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Showing most liked content on 03/24/2019 in Posts
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3 pointsWow! We could build Monument Valley. All we'd need is John Wayne & cavalry figures!!
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2 pointsYes, I will be more than happy to do that. I will upload the files soon to the site without any marking ;)
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2 pointsI received the files and fixed the synching issues with the GR.1 distance lods. They all work fine now. :) Though I started to put in a few more low-poly parts for wings, droptanks and ordnance, as to make this plane a tad more framerate friendly around busy airfields.
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2 pointsImpala en route to target While flying very low to avoid radar detection, a FAPLA mechanized infantry saw them passing very close and transmitted the information to all friendly units operating in the area Impala formation realized that enemy unit detected them and changed route Rocket attack But SA-7 gunners were already informed about possible air raid and they were ready... when Impala made its attack a SA-7 gunner fired a missile... Missile tracking and getting closer to Impala... Impala was hit and crashed shortly after!
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1 pointYeah know one in game but I think this ones better... lots to do....as im dabbling again,its one im finishing now.....but hold on to your hats,its being done as and when. Lots to do... Already done. Animated gears ,bomb doors....took an age as they were down in original 3ds model,and as anyone who uses 3ds max knows most 3ds models have a lot of errors,most of the meshes had seperate polygons...took ages to weld., added spec mapping,sorted out jpegs of painted on numbers etc, to do....here we go lol redo tail fins ...slightly too thick at base and need proper mechanism... tail chute and housing new wings as these are just damaged versions,or rather are split like them.. refuel probe weapon stations might try redo a template intakes need looking at,...dirt ingress-louvre doors to make engine fans need replacing canards are way too thick and clunky-remake then reposition all the pivot points for the control surfaces.. so you see quite a list..... would say two weeks but thats being very conservative lol... it will be when its done...ok thanks cheers Russ BTW this one will be hi def\res unlike the other one :)
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1 pointHello 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
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1 pointView File Canberra B(I).66 10 refurbished B(I).6 bombers sold to India in 1957. During the Indo-Pakistani Wars of the 1960s and 1970s, the Canberra was used by both sides The entire Indian Air Force Canberra fleet was grounded and then retired following the crash of an IAF Canberra in December 2005. After 50 years of service, the Canberra was finally retired by the IAF on 11 May 2007. WHAT's IN: - A new plane - 4 new skins - Screens, decals, weapons CREDITS: - Tk/TW for basic Canberra mk.6 - Ahmed Junaid Raza for SF.1 old model weapons, pit, loads - Ghostrider883 for references and help - Soulfreak for extra pylons and seat (Camberra 62) - Ludo for Templates - Yakarov79 for bump maps - paulopanz for skins, decals, screens, Sf-2 edits etc. INSTALL: - Exp 2 needed - put all in main mod folder and overwrite if needed NOTE: - recon flares work like rockets - a better gunpack should be needed Enjoy @paulopanz "pigs on the wind" 1.5 Submitter paulopanz Submitted 03/24/2019 Category Canberra
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1 pointNo offense intended mate,that was a famous one liner about said battle station....
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1 pointView File Canberra B(I).68 Refurbished B(I).8 bomber sold to Fuerza Aérea del Perú (FAP). Peruvian Air Force (FAP) Canberras flew combat sorties against Ecuadorian positions during the Cenepa War in 1995. On 6 February 1995, a Canberra Mk 68 disappeared over the operations zone; the aircraft had apparently struck a hill in poor weather conditions. Peru retired its Canberras in June 2008 WHAT'S IN: - a new plane, 4 skins, decals - screens, pilot, weapons etc CREDITS: - Bobrock: plane - Soulfreak: templates & tweakings - Paulopanz: skins, decals, screens NOTES: - the first 3 skins are about FAP Canberra B(I).8 as Canberra B(I).68 were refurbished in 1974 I add them to the pack so You have a whole FAP line up. When B(I).8 will be ready You could use them as skins and edit data and userilist inis if you like. - this little job is dedicated to a friend of mine who collects all FAP planes - maybe someone else could use to build up the Cenepa war against Ecuador.... INSTALL: - all in your mod folder Enjoy @paulopanz Submitter paulopanz Submitted 03/24/2019 Category Canberra
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1 pointView File SF2 Short Take off and Landing Airfield v0.1 SF2 Short Take off and Landing Airfield v0.1 This is my attempt to create a small 830m STOL Airfield for SF2. It was built using Blender. I have tested O-1's and OV-10's and the runway is long enough for them to get airborne. The drones MQ-1, MQ-1C and MQ-9 work well from this field as well. Installation: Take items from "Drop into terrain folder" and place them into your terrain folder. Add the following entry into your terrain TYPES.ini [TargetTypexxx] <---- Change to the next number at the Name=RunwaySTOL bottom of you types listing FullName=Runway ModelName=RunwaySTOL.LOD TargetType=SMALL_RUNWAY ActiveYear=0 TargetValue=1000 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=10000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Add the following entry into your terrain TARGETS.ini [TargetAreaxxx] Name=San Roque Airstrip Position=x.00,x.00 Alignment=FRIENDLY Location=2 AirfieldDataFile=RunwaySTOL_DATA.ini ActiveYear=0 Radius=4313.708984 Target[001].Type=RunwaySTOL Target[001].Offset=-195.00,-1.00 Target[001].Heading=0 Target[002].Type=CIVIL_TOWER Target[002].Offset=-245.00,180.00 Target[002].Heading=0 Target[003].Type=STR_HAN6 Target[003].Offset=-344.00,221.00 Target[003].Heading=-90 Target[004].Type=FLOODLIGHT12M Target[004].Offset=-363.00,149.00 Target[004].Heading=-135 Target[005].Type=FLOODLIGHT12M Target[005].Offset=-276.00,148.00 Target[005].Heading=135 Target[006].Type=BLASTSHIELD Target[006].Offset=-289.00,156.00 Target[006].Heading=0 Target[007].Type=TRACTOR Target[007].Offset=-301.00,151.00 Target[007].Heading=0 Target[008].Type=FLOODLIGHT12M Target[008].Offset=-363.00,294.00 Target[008].Heading=-45 Target[009].Type=FLOODLIGHT12M Target[009].Offset=-276.00,295.00 Target[009].Heading=40 Target[010].Type=PIT1 Target[010].Offset=-298.00,283.00 Target[010].Heading=180 Target[011].Type=CRATE Target[011].Offset=-330.00,293.00 Target[011].Heading=0 Target[012].Type=SUPPLIES Target[012].Offset=-333.00,293.00 Target[012].Heading=0 Target[013].Type=PALLET Target[013].Offset=-334.00,288.00 Target[013].Heading=0 Target[014].Type=PALLET03 Target[014].Offset=-348.00,287.00 Target[014].Heading=35 Target[015].Type=FORKLIFT Target[015].Offset=-346.00,281.00 Target[015].Heading=-120 Target[016].Type=UNIMOG Target[016].Offset=-340.00,280.00 Target[016].Heading=120 Target[017].Type=MAINT SHED Target[017].Offset=-349.00,194.00 Target[017].Heading=-180 Target[018].Type=PIT1 Target[018].Offset=-350.00,162.00 Target[018].Heading=90 Target[019].Type=MAINT CART Target[019].Offset=-342.00,195.00 Target[019].Heading=-55 Target[020].Type=MSTAND1 Target[020].Offset=-338.00,232.00 Target[020].Heading=0 Target[021].Type=AIRSTARTUNITC Target[021].Offset=-329.00,213.00 Target[021].Heading=-90 Target[022].Type=COMMTRAILER1 Target[022].Offset=-313.00,152.00 Target[022].Heading=85 --NOT FOR USE IN ANY PAYWARE-- Please credit me if you modify. Any issues, contact me here at Combat Ace. Krfrge 23 March 2019 Submitter krfrge Submitted 03/24/2019 Category Ground Object Mods
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1 pointView File PT-76 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 (.old) 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 member's and their dedicated support for this game. If you need any assistance please contact me at gkabs@gkabs.net Submitter GKABS Submitted 03/21/2019 Category Ground Object Mods
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1 pointLucas Arts is very protective of it's copyrights (and by inference, Disney now). So, I guess a new name needs thinking up!
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1 pointYou're not the only one ^^ Me, ...but some colleagues as well A new temporary data.ini to reduce the pitch up tendency Impala2_more_leveled.rar - Flaps induce pitch down (very slight) - XacMachTableData within the shape of the 3D model (same values, 20 cm further) - Horizontal Stabs down force reduced (Cl0) Still a temporary fix, barely tested.
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1 pointThose magnificent men in their flying machines. A head for heights was obviously de rigeur. (Note my smart-arse showing off with an apt Frenchism-quite the intellectual, moi).
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1 pointDidn'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
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1 pointHere 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 ...
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1 pointBest 4 Minutes tutorial creating and texturing curved roads (Or Runway) in 3ds max
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1 pointFunny 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.
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1 pointWell done GK. Fabulous job!! One request though; would it be possible to have a copy of the skins without the Soviet markings? just to add some realism to some "non-Soviet" scenarios...
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1 pointWow! Absolutly stunning, seems we need a bunch of the 27 family to be done too .. damn This year is one of the greatest for Sf2 Tornado GR family from Guru Mirage 4K from Logan Meteors from Jarek J-7 Series from Russo realSkye from Menrva all the updates to the released models and chopers from Jarek And many more mods i can't list them all.. But thanks to all the moders I am amazed how much effort and energy is put into this game! Thanks Guys!
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1 pointJust completed all the 39 models with different skins. and this is the last one just completed and I hope you will enjoy them.
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1 pointA48Racing, If you downloaded the 1.1 update, it is because the enemy nation is set to something like "USN Agressors", and If you don't have the A-4's from the Topgun Campaign, you don't have any aircraft that belong to that nation. You can change it to "Soviet", for example, in the SWUS_NATIONS.INI file, and you'll have Soviet aircraft to fly against in single missions.
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