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  1. 8 points
  2. 8 points
  3. 7 points
    Yes, one more thing Underground Air Base Bunker.
  4. 6 points
    I'll look at the model, fix it, and then post a new LOD1. EDIT: Posted below is latest version, with new LOD1. 1-24-19 Caudron_R11.rar
  5. 6 points
  6. 5 points
    Got the flying surfaces mapped, and started tweaking the colors. The museum shots of the Italian Bleriot show colors that have darkened over the years - particularly the fabric - so I'm working on colors that are lighter.
  7. 5 points
    Thanks a lot Stephen1918 !!! Looking good
  8. 4 points

    Version 1.0.0

    100 downloads

    Yakarov79's MT-LB APC Hello Everyone, Yarkarov79 came up with a Soviet MT-LB APC with no Data ini with it so I created one for his great piece of work. This APC comes with three skins Camo, Green, and Tan. "Only for FREEWARE CombatAce use" I created the Data ini for Yakarov79's MT-LB APC using information from Wikipedia. This is a good all-rounder to have in all the SF2 series and mods. This unit has been tested in SF2E latest version with all games merged. /// Credits ----Special Thanks to: --Yakarov79 for the lod and skins. --Gun creater for the 12MM_NSVT --Mue's tool box, a must have tool. --Especially for the rest of the community for the inspiration and hard work everyone does. Please Enjoy! Cheers Richo
  9. 3 points
    This is what I have completed for the AB, some of the models Ideas are from the net and the other from the Kuwaiti AB that I am working near.
  10. 3 points
    Testing the last update... 20 ft AGL, an F-4 chasing in the background Met an SMB2 as well Finally back at home base Wingman shot down by the F-4s, but update checked ^^
  11. 3 points
    The Demon is well named...especially on approach to the carrier. It wasn't pretty, but any landing you can walk away from...
  12. 3 points

    Version 1.0.0

    128 downloads

    Yakarov79 9P149 Tank Destroyer 9P149 Shturm-S Hello Everyone, Yarkarov79 came up with 9P149 Tank Destroyer with no INI with it so I created one for his great piece of work. I did some research on the 9P149 and based all my ini work on this. Of course all the secrets are not revealed so I made some guesses on this little devil. "9P149 will live up to its name if added to the game." I have tested this in SF2E latest version with all games merged. Works just like the Soviet's intended it to work. Do not fly low and slow or you will for sure be flaming burnt toast with this little Storm hanging around on the Battle field. The 9P149 launches the 9M114 Kokon Missile and made this one from someone’s 9K114 lod. I do not know who owns this one or who it belongs too, so thank you for your great work as well. Please let me know who owns it so I can give credit. /// ----------------Install Instructions------------------ /// Take the 9P149 from the Ground Objects folder and copy and paste it in to your Ground Objects folder. Then take the 9M114 missile from the Weapons folder and copy and paste it into your Weapons folder. /// Credits --------------/// Yakarov79 for the lod and skins. Mue's tool box ??? for the 9K114 missile lod. Special thanks for the rest of the Combat Ace Strike Fighters community for the inspiration and hard work everyone does. Me Richo for the research and ini file for Yakarov79's 9P149 Please Enjoy! Cheers Richo
  13. 2 points
    Thought it was time for me to start a forum thread on my Nihon Hitori 2020 campaign to update all on my progress. Learned a lot so far as to the SF2 engine, much more to learn. Also wanted to start a forum thread to explain my creative process and keep folks abreast of developments plus pose questions. Now the pretext of "Nihon Hitori 2020" (Japan Alone 2020 in Japanese) is a mid 2/2020 campaign where the 201 & 203 JASDF Squadrons of F-15Js hold the line against a red tide of Flankers attacking Japanese ships & Hokkaido airports until JASDF reinforcements arrive to start shoving the Russians off of the Kurils as payback... and then a few F-35As help F-2A reinforcements kick a** ending with an explosive air-sea battle against a Russian surface task force. All within 24 hours, so the JMSDF emergency task force is racing up at 30 knots to have some AEGIS & aircraft-carrying destroyers formate with some older "escort destroyers" out of Ominato base and then sortie together to North Hokkaido from their Honshu bases while the shooting war only intensifies. All without overt US assistance as the current US President is more than likely to tell Japan they're on their own - he's already shown a clear misunderstanding at best of his responsibilities as Commander-in-Chief, a clear contempt for NATO, a deep empathy for Russian President Vladimir Putin, there's some open contempt between the current Japanese Prime Minister & the US President as a previous mentorship seems to have fallen apart, and the current US President even openly thinks, "If the United States keeps on … its current path of weakness, [Japan is] going to want to have [nuclear weapons] anyway with or without me discussing it." With that backstory, here's how the first mission is going to likely go: There's still some things that need to be firmed up, but this is the general idea for mission 01. Using WikiPedia for Order of Battle/ORBAT unless tipped off for a better source so Sukhoi Flanker plane color schemes and variants can and will change. When the second mission in sequence is firmed up and the third & fourth one (one of which will have JASDF F-35A), will announce that here also. Please follow this topic and ask me any questions or requests you got. Goal is to drop this mission pak on or before 25 March 2019 - my birthday!
  14. 2 points
    I'm very excited that FE2 will get a Bleriot. I will most likely do two data ini mods for it - one to fit with the later, two-seater model (of about 80hp), and also one for earlier-war Bleriots that can also be flown as single-seaters with the observer removed from the plane (power range anywhere from about 50 to 70hp approx.). Should be entertaining trying to keep these models aloft. Von S
  15. 2 points
    Just made a quick model fix, I think it's better ;) sorry for adding a lot of photos.
  16. 2 points
    Thank you for your comment; you are absolutely correct about the damaged hanger; however I created two models. One has a hole within it which is meant to represent the more realistic turn out (it will eventually have things such as scattered/blasted doors) and then the other which will remain a smoldering hole. This will give terrain creators the option to choose which they prefer.
  17. 2 points
    Splash the zero's! she;s out! https://www.sas1946.com/main/index.php/topic,60485.12.html
  18. 2 points
    i say again Splash the zero's!
  19. 1 point
    Thanks. The will be two or three versions, depending on the rifle armed observer working out. The Lewis gun armed version is certain, though it will have a limited field of fire. Then, there will be an unarmed version for use very early in the war.
  20. 1 point
    love it. I think this will end up being my favorite aircraft to just fly around and "sightsee" in. looks amazing.
  21. 1 point
  22. 1 point
    Then you should probably have a look at the planes avionics.ini. If it has a HUD (many data shown, ususally in green), than there are several entries that are named "HUD_...". Something like that should be it. If it's just a simple Gunsight (usually no other data shown), maybe you can change the depression-values in cockpit.ini under [GunsightFront]...I guess "DefaultDepression=" is the value you have to change. Just try for yourself.
  23. 1 point
    the quote of the day.....
  24. 1 point
    You dont need to extract the lod just read it. All you are after are the mesh names of the part you want to move, you will not be making any changes to the lod itself. Dont matter if its TW or 3rd party.
  25. 1 point
    Both you and Stephen1918 are to be commended for your excellent work!
  26. 1 point
    A Few Thoughts About ORBAT... I feel before I head into bed, I should write a bit about Order of Battle or ORBAT. With the possible exception of some Tu-22M3s... the below will be the Russian forces I use from WikiPedia... RUSSIAN AIR FORCE: 11th Air and Air Defence Forces Army (Khabarovsk) (Eastern Military District) 11th Aerospace Defense brigade (Komsomolsk-na-Amur) 12th Aerospace Defense brigade (Vladivostok) 6983rd aviation base (Komsomolsk-on-Amur Airport, Khabarovsk Krai) (Su-27SM, Su-30M2, Su-35S, Su-34) 6988th aviation base (Khurba, Khabarovsk Krai) (Su-24M, Su-24M2, Su-24MR) 6989th aviation base (Vladivostok International Airport) (Su-27SM) 265th transport aviation base (Khabarovsk) 4th Air and Air Defence Forces Army – Southern Military District (former 4th and 5th Armies of VVS and PVO) (Rostov-on-Don) RUSSIAN NAVAL AVIATION: Pacific Fleet Air Force – HQ Vladivostok 568th Independent Composite Aviation Regiment – HQ at Mongokhto - operating Tu-22M3, Tu-142MR/MZ; 865th Interceptor Aviation Regiment – HQ at Yelizovo-Petropavlovsk-Kamchatsky Airport - MiG-31; 317th Composite Air Regiment – HQ at Yelizovo - Tu-142; 71st Independent Military Transport Air Squadron – HQ at Nikolayevka, Primorskaya - An-12, An-24, An-26; 175th Independent Shipborne Anti-submarine Helicopter Squadron – HQ at Yelizovo - Ka-27; 289th Independent Anti-submarine Air Regiment – HQ at Nikolayevka - Il-38, Ka-27, Ka-29; RUSSIAN PACIFIC FLEET: # Type Name Class Year 011 Cruiser Varyag Slava 1989 543 Destroyer Marshal Shaposhnikov Udaloy I 1985 564 Destroyer Admiral Tributs Udaloy I 1985 572 Destroyer Admiral Vinogradov Udaloy I 1988 548 Destroyer Admiral Panteleyev Udaloy I 1991 715 Destroyer Bystryy Sovremennyy 1989 333 Corvette Sovershennyy Steregushchy 2017 335 Corvette Gromky Steregushchy 2018 IF any of you have better ORBAT than WikiPedia, I'm all ears. Please advise sooner rather than later - remember my V1 due date is 25 March 2019 (helps when there's two late March events I'm attending and I need a good chunk of April to edit photos). Now obviously, I'm not going to include all these units on the assumption they all can't be there and clearly any competent military commander would want to save some ships, some aircraft for future skirmishes like when the JMSDF showed up in force. I'm also of the view the first attack will be premeditated, as Putin waits for a convenient casus belli to pick a fight with his neighbors. A few Japanese commercial ships that decided to hug the Kuril Islands hiding from a big but intermittent storm on their great circle route provoking a Su-30M2 (which you can get here) response which would prompt F-15Js (which you can get here) sitting northern Hokkaido alert would suffice... Oh and one last thing, I know it's tempting to try to write into the script US Forces either USN, USMC or USAF going rogue to honour treaties to help Japan out kinetically - but I think that would take away from the simulation and even if not, be highly difficult to predict. Plus take the focus away from the JASDF to the rogue US unit/s and by doing so turn this from wargaming into a Dale Brown novel (and I love Dale Brown novels!) with Megafortresses on the tarmac: Just figured some of you might want to see what's coming - and yes, you will get to take on the Varyag and Su-27SMs too. With that, another screenshot of what actually will 100% be in the single mission pak: Being my goal is realism, sorry to say the F-35A will be spare & rare in the 2020 mission pak. Used more as a Designated Hitter rather than a utility player like the F-15Js.
  27. 1 point
    Agreed, BoB and BoB2 are in the 'When comes such another?' category. Having said that and early days yet, but so far I'm having a decent time playing the CloD Blitz (RAF Hurricane) campaign. As those who've tried it will know by now, it's storyline-based and presumably scripted. So far I've played the fist two missions, a scramble against a low-level Do17 raid on your airfield (Tangmere) and another to meet a Stuka raid on a Channel convoy. The storyline I find reasonably well written, apart from a lot of missing apostrophes and the working (or middle) class heroes versus the toffs aspect, set as the campaign is in a fictitious 'fat cats' squadron, fictitious code FC, perhaps intended to resemble 501 ('the millionaire's) Squadron - and so hardly representative of the RAF. This is me pulling away after damaging a Dornier - the one above the others trailing faint grey smoke - from the second, larger wave. It took me a few replays before I realised I was nosing over on takeoff because I had the wheel brakes fully on! There's plenty of R/T chatter, but I wish I could replace 'Commander' with 'Leader' and as in IL-2, either supress the text or limit it to a single line at a time. In the Stuka intercept, some of the R/T chatter is my section leader proffering advice to my character - a new arrival, looked down on by the toffs but befriended by the aforementioned section leader. Which would hardly happen on an operational sortie. But the backstory is I think commendable, reminiscent of the better efforts in scripted campaigns for Il2 '46, and so far it's pulling me in. This is about as good as my formation-keeping got in mission 2 - the boss is leading six of us with me as Red 2 in FC-A on his left.... As I think in WotR, we left climbing for height a bit late, especially as our airfield is right on the coast. Sadly I got no pics of my attacks on the formation of Stukas, which was large enough not to look...well, small. We got them before they dived onto the convoy, but could not prevent it being attacked - you can see one of the beggars diving steeply, but not very accurately, on a tanker in the next pic. I could not find the others after the air fight. Many pilots describe how the sky could suddenly empty of planes, but they seem particularly good at disappearing from view in CloD - unlike say BoB2 when you can often see specks at some distance, at least against sky or clouds. Anyhow, this is me heading home afterwards, on my own. I got told off by my leader a few times for this, much as happens in BoB2. The transmissions are a bit low volume but mostly seem well done; a fair bit of time, effort and creativity has gone into them and I appreciate that. The radio menu seems to work to the extent I can get from Control bearings to my home base, although I'm not sure about anything else. And this is me back at Tangmere. Landings I find easier than in BoB2, although the quirky key binding screen is a hindrance, likewise the fact that you seem to have to tap keys for flaps and undercart twice (once is a 'neutral' setting, whatever use that is). The Junkers were unescorted and I was credited with no less than three of them. They mostly stick closely together but I have seen stragglers jink. I think only your own successes are reported. Each subsequent mission briefing seems to pick up the story neatly where the last one left off. If in movie terms, BoB2 is the Battle of Britain, you might say that the CloD SP RAF campaign is more like Dark Blue World - or perhaps the more recent Hurricane, though the CloD scriptwriting is much better and the action, so very much better again than in the latter film with its awful air combat CGI. Microprose's B17-II managed to produce an immersive Flying Fortress simulation despite ridiculously small bomber formations, because it focussed so intensely on what was going on inside and immediately around your own B17. Perhaps I will find that for me, the CloD RAF campaign manages something similar, if the reportedly poor AI doesn't kill the experience when we run into the 109s, and the more typical bomber raids we will likely meet later are not too small. I have also downloaded this quaintly-named campaign and will give it a go too.
  28. 1 point
    The new 'graphics extender' mod, extending the view-distance so much further and improving the high-altitude views, should make the game more suitable for modern jets.
  29. 1 point
    Yep that's what I mean, I know to hide something you usually move it right out of sight of the pit itself, so I suppose to move it you would need to move the mesh by just a small ammount. I'm not 100% sure on this so please back up your stuff before you screw up your pit altogether........hopefully some of the more experienced pit guys will chip in here.
  30. 1 point
  31. 1 point
    Also, a campaign 30 mission is out if you have BAT expansion; But from the Iranian side in the Iran-Iraq war. https://www.sas1946.com/main/index.php/topic,60488.msg665423.html#new
  32. 1 point
    Attached is the Caudron R11 cockpit LOD, plus the aircraft. The only changes to VonS's latest files: - Position of ww1PilotNew3 (original XYZ coordinates have been commented out with //) in the DATA ini - HideExternalNodeName=Tub in COCKPIT ini I'll let you guys tweak the coordinates so the cockpit displays ingame. Caudron_R11 Cockpit.rar
  33. 1 point
    I found it Wrench and thanks, I made the Change for Gepard Cheers Richo
  34. 1 point
    Accidentally made this shot while testing pilot cigarette smoke. I particularly like the morning and evening atmospherics in FE2. Von S
  35. 1 point
    I'm back with some fresh Japanese content. I may admit that the main inspiration to do this were recent Japan vs Russia scenarios presented by @JosefK So, here it is. The plain realistic gray skin with no special markings as it is used in the JASDF Rinji F-35A Hikotai. And a semi-fictional 302 Hikotai skin with a tail art similar to the one used on F-4EJ Kai Phantoms.
  36. 1 point
    Thanks Gepard for catching my mistake. I will try for sure try to correct this. why you are here I did down load your T-64 Tanks package and made the T-64B shoot eight 9M112. This was the inspiration for getting Yakarov79's 9P149 into the game
  37. 1 point
  38. 1 point
    Cant remember where,but I showed how I make metal textures easily...like so for the P47 all I did was find metal texture images online and cut bits out and paste them in the jpg where the fuselage is mapped,then smooth out joins add panel lines,rivets,dirt wear and tear etc... First image for the Mig was same way bits of images cut etc..top middle bit on F7M is believe it or not metal corrugated roof panels...recoloured to make the nozzle interior texture.. Th fantail image is the same...texture of metal sheet with some lighting effect...usually spray painted in a vector layer.....game does rest with settings to give the polished metal look...and added bump map for theextra details such as dents,rivets etc.
  39. 1 point
    In the South Atlantic... sooner than you think....
  40. 1 point

    Version

    2,153 downloads

    -------------------------------------------- SF2 SAMs Pack -------------------------------------------- This package collects updated versions of most SAMs that have been released for the Strike Fighters series at ComabtAce.com. Updates performed include the following: - added new versions of existing SAMs (e.g., an SA-5BL on top of the existing SA-5L) - added new skins (Green or Tan) to objects that lacked one or the other - added missing Freq data to a number of radars - implemented numerous tweaks to launchers & radars to standardize data and improve performance - overhauled weapons to standardize data (w/ 3rdWire weapons as baselines) & improve performance - added RadarFamily data w/ associated TEWs entries and TGAs Please review the following section for notes on what's included in this package and how to install the various components. ~~~~~~~~~~~~~~~~ Package Contents ~~~~~~~~~~~~~~~~ In the root of whatever folder you unpack this mod to, you will find the following standalone files, which include data to be added to various config files: - MISSILEOBJECT_ADDITIONS.TXT: additions to MissileObject.INI, which should be unpacked from the ObjectData001.CAT in your SF2 installation directory and placed in \Objects in your Mods Folder. - SOUNDLIST_ADDITIONS.TXT: additions to SoundList.INI, which should be unpacked from the FlightData.CAT in your SF2 installation directory and placed in \Flight in your Mods Folder. - RWR-LST_ADDITIONS.TXT: additions to individual aircraft RWR.LSTs (these reference the new TGAs included in \Flight) NOTE: to unpack files from CATs, you will need the ThirdWire CAT Extractor tool, which can be found at ThirdWire's web site: http://thirdwire.com/downloads_tools.htm * * * You will also find the following directories, which include the main installation files: \EFFECTS: effects for the various weapons included; to be placed in \Effects in your Mods Folder. \FLIGHT: new RWR TGAs for TEWS RWRs; to be placed in \Flight in your Mods Folder. \SOUNDS: sounds for the various weapons and ground objects; to be placed in \Sounds in your Mods Folder. \OBJECTS\GROUNDOBJECT_BLUE: "friendly" (mostly NATO) SAM launchers and radars; to be placed in \Objects\GroundObject in your Mods Folder. \OBJECTS\GROUNDOBJECT_RED: "enemy" (mostly Soviet/WP) SAM launchers and radars; to be placed in \Objects\GroundObject in your Mods Folder. \OBJECTS\GROUNDOBJECT_XTRA: optional versions of various "Red" or "Blue" ground objects that use different models (but closely follow the "original" Red or Blue objects); use these only as replacements for the corresponding main ground objects. \OBJECTS\GUNS: several guns for the several launchers that have them; to be placed in \Objects\Guns in your Mods Folder. \OBJECTS\WEAPONS: the missiles for the launchers; to be placed in \Objects\Weapons in your Mods Folder. \_SAM_SITES: data and files for building SAM sites in terrains and single missions -- for experienced terrain modders only. NOTE: if you need assistance installing these items, please consult the KnowledgeBase at CombatAce.com: KB for SF2 http://combatace.com/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ KB for SF1 http://combatace.com/forum/99-thirdwire-strike-fighters-1-series-knowledge-base/ ~~~~~~~~~~~~~~~~~~~~~ Credits ~~~~~~~~~~~~~~~~~~~~~ This mod package collects a large number of launchers, radars, weapons, and other files previously released at CombatAce.com in various packs or standalone mods: Pasko ......................................... "SAMs and Vehicles Pack: Euro & Desert" The Mirage Factory ............................ Weapons Packs for SFP1/WOE/WOI ErikGen ....................................... NIKE 4xMIM-14, HIPAR, LoPAR, & TTR Abhi, SUICIDAL, & YEYEYE....................... AN/TWQ-1 Avenger, Pantsir-S1 bigal1 ........................................ Bloodhound SAM Kesselbrut .................................... ADATS, Rapier, Blindfire, Skyguard, Roland_Shelter, SA-9 Pasko ......................................... Chaparral, Hawk launcher & radars, EW_Radar, SA-3 launchers, Flatface, Sidenet Fubar512 & Wrench ............................. Hawk INI tweaks Florian ....................................... Roland Rad CrazyhorseB34 ................................. Roland Rad desert skin FastCargo ..................................... SA-5, SquarePair, Firelight (based on SquarePair) Monty CZ....................................... SA-10 & Flaplid, Stinger site Fubar512 ...................................... SA-10 INI tweaks EricJ ......................................... SA-11 & SA-17 EricJ & winterhunter .......................... Starstreak Stormer Gabilon ....................................... 2S6, Tor-M1, SA-13, MRoland YEYEYE ........................................ PAC-2/PAC-3 system, Akash SAM, TubeArm Gerald14 & Kesselbrut ......................... M6 Linebacker BANIDOS Team .................................. TAM VCLM rebel ryder ................................... BRDM-SA9 Unknown author ................................ SA-8 & SA-9 (alternates from TMF Weapons Packs) ThirdWire ..................................... SA-2, SA-6, SA-8, Barlock, Fansong, StraightFlush WhiteBoySamurai ............................... R440/FM-80 Nicholas Bell ................................. WOE Air Defense Mod (Hawk Sites) Wrench ........................................ Hawk Site upgrades/layout Fubar512 ...................................... NIKE-Hercules sites layout/placement OldDiego ...................................... SAMSite01 If I have neglected to credit anyone whose work is included in this package, please let me know and I will correct this list of credits ASAP. --------------- Eric Howes eburger68 16 August 2012
  41. 1 point

    Version

    4,767 downloads

    This is the MiG-31BM Foxhound(Great Modernization) that't the late version of the Foxhound made by 101tfs and insky.cn community since 101tfs couldn't upload the Foxhound, i'm uploading this here. it needs a new FM and cockpit, so if you can help it will be great ;) the radar screen and rwr was made by Acidgraph and the cockpit repaint by MK2 with the F-4EJ Hud's have fun.


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