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  1. 5 points

    Version 2.0.0

    182 downloads

    The SAML S.2 was an improved version of the Aviatik B.I which was built under license by the Societá Anonima Meccanica Lombarda (known as the SAML S.1.) The S.2 was specifically designed to fly in the mountainous terrain of the Italian Front. Improvements mostly involved the wings, which had a slight sweep and were closer together than the Aviatik design. The biggest improvement was the more powerful Fiat A.12 engine capable of delivering 300hp. The SAML S.2 was used primarily for reconnaissance and was armed with a fixed Fiat-Revelli machine gun over the wing with a ring mounted machine gun operated by the observer. My SAML S.2 includes 2 skins with appropriate decals and a small bomb loadout. I have included my skinning templates with the download. Version 2 - More accurate fuselage and gunner station, corrected wing placement and dihedral, corrected gauges in cockpit - all new LODs, revised skins, revised FM, new cockpit LOD and revised cockpit.ini Credits: My thanks to Ojcar for making the data.ini file for this plane and for providing valuable resources and advice on the details of the SAML S.2. Installation instructions: For FE1: Unzip the file and move the folder named "SAMLS2" into the FirstEagles/Objects/Aircraft folder. For FE2: Unzip the file and move the folder named "SAMLS2" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "SAMLS2". Move the folder named "D" from the Aircraft/SAMLS2 folder into the Decals/SAMLS2 folder you just made.
  2. 3 points

    Version 1.0.0

    336 downloads

    New\Updated 2048x skins, Decals & Reverted F-106 cockpit... Added 1920x Hangar and Loading screens... New\Updated pilots... All ini files are mostly the same... All credits to the original creators in the original readme (below)...I just polished it..... ------------------------------------------------------------- Installation: ------------------------------------------------------------- >>> Please backup and delete your mod folders: "B-58A" in \Objects\Aircraft and \Objects\Decals folder...or you will not see the new skins... Copy the contents of the uncompressed "To_Mod_Folder" folder into your Saved Game mod folder. Overwrite any conflicts... Enjoy! Viper ------------------------------------------------------------- Original Readme: ------------------------------------------------------------- B-58A "Hustler" 7/8/2011 -- For SF2, Any and All -- This is a modification of Pasko's B-58 Hustler, to bring it more in line with SF2 standards. If you have the 2009 SF2 Update, just install this directly OVER your pre-existing folders, allowing the overwrite. If you don't, don't worry about it. Two skins are included (the same basic skin used twice), with all new 100% Historicaly Correct (tm) serial numbers, listing each operational aircraft that served with the 43rd and 305th Bomb Wings. Unfortunatly, I was unable to break them down each into which served with each of the 6 Squadrons in the 2 Wings, but this should do nicely. There are also 2 cockpits included: The original SF2 mod by Dave (USAFMTL), that uses the F-106 pit and, An extensivelly modified F-4 Phantom pit (stock 3W ini only -as the cockpit exists in all versions of the game). This one makes use of many 'moves' to drop items out if sight, and uses the physical external model for the windshield framing. Neither one is perfect ... this is elaborated further in the "Notes" section, with instructions on what to switch or turn off in the various inis; depending on which you choose. Right now, it's using the Phantom pit, as it really is quite a bit closer than the 106's. In the Loadout ini, several alternate loadouts are listed. These can be accessed from the 3rdWire mission editor screen (for post-Expansion Pak 2 users). Other ini edits repositon the running & landing lights, add 'virtual' flaps (as this aircraft made use of drooping elevons -without the original source file this is impossible to duplicate-), minor engine adjustments, and avionics tweeks. It could also stand a slightly improved FM; the changes and other comments are in the "Notes" section. Weapons are included, the nuke explosion effects are =NOT=. YOu should probably have them from the GunnyPak. Speaking of weapons, a "new" 8kt ARM is included; this is a fictional ARM version of the Genie, more in line with "Fail Safe" and the No.6 Decoy/EW/Escort aircraft, and gives you a SEAD load. Kill SAM sites DEAD!!! Since real decoys don't/can't exist....it's just for fun! There's also and EO version, that can be used for STRIKE or SEAD missions. As always, =READ= the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs/requires/should have, to make it a LOT easier to install. Also, as usual, the expected 'Notes and Other Nonesense' comments by me. This =IS= Required reading -- there are some issues that are addressed there. --------------------- To Install: As always, unzip the "sf2_hustler_pak.zip" to a temp folder or your desktop, or somewhere' else that's easy to find. Then, simply copy/paste the /Objects folder directly OVER the /Objects folder of your SF2 install of choice. All the folders have already been seperated out into their correct format that SF2 requires/wants/needs/should have for all mods. That's it ... Off you go! ----------------------- Notes and Other Nonsense: Ok, first and foremost of importance ...when carrying the Two Component Pod for Nuke strikes - DO NOT UNDER ANY CIRCUMSTANCES ORDER YOUR WINGMAN TO 'DROP TANKS'!!!!!!!!!!!!!!- This WILL cause the game to lockup/freeze for some reason, and the only way out is C/A/D to start the Task Manager and kill it that way. You, however, can drop your tank, exposing the multi-megation bomb, This is how it would have been delivered ... the tank was kept until the bomb run, jettisoned, and then the bomb dropped. Apparently, when Wingmen are given the 'attack my target' order, they should automatically dump the externals. (Unfortunately, during STIKE mission testing, it seems that giving your wingman ANY orders like - 'attack my target' may also freeze the game. Don't know what's causing it. Something releated to the nukes/TCP maybe??? Just be advised ... and let the AI handle ALL of these aircraft). They're quite fun for high-mach, low level flying. Don't forget, too, these aircraft would have operated alone on their missions into the Soviet Union, and NOT in formations. You may want to send you wingmen home on STRIKE, and do the job yourself. Your choice -- but just remember what happens. Also, the aircraft =REALLY= needs a new flight model ... IMO it has too much drag and not enough lift, and has a tendencay to 'tail stall' during hard turns. Of course, it's a frakking BOMBER, and shouldn't be making fighter-like manuvers. There ARE some clipping issues with the Phantom cockpit as used -- the side window frames disappear. As I'm totally opposed to fucking around the the games clipping distances, these have been left alone. You'll just have to not turn you head too far left or right. I've narrowed down the cockpit views to try and prevent this as much as possible, but it's a moot point. Which brings up another point -- my feelings are that even with cockpits and such, bombers should be left under the control of the Games AI -- it does a much better job of putting iron (or uranium/plutonium in this case) on the target. I'm may also update Pete "pappychksix" Fredrico's SEA camo skin, and will release that when it's done. It needs better decals! Howeve, given the excessively SMALL conventional load ... the aircraft may be better used as a Pathfinder, with high-explosive ARMs, LOTS & LOTS of chaff, and super-powerfull jammers. Essentially, and EB-58s, similiar to the EB-66s as used in Southeast Asia. We'll see.... ---------------------- -Swapping Cockits: If for any reason, you want to go back to the 106's pit, here's what you do: Open the B-58A_DATA.ini, and scroll down to the [NOSE] section. You'll see this: [Nose] ParentComponentName=Fuselage ModelNodeName=Nose //ShowFromCockpit=FALSE ShowFromCockpit=TRUE you'll note I already have the switch in place to turn off the nose, thereby removing the external windows/windshield framing. Simply uncomment the 'ShowFromCockpit=FALSE', and comment OUT the 'ShowFromCockpit=TRUE It would then look like this: [Nose] ParentComponentName=Fuselage ModelNodeName=Nose ShowFromCockpit=FALSE //ShowFromCockpit=TRUE Save and close the data ini. In the B-58A.ini, where the cockpit statements are, you'll see this: [AircraftData] AircraftFullName=B-58A Hustler AircraftShortName=B-58 AircraftDataFile=B-58_data.ini //CockpitDataFile=B-58_cockpit.ini <--- CockpitDataFile=F-4E_COCKPIT.INI <--- HangarScreen=B-58_Hangar.bmp LoadoutImage=B-58_LOADOUT.bmp LoadingScreen=B-58_loading.bmp LoadoutFile=B-58_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=B-58_AVIONICS.INI You do pretty much the same thing, commenting out the F-4E cockpit ini, and uncommenting the B-58 cockpit ini. Thusly: [AircraftData] AircraftFullName=B-58A Hustler AircraftShortName=B-58 AircraftDataFile=B-58_data.ini CockpitDataFile=B-58_cockpit.ini //CockpitDataFile=F-4E_COCKPIT.INI HangarScreen=B-58_Hangar.bmp LoadoutImage=B-58_LOADOUT.bmp LoadingScreen=B-58_loading.bmp LoadoutFile=B-58_loadout.ini AvionicsDLL=Avionics60.dll AvionicsDataFilename=B-58_AVIONICS.INI As stated above, NEITHER is a perfect choice .. the Hustler had a rather unique cockpit, and did not have the radar display or RWR in the pilot's compartment. These was handled by the Radar Navigator (aka Bombadaier) and the Defense Systems Operator seated behind him. For gaming purposes, this will have to suffice. You'll also have to rename the 'xCockpit' folder back to just plane Cockpit. This has all the F-106 cockpit bits. Of course, if one wants to convert to totally AI, simple comment out BOTH cockpt inis, and it'll revert to computer/game AI control. ----------------------- Sources: AeroFax #??? - Convair B-58 Hustler Warpaint #4 - Convair B-58 Hustler Credits: Pasko & Co for the original release; Dave & Co for the 2009 upgrade; ??? for the J-79 sound I borrowed/included (Ravenclaw? Spillone? GMG??? don't know, but thanks!), Me for the decals and such like TK for the whole series! ---------------- If you have any problems, questions, comments or whathave you, I can be reached via the email addy below, or at the Usual Places - the message boards. Good Luck, Good Hunting, and Happy Landings!!! Wrench Kevin J. Stein kjstein@ca.rr.com -------------------------------------------------------------------------- Legal BS: This is freeware; it CAN be distrubuted, as long as this readme and all pieces of the package remain intact. This package may NOT in any way, shape or form be used in any payware addition Bribes are accepted; ask for the day's going rate. ------------------------------------------------------------------------
  3. 1 point

    Version 1.0.1

    323 downloads

    Operation Desert Storm Skinpack and Updates for B-52G_89 This Mod will add ODS skins for the B-52G_89 found here some weapon, ini, effects and sound edits are also included to enhance the operation of this classic bomber Included: Updated and reskinned B-52G_89, Decal set that puts multiple camoflages on each skin and at least a dozen Historical aircraft with Unit markings and nose art, updated weapons common to that version of the aircraft, a fake gunpod pylon for use with dual MERs, and updated sounds and effects. Historical Notes: Although you can fly em all, the only accurate skin to fly within ODS would be the Jeddah skin. The others flew from off of the various Iraq terrains available. Bomb missions markings not included as these are set to represent the beginning of the campaign. While many other weapons can be carried, the improved ones are the ones carried during Desert Storm, and strategic weapons (nukes) While ALCM pylon is missing (more below), it only affects the Senior Surprise mission from Barksdale AFB (16-17 Jan 1991). The other Bomb Wings did not employ CALCMs Installation: unzip. put all folders EXCEPT Templates into desired mod folder. Allow overwrites as needed. Known Issues: While there is currently a new Hound Dog pylon selectable in the download menu, there is not an ALCM pylon. While some sources state that the CALCMs were carried on the stub pylons, I find that not too likely.but it is how it is carried in game at this time. Either I will learn Blender and create one in the future, or a volunteer would be welcomed to create one (likely a faster route). But at time of initial release (24/12/2018) the cruise missiles are carried on the stubs. Contributors B-52G_89 from the B-52 Mega Era Pack: original project lead Dave, original model by wpnssgt, original cockpit by Dels -yakarov79: ini edit assistance(weapons grouping) -KJakker: data.ini edit assistance, revisions to cockpit, countermeasure strength, revised weapons -spillone104: model for Hound Dog pylon -Nyghtfall, Menrva: technical advice and assistance -Nyghtshade/PR and bigstone: research materials and many interesting screenshots (those arcade/Wingman loadouts!) -all of the above: project test team -daddyairplanes: ini edits, weapons ini edits to boost numbers available in game, tga base camoflage skins, unit and individual markings, conversion of spillone104's AGM28 pylon model from a fake pilot to selectable weapon, adjustment of effects to simulate water injection on takeoff. -Third Wire: for the original game I hope you enjoy this mod as much as the test team did and i did creating it Daddyairplanes aka Kevin Unruh 24 December 2018
  4. 1 point

    Version 2.0.0

    404 downloads

    This is my Pilatus PC-21 in RAAF service. Photoshop templates are included in the aircraft folder. It uses my AT-6B cockpit but I am working on a PC-21 cockpit and will release it along with some other minor changes later. Please read the readme file (included) for installation instructions. Let me know if you find any issues and I will fix them for the update. Dels
  5. 1 point

    Version 1.0.0

    40 downloads

    Dec 23rd 2018 ============= Gift Bomber ------------------------- Just for fun ;-) Wojtek ================================================ Keys: ------ SHIFT+1 -> canopy open SHIFT+2 -> fuel probe SHIFT+3 -> weapon operator cockpit So, the most important part ... CREDITS: Fantastic five 1st. Nothing wouldn't be possible without these guyz : ------------------------------------------------------------------ ravenclaw_007 - weapons, documentation, 3d lessons yakarov79 - skinning lessons, testing, damages crusader - documentation, testing, avionics, HUD, air search radar baffmeister - flight model 76_IAP - 3d lessons Then Godfather of project: --------------------------- fanatic modder - testing, documentation, flight model, engine datas, inspiration And last not least .. --------------------- coupi - hit boxes, damages, testing, GR.1B 12sqn decals and 617 Sqn decals. viper63 - testing, skins, loading and arming screens, pilots durasoul, logan4 - help with weapons, testing florian - some parts and ideas I used in my model from his German Tornado svetlin - testing stratos - testing .. and all previous Tonka creators. THANK YOU ALL VERY MUCH. And looser ;-) -------------- Well, looks like I was the most lazy guy in this team ;-) guuruu - all bugs
  6. 1 point

    Version 1.0.0

    320 downloads

    This is a pack of C-130 Hercules used by Royal Air Force. Generally, it is new skin / decal set. Plus fake pilot mod of C.1K tanker. Pack contains all required models and it is based on Dels great new C-130 Pack + update available here on Combat Ace. http://combatace.com/files/file/16427-c-130-hercules-superpack/ update here: http://combatace.com/files/file/16480-c-130-hercules-superpack-add-on-1/ Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) also pledged allegiance to the Queen and Country - required. Install: Copy paste specific folders into a correct destination. Fake pilot is required to run this mod. All skins are new in 3072x3072 format. Also, new bump maps and specular maps are included. Credits: Original model + pit model: Dels C-130 fake pilot mods, Cargo 1800gal fuel tank and refuel drogue, new skins, BM and SM: yakarov All new decals covering tail numbers. Tail numbers are correct but not necessarily covering specific units. Tail numbers are just correct for specific year and model. C.1K start date is set to 1982 - date of first C.1 conversion - generally the whole conversion of 6 airframes took like 5-6 years. C.3 start date is set to 1978 - first completed conversion. Also, it took a few years to convert all 31 airframes. C.1K 82 and 88 only difference is in fake pilot color skin - to represent late wraparound camo scheme. Have fun Report bugs. Expect the unexpected Jarek Hereda
  7. 1 point

    Version

    257 downloads

    Type VII-C UBoat (SF-1 gen) by BANIDOS TEAM 3D Model: SUICIDAL Skins: SUICIDAL To use this model you only have to release the contents of the GroundObject folder inside the folder the same name in your game... -This Model is FREEWARE . Feel free to use this mod for any future projects as long as proper credit is given..


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