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Showing most liked content on 01/13/2019 in all areas
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18 points
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11 pointsA quiet week end over Suez ... Something is brand new (wet paint) .....
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9 points
Version 1.7
3,296 downloads
realSKY Environment January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This is my sky enhancement mod. It also combines the work of many other modders, in order to provide a realistic, better looking sky. Here below a quick summary of the changes: -Tweaked sky colours, something in between Cellinsky's widesky and the stock SF2 colours. -More realistic Night colours, sky and ambient are much darker. -More atmospheric, reddish transition from Twilight to Night. -New "dark blue" High Altitude colours (fly near space with a NF-104). -Moon produces a yellowish light instead of the default purple. -Sky is "wider" much like Cellinsky's widesky mod (background horizon clouds are bigger and more noticeable). -Added beautiful cloud graphics made by Cellinsky and ShrikeHawk, tweaked for each weather type. -Added a low number of stray clouds to Clear weather. -Added noticeable clouds to Overcast weather and Inclement weather, "fixing" a known SF2 "bug". -Combined various mods to produce a more interesting Rain Effect under Inclement weather. -Added Stary's lens flare effects from the SARCASM 2 mod, in place of Cellinsky's widesky effects. -Added Cloud Layer graphics by Stary, Fubar512 and Brain32. -Reworked secondary atmospheric effects, such as contrails and wingtip vortexes. In addition, the package includes alternative environment configuration files in the Alternative Weather folder; they enable different effects for the Inclement weather. You can choose between thunderstorm (default, adapt for most terrains), snowstorm (for cold, icy terrains) and sandstorm (for hot, desert terrains). For those who wish not to change the effect globally, I highly suggest to try the included terrain-specific environment example provided for stock SF2 terrains; the default global effect is thunderstorm, while terrains with their own environment file either use sandstorm or snowstorm as appropriate. Use this as a basis to customize other terrains. By setting the Effects to Unlimited, the game makes use of a DirectX 10 post processing effect; the stock game's post processing shader generates a pointless and horrible bloom effect which excessively blinds the player during twilight transitions. By default, realSKY includes a reworked post processing shader (TWPOSTPROCESS.FX) which provides more contrast, more vignetting, minor color correction and a daytime-only bloom effect, so it's miles better than what the stock game offers. Alternative post processing tweaks are included in the Alternative Shaders folder; choose the one you wish to try (check the included screenshots for fast comparisons) and overwrite the default one in your mod's Flight folder. If you don't care about the post processing effect, you may want to set the game's Effects to High in the Options menu. >Credits (in no particular order): -Cellinsky, for his fantastic widesky mod from which I borrowed some tweaks. -Stary, for his Thunderstorm and Heavy Snowfall weather mods, and his SARCASM 2 beta mod from which I borrowed some effects. -PanamaRed, for tweaks in regards to Clouds (especially the Broken weather ones). -Fubar512 and Brain32, for their Cloud Layer Top bitmaps, which I have smoothed for a better looking effect. -ShrikeHawk, for his CloudSkins mods, from which I took the spectacular cloud graphics. -BearGryllis, for his Thunderstorm Pack With Enhanced Lightnings 2.0b package. -Orsin, for his Improved Rain Effect and Heavy Rain 0.8 mods. -luk1978, for his interesting WeatherEffect package. -ArmedLightning, for his Special FX v2.2 mod for the GTR 2 game, from which I borrowed a lens flare effect. -baffmeister, for the idea of recreating sandstorm weather effects. -tiopilotos, for suggesting improvements on other subjects. -Eagle114th, for his Improved Wingtip Vortex mod which I have reworked. -JosefK, guuruu and Coupi, for their interest and support. I included the original readme files from the mentioned mods, where available, 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. This mod may NOT in any way, shape or form be used in any payware additions. -
9 pointsSure looks like skin by Pappychksix....but I could be wrong. Below...F-105F of the 49th TFW...circa 1965
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8 points
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4 points
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4 pointsEr, this a what if thread. My backstory has already advanced some dates so please don't read too much into it! Anyway, as we now know, the A-1 replacement was met by the British TSR1. Photo Credit: Günther Sterchi
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4 points
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4 points
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3 points
Version 1.5
484 downloads
Wings Over World Menu Screens January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This package is my personal conversion of the beautiful Strike Fighters: Project One menu screens, with a number of enhancements for use in Strike Fighters 2. The main menu screen is a reworked version of the NACA Main Screen released by Camouflage (Checksix-fr.com). The title I chose for the main menu screen is "Strike Fighters: Wings Over World", in honor of the old WOE/WOV/WOI series of SF1 games. I find this name suitable for those who have a large mod folder spanning different world scenarios. Here below a quick summary of enhancements and additions: -All the music tracks from the SF games have been included; now there's a unique track for each screen. -Hangar Screen has got the hangar noise sounds which were present in the SF1 games. -Option to turn Lens Flare off as in the SF1 games is back. -Opportunity to change pilot at the Campaign Screen is reintroduced, as in the SF1 games. -Briefing Screen has been reintroduced for eye-candy (it has a small string "bug" with certain missions, since ThirdWire's removal of the FAC mission type). -Added generic _briefing.ini files for all the stock SF2 terrains (terrains without a _briefing.ini file might cause CTDs when accessing the Briefing Screen). -Added Launch/Fly button in the Briefing, Loadout, Flight Roster and Planning Map screens. -Added the missing PILOTPIC25 bitmap which is available in the SF1 games. -Loading Screen shows a generic runway and a new, longer loading sound is used. -Mission Editor DLC is supported with a new screen in the same style of the other screens. -Campaign Customizer DLC is supported with a new screen in the same style of the other screens. -Disabled unnecessary functions of the the System Menu, such as accessing ThirdWire's online site for viewing the game manual. As a bonus, the package includes 42 single missions taking place across all theatres of the SF2 series; most of them have been made by ThirdWire and released in their SF1 games. Five single missions are Instant Action scenarios of Strike Fighters 2, which I converted to be choosable and playable in the Single Missions Screen. Additional missions include historical scenarios created by guyran for the Israel theater. I renamed all single missions to use a nicer naming convention. Needless to say, all SF2 titles must be installed to be able to play all the missions. In addition, I have tweaked some Flight folder files to improve the realism of the game's HUD and in-game map. Since users may not like such changes, those files are not included by default, they must be installed manually. They can be found inside the "(Additional Tweaks)" folder. Here below a quick summary of changes they bring: -Disabled all the unuseful Labels when viewing the in-game map. -Disabled the arcade cones; lock your target and press F4 to visually track it. -Tweaked icons' colours so that they match the text's colours. -The in-game text background is less noticeable. -Text's font is now different, it is generally smaller and less obtrusive. -No more red and blue arcade squares when locking objects on; a faint yellow square is now used. -The white triangle showing the next waypoint is now a faint yellow, unlike the default strong white. -Disabled the radar box display; check the radar of your plane's cockpit, instead. >Credits (in no particular order): -ThirdWire, for the fantastic menu screens which are included in the stock SFP1 game. -kout, for the System Menu icon I have taken from his SF1 Grey Main Menu Replacement mod. -Camouflage, for the NACA Main Screen (still available at the archives of Checksix-fr.com), which I have reworked. -HomeFries, for the planning map enhancements available in his Semi-Transparent Map Icons package. -Viper63a, for the Loading sound, which I got from one of his menu mods. -paulopanz, for collecting and updating guyran's WOI custom missions properly to SF2 standards. -guyran, for the original custom missions he created for Wings Over Israel. -KJakker, for his interest and welcome support. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the 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 mod may NOT in any way, shape or form be used in any payware additions. -
3 points
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3 points
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3 points
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3 pointsWhile I look for a French air pressure gauge, I worked on the Berg D.I Also found a scale model of the D.I used by the Ukraine post-WW1.
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3 pointsSince no one noticed that something is wrong with F.4 on the pic above... Current correct one.
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3 pointsYes, a very curious plane. By the way, one such aircraft appeared in Russia (it was among various types of aircraft delivered to the allies for the purpose of familiarization). During the Civil War it flew a red "aсe" Yuri Bratolubov. But the most interesting thing is that this triplane has survived to the present day. Now it's in the aviation museum in Monino (near Moscow). Unfortunately, it was barbarously restored and wildly painted ... https://vikond65.livejournal.com/24028.html?view=44504284#t44504284
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3 points
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3 points
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2 pointsView File realSKY Environment realSKY Environment January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This is my sky enhancement mod. It also combines the work of many other modders, in order to provide a realistic, better looking sky. Here below a quick summary of the changes: -Tweaked sky colours, something in between Cellinsky's widesky and the stock SF2 colours. -More realistic Night colours, sky and ambient are much darker. -More atmospheric, reddish transition from Twilight to Night. -New "dark blue" High Altitude colours (fly near space with a NF-104). -Moon produces a yellowish light instead of the default purple. -Sky is "wider" much like Cellinsky's widesky mod (background horizon clouds are bigger and more noticeable). -Added beautiful cloud graphics made by Cellinsky and ShrikeHawk, tweaked for each weather type. -Added a low number of stray clouds to Clear weather. -Added noticeable clouds to Overcast weather and Inclement weather, "fixing" a known SF2 "bug". -Combined various mods to produce a more interesting Rain Effect under Inclement weather. -Added Stary's lens flare effects from the SARCASM 2 mod, in place of Cellinsky's widesky effects. -Added Cloud Layer graphics by Stary, Fubar512 and Brain32. -Reworked secondary atmospheric effects, such as contrails and wingtip vortexes. In addition, the package includes alternative environment configuration files in the Alternative Weather folder; they enable different effects for the Inclement weather. You can choose between thunderstorm (default, adapt for most terrains), snowstorm (for cold, icy terrains) and sandstorm (for hot, desert terrains). For those who wish not to change the effect globally, I highly suggest to try the included terrain-specific environment example provided for stock SF2 terrains; the default global effect is thunderstorm, while terrains with their own environment file either use sandstorm or snowstorm as appropriate. Use this as a basis to customize other terrains. By setting the Effects to Unlimited, the game makes use of a DirectX 10 post processing effect; the stock game's post processing shader generates a pointless and horrible bloom effect which excessively blinds the player during twilight transitions. By default, realSKY includes a reworked post processing shader (TWPOSTPROCESS.FX) which provides more contrast, more vignetting, minor color correction and a daytime-only bloom effect, so it's miles better than what the stock game offers. Alternative post processing tweaks are included in the Alternative Shaders folder; choose the one you wish to try (check the included screenshots for fast comparisons) and overwrite the default one in your mod's Flight folder. If you don't care about the post processing effect, you may want to set the game's Effects to High in the Options menu. >Credits (in no particular order): -Cellinsky, for his fantastic widesky mod from which I borrowed some tweaks. -Stary, for his Thunderstorm and Heavy Snowfall weather mods, and his SARCASM 2 beta mod from which I borrowed some effects. -PanamaRed, for tweaks in regards to Clouds (especially the Broken weather ones). -Fubar512 and Brain32, for their Cloud Layer Top bitmaps, which I have smoothed for a better looking effect. -ShrikeHawk, for his CloudSkins mods, from which I took the spectacular cloud graphics. -BearGryllis, for his Thunderstorm Pack With Enhanced Lightnings 2.0b package. -Orsin, for his Improved Rain Effect and Heavy Rain 0.8 mods. -luk1978, for his interesting WeatherEffect package. -ArmedLightning, for his Special FX v2.2 mod for the GTR 2 game, from which I borrowed a lens flare effect. -baffmeister, for the idea of recreating sandstorm weather effects. -tiopilotos, for suggesting improvements on other subjects. -Eagle114th, for his Improved Wingtip Vortex mod which I have reworked. -JosefK, guuruu and Coupi, for their interest and support. I included the original readme files from the mentioned mods, where available, 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. This mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 01/13/2019 Category Environmental Mods
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2 pointsPanavia Tornado IS 'Bavandar' - No.28 Squadron, Indian Air Force, 1985
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2 pointsStimulating series of posts gents' - always enjoy reading this technical stuff...currently tweaking my FE2/WOFF/ROF installs on the Windows 10 side of things on the Mac but I will come back to tweaking more FMs for a ver. 9.7. update pack in a couple of weeks....and I very much look forward to tweaking the FM for the Bleriot XI (will use either the 45hp Anzani or 60hp Anzani MS type G mod, from the ver. 9.1 update, as the basis for the Bleriot mod...the Bleriot should have slightly better lift than the MS type G but more drag). Speaking of varieties of Bleriot XI as outlined by Crawford, here's a pic below of various stats. on the type that I posted previously in one of the private threads. Von S
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2 points
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2 pointsOK, I'm really not sure...another try https://www.picclickimg.com/d/l400/pict/332697496548_/französischer-Druckmesser-Manomètre-Dewoitine-Morane.jpg https://www.picclickimg.com/d/l400/pict/292544064456_/Instruments-AVIATION-Ancien-Paul-Viet-manomètre-moteur-démarreur.jpg
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2 pointsUnfortunately (including for a patriot of Ukraine like me), this is a fictitious decal. The images of this aircraft are pseudo-historical fantasy. Not only there are no photos of the Berg with tridents, but also in the documents there is not a single mention of the presence of Aviatik Berg in the aviation of the Westеrn-Ukrainian People's Republic... In addition, even identification marks are fiction.
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2 pointsOn the Bleriot XI http://www.airminded.net/bleriot/bleriot.html http://fly.historicwings.com/2013/04/rebuilding-a-bleriot/ Slide-Show http://www.maket.ch/musees/27-bleriot-type-xi/detail/1090-bleriot-type-xi?tmpl=component&phocaslideshow=1
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2 points
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2 pointsNATO F-84F Thunderstreaks (The Mirage Factory's F-84F with updated lines, rivets, etc. Original skins by Pappychksix, Thierry-As, Sony Tuckson, USAFMTL, Carlo ´´Soulfreak`` Vecchi, WhiteKnight06604)
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1 pointIt IS useful! Keep in mind that the bug with bigger planes merging also has to do with the type of size you have given to the aircraft in its _data.ini file. Planes which are SMALL and MEDIUM should use the Parking entity, LARGE planes use another set of coordinates, those of the LargeParking entity defined inside the airfield's .ini file (check the image I attached in the previous post). So, airliners should generally be defined as Large aircraft in their _data.ini, not as Small or Medium.
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1 pointOh, I wouldn't be in your place. This aircraft is very difficult to model. There's a hell of a lot of wires! In addition, you will not find two identical airplanes, considering that Bleriots were made by everyone who will take the trouble... )) Maybe this photo of Bleriot XI type 2 will be useful to you? Seems from Windsock Datafile 108 THE BLERIOT XI AT WAR
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1 point
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1 pointThere are some .INI tricks you can do to get both runways active. This will get you twice the quantity and variety of game generated parked aircraft, if you go that route. It's also cool to see the AI operating aircraft from the other runway, while you're taking off or landing.
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1 pointI'm just trying to stay away from cumbersome workarounds by using ancient computers. Picked em up from the street, :) There's a boatload of unused possibillities in DirectX 6 but the problem is to figure out how to activate them in the 3D world. Possibly some of these could be simply incorporated into some of EAW's routines, but which ones is hard to figure out and very time consuming, the more so because we can only go by trial and error when the full workings of the program isn't fully understood. I'm experimenting with limited success but it's fun and educational and sometimes there is a small success which opens a world of possibillities. Skyhigh, as for the ambience effect I can only think of weather effects like thunder and lightning and I've already started on that. Ofcourse rain is an entirely different thing which could be a screen overlay or a sprites or particles effect. That can only be done using hardware accelleration as I doubt a software solution for millions of droplets will bring the game to a halt. Furthermore there is a possibility to give a user control over the light color and intensity but I simply don't like that idea, more variation is feasable but I don't really see it'll add to what's already there. The latest EAWPRO already contains one ambience effect in the cockpit but I don't want to spoil the surprise when people encounter it. Call it an easter egg but for me as most things it's just playing with possibillities and try to understand how it works. Mark, which ever programmer would be allowed to mess with the source, he'd still have to figure out how the Source Code works and how and where to embed extra possibillities. I consider myself a decent programmer with 35 years of experience but after 10+ years of messing with stuff I'm only marginally wiser as to how things work and I'm still just trying to have some fun. Figuring out the entire game is a massive undertaking and only for lunatics who have nothing else on their hands anyway. I won't rule out some extra cool upgrades but it is very slow going and we're not getting any younger. VBH
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1 pointThose F/A-18 in airbase view is from 'airbase'model or game flight line? I think it is not necessary to put aircraft models on airbase. The game will load flight line aircraft by itself. BTW check KillerBee upload...some ground flighline objects are there, so you will know what was done before.
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1 point
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1 pointThese are nice-looking models, thanks for sharing them Baffmeister (and Geezer). Any chance of templates for the CR.32 as well?
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1 point
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1 pointGeezer sent me some CR-42 artwork files for skinners. They are PSD files [I don't have a clue] and this first batch is for the early CR-42's. There are some others for the later fighter bomber/intruder versions but I will upload them with the late version CR-42's. Here are the files: Desert & BoB CR42.rar The Gladiator Mk1 is "more ready" than the late CR-42 versions so will upload it next.
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1 pointWell SweetFX and Reshade are post processing, meaning they build on whats there and add additional graphical features. But I'm seeing that the DX6-7 code is not supported or the weird 32 bit eaw.exe is not either. Again like VBH says, we need a programmer that can code in graphical API's. I personally wouldn't want much (not much in the sense of modern games) just the benefits of DX9 or 10 code would make me happy. So we can loose this compatibility crap (not all crap, some of Windows OSs fixes work well). But the wrappers could be dropped to0. Thus no extra overhead. Then new menu screens and configuration screens can be properly added, perhaps liven up the object view to proper standards, or just removed from the code all together. But EAW is great now if you want to deal with all the workarounds and extra overhead. This post may sound like I'm putting EAW down, but I'm not, as my help site has had a lot of hard work put into it to keep players around to actually use the game.
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1 point
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1 pointHello, Interesting drawing... Edit : http://www.pilotes-prives.fr/viewtopic.php?f=2&p=72931 http://bleriotxib.canalblog.com/archives/2009/02/12/12508832.html
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1 pointView File Armstrong Whitworth Meteor NF.12 As radar technology developed, a new Meteor night fighter was developed to use the improved US-built APS-21 system. The NF.12 first flew on 21 April 1953. It was similar to the NF 11 but had a nose section 17 inches (43 cm) longer; the fin was enlarged to compensate for the greater keel area of the enlarged nose and to counter the airframe reaction to the "wig-wag" scan of the radar which affected the gunsighting, an anti-tramp motor operating on the rudder was fitted midway up the front leading edge of the fin. The NF.12 also had the new Rolls-Royce Derwent 9 engines and the wings were reinforced to handle the new engine. Deliveries of the NF.12 started in 1953, with the type entering squadron service in early 1954, equipping seven squadrons (Nos 85, 25, 152, 46, 72, 153 and 64); the aircraft was replaced over 1958–1959. What's in: - a new plane - 12 RAF skins 12 - pilot, weapons, sounds - all planes built serials 100 Credits: - Vetro 2k: original T.7 model - Yakarov79: nightfigher upgrade - paulopanz: skins, decals etc Operations: - key 10 canopy open Enjoy! @paulopanz Submitter paulopanz Submitted 01/11/2019 Category Meteor
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1 point
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1 point...and many more Link -> http://www.aviation-14-18.fr/aviation-française/instruments-de-bord/ Translation Engine Tach = Compte tours Air pressure=barographe..altimetres(?) temperature=jauge temperature
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1 pointThank you for your kind replies, this AB is based on this Military AB in Kuwait (with some changes that I added to my liking) My work is near the AB (Ahmad al-Jaber Air Base ). Its used by both the Kuwaiti Airforce and the US. the control tower I modeled was from the same AB
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1 pointok dude, where you been hiding all this time! that looks awesome! any plans for a mix civil-military field? askin for this dude i know that plays with airliners
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1 pointThis is my first time with WWII planes, but I was little boried to fly over the A.O.I. (fantastic having this forgotten campaign to fly!) with US Amarillo serials. So here we are: Capitano Mario Visintini 16 vittorie, medaglia d'oro al valor militare alla memoria 412^ Squadriglia autonoma ... col suo gregario
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