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Showing most liked content on 05/08/2019 in Posts
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4 pointsSoviet interceptor pilots faced the daunting task of defending the world’s largest nation against the combined forces of the world’s most technologically advanced nations. The awesome responsibility of preventing nuclear annihilation from USAF B-52 bombers, countering the impossible nuisance of snooping mach 3 SR-71s and air-to-air combat with F-4 and F-15s were formidable tasks that the skilled pilots of the Soviet Air Defence Forces (PVO) trained for in earnest. In the Cold War, the backbone of their manned air defence was 1300 Sukhoi Su-15s (NATO codename ‘Flagon’), we spoke to Su-15 pilot Valeri Shatrov to find out more. https://hushkit.net/2019/04/26/interview-with-soviet-air-force-su-15-flagon-fighter-pilot-defending-the-ussr/
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4 pointsView File SF2 CF-100 MK-4B NATO This package represents the CF-100 MK-4B version as used by the RCAF in Europe. It's meant for a "typical" SF-2 installation that includes the GermanyCE terrain. The date range is historic, from November 1956, to December 1962. Skins for the four RCAF squadrons that deployed to Europe are included, with a skin change to the later RCAF/Red Ensign style occuring during 1958. For campaign modders, the CF-100 date range just fits in for the 1956 Red Tide and 1962 Red Thunder campaigns. The skin jpeg's are quite large but I haven't had any frame rate issues on a mediocre Dell I-3 rig. The model does use distance lods. [yay!] ROCKET ISSUES: After much messing around the air to air rockets are best described as "adequate for now." The rocket pods are "No Jettison" because, with jettison-able pods the AI would just drop them prior to engaging any air targets. To get the pods to automatically jettison like the real CF-100, a "RemoveNodeAfterUse" statement is used but the pods disappear when the first rocket is fired. Much work has gone into setting up the rockets with different CEP [spread] settings as well as different engagement ranges being tested. Also much work trying to get the AI to fire a full salvo but so far unsuccessfully. They sometimes fire quite large salvos but we still haven't figured out the "Logic" that's being used by the AI when using air to air rockets. Some rocket settings are quite counter-intuitive. During early testing the AI was consistently firing the rockets below the target. Raising the RocketBoresightAngle didn't help the situation, they still fired too low. Strangely, lowering the RocketBoresightAngle made the AI raise the nose more when firing the rockets resulting in a big improvement in hit percentages. The AI does quite well when attacking IL-28's, less well against fighter sized attack aircraft, and very poorly against TU-16's, which are almost untouchable by the AI. The only AI kills I've seen against the TU-16 is when I maneuvered the formation into a head on attack before giving the engage air command. The results were a couple of collisions and one very lucky kill when an AI aircraft managed to fire one [that's "1"] golden rocket. When player flown it's possible to do a successful one pass attack on the TU-16. Against maneuvering fighters the AI will get only very occasional rocket hits so for CAP missions the rockets aren't included in the load out. Any improvements for the rocket behavior will be passed along through a CF-100 support thread. More information is included in the README. CREDITS: Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research. 1977Frenchie: Skins, decals, hangar and loading screens, research. Baffmeister: Flight model, some ini work, some research, package compilation and readme. Wilches: Beta testing and research. Crusader: Research The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain. This package is subject to the CombatAce Modders Licensing Agreement Submitter baffmeister Submitted 05/08/2019 Category Other Origin
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4 pointsMade me tought in this single seater what if variant... Mandatory screen. Cuban Ace...
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3 pointsCompleted the MIM-23 missile launcher, next I will be waiting for ravenclaw_007 nice missile to complete the launcher. until then I will be taking some time out
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1 pointI was thinking about making a new complete MIM-23 Hawk missile system like this one I seen the model in the download page and in the game, but I think it needs improvement what do you think?
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1 pointAs Wrench has said, short answer is no. Baltika's North Cape terrain is for a Cold War and post Cold War scenario. Wrench is humble and forgot to mention that there is this WW2 terrain he released time ago, it contains a bit of Norway, and you might want to have a look at it: https://combatace.com/files/file/14545-sf2-ww2-northern-europenorth-sea-terrain-v2/ Also, an update for said terrain is here: https://combatace.com/files/file/14547-sf2-ww2-northen-europenorth-sea-fix-it-pak/
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1 pointof course the easiest way for them to avoid nuclear annihilation would be to not be aggressive and threatening in pushing their ideology this looks like a very interesting interview. thank you for the link.
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1 pointRequesting please somebody make an AGM-88G AARGM-ER. Recently profiled in The War Zone and also coming with a Northrup Grumman fact sheet, the AGM-88G will fit inside a F-35A or F-35C weapons bay.
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1 pointCompleted the ANLMPQ-62 and High Power Illuminator Radar and work on the launcher is almost there. and these are the other two skins
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1 pointFirst night on Baghdad, UNEDITED SF2 pics. We own the night... Shack! And back to base! The Iraqis never knew what hit them!
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1 pointthe RF-5A nose is in work and the basic shape is done , the problem here is that this part is not as easy as the drop tanks and that modding is no longer my first prioity , firts is real life and my grandson , second is modding , so be patient i will make that recce-nose but not in 1 week work i still have to finish - Mirage F1 ecm and recce pods - F-5A recce nose - Tornado (guuruu) Brimstone and Brimstone tripple launcher - Spitfire Mk IX ( for Wrench ) - F-4G series and Cockpits Weapon Pack 3 RF-8 and Cockpit this short list are only the most important items there are still many more that needs to be worked on , the Weapons pack 3 is already split in to 2 parts , Bombs / Missiles / etc. and Rocket pods and Rockets there are still so many items for each pack that i have to finish
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1 pointThis will add to a long line of additions and modifications that Volker has added/made to the model including .. ..a full set of specific weapons (HAF specific also) ..corrected landing gear animations ..re-constructed and refined canopy mechanism and animation (this was hard..) ..corrected, re-constructed tail-hook mechanism and animation ..corrected dive brake animation ..addition of braking (drag)parachute ..multitude of adjustments to the cockpit to get additional switches/functions operational ..currently working on totally scratch built RF-5a nose (I'd given up on this in frustration .. it's that hard!!) .. lots of love, encouragement and a lot of patience.. and I've probably forgotten to mention half a dozen other things, so hat's off to the man!
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1 pointokee dokee... wont be for while as ive still to finish the pak fa...not far off now...and a suprise...then will finish this....needs some work as it was given to me by a moddeler and im converting it. plus a few other goodies.
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