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Showing most liked content on 02/07/2019 in all areas
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7 points
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5 points...Hello again after long time...! What do you think about U Boat's ? Electroboat ?
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4 points
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4 points
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3 pointsThe TA-4-Model isn't getting any younger, but that's what we have...Getting there. TA-4H of TNI-AU (Indonesian Air Force).
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3 pointsNo, I never did. When I had my 18-month sabbatical I stored all my 'Strike Fighters' stuff on an external hard drive that has stubbornly refused to work when I went to use it so I've lost the lot. That 'ADV' was inspired by a 'what if' article in a mid-1970's RAF Yearbook that referred to a TSR.2 ADV and needed a specific TSR.2 LOD with IRM pylons on the main inner wing pylons. The Skyflash were simply faux semi-recessed. In reality, the radar dish size was way too small as was the wing area... but it certainly captured my 14-year old imagination! Mandatory Screenshot [/quote]
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2 pointsyes Target's but also nice Ground Object's from 1942- to later year's/postwar in some Navys. Type XXI U-boats were a class of German diesel–electric Elektroboot the 1st Real sub's that can stay for more long time underwater...
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2 pointsOK IIRC, since we started to talk of the F-15X, the proposed payloads started at 24 (in mid 2018) with : - 8 missiles on the CFT rails, mounted on dual launchers - 8 missiles on the inboard wing pylons on quad launchers - 8 missiles on the outer wing pylons on quad launchers But apparently Boeing then moved to 22 (in late 2018) - 8 missiles on the CFT rails, mounted on dual launchers - 8 missiles on the inboard wing pylons on quad launchers - 4 missiles on the center wing pylons on dual launchers (spot the wording... center ? wing pylon...) - 2 missiles on newly qualified outer wing pylons on single launchers (limited to AIM-9) But the latest (early 2019) we're back to "only" 20 missiles, the idea to open the outboard pylons being dropped - 8 missiles on the CFT rails, mounted on dual launchers - 8 missiles on the inboard wing pylons on quad launchers - 4 missiles on the outer wing pylons on dual launchers Mostly, it feels like Boeing is making it up as they go along to test waters, I wouldn't be surprised if the final product is down to 16, dropping the dual CFT launchers.
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2 points
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2 pointsNice XIII Sqn Skin! Did you ever get around to releasing an TSR ADV? I remember seeing one (I think it was from you) on here a few years ago. Mandatory Screenie: Javelin with JP223s
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2 pointsThis recent article confirms two versions, F-15CX and F-15EX: http://www.thedrive.com/the-war-zone/26305/f-15x-will-come-in-two-variants-and-no-it-wont-cost-100m-per-copy So, is it true that the F-15X can carry 24 air-to-air missiles? And here I thought that Ace Combat videogames were arcade
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2 points
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2 pointsFat Cat finale I didn’t get a pic of the mission briefing for number 7, but clearly recall that it was a squadron scramble to intercept a force of Me109s reported to be coming in from the east. We were to take off and fly a reciprocal course of 090, to get them. Simple enough, though from what I’ve read, not a terribly realistic representation of how daylight ground-controlled interception worked. We take off from Tangmere on a grass runway facing roughly south. My fight leader, the affable Picket, seems always to be first off, with me and the other Hurricane in his own section either side of him. And he leads the formation in the air, too. Again, not quite right. Maybe 1C didn’t care, or maybe there was a problem making the player take off in the middle of an AI formation. I get a surprise when Picket ignores the briefing’s instruction to fly due east and starts climbing straight ahead, to the south, out over the Channel. I’m tempted to engage autopilot to help stay in formation, but the last time I did that, my AI self caught up just fine, but then collided with the boss. I thought autopilots weren’t supposed to do such things but I now know better, for CloD anyway. So I sort of hang about to the left and low of the others as they climb steadily in a reasonably neat, not too spread out formation of three-plane vics. Like BoB2, CloD doesn’ seem to model the gradual adoption by the RAF of less restrictive formations, as the Battle developed. CloD doesn’t seem to suffer from the sometimes rather visible ‘level of detail’ transitions you see in many other sims. This might be because you can see nothing until other aircraft are quite close, and then the poor antialiasing hides any transitions until you are close enough to be able to recognise the aircraft type. Roughly about the time the jiggly-jaggly plane speck thingies appear up ahead, somebody comes on the blower, reporting them. Apart from the strictly Hollywood 'There they are, men!' the radio chatter isn't actually too bad, as a representation of the exercise of command and control. But BoB2 uses the correct terminology - the 109s would be described as 'Snappers', not 'enemy fighters'. The pic illustrates my reduced-size text, and the fact I haven't worked out yet how to limit it to displaying one line only. I did manage to set its properties so if doesn't hang around as long as the previous, much larger text did, so there's that. The Huns fan out as we meet more or less head on. I'm not conscious of anyone actually shooting. Instead my attention is distracted by a serious outbreak of verbal diarrhea. It's made worse by the fact that the stupid and pointless messages are in anachronistic Top Gun speak that no self respecting 1940s RAF pilot would use, even if they understood it. Sadly, my impression is that CloD Blitz is locked down to modding, such that it's not possible for average users to eliminate this tripe. Hence also no swastikas on the Luftwaffe planes. More R/T chatter comes before I can fire an aimed shot. It seems the mission script has decided very quickly what the result is, so it becomes pretty clear, pretty quickly that my contribution is already meaningless. Next thing you know, the Fat Cats are all heading home, in a ragged bunch, with the boss calling me back into formation. Not that anyone's in formation yet - you can just about make out some of them in the pic below. I don't really like using zoom in this situation, even if it's the only way (short of turning your air battle into a display of flying labels) to compensate for display limitations. Maybe that's just me. At this point, Control comes up with a warning of enemy planes. You get this from time to time. At random times, possibly. At least the chaps in the ops rooms are represented in CloD, though at this stage the message seems to have been rather overtaken by events. More interestingly, I notice a 109 passing by on my right. He could easily have crept up on me but either he's badly lost, deserting or hunting the others in preference to Yours Truly. Of course, I slip in behind him and let him have it. His evasive efforts are not wildly bad and my shooting is poor. I leave him heading for France clearly in some distress. Meanwhile, my fellow Fat Cats are on the air, being talked down to landings. The stats screen credited me with the 109, with no other aircraft - on either side! - recorded as so much as damaged. Truly, CloD moves in mysterious ways, his wonders to perform. Well, there you have it. You can probably gather that I'm not very impressed with CloD as a Battle of Britain-based flight sim. To call a spade a shovel, NO such product set in the Battle should make such a poor job of recreating that setting. 'Merlinadequate?' comes to mind, the thought evidently planted in the mind of Rock Paper Shotgun's Tim Stone by his first encounters with a more recent sim of the Battle, Wings Over The Reich. And yet... If you can enjoy Cliffs of Dover Blitz Edition for what it does well, fair enough. What it does well is I think summed up best in one of the original reviews of CloD, on PC Gamer - written as I just noticed by the very same Tim Stone. He observed that CloD was really rather good, if you could but look upon it as a virtual museum, filled with lovely-looking and sounding flyable warbirds which you could pay as much for individually as FS add-ons. With the bonus of a bunch of missions and a decent map to play them on. And if it's multiplayer you're after, it's a whole different ball game. While this isn't even a potted review, if it was, I'd likely give CloD in its current form about three stars out of five. There's a lot of effort put in, across a lot of areas, but the results are uneven - like the Curate's Egg, it is good, in parts. Mission 7 finished with the script having me ask for, and getting, a transfer to a Spitfire squadron. Is this were I meet that infamous, immersion-killing companion, 'Spitfire girl'? Even so, I'm playing on. I've got a Battle of Britain sim which ticks pretty well all the boxes, so as a stocking filler, I can still get a certain amount of enjoyment flying CloD. And of course, if multiplayer is you thing, CloD's balance sheet looks very different indeed. The sim which ticks pretty well all the boxes is of course Battle of Britain II - Wings of Victory. It ain't perfect. Some players have issues with results in the pilot campaigns. Twice, I have been close to and seemingly ignored by a formation of 109s. Ju88s don't ever dive-bomb, apparently. BoB2's formations can move a bit unevenly, when they change direction. But far, far better to have formations which are realistic 90% of the time and impressive, 100%, than ones which are realistic or impressive 0% of the time - too small, too spaced out, and too prone to breaking up despite (or perhaps because of) their supposed more individualistic AI. Apart from some (and only some) aspects of the visuals, Rowan's Battle of Britain in the form of its A2A/BDG successor does just about everything so much better than Cliffs of Dover, and knocks the spots straight off it as a sim of the Battle.
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2 points
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1 point
Version 1.1.0
491 downloads
Feb 7th 2019 ============= GR.1 Desert Storm variant ; version 1.00 ---------------------------------------------------------------- Tornado GR.1 Gulf War 1991. CAUTION !!!! -------------------- This is 1st plane version with working specular maps. They can really drop fps on weaker GPU [like my GTX 460 ;-)]. If you have this problem, there is archive of LOD without them in plane folder called : GR1 DS faster_no_specular_LOD Unpack and use this one. CAUTION 2: ------------------- DECALS: Planes that have ** before name (in planes list) were historicaly capable to use ALARM missiles . 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, some avionics 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 -
1 pointView File Tornado GR.1 Desert Storm Feb 7th 2019 ============= GR.1 Desert Storm variant ; version 1.00 ---------------------------------------------------------------- Tornado GR.1 Gulf War 1991. CAUTION !!!! -------------------- This is 1st plane version with working specular maps. They can really drop fps on weaker GPU [like my GTX 460 ;-)]. If you have this problem, there is archive of LOD without them in plane folder called : GR1 DS faster_no_specular_LOD Unpack and use this one. CAUTION 2: ------------------- DECALS: Planes that have ** before name (in planes list) were historicaly capable to use ALARM missiles . 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, some avionics 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 02/07/2019 Category Tornado
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1 pointView File Tornado GR.1 (guuruu) templates Guuruu's Tonka RAF templates v.1.00 ------------------------------------------------------------ Download is really big cause the most of templates are 4096. In this pack you have all templates for complete reskin of whole plane. I left small jpg-s with original skins names, so you don't have to wonder on correct name. Just overwrite them. I left templates in resolution I did them. Below you have resolutions of 'in game files'. Resolutions of in game files : 2250_tank - 900 x 2048 ALARM_RAIL - 2048 x 2048 BOZ-107_Grey_1 - 2048 x 2048 BOZ-107_Grey_2 - 2048 x 2048 fuselage - 2048 x 2048 nose - 2048 x 2048 pylons-1 - 2048 x 2048 pylons-2 - 2048 x 2048 SkyShadow - 2048 x 2048 TSC - 2048 x 2048 wings - 2048 x 2048 CREDITS: yakarov79 - skinning lessons viper63 - 1st version of skins Wojtek Submitter guuruu Submitted 02/07/2019 Category Skin Templates
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1 pointAnother one that just looks right Decided to look up Swedish for Tornado... disappointingly is seems to be "Tornado"
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1 point
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1 pointRWR can be useful if the aircraft has one... but only for radar guided missiles. The only warning you will get for an IR missile is possibly a launch call over the radio. In a high threat area like downtown Hanoi, the RWR will be so cluttered that it is effectively useless. Robin Olds was forced to accept RWR field mods in his unit's F-4C Phantoms. He found them useless and turned the volume off. From the time they flew into enemy territory the RWR was lit up with threats from all directions... something he already knew. So he didn't want the distraction of all the audio warnings. He was a master of situational awareness. He was able to continuously call SAM launches and break warnings while engaging enemy MiGs. SF2 in its final patched form has major limits on ranges for drawing objects. The range at which a B-52 becomes visible on screen is remarkably short for such a large aircraft. There is help somewhere on these forums on how to manipulate the ini files to get longer view ranges if your cpu, RAM, and gpu can handle it.
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1 pointCouple of things. 1 - The 1.6 series is not slot specific so we can actually have actions specific to one plane. For instance, we recently added a long smoke trail to the Me163 to simulate the rocket exhaust that we've all seen in videos. This ability makes for a nice improvement in variety. Same goes for engine sounds and gunsight sprites. We can assign over 100 different sets of sounds for everything from WWI rotaries to WWII jets and each plane can have an historically correct gunsight. 2 - Indeed I did a lot of work on the AA for SPAW. Generally I found that the default flak was way too accurate so if I put a lot of AA guns on the ships the players couldn't complete a mission. Now, I did want a lot of flak splashes and "bings" against the plane when on a torpedo run but I still wanted a better than 50-50 shot at surviving. What I was able to do was give the guns less power yet still have a fairly high ROF. Combining these numbers with a vast increase in the number of guns on the ships and doing a lot of testing, I ended up with some decent aural and visual immersion for the players.
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1 point
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1 point
Version 1.0.1
234 downloads
Guuruu's Tonka RAF templates v.1.00 ------------------------------------------------------------ Download is really big cause the most of templates are 4096. In this pack you have all templates for complete reskin of whole plane. I left small jpg-s with original skins names, so you don't have to wonder on correct name. Just overwrite them. I left templates in resolution I did them. Below you have resolutions of 'in game files'. Resolutions of in game files : 2250_tank - 900 x 2048 ALARM_RAIL - 2048 x 2048 BOZ-107_Grey_1 - 2048 x 2048 BOZ-107_Grey_2 - 2048 x 2048 fuselage - 2048 x 2048 nose - 2048 x 2048 pylons-1 - 2048 x 2048 pylons-2 - 2048 x 2048 SkyShadow - 2048 x 2048 TSC - 2048 x 2048 wings - 2048 x 2048 CREDITS: yakarov79 - skinning lessons viper63 - 1st version of skins Wojtek -
1 pointRight now, Boeing.com has out there this: Then there's this photo: Which makes it sixteen (16!) air-to-air missiles......
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1 pointHave double-checked the patches downloads link now and I think that patches and updates refer to the same thing, just a different choice of word. From what I could figure out, you only need to install the latest patch for FE1/FEgold to get it up to date...in your case it would be the November 2008 patch, which should include all previous patches in it already. The direct link for the latest patch for FE1 is: https://combatace.com/files/file/8942-first-eagles-nov-2008-update/ For the armchair aces campaigns, you have to download the necessary aircraft individually...and yes, if you're going to try out my FM pack, best thing is to download it at the same time as you grab the individual aircraft too - will save time on downloading since my FM tweaks override the older peter01 mods, so no need to download earlier FM tweaks unless you want specifically to try out the peter01 mods. My FM tweaks should be flown on "hard" mode in the FE settings menu, by the way, as should the old peter01 mods. No telling how they behave on easy or medium/moderate settings. Von S
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1 pointThere is no way to padlock a missile. However you can padlock the subject of the last radio call the <R> key by default: SELECT_LAST_RADIO=R So if a SAM launch is called, you will be able to look at the launcher, and therefore presumably see the missile and/or its launch contrail. The same is true of an aircraft missile launch that has been called on the radio. The problem is that in a high threat environment, there may be multiple radio calls close together and you may not be padlocking what you wanted to padlock.
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1 pointLatest patch/update for FE2 is from the summer of 2010...no further updates have been done to it. Updates are usually bigger than patches but neither are being offered anymore for FE2 so that simplifies things. The peter01 FMs are quite old by the way, about 10 years if not more. Most of those have been re-tweaked in my huge FM update pack (see the relevant file under the downloads section for FE2). FE/FEgold I think were patched no later than about 2008...but I only have FE2, so FE/FEgold flyers can perhaps pitch in with more info. My FM pack covers more than 200 aircraft types for FE/FE2...there are another 10 or so I didn't get to...some were visited by peter01 long ago, others are still un-modded. My only suggestions, if interested in installing the FM update pack, is to read the directions in the read me files included carefully since it requires manual installs...making a JSGME friendly variant would take too much time unfortunately, and besides, hardly anyone flies FE/FE2 unmodded - modding it up either fully or at least with the mods you like transforms it from "sim lite" into a credible flight simulator. For campaign and redux questions, I recommend contacting Ojcar, since he has produced many of those campaigns...as far as I know, the planes required for many of those campaigns need to be installed individually, for them to appear in the campaigns. Happy flying, Von S P.S. WOFF goes as far back as 1915/1916 (with Eindecker campaigns, also with the Nieuport 10, DH.2, BE2 and so on)...older versions like OFF2/OFF3/Hat in the Ring, have a more limited planeset...WOFF has about 80 planes in total.
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1 pointThe general rule of thumb is to install contents from folders into other identical folders, overriding files in those folders. If a folder doesn't exist that corresponds with a folder to be installed, a similar procedure should be applied - create a folder with an identical name, and then drop the relevant files inside. Copying over entire folders can be risky since not all folders contain all necessary files. Another tip, if you are running different theaters in FE2 (Middle East, Eastern Front, etc.) is to make several copies of your ThirdWire folder (the one in your "games" folder in Windows, not the actual game contents folder) - and then to mod each of those theater folders....then you can simply swap in/out the theaters you want to fly by naming the folder you want to fly as "ThirdWire" (without quotation marks) and making sure that it's in your games directory of your user account in Windows. Von S
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1 pointBut it served as tanker, recce, elint etc.. long enough. Whale even served in Desert Storm.
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1 point
Version 1.0.0
90 downloads
Copy to SWUS. In this patch, it is aimed to be able to perform SEAD missions on SWUS map by adding AAA ie air defense systems to two enemy airports on SWUS map. Just export the ini files to the SWUS map map file and print over them. hopefully soon a nice city patch update for SWUS map comes up. -
1 pointI think this version is better. At least contrast beetwen colors is similar to photos.
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1 pointok thanks to everyone for the answers, the cockpit of the YE-152M will remain a mystery, and the mig 21 PF cockpit with some structures removed, is the most appropriate
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1 pointAin't that last bit true, and so sad too. 'They don't make 'em like that any more' isn't just nostalgia - they don't! When I get a chance, having seen Sky High's post, I'm going to make a fresh install of European Air War, get it looking like in his screenshots, and see if it can still give me half the buzz it did all those years back. EAW2 I guess we'll never see - SF2-WW2 has a promising base sim but too far to go, and my hopes that WotR would finally be that thing have been dashed by what I've seen and read about the first instalment. Perhaps when it adds more theatres, the variety will begin to outweigh the limitations I'm seeing now in the BoB phase, but they badly need bigger and tighter bomber formations, and the Jaeger operating in something more like gruppe strength by default, right now. Interaction with ground control is another sine qua non for anything that has you flying in an air defense role. CloD falls short in a lot of ways but at least it tries to do that. All the more reason I'm glad to be getting into BoB2 at long last!
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1 pointI haven't had BoB2 installed since I migrated to this computer to let my son have my former PC. You are making me thing about installing it again. It provides many experiences that few if any sims have ever provided.
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1 pointPanavia Tornado MS - 8th Tactical Fighter squadron, Japanese Air Self-Defence Force, 1986
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1 point
Version 3
904 downloads
Sikorsky CH-53C Knife, HH-53B and HH-53C Super Jolly Green Giant Over Vietnam Ver 3.0 for SF2 This is a third party add-on of early rescue / special operations Sikorsky helicopter HH-53B, HH-53C and CH-53C It is designed for and works only in SF2 series. And will never work in SF1. March 2016 February 2019 ************************************************************* This is FREEWARE-DONATIONWARE and 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. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* 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. ************************************************************* CHANGES: I highly recommend to overwrite previous files decals/weapons/guns- or best is delete the old one and put new files. YOU NEED TO DELETE OLD AIRCRAFT FOLDERS CH-53Cand HH-53C and HH-53B from Vietnam pack. Many things were changed and as tested Overwriting may cause some problems...So delete old ones put new ones. The rest (except Aircraft folders) are same can be overwritten without fear. Small changes in ini files, corrections on fuel loadout, changes in cockpit ini. Small changes in skins. Also No longer fake weapon "no gun" is needed - thanks to The Trooper. He pointed small fix in data.ini. Added simple bump and specular maps. Also added damage tgas. Major changes in the cockpit - now it is much more correct. Although probably not everyone cares ore will see a difference. Anyway. ******************IMPORTANT****************** FakePilot mod needed to run this mod. As always. Standard animation commands HH-53 C: LANDING GEAR - Nose light deploy/retract at any speed. ANIMATION 1 - cargo ramp half open ANIMATION 2 - cabin windows ANIMATION 3 - wipers outside/inside ANIMATION 4 - refueling probe Hook - changes position when refueling to see the tip of the spear. rescue op: Open "bombbay" doors - cargo ramp and right side hatch/door ANIMATION 8 - Open side doors, lower jungle penetrator ANIMATION 9 - deploy PJ ANIMATION 10 - lower/raise hoist. Animation 8, 9 and 10 have a speed limit. So you can't hoist on full speed. With little practice, you can even hoover. Without fake flaps and airbrakes. Important here to control is using rudder and vector thrust control. Normally throttle vector control on 88-89 degree increase power 70% then slowly more and more, wait and it will take off. Cockpits. One cockpit for HH-53C and CH-53C equipped with RWR and one cockpit for earlier non rwr HH-53B. Historically not all HH-53C airframes were equipped with RWR. BUt this mod covers RWR mod installed. Skins. All serial numbers are based on available photos and are historically correct and few versions of one unit for each helo. Few versions of one unit for each helo. CH-53C 21st SOS HH-53C 37th and 40th ARRS HH-53B 37th and 40th ARRS Weapons. The only "offensive" weapon is left/right side gunner equipped with GAU-2 minigun. Well, it is quite a defensive weapon. Unlike in pack 'Over Europe' here CH-53C can't be equipped with a refueling probe (small ini tweak will do the trick). Fuel Tanks 450 US Gal. for CH-53C and HH-53C and 650 US Gal. for HH-53B There is a separate weapon station called SandyStation - with allowed all sort of offensive weapons. Purpose of this station is to fly with Sandy (or any other USAF aircraft) as wingman fully loaded. Same way can be added Sandy fuel tanks. IMPORTANT - Due to tu construction of this mod, it is better to use collision and landing on NORMAL setting. On hard, you may have some complications on the airfield - especially with underslung cargo load. Pilots - best to use is OldDiego's pilots. Have fun. Edit and report bugs. Jarek Hereda. Thanks to everyone who helped me with this. daddyairplanes,331Killerbee,76.IAP-Blackbird. Thanks for all kind support. Reference: T.O. 1H-53©A-2-1 Technical Manual USAF HH-53 and CH-53 model. T.O. 1H-53(H)B-1 Flight Manual. H-53 Sea Stallion in Action Squadron/Signal Publications by C.M.Reed. hampshireairfields.co.uk gonavy.jp helis.com amarcexperience.com aerialvisuals.ca abpic.co.uk planepictures.net pavelow.us pjpararescue.blogspot.com pjsinnam.com jollygreen.info edwards.af.mil and more..... -
1 point
Version
370 downloads
Red Range Revamp/Update for SF2 4/28/2016 = For SF2, any and all (Full 4/5 Merged Reccomended) This is a revamp/retile of Deuces original "Red Range" terrain. Like the original, it's a terrain set up so one may practice Ground Attack and Strike mission against various types of ground targets. Also, finally, there has been the addition of a large "water feature", so now you can practice Anti-shipping missions as well! This will allow you to become familiar with the various "Red" weapons, and their usages. REMINDER: there is NO Air-to-Air possible on this terrain. It is designed for attacking ground targets ONLY!! ** REMINDER: there is NO Air-to-Air possible on this terrain. It is designed for attacking ground targets ONLY!! Also, like its companion "The Range", this terrain is ONLY for Red Force usage. Trying to fly any Blue Force (US, NATO, etc) aircraft WILL result in lockups, CTDs and other unplesentness. ** I'm calling this "ver. 4" even though I'm unsure exactly what it should be called! The terrain has been completly retiled in "IME" style tiles. Where necessary (and wanted), a few new TODs has been made with better looking trees. For the most part, however, it's an empty terrain. Home Base has been dressed up a little, and changed to a Runway 4 (the very large airfield) so bomber aircraft can now be used. In keeping with the original concept, the amount of "eye candy" at Home Base is minimal. Also included is a modified "Single Mission ini" that has had the minimum target values lowered, so the game engine can assign Strike missions against a wide variety of "lesser value" items. This file can be used in ANY mods folder, and will work for all types of single missions the game generates. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them .... Give the "notes" a browse, too! For those unfamiliar with the "cat pointer" lines, there are instructions on it's proper useage. Good Hunting!! Wrench Kevin Stein -
1 point
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