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Showing most liked content on 02/03/2019 in all areas
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15 pointsmore F-4G testing , F-4G on a nuclear strike ( yes she can ) first go after the air defence threats , then after the target , the DSU-94/A special weapons panel ist done and working
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10 points
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8 points
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7 points
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5 pointsI have been using Polak's beautiful speech package, which enhances stock voices, and recently I decided to tweak the SpeechSystem.ini file to add the missing voices by Hawkeye ("call the ball" and "Vampire"). With some tweaks and .str hex editing I managed to put Red Crown back as the original TACC, while adding Hawkeye's voices as separate for the two mentioned instances. By chance I even fixed the following stock bug: [Concept080] //MSN_SPC_WING_REPLY_NEGATIVE_ENGAGED, TargetFragmentID=SPC_WING_NUMBER BodyFragment002=SPC_WING_REPLY_NO BodyFragment001=SPC_WING_REPLY_PADLOCKED to [Concept080] //MSN_SPC_WING_REPLY_NEGATIVE_ENGAGED, TargetFragmentID=SPC_WING_NUMBER BodyFragment001=SPC_WING_REPLY_NO BodyFragment002=SPC_WING_REPLY_PADLOCKED Below, a screenshot showing a edited .str file. It no longer displays "Call the ball" (capital letter after a comma), instead it displays "call the ball". I made other little fixes like this. Red Crown comes back as it should have been since day one. Hawkeye missed a number of voices and it's not even mentioned by Departure and other flights. The Hawkeye callsign is no longer mentioned, and his additional voices can be considered as those of an aircraft carrier controller, or something like that. Someone might be interested, so I'll release the package when I feel it's ready. It's way more polished than what we got on the stock game. Before you ask, there's no way to add more voices like we had in the past for Snoopy and the Ground forces. They are all mentioned in the SpeechSystem.ini file. TK simply locked some triggers that enabled such dialogues. The mod comes with a plus; there's no need to use two different folders (Speech and SpeechUSN), as long as one edits the NATIONS.ini file so that every country uses the stock USAFSpeech and USAFSpeechText .cat archives; only a Speech folder is really needed.
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5 points
Version 1.1.0
438 downloads
Feb 2nd 2019 ============= GR.1A version 1.00 ------------------------------- Recon version of RAF Tonka. 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 soulfreak - 2nd Sqn camo citizen67 - AM loadouts (for later use on Italian Tonkas) svetlin - testing stratos - testing .. and all previous Tonka creators. THANK YOU ALL VERY MUCH. guuruu - all bugs *********************************************************************************************************** This is freeware; it CANNOT be distributed 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. *********************************************************************************************************** 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. *********************************************************************************************************** Have fun Wojtek -
5 points
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5 pointsYou know when after a lot of flying time, you finally get that PERFECT screenshot? Well, this ain't that shot, but it was fun to see what they were doing back there
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5 points
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5 pointsView File Tornado GR.1A Feb 2nd 2019 ============= GR.1A version 1.00 ------------------------------- Recon version of RAF Tonka. 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 soulfreak - 2nd Sqn camo citizen67 - AM loadouts (for later use on Italian Tonkas) svetlin - testing stratos - testing .. and all previous Tonka creators. THANK YOU ALL VERY MUCH. guuruu - all bugs *********************************************************************************************************** This is freeware; it CANNOT be distributed 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. *********************************************************************************************************** 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. *********************************************************************************************************** Have fun Wojtek Submitter guuruu Submitted 02/03/2019 Category Tornado
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4 pointsHere are some more photos of the Smirnov's aircraft. In the late spring of 1917 pilot non-commissioned officer Ivan Smirnov on this airplane, together with Ensign Malyshev from the IVth Corps Detachment (also on a Monocoque), won one of his 9 victories. The aircraft had a standard 'yellow' camouflage, typical of French aircraft of the period 1916 - mid 1917. The entire aircraft was painted yellow, with one yellow paint used for wood and plywood parts, and another for canvas. Therefore, the nose part looks lighter. Identification marks (Russian cockades) were appeared in 4 positions. On the rudder, the emblem of the 19th KAO is a skull with crossed bones ('Adam's head'). The aircraft still has an outline along the fuselage spars and edges of the wings and tail. Ivan Smirnov and his “guest” - the captured German aviator Alfred Heft. Flying on the MS Type I, Ivan Smirnov won his 2nd victory (he won the first on the Nie-10, the 3rd and 4th victories he scored on the Nie-17, but the 5th victory - again on the Morane I (September 8, 1917). All other victories he already scored on the SPAD VII. Another Russian MS Type 6, 8th Fighter Squadron (presumably), spring-summer 1917. The aircraft received such a look and paint scheme after an overhaul in Russia. As for the cockpit interior, it is difficult to say anything definite. I have a couple of photos of broken Monococks, but nothing is clear there...
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4 points
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4 pointsAccording to the documents of the 19th KAO, on this machine (MS839) also used Lewis, but not Madsen, as depicted on the profile. By that time, Madsen machine guns were practically not used in Russian aviation. Only a few copies of the M-S Type P (supposedly no more than 10) have arrived in Russia. Here they were named a "Morane-4" or abbreviated - "Морчет", Morchet (this corresponds to the reduction of the "Mor-four"). The “Morchets” used on the Russian-German front, in particular the 19th Corps Air Squadron (19th KAO) and the 1st Combat Air Group (1st BAG) of Kozakov. In the Kozakov's air group these planes were initially considered to be two-seat fighters, but by the spring of 1917 they were replaced by "Nieuports" and "SPADs". The plane did not win the sympathy of pilots. Despite the significantly increased rates, the aircraft lost all the pleasure inherent in the Type L, was strict in piloting and didn't forgive mistakes. This was due to the fact that the attempt to improve the flight data of the aircraft only by replacing the engine with a more powerful one and by improving the aerodynamics did not take into account the centering of the aircraft, the efficiency of control, etc. The photo shows a Morane-4 of the 7th KAO.
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4 points
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3 points
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3 pointsIn 1916-1917, the MS Type P used by the French Aeronautique Militaire as a scout on the western front, together with the Parasols of early modifications. Not a single French squadron was fully equipped with the MS Type P, although in many squadrons several airplanes of this type flew. In 1916, 142 planes were transferred to the British. 2 divisions of the British "Moranes" took part in the battle of the Somme.
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3 points
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3 pointsOn the famous photo of Ivan Smirnov some details of the cockpit interior are visible: Morane-Saulnier I (serial number MS740) from the 19th Kao, which in March-April 1917 was flown by senior non-commissioned officer Smirnov, who scored his second victory on it.
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3 points
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3 pointsA quick last reply by me. Some of your questions are pointless, because with little effort you could find answers or at least another option for further trials. I think you said somewhere in your posts, that you are a fast-learner and have experience with modding for years...really? The picture you're drawing in your answer is of a total newbie, that just discovered SF2 and TW out of the blue... SF1 and SF2 are different for sure, no question about that, but still there are a lot of things similar...and that should not be a problem for a fast-learner, with your background. The boards are for helping people, yes. But excuse my ignorance...If someone wants help, everyone can expect at least a tiny bit of own effort, which IMHO you lack often enough... You ask a question, get an answer or at least a hint for further trial and all you do is ask more and more questions (and as spinners correctly mentioned...you ask tons of different questions one after the other in threads, that have nothing to do with it...if an answer is helpful, nobody will ever find it again in that mess), instead of just doing anything or test something. That's the picture I have of you. Your computer won't explode, if you just test something here and there. And excuse me again, maybe it's the language barrier (I'm also no native english-speaker), but for me your reaction to an answer is not always the nicest (I tried to sound as kind as possible here...). The "no one helps you with what you want to know"-bit is actually YOUR problem...Sorry to say that. Remember your gunsight-thread? There are posts after posts of people trying to help you...and in the end you had a total different problem than people thought the whole thread... So it was actually YOUR problem to not correctly describe your problem...and as people said already....make screenshots...you didn't... Don't blame people for your faults... People will help you in this community...they are just not always on your side when you snip a finger (actually a german quote...). This whole community-game-flight-sim-thing is a HOBBY of all of those people here... They relax while modding or playing the game. They are not here to answer your questions or do something for you... And yet they do! In the beginning my thoughts where exactly like yours...I asked and nobody was enthusiastic enough to help me out. Today I understand those! There are 2 options here...quit anything and be angry about all those egoistic people here or continue, learn stuff on your own, contribute to the community and be actually part of it. I chose the 2nd and it was the right decision. I learned Photoshop and Blender from scratch and although I still cannot build planes, I can make fakepilots for my favourite planes, which gives me more opitions to do more modding...an actual win for me! Be part of this community, try things out and learn stuff...
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2 pointsThanks all, sometimes I don't make myself quite clear just what in the hell I'm talking about(at least that's what my wife says), I apologize :) I still can't believe I missed this game till a year or two ago. I've been gaming since the Vic20, have many flight sims from DOS to present but somehow missed this one. I wish they would make more campaigns, this really doesn't get very old. Love all the mods I've gotten to work and appreciate those who must have spent quite a lot of time making them.
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2 pointsQuite and improvement, the acceleration is astonishing, and the auto flaps help quite a bit! Will keep testing. Wish we can add the ASO-2 flare dispenser, those Python are a 100% killers.
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2 points
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2 points
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2 points
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2 pointsI can merge ALL these into one massive thread it that's necessary.... we've done it before. ----------------- I'm just curious to know WHY in hell you think hangar and loading screens require a alpha channel? I first started modding in 2004 by building hangar/loading screens . They were always single layer bitmaps (and now jpgs).
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2 pointsIf you refer to the Veltro2k project, Wrench said that he thinks it was almost finished by now, but no one , except the author knows it for sure. If you refer to the other one, which didn't started yet (I gather data for it), it will be commenced after 10th of february 2019 when is the deadline for gathering info. My project will have two versions, one which fly in SF1 and one for SF2, taking advantage of all features of the new SF2 graphic engine.
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2 pointsseriously, your best solution is to forget whatever you did in SF1 and just start all over again with SF2.........or go back to SF1.
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2 pointsFamily ;-) Tornado GR.1, 27 Sqn (decals to do) with JP233 Tornado GR.1A, 2 Sqn with LGBs Tornado GR.1B, 12 Sqn with Sea Eagles .
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2 points
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1 pointI found some interesting MiG -21 data online so did a mini review of the ThirdWire flight model to see if there was any room to improve the performance a bit. Regarding the aerodynamics everything looked good and any changes that would have been made based on the data would have resulted in slightly worse performance so I left it as is. Best areas to improve performance were some adjustments to rack weights, some potential adjustments to empty weights on some versions but not the Bis, implementation of a combat flap set up for the later versions, and a work around for the Bis series to model the very large emergency thrust setting that was available below 4km/13123ft. There was a 3 minute limit on that system but it's not modeled. Might try something in the future to get an engine blow up at some point past 3 minutes but it's low priority. Here's some info on the changes: Engine Boost: I've been aware of this capability for a long time but didn't think it could be modeled. Turns out, it can! The engine afterburner mach tables use the same altitude table as the dry mach tables so what I did was add a second engine to the Mig-21Bis, but it supplies thrust in afterburner only. It adds additional thrust bringing the total thrust to 21825lbs static. At 13000ft the altitude table included with the second engine starts cutting down on the thrust until it's completely gone at 14000ft. The additional fuel consumption with the added thrust is modeled but it's not as bad as I suggested in a screen shot. After fixing a mistake the fuel lasts around 4 to 4 1/2 minutes but the fuel consumption and thrust can vary quite a bit depending on mach number and altitude. The additional thrust activates at about 98% throttle so to conserve fuel you will want to use the AB with discretion. It just occurred to me now I might be able to set the main engine up so it gets it's max thrust around 90-95% which would leave a bit of a dead zone between the main and second engine. Will give that a test at some point. Combat Flaps: This system appeared on the later versions, possibly first appearing on late production PFM's but not 100% sure about that. A graph showed the additional lift from the combat flaps that was available at speeds up to mach 0.90. I'm not sure how they worked in RL but these ones are just set to automatic mach and are fully deployed at 0.30 mach and fully retracted at 0.90mach with a continuous variation between points. The combat flap system worked between 0deg and 25deg flap angle. With the automatic combat flaps the landing flap setting is no longer available. Rack and empty weights: With the smallish low lift delta wing the MiG-21 suffers badly from increased weight. Any legitimate weight savings would help a lot. Anyway, from the info I was looking at the weight of the main racks was considerably lighter than the TW values so I made some adjustments. Aircraft empty weights need more research but the Bis looks about right and the MF looks too heavy by about 240kg. Any further information on these topics would be appreciated. Here are beta test FM's for the Bis and Bis-B: MiG-21BisFM's0.95.zip
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1 point
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1 pointJust finishing up a new mission for the JASDF 203rd Fighter Squadron... patrolling over a sudden thunderstorm over the southern Kurils. More details below:
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1 point
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1 pointSome pics from Cliffs of Dover Blitz Edition. Taken during the stock mission that involves about six Spitfires intercepting a staffel of nine unescorted Heinkels as the latter approach London. Our Spits are from 79 Squadron. I have on a shelf in front of me the Corgi 1/72 diecast spit with the same code, ZP-A, of ace 'Sailor' Malan, with the earlier black and white undersides. The Heinkels might have done better to bomb the airfield over which they're flying - Biggin Hill, I think - rather than stooge on to London. Flak is bursting around the formation but my squadron-mates are already attacking. This was my sole victory of the mission, a bomber I finished off after he broke away from the formation, losing altitude and being attacked in turns by my and another fellow. The rest are all pics I took after the fight. I have bumped up the texture quality to 'Original' and without any obvious performance penalty, planes and terrain seem to look better, though perhaps I'm imagining it. Unbelievably CloD seems not to like antialiasing; the in-game option has some effect but radio antennae and planes further away look ragged. I still think the landscape looks a bit dark when sunlit especially, though it's an order of magnitude more authentic than it was with the original cartoon-y colours. But where oh where are the hedgerows? Still, it's hard not to enjoy flying and fighting in CloD, despite its pretty serious limitations as a Battle of Britain sim. Between 1C and Team Fusion, lot of effort has been put into it. Even if the results sometimes still fall a bit short in some important places, it's an outstanding simulator of flying detailed and rather beautifully-rendered Battle of Britain aircraft in a Battle of Britain setting, and that's ok by me.
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1 pointI managed to create some sound samples from the original ones; now "Hawkeye" is named by Departure and other flights, instead of Red Crown. I am not 100% happy about the result, but this is the best I could with the original samples saying other things such as "Tomahawk", "High", "Flight", etc.
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1 pointSo at the end of the day, you want to copy weapon or aircraft...or both..or anything. I'm impressed that someone still wants to help out (and actually do). With all effort of checking own data, copying it here etc. etc..probably for another time. Another thing is... this forum is great ..and yes possibly I've asked some stupid questions before here ...but really over years, I found everything in Knowledge Base. Just a matter of learning on your own.
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1 pointIn theory I could. However, I would need to tweak a number of soundfiles and create arbitrary names from the voices I already have. The result may not be good at all. Basically, I would have to use existent voices (obviously), cut them and join them so they form something that sounds different, like "Hawkeye" or something else. "Hawkeye" sounds nice and generic, but I need to create Hawkeye for Departure, and other entities who name it. I'll see what I can do. If the result is decent enough, expect a change. Otherwise, I can simply remove "Red" from "Red Crown", and "Crown" would sound a bit more generic. Oh, BTW, I guess you recall Red Crown from Jane's USAF instead. I remember that in it there were different AWACS and controllers, like Red Crown, Buck Eye, Magic, etc.
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1 point
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1 pointin AGM-84E_DATA.INI you have : [WeaponData001] TypeName=AGM-84E FullName=AGM-84E SLAM Harpoon ModelName=AGM-84D Mass=530.000000 Diameter=0.329000 Length=3.900000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=USN SpecificStationCode= NationName=USN StartYear=1991 EndYear=2020 In weapons editor you can check that AGM-84E is EOGR and weight 530 kg . So to see this missile in weapons list rack of your must be allowed to use this weapon. In YOURPLANE_DATA.INI you have weapon stations, something like this: [LeftCenterlineStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.596, 0.242, -1.185 AttachmentAngles=0.0,-3.5,0.0 LoadLimit=2050 <---- must be at least 530 AllowedWeaponClass=2BR <----- here you must have EOGR LengthLimit=3.19000 AttachmentType=UK <----- here you must have USN ModelNodeName=TSC_LF PylonMass=31.75 PylonDragArea=0.04 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= RackSpecificStationCode=tor_TSC Also mission date must be from 1991 to 2020.
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1 pointin the downloads section, there should be a buttload of "base templates" for all the stock screens (photoshop psd files). I should know, I built them.
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1 pointHope @mdatelmi and @Heberth can please share. These look awesome! Requisite screenshot of a "What If" jet:
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1 pointwhat are you talking about? This game is already littered with the corpses of destroyed MiG-23's... err at least mine is lol
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1 pointReinventing the wheel again and again and again and again... You could ask billions of questions and it still won't work, because you just ask question after question. Just try out stuff...experiment with stuff...check released stuff versus yours...make a MOD-folder just to try things out. If it doesn't work...then who cares...start again. That's how many people here did it and obviously it worked! If you have serious questions, ask and I'm sure people WILL help you out. You want much input...fair enough...we all want to...but the way you do it is not the best. ;) I like to help people out with my very limited knowledge of this game, but if I know from the beginning, that the answer to the actual question is of little interest, because the next bazillion questions are in the line already or you know it better anyways, then why care? If your custom loading screen doesn't work, then it is on your end. I am sure (absolutely, to be exactly), that there are tons of working examples found here on this site or in the download-section(*), that you could just download, try out and check those files versus yours to find the error. At the moment I'm looking for some pilot-model that I can use (and repaint) for one of my mods....guess what? I am downloading stuff and look for myself, rather than asking 5 milion questions... Sorry if I sound harsh, but checking the boards for news and only seeing tons of (often enough) pointless questions is a bit annoying. And yes, I am in a bad mood today, so sorry again :P Edit: added (*) --> You even have some mod already to check your loading-screen-error already....remember the Malaysian Skyhawks Mod from your other question lately? Have a look...it has loading and hangar-screens...and both are working! So don't just ask - do! ;)
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1 point
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1 point
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1 point
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1 point
Version
237 downloads
Hangar Screen Templage for all SF2 series I've been forgetting to upload this ...and finally remembered! This is a stripped-down version of my Photoshop PSD Hangar Screen templage. I've left 2 'aircraft' layers in, other than the background/foreground items so you can see how it was done, using both a photograph and screenshot to replicate the old WoE-style. Get used to using the cut/slice tools and the eraser!! And don't forget, SF2 wants them save as jpgs for in-game use (same goes for Loading Screens, too)!!! Have Fun! wrench kevin stein -
1 pointJust tested it on the Udaloy, works fine for me.....or perhaps it was pulled down by a Russian Water-Tentacle!
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1 point
Version
389 downloads
Menu Screen Templates for SF2 series 5/20/10 This is a pack of Photoshop PSDs for the following menu screens: Debrief Loadout MedelList Options PilotRecords PlanningMap Roster SingleMission The Hangar Screen will be released seperatly, as that needs a more intensive readme, with full instructions for 'how to..', in particular on editing screenshots for use. They are multi-layered, with redrawn seperator lines, 'blackboards' for the displayed text, and new backgrounds. The background included herein a more of a 'generic' type, of various sky scenes. All the 'hot spots' for the mouse remain in the stock positions. They are the standard size of 1024x768, as used by 3rd Wire. Although in PSD format for Photoshop, they should be usable in any other program that can open and work PSDs. As always, read the readme for full instruction, and details for use. Happy Landings! Wrench Kevin Stein
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