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  1. 11 points
  2. 10 points
    Sometimes, camo is just so...........overrated.
  3. 9 points
  4. 8 points
    Somewhere in Serbia... Unis Towers in Sarajevo...
  5. 6 points
  6. 6 points
    well it is rather pointless if you just gotta follow the trail to the source
  7. 5 points
    There's a lot of folks in attendance today.. And as much as I'd like to give them something fancy, I gotta go to work Paired up and headed for the target 19 miles out, we rolled over towards a terrain feature that would hide us all the way in This was perfect.... A quick pull over the top, acquire the target at 1.3 miles, let go of the bombs, and BOOM!!!! Let's go home.
  8. 5 points

    Version 1.0.0

    222 downloads

    Bell HH-1H Iroquois This is a third party add-on of Bell helicopter model HH-1H used by USAF as Crash Rescue helicopter. It is designed for and works only in SF2 series. And will never work in SF1. ************************************************************* This is FREEWARE-DONATIONWARE and it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda --------------------------------------------------------------------------------------------------- Copy all files to specific folders in your game mod directory. ANIMATION 1 & 2 - cockpit doors ANIMATION 8 - unfold hoist ANIMATION 9 - PJ on a winch ANIMATION 10 - lower/raise hoist. This is beta file. Better to share than store on hard drive. Aircraft include generic Bell Huey cockpit. Flying. As with all my previous helos flying is quite easy. With little practice, you can even hoover. Without fake flaps and airbrakes. Important here to control is using rudder and vector thrust control. Normally throttle vector control on 88-89 degree increase power 55% wait little and then increase to 100% and helo will take off nicely. Pack includes one helicopter with 1 skin Have fun. Hope you will enjoy it same as me when working on it. Edit and report bugs. Jarek Hereda.
  9. 5 points
    Hello fellow flyers of FE2, Please find attached below the latest version of Geezer's nearly complete Halberstadt CL.IV. The FM has been extensively re-done. Also included are Geezer's latest skins for the model and Crawford's improvements for the skin on the top wings. You will as well find included two versions of the general ini file, one with shadows activated, the other with shadows off for better frame rates. As well included are my notes on the FM changes and suggestions for handling of the aircraft. Many thanks to Crawford, Jeanba, Coupi and Mike Dora for suggestions, tweaks and improvements, and of course to Geezer for the Halb. CL.IV model. Your friendly neighborhood FE2 aircraft construction team will in the meantime continue working on the Nieu. 27, Nieup. 21, Breguet XIV and Junkers J.1 models and we hope to release those under this thread when they achieve "nearly complete" status. The Halb. CL.IV, like the previous models posted, may be able to work in FE1/FEgold too. Happy flying, Von S
  10. 5 points
  11. 4 points
    i´m still working on it and i hope that i can release it this year
  12. 4 points

    Version 1.0.0

    173 downloads

    Bell CH-118 Iroquois This is a third party addon of Bell helicopter model CH-118 used by Canadian Armed Forces. It is designed for and works only in SF2 series. And will never work in SF1. ************************************************************* This is FREEWARE-DONATIONWARE and it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications, MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda --------------------------------------------------------------------------------------------------- Copy al files to specific folders in your game mod directory. ANIMATION 1 & 2 - cockpit doors ANIMATION 8 - unfold hoist ANIMATION 9 - PJ on a winch ANIMATION 10 - lower/raise hoist. This is beta file. Better to share than store on hard drive. Aircraft include generic Bell Huey cockpit. Flying. As with all my previous helos flying is quite easy. With little practice, you can even hoover. Without fake flaps and airbrakes. Important here to control is using rudder and vector thrust control. Normally throttle vector control on 88-89 degree increase power 55% wait little and then increase to 100% and helo will take off nicely. Pack includes one helicopter with 3 skin for specific years to represent paintings used by Canadian Armed Forces. Have fun. Hope you will enjoy it same as me when working on it. Edit and report bugs. Jarek Hereda.
  13. 4 points
    Thank you Crawford!! Removing the all LODs (except the first one) did the trick!
  14. 4 points
  15. 3 points
    Northrop Scorpion F.1A - No.5 Squadron, RAF Strike Command, 1982 Skin Credit: 'ravenclaw_007'
  16. 3 points
    In response to the ever increasing market for private companies to supply training support , TADS looks to build on the success of the Mirage F1 programme by purchasing redundant Mirage2000 and 2000B fighters.These are quickly in service after being re-engined with the Pratt & Whitney F100 PW-229 to increase performance. ... Thanks to those who answered my question on pylon removal ,I take NO credit for any skins or files used as all are borrowed from various sources on the site and adapted by me using my extremely limited skill set. In memory of The One and Only Dennis..The True Mirage Master.
  17. 3 points
    1 September 1974. From New York to London in 1 hour, 54 minutes, 56.4 seconds. Average speed 2,908.026 km/h. USAF Pilot Major James V. Sullivan, and USAF Reconnaissance Systems Officer Major Noel F. Widdifield set a Fédération Aéronautique Internationale World Record for Speed Over A Known Course flying SR-71A-LO, serial number 61-7972.
  18. 2 points
    View File HH-1H Iroquois Bell HH-1H Iroquois This is a third party add-on of Bell helicopter model HH-1H used by USAF as Crash Rescue helicopter. It is designed for and works only in SF2 series. And will never work in SF1. ************************************************************* This is FREEWARE-DONATIONWARE and it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda --------------------------------------------------------------------------------------------------- Copy all files to specific folders in your game mod directory. ANIMATION 1 & 2 - cockpit doors ANIMATION 8 - unfold hoist ANIMATION 9 - PJ on a winch ANIMATION 10 - lower/raise hoist. This is beta file. Better to share than store on hard drive. Aircraft include generic Bell Huey cockpit. Flying. As with all my previous helos flying is quite easy. With little practice, you can even hoover. Without fake flaps and airbrakes. Important here to control is using rudder and vector thrust control. Normally throttle vector control on 88-89 degree increase power 55% wait little and then increase to 100% and helo will take off nicely. Pack includes one helicopter with 1 skin Have fun. Hope you will enjoy it same as me when working on it. Edit and report bugs. Jarek Hereda. Submitter yakarov79 Submitted 09/02/2018 Category UH-1  
  19. 2 points
    I like this clouds, can you tell me which pack are they? Mandatory pic:
  20. 2 points
    Vickers Valiant crew sightseeing over the Sinai, 1956. (They can see the Pyramids from here.) On the way back they spot an Egyptian air base. They leave their calling cards (21 1000lb general purpose iron bombs).
  21. 2 points
    MD.450 Ouragan cockpit
  22. 1 point
    Salve a tutti, utenti italiani di CombatACE! Riguardo un terreno dei Balcani, c'era questo vecchio thread https://combatace.com/forums/topic/60560-parlando-di-bagatelle-e-facezie/ Anziché "resuscitarlo" ho preferito crearne uno nuovo. Chissà quanti utenti italiani sono ancora attivi su CombatACE... Il terreno è ancora in alto mare in fase WIP. Chi ha già giocato con alcuni scenari che ho rilasciato per SF2, sa che ci tengo alla qualità e alla precisione. Con un po' di tempo e pazienza, arriverà. La passione per il terrain modding non mi manca di certo. Enough chit-chat, ecco giusto due immagini per incominciare: Mancano ancora tanti aeroporti, etc. etc., lo so! Perché ho tagliato fuori la Sicilia? Scelte di design e gameplay; la Sicilia è già rappresentata nell'altro terreno che ho rilasciato, sulla Libia; inoltre, così do' priorità a combattimenti al Nord e sull'Adriatico. Niente aerei Jugoslavi sulla Sicilia! Ah, dimenticavo: ci saranno due versioni del terreno, una che coprirà gli anni 1963-1991 (prima dello scioglimento della Jugoslavia) e uno dal 1992 fino ad oggi, con i nuovi Stati dell'area Balcanica. Che ne dite?
  23. 1 point

    Version 1.01

    738 downloads

    Ecuador, Northwest South America (1981-1998) Terrain August 13th, 2018 (1st Release) by Menrva, tiopilotos and Stratos >For Strike Fighters 2, Recommended Full-5 Merged I am proud to present a new scratch-made terrain, the result of a joint effort of modders! Initially conceived by Centurion-1, the terrain was later salvaged by Stratos, who offered to help in its development together with tiopilotos. Stratos helped by hand-tiling most if not all the incredibly long rivers in the Amazon rainforest. The terrain later received an impressive tileset produced by tiopilotos! You guys have my deepest gratitude! The terrain completely covers Ecuador, a great portion of Peru, and even touches Colombia and Brasil. However, only Peru and Ecuador have been targetized at this stage. Numerous target areas, such as civilian airports and airstrips, 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 January 28, 1981 (the beginning of the Paquisha Incident) to October 26, 1998 (when a resolution of the Ecuadorian-Peruvian territorial dispute was agreed upon through the Brasilia Presidential Act); it is designed for the Paquisha War of 1981 and the Cenepa War of 1995. Most air-to-ground missions (armed recon, close air support, etc.) take place at the border between Peru and Ecuador, to provide an even more realistic scenario. As in reality, there are few SAM sites placed at their precise Real World locations. Targets reflect Real World events as accurately as possible; for instance, some border outposts will appear only after a certain year, according to historic changes. Off Map Airbases have been added and long range AI flights can be generated from them, if you have SF2NA. 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): -Centurion-1, for his interest in recreating such scenario in the Strike Fighters world. I heard RL got in your way, so... best of luck, mate! -tiopilotos, for the massive tileset he produced, and for his continuous support in all my terrain modding efforts. Thank you very much! -Stratos, for he brought to attention Centurion-1's unfinished terrain and offered to help realize it. -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. -Stary, for the various hi-res tilesets and TODs he made, which have been re-used in this tileset. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -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. Although scratch-made, the terrain makes use of most objects and target layouts from Wrench's Panama terrain; because of this, I included the ReadMe file from that package, 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.
  24. 1 point
    This image has been resized. Click this bar to view the full image. The original image is sized 1100x341. F-14 Development Update! Stick with it. Dear All, 4 years, 5000+ commits and tens of thousands of manhours later we’re finally there, on to the final leg of the final stretch of what will hopefully be a new foundation for all things Heatblur. As many hours as we’ve put in, you’ve probably spent quite a few yourself mired in frustration about not climbing into your own GRU-7 just yet. We understand this and sincerely hope that the quality of the finished Tomcat will weigh heavily in our favour and put us in your good graces. That said; we have plenty to talk about for now! Lets jump right in: Heatblur Simulations is proud to announce the addition of the AI A-6E & KA-6 to DCS World as Free AI units! Furthering our commitment to providing full and rich experiences to the community, and in line with our module development priorities, we’ve decided to introduce the A-6E and KA-6 as free AI units into DCS World shortly following the release of the F-14 Tomcat! The Intruder is an aircraft that has been under active development at Heatblur Simulations for some time, and subject to a license agreement, we hope to eventually introduce it into DCS world as a full, playable module - and we are developing it with this intent in mind. In the meantime, the AI Intruders will serve a critical role in the F-14 campaigns and provide an additional level of authenticity to the game and simulation battlespace environment. The A-6’s are built to our extremely exacting standards, with laser scanning forming the basis of our core workflow and ensuring complete accuracy in shape and dimensions. In-game, the KA-6 will provide the player with texaco services while the A-6E will serve as a venerable strike partner with an unmatched payload - good friends to have in the cockpit of an F-14. The A-6’s will also play a crucial part in one of the two free included campaigns with the F-14; as the particular cruise being depicted is the famous all Grumman cruise. Dirty, greasy Tomcats and Intruders playing with each other on deck? Sign us up. To summarize, current planned free content for the F-14 includes: Forrestal class carriers (compatible with all carrier aircraft) A-6E KA-6 1x F-14B Caucasus Campaign 1x Persian Gulf F-14A Campaign --------------------------------------------------------------------------------------------- ****************************************************************** The F-14 Ongoing work on the aircraft itself has been distributed across a broad range of development areas. Primarily, and non-exhaustively, these include: Flight Model We’re now getting close to completing the final pre-release tweaks of the flight model. The aircraft (still) flies closely to our available performance data and parameters; but we’ve been continuing our heavy back and forth with SMEs, again, repeating ad nauseum: to truly capture the spirit and behaviour of the Tomcat. Some highlights of areas that have been touched upon lately include: Roll behaviour/performance & wing position: We’ve been correcting various inconsistencies between our simulation and the real jet in roll handling, inertia and lateral responsiveness, especially with the wings swept aft. Elevon drag in ground effect: We’ve been looking at and tweaking behaviour and the influence of the elevons on the aircraft in ground roll or ground effect situations. This has been important in order to more accurately simulate the immense drag and utility that the elevons presented during landing or other ground operations. Differential stabilizer inputs will now turn the aircraft in the direction of stick movement, and the elevons are now more effective at acting like massive airbrakes during your ground rollout. Turn performance: We’ve been spending considerable time fine-nudging and tuning turn performance and related parameters. This is delicate work and has required a steady balance between changing too much and causing cascading effects. Like most of the FM in this stage of development, these changes are truly minute and will continue until launch day (and beyond!). wut? Engine Our engine model is now reaching advanced maturity and we’re reaching the stage where we’re adding features not deemed integral to the operation or simulation in the Early Access stage. However, because a deep and robust engine simulation is even more important for the F-14A; we want to make sure to have a head start on this area of development. Some of the changes and items added to the engine modeling lately include: Connected various missing interconnectivity between integral aircraft systems, e.g. correct data flows between CADC and AICS/AFTC. Added several new failures; including supersonic inlet buzz and pop stalls due to lost CADC Mach signals. Engine compartment failures due to sustained extreme temperatures, either from engine malfunctions causing extreme EGT or battle damage. We’ve done our best estimate guesswork on how quickly the structural compartments would fail based on the temperatures we’re simulating inside the engine compartment. Multitudes of tweaks and corrections; changes to thrust penalties from AICS errors, turbine overtemp time/severity before turbine begins to degrade and much more. As our engine simulation becomes more deep, we will begin to spend more time fine tuning inconsistencies across the entire simulation gamut. Overhauled compressor stall chance and variability - and began to account for more variables impacting the correct operation of the engine: e.g. spin direction in a flat spin. Once we consider the F110 to be fully complete; we will turn all of our attention on the P&W TF-30. Our new and improved LANTIRN visual shader Other areas of the simulation that are being worked on become more broad. In no particular order or priority: Jester AI: This is a massive topic and we’ve been focusing a lot of our attention on this area. In particular, we’ve been working on: Re-recording all older, or non-fitting voice lines (especially those that were recorded prior to us having a solid understanding of how the system would look). This has resulted in re-recording a few thousand lines in the past month and a half. Adding code support for making JESTER appear more lifelike. Mistakes, uh’s and ah’s, conjoining multiple separate statements into one where possible. I think we’re all familiar with ArmA-ness in speech and it’s difficult to avoid this entirely, but we’ve been trying to alleviate this as much as possible. Complete redesign of the User Interface from a visual standpoint. While we’ve been pleased with the usability of the JESTER Rose UI; it was in dire need of a visual overhaul. We focused on a few key areas during this process, namely: Quick readability at a glance, strong identifiable category colours and iconography, pleasing and responsive interaction animation (opening, closing, item selection) and enhancement of text space. We’re currently implementing this new redesign fully and it may not be entirely complete at launch, but we consider it a high priority. Teaching Jester a lot of tasks pertaining to navigation, radios, radar and fleshing out his capability as much as we can prior to release. Make no mistake; Jester will be at its most rudimentary form on launch, but our ultimate goal is to provide ourselves with a solid foundation to build upon. JESTER UI mockup. Categories are purposefully generic in this mockup. In-Game appearance may differ. Click to enlarge Art! ART! The big elephant in the room. This has been the cause of a lot of hurt and pain (financially, life-wise, PR, etc.) It really is the cause for the biggest chunk of our delay and the additional cost overhead has been massive. Quality has to always take precedence, no matter how frustrating for everyone involved (and that includes you guys ) Again, in no particular order, priorities for the art team have been: Full completion of exterior textures. This has been an immense task. We’ve hand laid thousands of screws and rivets (yes, manually, each one. ) according to laser and photogrammetric scans. There have been no shortcuts, and no cut corners. This is probably the first and only time we go into this much detail on such an “inconsequential” thing whether screws are in such extremely precise locations. Completion of the Pilot’s cockpit textures and functionality. This area is now for the most part complete and will wrap up in the coming days. We can’t wait to fully unveil the novel and unique features that will elevate our artwork to the next level. That’s coming on the 7th! Completion of the RIOs cockpit textures and functionality. This area is scheduled for completion in the coming weeks of September and will be one of the final major items left for us to conclude. This image has been resized. Click this bar to view the full image. The original image is sized 1500x778. This image has been resized. Click this bar to view the full image. The original image is sized 1700x789. Other major items that we’ve been improving, changing or implementing include, in shorthand: Full completion of the ALR-67 RWR LAU-138 CMs Main fuselage CMs Connecting various subsystems missing their various dependencies. Improvements to the kneeboard. Addition of many avionics failures in various different systems and subsystems. Overhaul of weapons stations numbering and connections to fit new exterior model. Several additions to datalink, carrier-aircraft, aircraft-aircraft and behaviour between navigation and datalink type systems. Improvement of LANTIRN Pod: Improved visual shaders, more accurate fonts, masking lines and other symbology. Continued work on the Forrestal class and associated assets; including deck cranes and other vehicles. We’ve begun with the very basics; by trying to perfect the look of our carrier deck. See screenshot below! ...and much much more. That just about sums up most of what we’ve been working on over the past 1,5 month(s). Obviously we’ve somewhat slipped from the 90 day estimate we made 4 months ago; but not dramatically so, and while we easily expect to be ground down mentally over the next period of time, it’s just about time for us to get our ducks (turkeys) in a row and close what will essentially be a long chapter in each of our lives. We hope it will have been worth it. Tune in at heatblur.com on October 7th for our special unveiling. We won’t let you down! Sincerely, The Heatblur F-14 Team This image has been resized. Click this bar to view the full image. The original image is sized 1800x855. __________________ Nicholas Dackard Founder & Lead Artist Heatblur Simulations https://forums.eagle.ru/showthread.php?p=3612905#post3612905
  25. 1 point
    View File CH-118 Iroquois. SF2. Bell CH-118 Iroquois This is a third party addon of Bell helicopter model CH-118 used by Canadian Armed Forces. It is designed for and works only in SF2 series. And will never work in SF1. ************************************************************* This is FREEWARE-DONATIONWARE and it CANNOT be distrubuted unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications, MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Jarek Hereda --------------------------------------------------------------------------------------------------- Copy al files to specific folders in your game mod directory. ANIMATION 1 & 2 - cockpit doors ANIMATION 8 - unfold hoist ANIMATION 9 - PJ on a winch ANIMATION 10 - lower/raise hoist. This is beta file. Better to share than store on hard drive. Aircraft include generic Bell Huey cockpit. Flying. As with all my previous helos flying is quite easy. With little practice, you can even hoover. Without fake flaps and airbrakes. Important here to control is using rudder and vector thrust control. Normally throttle vector control on 88-89 degree increase power 55% wait little and then increase to 100% and helo will take off nicely. Pack includes one helicopter with 3 skin for specific years to represent paintings used by Canadian Armed Forces. Have fun. Hope you will enjoy it same as me when working on it. Edit and report bugs. Jarek Hereda. Submitter yakarov79 Submitted 09/02/2018 Category UH-1  
  26. 1 point
    These will look great parked on the Alaska/Bering Straits terrain!! many thanks!
  27. 1 point
    ^ 1. I can't see the RAF using a two-word name like 'Freedom Fighter'. 2. The 'Tiger' name had not yet been allocated to the later F-5E. 3. It's an ex-Northrop name. 4. I didn't fancy 'Fang'.
  28. 1 point
    Thanks man, apparently I got it to work by simply restarting my computer. After reinstalling at least three games after deleting them it worked as normal. Now I have to get the rest of my bought content to download.
  29. 1 point
    Nice screenshots and thank you for those, gterl! Von S - Thanks for all your work also, and I read your note on the AI (always one of my areas of interest!) and was curious about the CL.IV's rear gunner. Has this WIP FM been tweaked to further improve the AI defensive fire rates and accuracy?
  30. 1 point
    About the SwedenBR terrain, it's my high quality remake of an original Sweden terrain made by gillg. The original terrain was included in The Scandinavian Front 2 (TSF2) mod package created by JonathanRL. I suggest you to download it. However, its campaigns are compatible with the old terrain, not the one I made. JonathanRL is working on a final version using my remake. I have never found a WWII campaign for the terrain I released. Are you sure it's not using the original Sweden terrain? The AlaskaBS terrain is a more accurate remake of the DBS terrain by MajorLee. There should be some very old campaigns made for the DBS terrain at the time of the old Strike Fighters Project One game. But they are so old that it's better to create new campaigns from scratch. I'm not a campaign guru (not yet) and I have no idea if someone is interested in creating campaigns for my recently released terrain packages. For you, I highly suggest this mod package: https://combatace.com/files/file/15270-strike-fighters-2-north-cape/ Carefully read the ReadMe file. eburger68 did a great number of mod packages including campaigns. The one linked above uses a huge terrain made by Baltika, which is of your interest. That terrain is unfortunately incomplete, it could use a lot of things, such as a better tileset, more airbases and so on. But IMHO it's much worth that you give it a try. For what you're seeking, I suggest that North Cape terrain more than the SwedenBR terrain I released. It's a nice companion to the AlaskaBS terrain.
  31. 1 point
    why do you think we've been using the 3w Mystere cockpit since WoI came out??
  32. 1 point
    Yes, you are gurus of the max because what you do, those of us who do not know, we enjoy your planes and helicopters thanks to you. A big hug to all the modders.
  33. 1 point
    Possibly the original image:
  34. 1 point
    sorry for hijacking your topic...but remind me these pylons once I will get to 'pylons stage'
  35. 1 point
    Tell me that whan I'm flying your choppers mate!!
  36. 1 point
    There are so many great screenshots over the years, it is difficult to choose which ones really show something...dramatic, composed, a story in one shot, and thinking back on each event wishing I had more shots of that flight to tell a deeper tale. Anyway, here we go.. A little zipping around taking photos When we come across a Phlock of Phantoms so we join up and have a laugh In other news, e Japanese Defense Force F-104J found a Foxbat being a jerk and gave him whatfor. How about some Hunters escorting Stratofortresses? Successfully... or an Isreali Falcon doing something fun And at the end of the day, my favorite shots are still of the break Good times. Happy hunting!
  37. 1 point
    y el incursor de largo alcance FW-190G
  38. 1 point
    el ultimo nariz corta FW-190F
  39. 1 point
    Horten XVIIIA1(mi primer modelo de avión creado), FW Triflugel y un diseño propio muy beta de un posible contendiente ruso al B-36, aun sin nombre
  40. 1 point

    Version 1.0.0

    331 downloads

    as requested i upload here some of my new rocket-pods as twin left and right assemblies , to use them you may have to edit the data.ini of the selected aircraft rocket-pods includet are - Aero - 7D - LAU - 3A - LAU - 3A/A - LAU - 3C - LAU - 10A to install copy the included weapons files to you Weapons mod folder and let overwrite if asked to if you encounter any problems feel free to contact me have fun , ravenclaw_007
  41. 1 point
    On this date, 27 July 1972, the McDonnell Douglas F-15A Eagle (Serial Number 71-0280) took to the air for the first time over the desert at Edwards AFB, California. (As a side note: today is also my wedding anniversary) 46 years later, with thousands of sorties flown, only 4 have been lost to enemy action and it's air to air combat record is over 100 to ZERO, the best of ANY combat aircraft in history!
  42. 1 point
  43. 1 point
  44. 1 point

    Version 1.02

    828 downloads

    Sweden, Baltic Rim (2004-2018) Terrain March 13th, 2018 (1st Release) by Menrva >For Strike Fighters 2: Europe, Recommended Full-5 Merged This is a complete remake of the Sweden terrain made by gillg, but set after the Cold War era. What began as a simple tiling bugfix, for JonathanRL's The Scandinavian Front mod, turned out to be a huge overhaul upon noticing a number of inaccuracies. The terrain has been retargetized and hand-tiled to a good extent; major changes have been done to the Baltic states, which were pretty inaccurate in terms of target locations. Some rivers have been added and/or retiled to mimic Real World courses. Numerous target areas, including airports and highway strips, 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 March 30, 2004 (the beginning of NATO's Baltic Air Policing) to December 31, 2018; it is designed for The Scandinavian Front's scenarios by JonathanRL, taking place after the Cold War era. This terrain is a standalone version of the one which will be included in the last iteration of the TSF mod package by JonathanRL. The terrain that will be included in the TSF mod package will likely differ slightly from this one, so users are advised to keep that in mind. Also, this terrain uses only a single tileset. The TSF's version will use different tilesets according to the season, as originally designed by our fellow modder, Stary. 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. Most of the main targets have been placed accurately in their Real World locations. Due to the complexity of the area, some inaccuracies are to be expected, but I did my best! Ground Objects are not included. Download JonathanRL's The Scandinavian Front mod package to have all that you need for this scenario. >Credits (in no particular order): -gillg, who created this terrain and whose work I have admired during my rework. I can only imagine how much time he spent on tiling roads and rivers from scratch! -JonathanRL, for his exceptional TSF2 mod package, which prompted me to do something to help improve it. -Wrench, as he is always glad to help us fellow terrain modders. 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. -Stary, for the wonderful tileset he made exclusively for the original Sweden terrain included in the TSF mod package. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who always support me during my terrain remakes. 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 this terrain is a rework of gillg's fantastic creation, I included his ReadMe file from his original package, 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.
  45. 1 point
    Slowly going back into skinning. One of my 1st plastic kits i did was an Diamondbacks Phantom...
  46. 1 point
    Here's one with all aircraft and crewmen removed. I also included some tweaked textures that remove the shadows and have more realistic colors. Ulyanovsk_Clean.rar


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