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Showing most liked content on 04/28/2019 in all areas

  1. 7 points
  2. 5 points

    Version 1.0.0

    94 downloads

    Hi! This is just a modification of Third Wire's stock Cargo Ship. I repainted the hull to add some more eye candy. I hope you like it . Just unzip and drag th folders to your Grond Objects directory. Regards, Ignacio
  3. 4 points
  4. 4 points
    Belgian 4K. I love this plane. It was already a crappy morning when I left; dark, rainy, lots of people wanting to shoot at me. By the time we got back, conditions han't improved
  5. 4 points
  6. 3 points
  7. 3 points
    Is this terrain available? ..mandatory screenshot..
  8. 3 points
  9. 3 points
    I think I misunderstood Wilches post but I did a check of an online CF-5A flight manual and here's what I found out about the nose strut extension system. The strut extension switch was located outboard of the throttles and was used for take off only. The strut switch would be selected to extend during the pre take off checks. The strut switch was held in the extend position by a solenoid. After take off, when the gear was selected up, the solenoid on the strut extension switch would de-energize and the switch would automatically switch back to the normal position. In the normal position the hydraulic fluid used to extend the strut would bleed off and the strut would return to it's normal position. Using the strut extension added about 3 seconds to the gear retraction time, from 6 seconds to 9 seconds. The strut extended by 10 inches, giving the plane an additional 3deg AOA during the take off roll. I can't think of a way to model this in game but maybe someone will think of something. The simplest approach is to just build a model with an extended strut and leave it at that. I think it was done that way on earlier CF-5 and NF-5 models.
  10. 3 points
  11. 3 points
    And just a few more representative pics for this thread - currently tweaking the A-Team Polikarpov (I-16, type 24) into an earlier "type 10" used on occasion by the Republic of China - should be good for late 1930s scenarios using the China and Taiwan maps - will also include real engine sounds with the FM pack whenever possible...the Polikarpov rattle is great fun while flying. SF2 is an unexplored goldmine of WW2 possibilities...never liked any of the WW2 flight sims until I picked up SF2...great stuff gents'. For those wondering about how I get the crisp terrain graphics in the pics, especially at altitude, grab the "ATISetLod" app (if you have an ATI card, for non-ATI there are probably easier ways to set the lod) at the following link (https://community.hwbot.org/topic/137720-benchmark-tweak-software/) and set the LOD bias entry to a value of "-1" while in administrator mode, and save settings (I'm running such a value and have noticed crisper terrains in FE2, SF2, also WOFF and ROF). Von S
  12. 2 points
    couldnt possibly comment...if I did I would have to kill you....lol :)
  13. 2 points
    Not a 'what if' and definitely not WW2!
  14. 2 points
  15. 2 points
    I don't know if this is possible .. anyone know? F-5a, CF-5a and NF-5a leading and trailing edge flaps were completely manual. As I'm sure you know, the NF-5A had a basic maneuver setting with a lockout to prevent deployment at excessive speeds but without an auto retract/blowback feature. For the F-5A and CF-5A the Flap1 setting was the leading edge flap only with the Flap2 setting being leading and trailing edge flaps. For both take off and landing the full flap/flap2 setting was used. I've been tinkering with F-5 FM's for awhile and here are some settings I'm using regarding leading/trailing edge flap angles and speeds which I think are correct but should be double checked. F-5A and CF-5A Leading edge: 2 positions only, up or down 24deg. Limit speed 300kts. Trailing edge: 2 positions only, up or down 20deg. Limit speed 240kts. [not 100% sure about the speed] NF-5A Leading edge: 2 positions only, up or down 24 deg. Limit speed 450kts/0.90 mach [NF-5A had a reinforced wing] Trailing edge: 3 positions, up, down 8deg, down 20deg. Limit speed at 8deg is 450kts/0.90mach and at 20deg 300kts.
  16. 2 points
  17. 2 points
    Hello ignacioc91 all above is correct.... You cannot just make any flyable plane into a True Ground Object. .....but..... 1- You can make it into a non-flyable plane is a easy method [ but they are still a true airplane and a lot of a lot's MB ...!!! ] just remake a data.ini and a Folder. 2- Get the 3DS Max model and make changes to make it into a true ground object....making a Low Poly Model just ...the outside to be ...perfect....and no animation.... with the same skin's etc.....[ Reduce the texture skins to a lower resolution, either 256x256 ] from the maker.....if you want to put ...a ...F-14A for example. 3- The Game generate them automatically, via the game engine......also ...so the only you must to do is ....just to edit the airbase data.ini...Also The plane must be in the Game folder...otherwise will not see it.... If you want to place them where you want them you need a the coordinates so use the Target editir,.... to put in area's you want....and edit the airport.ini. Also the engine-game use's the 1st skin from the plane......only.
  18. 2 points
    Russ has a late model A3D????
  19. 2 points
    As a work around you could have the tip tanks be loaded as a non-jettison tank but have the fuel value set as zero. Set up on another hardpoint (but in the same position), have the actual wingtip tanks that carry fuel but these can be jettisoned and have no 3d model (so are invisible). Thus when you hit the jettison drop tanks key the 'invisible' tip tanks with the fuel will be jettisoned but the 3d model of the (empty) tip tanks will remain. You would set the weight and drag values of the 'invisible' to tanks to zero.
  20. 2 points
    I was feeling like a Delta Dart mission, so a pair of us flew against some heathen interlopers....... Since dogfighting in a 106 is a recipe for suicide, the Genie is the perfect weapon to make short work of the threat.. But it IS a bit disconcerting to have it ignite and go flashing past you...
  21. 1 point

    Version 1.0.0.0.0.0.0.1

    1,884 downloads

    MiG-29UB
  22. 1 point
    lol its quite basic .... ok say flap....as you know its animated by its pivot yes.... to make it able to be used in conjunction with another control surface....you simply add a mesh (invisible) that is animated independent of the flaps anim slot so basically you can control it like so...on its own.. and with another surface like with aileron as flaperon...got it ?...lol
  23. 1 point
    Since there are no stock decals for this bird I borrowed some from stock Spitfire Mk. IX (1st pic.) and repainted MontyCZ's Avia pack decals (2nd pic.). I think the second one looks better, what you think?
  24. 1 point
    I like it ! Screenshot needed
  25. 1 point
    Supermarine Spitfire LF Mk.9C - Aeronáutica Militar, 1946
  26. 1 point
    Thanks for your help!! I'll try it. It will be my first time with 3DMax, so I'll take a look at it! Thanks!
  27. 1 point
    animate flaps on their own as Flap mode...then add a small invisible box etc... link flap to it and when you animate the "box" you can have it activate in take off mode seperately in a different anim slot key in game... you can then add as many things to one slot\ and key press as you like
  28. 1 point
    Actually I have a better idea. Have invisible tip tanks that can be jettisoned like I said above but make the 3d model of the tip tanks part of the aircraft LOD. Set up the node name of the tip tank as the pylon 'ModelNodeName=' for the weapon station carrying that tip tank. Set up the 'PylonMass=' and PylonDragArea=' vales with the figures for what the tip tank would be. Thus when you hit the jettison drop tanks key the 'invisible' drop tanks with the fuel will be gone but the 3d model of the tip tanks (as the pylon that was holding the 'invisible' drop tanks) will remain on the aircraft. This method doesn't use multiple loadout stations etc
  29. 1 point
    This is the only good way to have populated airfields. That is the fact. It is just a lottery which aircraft will appear. I guess ignacio wants to so I guess only adding specific static aircraft will solve his issue.
  30. 1 point
    You need special static aircrafts, if you want to set them as static objects on the map. Such static aircrafts you can find here: https://combatace.com/files/category/303-static-aircraft/ If you use the normal planes then thy would "lay on the belly" if they are equipped with retractable gears. The better way is to use the airfield ini and specify there, where you want to see parked aircrafts on the airfield.
  31. 1 point
    Man I LOVE YOU!!
  32. 1 point
    might be possible via editing terrain_types.ini...and terrain_target.ini. Same way as you will add any flight line object to airbase..Just you have to convert aircraft into a ground object.
  33. 1 point
  34. 1 point
  35. 1 point
    Thank you really for your kind words. You will soon
  36. 1 point
  37. 1 point
    Black Ops CENSORED flight over Groom Lake,Nevada.Top Secret mission.(C.I.A.) ?
  38. 1 point
  39. 1 point
    After the Tornado ADV was stillborn due to cost and development issues , the legendary Lightning was given new avionics & weapons and replacement cannon (Bk.27)….yeah,I know it's far fetched but I love this old bird !
  40. 1 point
    A change in pace...eeerrr...velocity :)
  41. 1 point
  42. 1 point
    Martin-Baker Vortex - 'VX Flight', Lisbon Field, Aeronáutica Militar, 1948 Skin Credit: Charles
  43. 1 point
    First time whacking something since 2018.
  44. 1 point
  45. 1 point
    RAF selling theres if you want one lol
  46. 1 point
  47. 1 point

    Version

    264 downloads

    07/02/2017 SF2 E/NA Cargo SHIP General Cargo Ship for the Game This a General Look for ship's that you can see around the sea's.......!! ---------------------------------------------------------------------------------------------------------------------------------- To Install: For all users: unzip, as I always reccomend, to a temp folder or you desktop, or somewheres else that easy to find.....!!! ---------------------------------------------------------------------------------------------------------------------------------- =For SF2 Series Users: These are the simple instructions ... Copy/Paste the Object's main folder into your ....... /Objects/ GroundObjects folder. ----------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------- Credit's........ Skins: AceSfakia 3D Model: AceSfakia Data.ini: Acesfakia Gun's.ini files,Sound's effect's etc :COMBATACE, T W ======================================================================================================= -This Model is FREEWARE under combatace...... Feel free to use this mod for any future projects as long as proper credit is given.. All copyrights reserved. This is freeware; it CAN be distrubuted if the original readmes and all other pieces of the package remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package may NOT in any way, shape or form be used in any payware additions. Any persons wishing to make further modfications, MUST remember to put everyone's name in it.. Source: Wikipedia
  48. 1 point
    What bothers me is ... the 98% of a real tomcat model in this mod .. there is no evolution or revolution in the development.. stealthy cat? ... here
  49. 1 point

    Version 1.0

    1,369 downloads

    SF2 BAE Harrier II Pack - This pack builds on previous GR.7 and GR.9 Harrier releases and adds the GR.5 - Loadouts/ weapon capabilities have been completely re-worked and researched along with service dates etc. - All the skins have gone through a details template to bring them all into line. - GR.9 specific Sniper Laser targeting pod. - There are new skins to cover Operation Warden plus the Harriers OEF deployments along with some OEF specific loadouts (the CRV-7 Flechette rockets are great fun!). - The GR.9 has the cancelled ASRAAM/ Brimstone loadouts selectable via the 'single mission editor' along with the OEF specific loads (same for the GR.7). - Data.ini is updated to SF2NA standards and the avionics.ini have been touched up. - All Weapons, effects, sounds, pilots etc are included. Credits: -Bobrock -Brian32 -Dave -Team Viper -Ravenclaw_007 Instillation: Drop into your mods folder and override when prompted. I recommend deleting all previous GR.5/7/9 Harriers first. Note: Has only been tested in a merged install of all SF2 titles. Enjoy, Dan (dtmdragon)
  50. 1 point

    Version

    657 downloads

    North Dakota Texaco tanker v1.0 for SF2 This is an attempt at making a better-looking target as compared to the stock cargoship. I think this looks better. Be advised this uses normalmapping and is thus incompatible with versions of the game earlier than february 2010. Works fine in DX9 however though you'll not see any per-pixel lighting. Won't work in 1st gen games so don't even bother. Pictars: Installation: Simply extract the contents of the package into your ground objects folder. It'll overwrite your stock cargoship so that, you know, it'll actually show up in missions. Known Issues: Destroyed model absolutely refuses to show up ingame. However I've included the lod file so any enterprising souls can give it a go. Credits: Model & textures by Nils 'Julhelm' Dücker Disclaimer: You MAY NOT use any part of this package in any payware package or otherwise take credit for it without first consulting me. Any problems post on the combatace boards or mail to NilsD <at> bredband <dot> net


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