes were based upon A-4M, that were delivered to the USMC at that time. So they got the same engine, the larger canopy, the brakechute and the squared off fintip. Equipment needed to deliver nuclear weapons, aswell as Shrike- and Walleye were deleted. The TA-4KU were unique in having the same engine as the single-seater, aswell as the avionics hump. Apart from some aerials their appearance is similar to that of the OA-4M. When Iraq invaded Kuwait in 1990, many of the pilots flew with their planes to Saudi Arabia. They were included in the Royal Saudi Air Force and flew 1361 sorties with the loss of only 1 plane. With the end of the Gulf War they were placed in storage and replaced by F/A-18 Hornets. After failed attempts to sell the surviving 23 planes to Bosnia and the Phillipines, they were finally sold to Brazil in 1997 to serve aboard the Aircraft Carrier Minas Gerais as AF-1 and AF-1A. Infos ===== - cockpit used is the modified KfirC1_77 cockpit, that is already used for my A-4M-mod. I only made small modifications to fit it the A-4KU. - Pilotmodel is a stand-in, until someone comes up with a Kuwaiti Pilot :) - Fakepilot-stuff like hump and the antennas are made with MUEs new Blender-exporter - as I already said and always will: Thank you, great job, mue! - Skin resolution is 4096x4096 - Skins are set up for "No9SQN" as I only found the general info, that planes were used by "No. 9 and No. 25 squadrons" and both squadrons didn't use any special markings it seems. Sources ======= - Scooter! The Douglas A-4 Skyhawk Story, Crécy 2011 - A-4 Skyhawk Association, http://a4skyhawk.org/ - Airliners.net - Joe Baughers Site - Google in general Installation ============ 1. unzip to a temporary folder 2. open "Put_Content_In_Your_MOD_Folder" and do as you were told, if asked to overwrite, say 'yes' :P 3. enjoy! If the Squadron is missing in the loadout screen, you should add the following lines in the squadronlist.ini ("<mod>\pilotdata"-folder) with XXX changed to the next free numbers: [SquadronXXX] Name=Kuwait_No9SQN DisplayName=No. 9 Squadron Nation=Kuwait Credits ======= - Thirdwire and TK for a great game, models and the cockpit-parts I used. - Fracture - TA-4 model - Alejandro - Escapac seat - FastCargo - FakePilot - Sounds - ??? - dtmdragons - A-4KU-update-pack, this is loosly based on - myself - all other work, including 3D-models (tanks, pylons, addons) Thanks ====== - Crusader for valuable information regarding weaponsstations-arrangement, I found in the forum. - mue for his great LODViewer and Blender-Exporter, which made this possible! - cocas for help learning 3D-stuff! P.S. ==== If you have any problems with this skin or have suggestions and hints, feel free to PM me. Disclaimer ========== This mod or parts of it may not be used for payware of any kind. Also if you use something, give proper credit. 18_03_2018
  25. 1 point

    Version 1.0.0

    653 downloads

    The Northrop Grumman E-2 Hawkeye is an American all-weather, carrier-capable tactical airborne early warning (AEW) aircraft. This twin-turboprop aircraft was designed and developed during the late 1950s and early 1960s by the Grumman Aircraft Company for the United States Navy as a replacement for the earlier, piston-engined E-1 Tracer, which was rapidly becoming obsolete. The aircraft's performance has been upgraded with the E-2B, and E-2C versions, where most of the changes were made to the radar and radio communications due to advances in electronic integrated circuits and other electronics. The fourth major version of the Hawkeye is the E-2D, which first flew in 2007. The E-2 was the first aircraft designed specifically for its role, as opposed to a modification of an existing airframe, such as the Boeing E-3 Sentry. Variants of the Hawkeye have been in continuous production since 1960, giving it the longest production run of any carrier-based aircraft. The E-2 also received the nickname "Super Fudd" because it replaced the E-1 Tracer "Willy Fudd". In recent decades, the E-2 has been commonly referred to as the "Hummer" because of the distinctive sounds of its turboprop engines, quite unlike that of turbojet and turbofan jet engines. In addition to U.S. Navy service, smaller numbers of E-2s have been sold to the armed forces of Egypt, France, Israel, Japan, Mexico, Singapore and Taiwan. WHAT's IN: - a new flyable plane - 9 new/upgraded skins CREDITS: - Wrench: Upgrade pack, VAW-123, VAW-124, JASDF skins - Dave & JSF Aggie: VAW-112, VAW-121 skins - paulopanz: other skins (IDF, EAF, Marine, Mexico, Singapore,Taiwan), revamp pack INSTALL: - SF2nA needed - all in your mod folder and overwrite Enjoy @paulopanz
  26. 1 point

    Version

    791 downloads

    SF2 P-3C Orion by Florian 8/29/2015 = For SF2, (Full 5 Merged RECCOMENDED!) = A stand alone release (as requested) of Florian's Beta P-3C Orion naval search aircraft. It is taken 'as is' from eburger's RSR mod. The only thing I've done is activate the cockpit, and change a few sounds. Skins included are 2 US Navy and 1 Netherlands Navy, as is the cockpit and all required decals and sounds. A full userlist ini, is included for skinners **This aircraft is a "Beta Release". It is released in "AS IS" Condition. Any and all issues/problems that cannot be solved via ini edits will exist until as it's no longer a Beta.*** Happy Landings & Good Hunting! Wrench Kevin Stein
  27. 1 point

    Version 1.0

    700 downloads

    Kamchatka Peninsula 250m heightmesh update with corresponding tweaks and rejuvenated/extended tileset and layout for Strike Fighters 2, best fully-merged installation v1.0 by Stary July 2016 ^^^^----------------------------------------------^^^^ This is test rebuild of Baltika's and Wrench's Kamchatka terrain, based on Kamchatka v2.0 which is major update to original Baltika's terrain by Wrench. This is semi-experimental update aimed at demonstrating and testing in wider userbase usage of denser resolution heightmesh. I can >>not<< guarantee the stability of this terrain due to engine limitations and what I observed and what seems to be slight memory handling issues of the SF2 engine Credits: Baltika and Wrench for their work on Kamchatka map. Gerwin for TFD tool and BMP2TFD Combatace and Thirdwire All the nice people around here Extended information, please read carefully! The height mesh: The stock Thirdwire .hfd terrain format uses publictly available DEM (digital elevation model) databases to produce 500 meters vertex spaced terrain meshes with 2000 meters tiles covering them. This is proven, easy to use system but 500 meters is awfully 1999 technology for 2016 systems. Thus given my efforts into NA LOD-based terrains creation stalled due to lack of knowledge and tools I decided to reproduce one of more interesting yet obscure maps available, the Kamchatka Peninsula. The mesh in this download currently uses 250 meters resolution which is twice the density and detail* compared to original terrain. Please note that due to being based on low resolution hfd file output the actual height representation is somewhat off compared to real terrain! Not much and not that it really matters much. "If it looks good it is good" New heightmap was created in several steps which I now describe to help other more advanced terrain modders possibly use this method: First steps -Gerwin's TFDTool and Photoshop: -I used Gerwin's TDF tool to output the heightmap via F9 key -Also created the textures bitmap as a helper file via F7 key -The created file in grayscale is 3000x3000, which corresponds to 500m resolution on 1500000m map (3000/2=1500! Magic!) -Thus I rescaled the file to 6000x6000 pixels, the same with the texture bitmap which I copied to greyscale file for reference -The 6000x6000 or twice the original is the 250m per pixed heightfield file -I filled the blue water areas TFDTool creates with pure black 0,0,0 -Then I spent some time in Photoshop working on several layers and using several brushes and tools to slightly tweak the grayscale height image, mostly to brighten the higher areas and adjust some more interesting places. Mostly blur, stroke tools and some slight wave-y filers to add some detail to now ARTIFICIALLY pumped up resolution (further on this below) -Pro tip: to get rid of any water/shore artifacts is easy way, the so called tsunami waves or coast areas on slopes I selected the texture map layer, selected all water areas (select by pixel color) and created another pure black layer on top of the main height layer, that drops slight shadows around it (2 to 4 pixels black shadow) -this way the heightmap gets toned down for few pixels (two is good value) when near the water areas; think smart not hard as The Ancient One says :P when the heightmap was considered ready I flattened it and converted to 8bit palleted file using the stock Thirdwire terrain editor palette (you can do this palette by exporting any heightmap as bitmap from within the TE and saving it's palette to file, most programs allow palette saving) Second step -Thirdwire Terrain Editor, the 042106 version: so now I had the TE-format palleted 8bit heightmap but to import it without further data loss I needed to adjust the TerrainEditor.ini settings via notepad: -the line that specifies the min-max scale of height present in the file is this line: [bitmapImport] HeightScale=15 <---- this line, by default uses value of 10 MinLandHeight=0 <---- by default 1 experimenting with this value gives you the similar results as using PGUP/PGDN keys when using Gerwin's bmp2tfd tool, basically sets the global vertical scaling of min-max values in file To create new 250m resolution the values at creating new map are as follows: Terrain Map Size: 1500 (km, like original Kamchatka terrain) Texture Tile Resolution: 2000 (meters, like all common SF2 maps and tilesets) Height Field Resolution: 250 (meters, compared to defaul 500 meters) Then if you do have the texturelist loaded yo ushould get new flat terrain with textures filling the areas, just impor t he heightmap from the created 6000x6000 paletted bitmap and save. This is basic procedure, same can be used to create 125 meters resolution terrains (I did so for Korea3 terrain so far) BUT those are unstable and I am still trying to get perfect values in BOTH flightengine.ini and given terrain's _data.ini *now the heihgt information/detail gets lost every time we index the heightmap so one must then increase the HeightScale= value to get more or less proper -OR GOOD LOOKING height values. Also be warned that Gerwin's TFDTool doesn't properly translate non-standard maps (1000 kilometers ones go ok though) that is why the TE hassle That said -the height scale is a bit OFF in this map so if you are a purist complain all you want, I wanted better looking mesh more than geographical accuracy. To have the latter we need to come up with otehr height data sources for denser terrains. I have yet to look into the tools and programs I own what could be of use. Installation: Before installing this mod BACKUP your Kamchatka terrain!!! There is possibility you won't get this terrain working at all so I warned you! To install this exctract the zip and move the content of the included folder to your Kamchatka terrain, overwrite when asked. This way now you have new terrain tfd and hfd files, new inis, TODs and new reworked tileset in both summer nad winter flavours in their respective folders. The mod has all the nedded tweaks into kamchatka.ini and kamchatka_data.ini already present, HOWEVER to use this terrain in efficient way (ie, not to experience CTDs when loading the map every signle time) please do adjust few things in your installation: The essential is making small adjustments to your flightengine.ini file [backgroundSceneClip] FarClipDistance=70000 by default uses value of 80000, and while I now use the original value to prevent possible memory crashes use the 70000 value which lowers the loaded terrain "bubble" around the camera. Also if you do use very extended trees/objects drawing distances (with or without additions of Mue's extra distance fading shaders) I recommend lowering the DetailMeshSize= values, start with something like 8 or 10 and try if the map loads for you, can then increase this further, it might be very VERY system-dependent Known Bugs: YES this is test and YES you might get constant CTDs when loading missions; might be very computer or installation dependent. I have medium-high system and work ok with the values I use in inis. Also can't guarantee if some crazy large scale missions wouldn't prevernt the terrain OR textures to load, as I have hit some engine limitations during more brutal force tests. That is why the tileset, albeit I have it in 1024px resolution too, is 512 version. Also you should have much less of issues when using ObjectsFade=TRUE and not using Mue's extender draw distance shaders. That is because the sim engine apparently does not have to load ALL the TODs at once during mission loading, just later when need be. Anyway that is my assumption, I might be totally wrong Legal stuff: CA Fair Use license apply, not to be used as base or part of any sort of payware That should be all, have fun (I hope) and if you are terrain modder, try my method. Again, 500m res is soo 1999 :P Stary
  28. 1 point

    Version 1.0

    225 downloads

    KC-97G Stratofreighter The KC-97 Stratofreighter was an aerial refueling tanker variant of the C-97 Stratofreighter (which was itself based on the Boeing B-29 Superfortress), greatly modified with all the necessary tanks, plumbing, and "flying boom." The cavernous upper deck was capable of accommodating oversize cargo accessed through a very large right-side door. In addition, transferrable jet fuel was contained in tanks on the lower deck (G-L models). Both decks were heated and pressurized for high altitude operations. Notes: serial numbers, while generic in nature, ARE for the model depicted (KC-97G). Decal randomization is true. All markings are decals. Damage texture is in DDS. End Service Year is 'best guess' (and longer than historical), but will cover until/if KC-97L is built and released. Crew entry door is operated by the Standard Animation Keystroke , Shift/0 (zero). The standard bomb bay keystorke, Cntl/0 (oh) operates the refueling boom. --------------------------------------------------------- credits: Veltro2K for the aircraft TMF for alt flaps & alt geat sounds ??? for gear hydralics sound AvHistory (GregoryP) for engine sound Cockpit by Dels (from C-123; more "steam gauge" looking) Decals, ini work, screens by Wrench (hangar screen SF2 version of V2k original) THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT


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