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Showing most liked content on 03/22/2019 in all areas

  1. 8 points
    Shiny Two Meatbox (not a euphanism)
  2. 6 points
  3. 6 points

    Version 1.0.0

    171 downloads

    Gloster Meteor FR.9 (RAF) FR.9 Meteor in Service with the RAF. Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) Install: Copy paste Objects & Sounds folders (and all what´s in) into your mod folder. Fuel tanks- not to be afraid. Overwrite or just leave it. 100 gal tank is original TW tank. You can overwrite or just simply do not copy. 175 gal tank also. Tanks are just ini files. Mod use tanks that are part of aircraft lod. This is pack contains only FR.9 model used by RAF. All skins are in 4096x4096 format. You can easily resize to needed resolution. Better to downsize than rescale to higher res. Credits. Veltro2k - the original T.7 early model. yakarov79 - model rework into FR.9 and some other mambo jumbo. Charles - original FM from original T.7 upload. Me - painting the skins You need expansion pack 1 to run this mod!!! Have fun Report bugs. Schapen, March 21st 2019 Carlo "Soulfreak" Vecchi
  4. 4 points
    View File Gloster Meteor FR.9 (RAF) Gloster Meteor FR.9 (RAF) FR.9 Meteor in Service with the RAF. Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) Install: Copy paste Objects & Sounds folders (and all what´s in) into your mod folder. Fuel tanks- not to be afraid. Overwrite or just leave it. 100 gal tank is original TW tank. You can overwrite or just simply do not copy. 175 gal tank also. Tanks are just ini files. Mod use tanks that are part of aircraft lod. This is pack contains only FR.9 model used by RAF. All skins are in 4096x4096 format. You can easily resize to needed resolution. Better to downsize than rescale to higher res. Credits. Veltro2k - the original T.7 early model. yakarov79 - model rework into FR.9 and some other mambo jumbo. Charles - original FM from original T.7 upload. Me - painting the skins You need expansion pack 1 to run this mod!!! Have fun Report bugs. Schapen, March 21st 2019 Carlo "Soulfreak" Vecchi Submitter Soulfreak Submitted 03/21/2019 Category Meteor  
  5. 2 points
    Here are my textures for the gunsight used by the SAAF, the R332Z SIGHT_R332Z.zip To be used with following cockpit entries: [CockpitData] Directory=Cockpit HUDMode=CAGED,AA,AG RippleQuantity=1,2,4,6 RippleInterval=70,100,150,300 [GunsightFront] HasGunsight=TRUE GunsightMilSize=100 GunsightName=Sight_R332Z_moving.tga GunsightFixedImageName=Sight_R332Z_fixed.tga LeadComputing=TRUE MinLeadRange=250 MaxLeadRange=500 DefaultLeadRange=250 MaxDepression=100 DefaultDepression=50 GunDepression=10 RocketDepression=50 [CockpitSeat001] ModelName=MB-326_Cabina ... Offset=0.0,0.0,0.020 ViewAngles=0.0,0.0,0.0 ...
  6. 2 points
    Best 4 Minutes tutorial creating and texturing curved roads (Or Runway) in 3ds max
  7. 2 points
    Funny you should be talking about Corsairs and performance data. I just watched this video the other day. Also there was an interesting comment by YouTuber Tom Everhart about Corsairs in Korea. Maybe @Wrench know some history as to whether this story is true or not.
  8. 2 points
    I made the trench smaller. To get 90° walls will be nearly impossible I tried it to make the trench deeper. It looked so:
  9. 2 points

    Version 1.0.0

    75 downloads

    The Lavochkin La-7 was a piston-engined Soviet fighter developed during World War II by the Lavochkin Design Bureau (OKB). It was phased out in 1947 by the Soviet Air Force, but served until 1950 with the Czechoslovak Air Force. Its NATO codename was "FIN". This is the post-war plane. WHAT'S IN: - a new plane - 21 skins (CVL, VVS) - decals - weapons, pilots, souns - screens etc. CREDITS: - original plane A-TEAM / CAPUN (readme, copyright inside) - skins, decals, inis, srcreens etc. paulopanz INSTALL: (*) this is not a complete model: you need this file La-7-R4.LOD from the WWII Russian Install here: http://cplengineeringllc.com/SFP1/ (You have to be registered to D/L) Put them inside La-7 folder Then transfer all the files in your mod folder as usual Enjoy @ paulopanz
  10. 1 point

    Version 1.0.1

    153 downloads

    Hello and thank you for downloading my work. https://gkabs.net What's included: there are 2 models for the GK-PT-76 all my file should include the Strike Fighters 2 Series game file (.LOD) and the texture required. Installation: Copy the folder to Objects/GroundObject and the falowing to _TYPES.ini file [TargetTypeXXX] Name=GK-PT-76 FullName=GK-PT-76 TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=TRUE GroundObjectType=GK-PT-76 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=GK-MT-LB-Destroued.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 [TargetTypeXXX] Name=GK-PT-76-Folded FullName=GK-PT-76-Folded TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=TRUE GroundObjectType=GK-PT-76 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=GK-MT-LB-Destroued.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 If you need to change the skin please just rename the one you want to use to GK-PT-76-6.jpg If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: GKABS for creating the model and skins Credit goes to https://www.textures.com as a use a lot of their photos to create the skins. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. If you need any assistance please contact me at gkabs@gkabs.net
  11. 1 point
    Hello gents', Thought I'd post some speculations and observations on the FM aspects of some things in FE2 and SF2 that I've recently been tinkering with. This might be an interesting post for those who like to follow these technical threads. I was recently installing more aircraft into my small SF2 install - something I wanted to get to last year but had no time - and I decided to install a couple of the late prop aircraft too, particularly the SeaFury and F4U-5 variant of the Corsair. Overall pleased with the handling of the types, I tweaked a few things such as desensitizing the rudder on them, and also giving them slightly heavier aileron feel - since those late model prop aircraft were fairly heavy, about 4500 kg on average. Further testing involved flying and inspection of the [FlightControl] and [Engine] sections...couldn't get much beyond about 500 kph near sea level or at alt. in the types...so I commented out the MaxSpeedSL entry for the FlightControl, and tweaked prop speeds to close to historical, within the 2000 to 3000 rpm range, also pushed up the value for the SLPowerDry entry for the Engine, usually by a noticeable amount, and then tested further. Some of the things I've noticed, in terms of SF2 specifically (but this post is relevant to FE2 too): a) WEP power is not modelled realistically, since you can keep running it without engine damage b) WEP power doesn't give much of a boost, if at all (although I've only tinkered with the SeaFury and Corsair so far) c) a better way of simulating, however simplistic it is, the potential of WEP power, is to manipulate the AltitudeTableData numbers instead (for example, I plugged in values ranging from about 1.05 to 1.35 around the 6000 m alt. band, which should be where the Corsairs benefitted the most from max. throttle) d) after manipulation of the AltitudeTableData, it's best to get rid of the WEP entries entirely, and set up "throttle gradients" instead under the engine sections, such as: ThrottleRate=0.65 IdleThrottle=0.12 CruiseThrottle=0.45 MilThrottle=0.70 MaxThrottle=1.00 The numbers above I've plugged in, for example, for the Corsair. The space between Military throttle and Max throttle would be where "WEP power" would theoretically in this case be engaged, somewhere around the 0.85 mark for the band I've selected above. For this to work somewhat realistically, the player should restrict themselves to about 85% throttle max. except in extreme situations, depending of course on where military and max throttle are set. Also important for this to work is to make sure that the max SL speed under the FlightControl section is left uncapped (commented out) - otherwise artificial barriers are set up that cannot be bypassed by more than about 20-30 kph. Speed caps work beautifully in SF2 for the jet engines, but, at least from my experience, don't work that well with the late prop planes since you can then never hit top max. recorded historical speeds, not even at alt. - and not at SL either. Also noticeable in the example above is that I've increased the throttle rate from the default of about 0.25. Historically, late prop aircraft would have had better acceleration than early jet planes (not better top speeds, but faster acceleration to their own max speed). By the 1960s/70s, jet engines should surpass the props even in acceleration. I then re-tested by dumping the modified Corsair into my FE2 install. In SF2 it can get into the 760s kph, as historical, using the engine and throttle values I've included in my graded throttle settings above, while in FE2 the same tweaks push the top speed into the 880s kph - a difference of about 120 kph for top speeds, across FE2/SF2. This is why it's not a good idea simply to transfer data inis from one of the sims to the other. I'm assuming that the discrepancy in top speeds means that TK went with calculations to give less air resistance in FE2 (maybe FE as well?) - to fit better with the more fragile and maneuverable WWI aircraft types. One thing that remains constant between FE2 and SF2 is that, at least from my observations, the WEP modelling is not very realistic - there was no high alt. band where I could push the top speed beyond, for example, a reasonable top speed that may have been possible at near sea level (such as 500 or 600 kph). Some preliminary conclusions, to be tested further: a) speed caps at sea level should be kept in place in FE2, as done in the data inis in my FM packs, since they fit better with the lower top speeds of the early aircraft anyway, and mach limits should also be kept fairly low (I have them set at 120% of the "top speed" of the WW1 aircraft....this allows for realistic dive speeds that I haven't been able to push beyond about the 460 kph mark even on the late war types such as the SE5a) b) flying late WW2 and early Cold War prop aircraft in FE2 is not recommended, but FE2 may be good for "Golden Age" stuff, as Geezer speculated upon in another thread (can't remember the link for that now), in other words for aircraft that don't have a top speed higher than about 350 or 400 kph c) the difference between top speeds at alt and at sea level are modelled just fine for the jet engines in SF2, since caps on SL speeds, and Alt speeds, work fine for those (have seen this in some Flogger tweaks that I did for my mini-SF2 install); in other words, SF2 respects the wet/dry mach values and alt table entries beautifully for jet-age stuff d) I think that the MaxThrottle value in SF2, for the prop aircraft, could use some more tinkering/testing...I've set it at 1.00, but will try other values of 1.20, 1.50 etc., to see if this creates more realistic differences between regular power and WEP, or some kind of "accordion" effect e) as it stands, I'm enjoying the SeaFuries and Corsairs but only with SL speed uncapped and giving historical top speeds not at alt. but near sea level (this is a compromise of sorts since, at alt, they still make about 600 kph and sometimes a bit more - so I'm not terribly irritated by not attaining 740 kph at 7000 m alt or so, for example, in the SeaFury, as recorded for that plane) f) a couple of pics included below of the AI in SF2 now losing control of their F4U-5 Corsair during a scrap, and doing several back flips (too much throttle applied perhaps?); he then bails out of the otherwise undamaged plane; so, overall, I'm liking the realism of some of the haphazard maneuvers they now make, and also the increased speed at which these late prop fights now happen, even on the deck g) anything that I find of further use in the SF2 data inis, and if relevant to FE2, I will tinker with more to bring even more realism into FE2 (the lockout speed trick implemented for control surfaces in the alternative Morane-Saulnier type N data ini posted under the FM thread for FE2 is an example of things discovered while combing through the SF2 files) Happy flying, Von S
  12. 1 point
    BAC Lightning F.Mk.51 - Eskadrille 726, Royal Danish Air Force, 1965
  13. 1 point
    Didn't think this thread would prove so popular but happy to see some fresh posts here gents. Regarding the Corsair, I'm surprised to learn that they used wooden ailerons, fabric covered, for later models such as the F4U-4, was thinking initially that this is something only typical of early war types like the Hurricanes, early Spits, and the "birdcage" variant of the Corsair. Apparently trim tabs were also made of wood on many of the types...a legacy of WW1 maybe?...wood/fabric being easier to fix from bullet holes perhaps. In terms of my further testing of the FMs: It appears that MaxThrottle values manipulated beyond 1.00 (100%) to something like 1.2, 1.5, 2.0, etc., don't make any noticeable difference. I am testing this with WEP tables and values removed entirely. I do have another theory that I want to test, to see if max throttle values beyond 1.00 are somehow relevant only to WEP data, but not to regular alt table data values and regular throttle gradients. Will look at the stock SeaFury data ini with WEP enabled and will toggle max throttle settings further to see if I can at all hit max historical top speeds at alt. I'll also look into tinkering with max throttle values of between about 1.05 and 1.10 or 1.15 - perhaps a slight increase beyond 100% will, however counter-intuitive, give better results than noticeable increments. I'll report back if any of these tests and combinations manage to give higher top speeds at alt. than at sea level. For now, I'm still running the late prop aircraft with SL top speed uncapped and with engine power increased to give historical top speeds recorded at alt., but in this case reachable only at sea level. A compromise of sorts yes but I can tolerate it . Would be nice however to get WEP power realistically implemented (in SF2), although for FE2 there's no need for it. Von S
  14. 1 point
    A very good package with a superb 3D model and well detailed skins. Thanks to all concerned.
  15. 1 point
  16. 1 point
    View File Lavochkin La-7 "Fin" (*) The Lavochkin La-7 was a piston-engined Soviet fighter developed during World War II by the Lavochkin Design Bureau (OKB). It was phased out in 1947 by the Soviet Air Force, but served until 1950 with the Czechoslovak Air Force. Its NATO codename was "FIN". This is the post-war plane. WHAT'S IN: - a new plane - 21 skins (CVL, VVS) - decals - weapons, pilots, souns - screens etc. CREDITS: - original plane A-TEAM / CAPUN (readme, copyright inside) - skins, decals, inis, srcreens etc. paulopanz INSTALL: (*) this is not a complete model: you need this file La-7-R4.LOD from the WWII Russian Install here: http://cplengineeringllc.com/SFP1/ (You have to be registered to D/L) Put them inside La-7 folder Then transfer all the files in your mod folder as usual Enjoy @ paulopanz Submitter paulopanz Submitted 03/21/2019 Category Other  
  17. 1 point
    Guuruu, thanks for making this beautiful aircraft. Especially appreciate the effort to include distance lods in an effort to retain some acceptable framerate, possibly even when a dozen or so are visible on the airfield. However, there is a bug that prevents most of the distance lods from working. I suspect this is caused by the 2,07 MB lod containing nodes that the preceeding 3,17 MB lod does not have. Comparing things with the lod viewer: I count 15 such nodes to be exact. The game only accepts distance lods with equal or less nodes then the parenting lod. Currently the game ignores the last three distance lods entirely. Edit: Removing the 2,07 MB lod does not fix the situation. If you need help with distance lods I am willing to assist with that job, though I am merely an amateur in 3DS max.
  18. 1 point
    For the cockpit : Cockpit Improvement.rar Weapon station lights Ripple Inteval knob Weapon selector (guns, rockets, missile, bomb)
  19. 1 point
  20. 1 point
    VonS - It's always a pleasure to read one of your analytical posts. Keep up the good work!
  21. 1 point
    I took some time to have a better version. Use it as you like ! [See next page for Data.ini file] (updated) - Cl0, Cla and Cd0 Mach table datas from another plane. It's not climbing all the time. It depends on the load and the throttle applied. - Collision points checked - Landing gear shocks working <- this part worths the try ------------------------------------- In the cockpit file : [G_AirBrake] Type=EXTERNAL_ANIMATION_LINK NodeName=AIRBRAKE_Aguja MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-192.68 Set[02].Value=1 ItemNumber=2 - - - DELETE this part (it's the ball at the end of the landing gear lever) : [L_Gear02] Type=LANDING_GEAR_INDICATOR NodeName=L_Gear_02 MovementType=LIGHT - - - The weapon panel would require some care as well...
  22. 1 point
  23. 1 point
    Sullom Voe Oil Terminal (Shetland Islands)
  24. 1 point
    Woooooow! realy big pack! thank you for your job puting it all together and for your skinwork. Yakarov's models are great.
  25. 1 point
    I have added medals from an old SF1 medals pack mod. Some tweaking needs to be done, but the new medals seem to work flawlessly... I have made more changes to the _nations.ini: the Burmese Air Force now is called Myanmar Air Force since 1989; Burkina Faso Air Force is named Upper Volta Air Force from 1964 to 1984; I have added the Montenegrin Air Force, the Republika Srpska Air Force, the Belarusian Air Force, the Tajik Air Force and the Kyrgyz Air Force. Tajikistan and Belarus re-use the Soviet Star, as historically correct. New decals for Montenegro, Republika Srpska, Kyrgyzstan and Upper Volta have been created.
  26. 1 point
    First "official" flight of the XP-82 Twin Mustang near Douglas, GA following rebuild and partial restoration - video link trailing.


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