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Showing most liked content on 05/09/2019 in all areas
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12 points
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6 pointsContinuing with some FM tweaks for an early WW2 install...this time the A-Team Veltro data ini reworked as an early Macchi 202, with 12 and 7 mm machine guns. Lightened up the camo a bit for myself and took her for a test...can use the vertical very effectively in this fighter...also sometimes displays a tendency towards nasty spins but overall very nice against Mk.1 Hurricanes if you aren't rough on the stick. I'm enjoying this one very much...next up the MS. 406 and to get to the P-39 and early P-40 Curtiss variants...I've never checked out a more enjoyable WW2 install than in SF2...very nice stuff. Von S Up close and personal with the Hurries A lighter skin...tweaks done in Paint3D Got a few on the ground I was out of ammo. here but I think one of the AA guns exploded while I buzzed over it Back at base
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5 points
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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 pointsWhy are those Clunks in the "What If..." screenies?? Those are REAL airplanes!!
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4 points
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3 points
Version 1.0.0
299 downloads
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 -
3 pointsWell this sure gives confidence to all Russians that their air defenses work... NOT. The Drive: MiG-31 Shot Down Its Wingman The full article is full of great video and discussion, go check it out.
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2 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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2 pointsUpdate for the Mirage Factory MiG-21 and J-7 F-7 series Will also work with RussoUK's MiG-21 and F-7 mods (based on the same model), CHECK for correct AnimationID # In the data ini, replace the AIRTAKE section : [AIRTAKE] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_MACH SmoothDeployment=TRUE FullyDeployOnGround=FALSE Setting[1].Angle=0.00 Setting[1].DeployValue=1.50 Setting[2].Angle=0.50 Setting[2].DeployValue=1.51 Setting[3].Angle=0.50 Setting[3].DeployValue=1.9 Setting[4].Angle=1.00 Setting[4].DeployValue=1.91 MaxDeflection=1.0 MinDeflection=0.0 ControlRate=0.50 AnimationID=5 // 0 pos = cone retracted // retracted to M 1.5 / middle pos. between M 1.5 to 1.9, extended M 1.9 + Update for the cockpit ini for the cone position indicator Replace CNA section [CNA] Type=EXTERNAL_ANIMATION_LINK ItemNumber=5 NodeName=ConoNariz MovementType=ROTATION_Z // cones retracted reading is 0 % // needle 0 // -90 = 0 % // 70 = 50 % // 230 = 100 % Set[01].Position=-90.0 Set[01].Value=0.0 Set[02].Position=70.0 Set[02].Value=0.5 Set[03].Position=230.0 Set[03].Value=1.0
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2 points
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2 points
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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 pointReplace the AIRTAKE section in the data ini with the updated section: [AIRTAKE] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_MACH SmoothDeployment=TRUE FullyDeployOnGround=FALSE Setting[1].Angle=1.00 Setting[1].DeployValue=1.20 Setting[2].Angle=0.00 Setting[2].DeployValue=1.60 MaxDeflection=0.0 MinDeflection=1.0 ControlRate=0.50 AnimationID=8 This will fix the "stuck in forward position" intake cones. Ive also linked the movement to the cockpit indicator for it (for some cockpits who have it) but must find the jet with the modification to get the data...
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1 pointVery good work guys. A superb 3D model and top notch skins. Well done to you all, a great team effort.
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1 point
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1 pointOf Course , the Soviet union was responsible for much bad jujuj , but one thing is sure, as a cold war warrior, I'm really glad the cold war didnt go hot, we would have overcome in the end I believe, but the cost would have been horrendous, to both sides.
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1 pointI love the Hawk, but so want to see F-15Js trade fire with PAK FAs defending Hokkaido...
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1 pointthey were for sure but we were on the right side of history. there is no moral equivalent between pushing freedom vs pushing oppression.not everything the west did was right and not everything that Communism did was wrong but overall the of the two systems one was oppressive and caused untold suffering and the other did not. There is a reason hundreds of millions cheered when the Soviet stranglehold was eased and there is a reason that only despotic terror nations cheer when there are tragedies in the West.
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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 pointCompleted 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 point
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1 pointView File Douglas A-1G Skyraider Deutsche Luftwaffe Douglas A-1G Skyraider Deutsche Luftwaffe for STRIKE FIGHTERS 2 Fictional mod of the stock A-1H Skyraider to create a fictional attacker aircraft for the west german air forces. Since it's not stock flyable, it uses an aliased A-4C cockpit. Afitting pit is available here at CA. In the skin folder "LeKG41", there is a file called "A-1H_TAIL_alt.jpg" which can be used renaming it properly (backup the other if wanted) to move the squadron badge from the tailto the front. INSTRUCTIONS 1. Drop the folders into your Objects folder. If asked to overwrite, click yes. CREDITS Big Thanks to Thirdwire for the games and the superb models they have. Also to Nyghtfall for the reworked Skyraider templates from Wrench. If I forgot somebody, pls inform me and I'll change it ASAP. Kindest regards ValAstur Submitter ValAstur Submitted 05/07/2019 Category What If Hangar
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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 point
Version 4.0
533 downloads
This mod is dedicated to BPAO, nothing would have been possible without him. During the late 1970's, Iraq placed an order for a variant of the Mirage F1, designated as the Mirage F1EQ, which were specially modified for extended range to perform strike missions. Covered unit : 79th Squadron F1EQ-2 specifics: - R550, no R530, S530F, AUF2, CLB4, CLB8 - radio-altimeter - Doppler Radar - Inertial Navigation System - Radio-compass - Seat Mk4 - RWR BF - no AAR probe - Sycomor, Remora, Caiman, Syrel, Baz-AR, COR2, CC420 pods capability - Sycomor gondolas (P0 station, retrofit 1986-87) A big thank to all on Combatace and C6 forums that helped us solving issues we encountered. Any omission in credits is totally unwanted, if I forgot somebody, let me know, I will correct this. This addon is and will in all cases remain freeware. Released under CombatAce Fair-Use terms. Enjoy The Mirage F.1 Team -
1 point
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1 pointsounds like these guys had to go on full afterburner for some reason, some "surprise" reason
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1 pointHistorically, the USSR didn't like to issue any more fuel than required to execute the mission to prevent defections. Perhaps Russia still issues minimal fuel and sometimes they inadvertently use more than planned?
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