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Showing most liked content on 12/26/2018 in Posts
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5 points
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3 pointsSupermarine Spitfire IXe - 2-VLG-V, Royal Netherlands East Indies Army Air Force, 1949 The base skin is from Paulopanz's awesome new Spitfire skinpack.
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2 pointsTo all my friends, to all our community members I wish you a very Merry Christmas and hope for a healthy, happy and excellent coming New Year! Cheers!! Wrench Kevin Stein
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2 pointsHappy Brianmas mate !! and to all the rest of you miscreants and reprobates, have a great day, and may the up coming New Year be better than the last one !!
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2 pointsI wish all of you on all side of this planet a peaceful, blessed Merry Christmas!!! I also wish Happy New Year as I will be away for some holidays) I hope we will have a promising, successful year in 2019 of course with a lot of modding and creative time together!
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1 pointCari compatrioti, ci siete ancora? Rovistando tra le nostre ormai antiche produzioni ho rinvenuto i bellissimi "S" di Alex & C. ed ho provato a tempo perso ad aggiornarli, implementarli, sistemarli insomma ... la cosa mi ha preso la mano ed ho ridipinto anche un po' di "G", "T" ed "R" .... Mi servirebbero i seriali ovvero l'accoppiata numero di reparto / matricola MM per ciascuno stormo e gruppo .... ne ho trovati molti ma mentre per l'ASA-M sono praticamente a posto per gli altri ci sono molti buchi. Quelli che ho li ho presi qui http://www.916-starfighter.de/archiv.htm e qui https://www.scramble.nl/military-database Ogni aiuto (seriali ed immagini) bene accetto. Intanto beccatevi qualche anteprima
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1 pointView File Korea MiG-Alley terrain Korea MiG-Alley 1.0 ***************************************************** This terrain is written for SF2. +++++++++++++++++++++++++++++++++++++++++ I. Short description: 2013, five years ago i decided to start work on a Korea terrain, especially for Korea War. As usual for me i wanted to creat a more or less 100% scaled terrain, in contrast to the 66% scales which the TerrainEditor is usually made for us. It was a slow progress work. Now, five years later, i release the first version of Korea MiG-Alley terrain. Korea MiG-Alley terrain does not cover entire korean peninsula. It is focused on the so called MiG-Alley. The MiG-Alley was an area in north west Korea which was controlled and patroled by MiG-15 planes, which were based on airfields in China. The chinese airbases were out of "reach" for the UN Air Forces. Out of reach meant, it was not allowed to bomb or straff this bases. MiG-Alley terrain is made for simulating the air warfare of the Air Forces, not the Navy, during the Korea War from 1949 to 1953. The terrains timeframe is set from 1949 to 1955. Active airfields you will find in China and in South Korea. Airfields in North Korea are in building stage, what means they cant be used by the red side. But they are targets for the blue guys. You will find a lot of ground targets in the MiG-Alley. Bridges, factories, railway stations etc. All are heavily defended by Flak artillery. You will find some ship traffic along the west coast and some truck convois in the MiG-Alley. There are also targets of opportunities, like fuel depots consists of fuel barrels. If you find one, bomb it! ++++++++++++++++++++++++++++++++++++++++++++++++ II. INSTALLATION: Unzip all files into your saved game mod folder ...ThirdWire\StrikeFighters2 . To run this terrain properly you need to link it to an terrains CAT file. From stock the terrain is prepared to link with SF2 Israel If you dont have SF2I you must open the file KoreaMiGAlley.ini with Windows notepad editor. Look for the lines: CatFile=..\IsraelME\IsraelME.cat //CatFile=..\GermanyCE\GermanyCE.cat //CatFile=..\VIETNAMSEA\VietnamSEA.cat //CatFile=..\Desert\Desert.cat Add // in front of CatFile=..\IsraelME\IsraelME.cat to switch ot off. Then remove // at one of the other lines. Which you should remove depends on which SF2 game you have installed. Save it. Thats it. ++++++++++++++++++++++++++++++++++++++++++++++++++ III. Credits. The TOD's, what means the trees and autogenerated houses on the map, are mostly taken from various tilesets made by Stary. The dam files were made by Swambast. The basic files for the taxiways, parking areas and quais are made by ErikGen. I cant remember who gave me the ponton bridges, the airfield tower and the locomotive files. Please contact me, that i can give you the proper credit. ++++++++++++++++++++++++++++++++++++++++++++++++ IV. This Terrain is Freeware. Commercial use is not allowed. +++++++++++++++++++++++++++++++++++++++++++++++++ V. For remarks, comments, bugs, etc please use CombatAce forum or send me a PM. Hope you enjoy it. Michael (Gepard) Made in Germany 25 Dezember 2018 Submitter Gepard Submitted 12/25/2018 Category Full Terrains
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1 pointOh man seeing those RLBs brings me back to Kandahar five years ago! If you're interested in making some different versions, I should still have a few pictures for reference.
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1 pointmissile duration is how long it "lives" in the game world before self-destruction
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1 pointThe problem with using the Hybrids is, their mind tends to wander off, and causes your computer to jump beyond the Red Line, getting Lost in Space
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1 pointHope this helps. Note all units, time, distances, etc., can be listed down the 6th decimal place (0.000000) in game. ReleaseDelay=<--------------The time between when the launch button is pushed and the weapon is released is seconds. FusingDistance=<-----------The distance in meters along the Y-axis from the 0.0 point of the weapon's level 1 LOD at which fuse action initiates. ArmingTime=<----------------The amount of time after release before the weapon's warhead can detonate. It may also effect when the weapon starts guiding, i.e. maneuvering, toward the target. MinLaunchRange=<--------The minimum range in meters at which the weapon will be allowed to lunch. MaxLaunchRange=<-------The maximum range in meters at which the weapon will be allowed to lunch. Duration=<----------------------The amount of time in seconds that the weapon will exist in game after launch unless it hits an object or terrain. BoosterStart=<---------------The amount of time in seconds after release before the booster starts. BoosterDuration=<---------The amount of time in seconds after the "BoosterStart=" time that the the booster will apply thrust. BoosterAccel=<--------------The amount of acceleration the booster will apply in multiples of G, that is 9.81mps squared as defined in the EnvironmentSystem.ini file. BoosterEffectName=<----The name of the booster's effect. BoosterSoundName=<---The file name for the sound the booster makes while under thrust. BoosterNodeName=<-----The name of the booster's mesh if the weapon’s LOD has a separate booster that can detach after burn out. BoosterPosition=<----------The X, Y, Z, coordinates in meters for the position of the booster effect relative to the weapon's level 1 LOD. SustainerDuration=<-------The amount of time in seconds after the "BoosterDuration=" time end that the the sustainer will apply thrust. SustainerAccel=<------------The amount of acceleration the sustainer will apply in multiples of G, that is 9.81mps squared. SustainerEffectName=<--The name of the sustainer's effect. SustainerSoundName=<-The file name for the sound the booster makes while under thrust. SustainerPosition=<--------The X, Y, Z, coordinates in meters for the position of the sustainer effect relative to the weapon's level 1 LOD.
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1 pointthat will be excellent for an OEF and OIF update. some pics for further reference transient tents these were more common on the smaller bases (at least in my experience) nicer version of what i stayed in in Iraq. due to Hurricane Katrina, some references to FEMA reject trailers were made food joints at Ali Al Salem AB, Kuwait never managed to get a McRib until stateside though barbershop, PX and MWR not shown Kandahar Airfield, 2009 bunker (where a great many cigarettes were smoked waiting for the all clear from a rocket attack) my home for about six months or so (the others looked very similar view walking towards the DFAC or Boardwalk, depending on if you veered left or right at the road something one of my joes tried getting to run again. not sucessful, but he tried me, hard at work not the greatest sample of pics (especially the home copies) but a small sampling of life inside the wire
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1 pointMy personal skin on the excellent WIP Nieuport XVII by Geezer. I hope we can fly on final version in 2019.
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1 pointAttrition rates are wonderfully modeled in FE2 - noticed this when flying in 1918 for the Germans in the Ottoman theater...it became more and more difficult to survive, let alone to get hits. FE2 is full of surprises that I still discover on occasion. Obligatory screenie below from an early-war scenario. Happy holidays all, Von S
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1 pointGetting there........ HEAVILY reworked Alphasim model by me. Model is in game, basic panel lines & rivets 80% done, all animations sorted, flies like a pig.....I need an FM guy if anyone is feeling brave.... Still to do; rocket pods, tidy up some joins in max, skins etc,etc. I might attempt a pit.......then again I might not, bear in mind I'm not a proper 3ds max guy. Anybody with access to good colour unit marks etc please pm me.
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0 pointsThis suggests that the skin was done by Paulopanz. It wasn't. I did it. You've just discovered why I have stopped uploading any of my work for SF2 to CA. While I am certain this was a genuine oversight on your part, the practically limitless pillaging of other people's work by two or three of the contributors on this site means that such confusion becomes the norm.
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