Leaderboard
Popular Content
Showing most liked content on 06/05/2019 in all areas
-
11 points
-
10 points
-
8 pointsThis one's for helicopter screenshots The Very Simple Rules: - You can post on Wednesday only. - Your pics can feature any helicopter, and if you want to include a fixed wing aircraft in the shot that's OK too. - As many posts as you want each Wednesday, and you can have multiple pictures in each post. Post 'em if you've got 'em... Little Birds.… Battle for Iceland... 'Big Duke six to Eagle Thrust -- turn on coordinates 1-0 -- niner, assume attack formation.....' Apache Dawn (always wanted to try one of these shots!)
-
6 points6 June 1944, D-Day: P-47Ds from the 52nd Fighter Group on an attack mission behind Utah Beach, towards Carentan:
-
6 points
-
5 points6th June 1944 (the 75th Anniversary this year), D-Day: Typhoons from 243 Canadian Wing on the prowl for German vehicles behind Sword Beach, towards Caen
-
4 points
-
4 pointsI figure that two or maybe three distance LODs are the most important: - The one right after the main lod, so the game can stop sweating on the small details as quickly as possible. But what Guuruu says about damage overlays is also a factor. - What is usually the hardest part for the game to render are Airfields and Carriers with parked aircraft. So the parked LODs that are typically in view during takeoff and landing decide on the lowest FPS situation. But a busy carrier is rather unfixable in this regard, besides just keeping them a bit plain (less parking spots, avoid deck crew) or buying a overkill graphics card. - The smallest one. An aircraft is often just a few pixels large in the view of the player. So if the model for this range is like 200/100kB or smaller it significantly lowers the total rendering load in most situations. What I usually do is set temporary LOD distances in the ini file to check for proper LOD synching. Like 60m, 80m, 100m and 120m. And then see if all LODs appear when zooming in and out. This also shows whether or not there are nodes that make LOD transitions unnecesseraly crude on the eye, so one can consider adjusting these. ( Note that I never made aircraft, just ground objects.)
-
3 pointsThe medium bombers of the 8th Air Force join the invasion - B-26C Maruauders of the 386th Medium Bomb Group over Omaha Beach:
-
3 pointsDon’t know what class it is but the smell, you know that gasoline smell.....Smelled like.....victory.
-
2 pointsIts in the "Burn them, burn them all, burn the heretics with FIRE!!! " class aint it ?
-
2 points
-
2 points
-
1 point
-
1 point
-
1 pointAs soon as I can spare a bit, I will put it in the tophat! My military disability check is a tiny one, but I will see what I can spare. Cheers guys!
-
1 pointHigh class! If it is from Ravenclaw's workshop it is High class !!! more serious - a dumb bomb with WarheadType=4 ( think it is 4, don't remember now)
-
1 pointFantastic worK! You know, with all these new cool destructable objects, someone should model a jeep/landrover/humvee armed with .50s/cannon/grenade launchers etc.. and we could drive around and destroy stuff!!! I don't know If it is possible, but the vehicle would be driveable with a modified flight model/data files to keep it from getting airborne... ..just an idea..
-
1 pointBritish Aerospace Thunderstrike GR.6 - No.54 Squadron, RAF South East Asia Command
-
1 pointMade a donation last night. Will give more as and when able. This is without a shadow of a doubt my favourite site on the net and as I really only play the SF/FE sims now and don’t have a huge amount of time for surfing the net (do people still say that?) it’s one of my few go-to sites. Thanks so much for all the hard work by Erik, the admins and of course the modders. Everything that you guys do is really appreciated. Keep up the good work.
-
1 point
Version 1.0.0
182 downloads
This package represents the CF-100 MK-5 version as used by the Belgian Air Force in Europe. It's meant for a "typical" SF-2 installation that includes the GermanyCE terrain. The date range is historic, from December 1957, to October 1963. Skins for the three BAF squadrons that used the type are included. For campaign modders, the CF-100 MK-5 [BAF] date range fits in for the 1962 Red Thunder campaign. 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. To improve the high altitude performance the CF-100 MK-5 had the gun pack removed and wing tip extensions added. On the real MK-5 the gunsight was removed as well. Considering those real life limitations, and the poor hit percentage of the rockets against maneuvering fighters, the aircraft role has been limited to INTERCEPT only. Some adjustments have been made to the FFAR and pod so if you have the previous MK-4B [NATO] installed you should remove the previous versions and install the new ones. The sounds and ejection seat are unchanged so you can skip that part of the install. After the model was built we found out the MK-5 couldn't carry wing tip tanks with the wing tip extensions installed. Sundowner is too busy to do any model work so the tip tanks have been removed using an ini edit. Bomb and guided missile racks are still available for what if scenarios. Check the ReadMe for a bit more information. 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 -
1 pointCombat Over Lebanon.... (It could almost be the box art for an Airfix 'Dogfight Doubles' model kit set!)
-
1 point
-
1 point
-
1 point
-
1 point
-
1 pointThank you, Denis Oliveira. Your skins is a great effort to give a decent look to an ancient LOD. Really, the AMX model by Rafael Rodrigues, despite its advanced age and very low weight (only 329 kB) still manages to look pretty good. But as you know, for SF2, the use of BMP format textures is obsolete method. Besides the fact that they look worse in the game, they also take up too much space. Downloading 358 MB in weight is a lot in itself, and in unpacked form it takes an inadmissible amount of space! For comparison: now each folder with skins occupies 72,8 MB, and with a JPEG textures - only 8,15 MB. Below, in the attachment, you'll find a Rafael’s model that requires textures in the JPEG format instead of a BMP. The only thing you have to manually change the format of each texture in the JPEG format (I use the Fast Stone Image Viewer, through the option "Save As ..."). It will take you some time. Of course, this is not for those who have a terabyte hard drive and professes the rule "F*ck disk space economy!" :) Enjoy! AMX-1.LOD
-
1 point
-
1 point
-
1 pointHello. I'm just coming back from a nice trip in the incredibly beautiful Sultanate of Oman. As my hotel in the capital city of Muscat was located in the district of Ruwi, I spent a morning at visiting the nearby Sultan's Armed Forces Museum - and sure, I did not regret it! Below are some shots mostly related to the outdoor displays dedicated to RAFO : Two-seater Jaguar OB (commissioned 1977-2014), displayed at the place of honor in front of Bait Al Falaj Fort. BAC 167 Strikemaster and Hawker Hunter - Unfortunately, I did not collect full information about these models. Short & Harland Skyvan 3-SH1877 (passenger transport aircraft, commissioned 1970-2006). I can't resist adding these few shots from a missile boat quite unusually displayed in the open ground : RNOV Al-Mansoor, fast attack craft (commissioned 1973-1985).
-
1 point
-
1 point
-
1 pointI thought this info would fit with this thread. Below is a list of each individual capability flag. You can get any capability flag available by adding capability flags together with the Windows calculator in programmer mode with Hex selected. Now there are two group of number to be added. The first is the third digit to the right of the "0x" which I have highlighted in red, "CapabilityFlags=0x10000000". This digit relates to the Sea-skimming, Terminal Pop-up, and Lofted flags. The second group is composed of the three digits that are farthest to the right as you see here highlighted in blue, "CapabilityFlags=0x10000000", these are for all other capability flags. For example if you want to add the IFF Interrogator, Seeker Slave, and All Aspect flags to a missile you would add 020+180+400=5A0 that means "CapabilityFlags=0x100005A0". Another example is this flag "CapabilityFlags=0x107006FF" which is all capability flags checked on and "All Aspect" selected. Also below the Capability Flags section I have included a list of all EO Display Flags for both bombs and missiles. //--------------------(Capability Flags)--------------------\\ None CapabilityFlags=0x10000000 Terminal Guidance CapabilityFlags=0x10000001 Target Memory CapabilityFlags=0x10000004 Mid-course Correction CapabilityFlags=0x10000002 Home on Jam CapabilityFlags=0x10000008 Optical Backup CapabilityFlags=0x10000010 IFF Inerrogator CapabilityFlags=0x10000020 Seeker Uncage CapabilityFlags=0x10000140 Seeker Slave CapabilityFlags=0x10000180 Sea-skimming CapabilityFlags=0x10100000 Terminal Pop-up CapabilityFlags=0x10200000 Lofted CapabilityFlags=0x10400000 Rear 60 Aspect CapabilityFlags=0x10000100 Rear 180 Aspect CapabilityFlags=0x10000200 All Aspect CapabilityFlags=0x10000400 >--------------------(Bomb EO Display Flags)--------------------< None + None EODisplayFlags=0 Crosshair + None EODisplayFlags=1 Four Corners + None EODisplayFlags=2 Double Lines + None EODisplayFlags=4 /-----/ None + Ponting Cross EODisplayFlags=256 Crosshair + Ponting Cross EODisplayFlags=257 Four Corners + Ponting Cross EODisplayFlags=258 Double Lines + Ponting Cross EODisplayFlags=260 /-----/ None + Nose Index Marker EODisplayFlags=512 Crosshair + Nose Index Marker EODisplayFlags=513 Four Corners + Nose Index Marker EODisplayFlags=514 Double Lines + Nose Index Marker EODisplayFlags=516 <-----(Bomb EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=131072 Crosshair + None + Bypass TV Filter EODisplayFlags=131073 Four Corners + None + Bypass TV Filter EODisplayFlags=131074 Double Lines + None + Bypass TV Filter EODisplayFlags=131076 /-----/ None + Ponting Cross + Bypass TV Filter EODisplayFlags=131328 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=131329 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=131330 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=131332 /-----/ None + Nose Index Marker + Bypass TV Filter EODisplayFlags=131584 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=131585 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=131586 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=131588 >--------------------(Missile EO Display Flags)--------------------> None + None EODisplayFlags=65536 None + Ponting Cross EODisplayFlags=65792 None + Nose Index Marker EODisplayFlags=66048 /-----/ Crosshair + None EODisplayFlags=65537 Crosshair + Ponting Cross EODisplayFlags=65793 Crosshair + Nose Index Marker EODisplayFlags=66049 /-----/ Four Corners + None EODisplayFlags=65538 Four Corners + Ponting Cross EODisplayFlags=65794 Four Corners + Nose Index Marker EODisplayFlags=66050 /-----/ Double Lines + None EODisplayFlags=65540 Double Lines + Ponting Cross EODisplayFlags=65796 Double Lines + Nose Index Marker EODisplayFlags=66052 >-----(Missile EO Display Flags with Bypass TV Filter on)-----< None + None + Bypass TV Filter EODisplayFlags=196608 None + Ponting Cross + Bypass TV Filter EODisplayFlags=196864 None + Nose Index Marker + Bypass TV Filter EODisplayFlags=197120 /-----/ Crosshair + None + Bypass TV Filter EODisplayFlags=196609 Crosshair + Ponting Cross + Bypass TV Filter EODisplayFlags=196865 Crosshair + Nose Index Marker + Bypass TV Filter EODisplayFlags=197121 /-----/ Four Corners + None + Bypass TV Filter EODisplayFlags=196610 Four Corners + Ponting Cross + Bypass TV Filter EODisplayFlags=196866 Four Corners + Nose Index Marker + Bypass TV Filter EODisplayFlags=197122 /-----/ Double Lines + None + Bypass TV Filter EODisplayFlags=196612 Double Lines + Ponting Cross + Bypass TV Filter EODisplayFlags=196868 Double Lines + Nose Index Marker + Bypass TV Filter EODisplayFlags=197124
-
1 pointThis is a quick reference guide for what all the different "***Type=" Numbers mean when editing Weapons. It's primarily for people who are used to editing ini's rather than Newbies but hopefully it'll help both. I got some of the information from posts on here and some from playing about with the TW weapons editor but if you spot anything wrong let me know and I'll get it changed. Ta...............................IanH *******************Strike Fighters 2 - Editing Weapon Data********************* What are the different types of weapons I can fit to a Pylon in SF2? ------------------------------------------------------------------------------------------------------------------------- **********This is Found in the Aircraft data.ini and it Lets the Pylon know the type of weapons it can carry********* ------------------------------------------------------------------------------------------------------------------------- AllowedWeaponClass=??? BOMB ... Bomb LGB .....Laser-guided Bomb EOGB ... Electro-Optically Guided Bomb AWD .... Area-weapon Dispenser NUC .... Nuclear Bomb WGR .... Wire-guided Rocket CGR .... Command-guided Rocket LGR .... Laser-Guided Rocket EOGR.... Electro-Optically Guided Rocket ARM .... Anti-radiation Missile ASM .... Anti-ship missile IRM .....Heat-seeking Missile SAHM ... Semi-active Homing Missile AHM .... Active Homing Missile RP ......Rocket Pod RCKT ... Rocket, single GP ......GunPod EP ......ECM Pod LP ......Laser Pod NP ......Navigation Pod DLP .... Data-link Pod RCN .....Recon Camera Pod IFP .....Illumination Flare Dispenser FT ......Fuel Tank 2BR .... Twin Bomb Rack 2IR .....Twin IRM Rack 2AR .... Twin AHM Rack TER .... Triple Ejector Rack TLR .... Triple Homing Rocket Rack (AGM-65 for example) MER ... Multiple Ejector Rack (6 Bombs) BFT .... Bomb carrying Fuel Tank ATR .... Guided Rockets Rack (WGR/LGR only - No Racks for CGR) --------------------------------------------------------------------------------------------------------------------------- How can I change how a weapon works, what warhead it carrys, how it's guided etc? --------------------------------------------------------------------------------------------------------------------------- **********All the following are for editing an individual Weapons Data.ini and are found in the Weapons Folder********** --------------------------------------------------------------------------------------------------------------------------- WeaponDataType=??? * WeaponDataType=0 Free Fall Bombs * WeaponDataType=1 Guided Missiles & Torpedoes * WeaponDataType=2 Rocket Pod and Unguided Rockets * WeaponDataType=3 Gun Pod * WeaponDataType=4 ECM, Navigation, Targeting, Data Link (See "StoreType=" below) * WeaponDataType=5 Drop Tank * WeaponDataType=6 Bomb/Missile Rack Type So using the "AllowedWeaponClass=" Labels above WeaponDataType=0 = BOMB NUC LGB EOGB AWD WeaponDataType=1 = ARM SAHM IRM CGR EOGR AHM LGR WGR ASM WeaponDataType=2 = RCKT RP WeaponDataType=3 = GP WeaponDataType=4 = EP RCN LP NP DLP (See "StoreType=" below) WeaponDataType=5 = FT BFT WeaponDataType=6 = MER TER CGR ATR TLR 2IR 2AH 2BR --------------------------------------------------------------------------------------------------------------------------- StoreType=??? If using WeaponDataType=4 then "StoreType=" states what the Pod does StoreType=0 = EP = Noise Jammer StoreType=1 = EP = Deceptive StoreType=1 = EP = Dual Mode (you also have to add DualMode=1 below WeaponDataType=4 as well) StoreType=2 = EP = Decoy Dispenser StoreType=3 = LP = Laser Pod StoreType=4 = NP = Navigation Pod StoreType=5 = DLP = Data Link Pod StoreType=6 = RCN = Recon Pod/Camera For more Information on EP Types visit http://combatace.com/topic/57249-ecm-jammers-in-sf2-for-sf2-kb/ --------------------------------------------------------------------------------------------------------------------------- WarheadType=??? WarheadType=0 = High Explosive WarheadType=1 = Armour Piercing WarheadType=2 = HEAT WarheadType=3 = Incendiary WarheadType=4 = Napalm WarheadType=5 = Fuel Air Explosive WarheadType=6 = Penetrator WarheadType=7 = Runway Cratering WarheadType=8 = Cluster - Anti Personnel (AP) WarheadType=9 = Cluster - Anti Tank (AT) WarheadType=10 = Cluster - Mix AP/AT WarheadType=11 = Cluster - Incendiary WarheadType=12 = Cluster - Runway Cratering WarheadType=13 = Area Weapons Dispenser WarheadType=14 = Nuclear Fission WarheadType=15 = Nuclear Fusion -------------------------------------------------------------------------------------------------------------------------- GuidanceType=??? ***Air to Ground*** GuidanceType=0 None (BOMB,RCKT,NUC,AWD) Unguided Dumb bombs & rockets etc GuidanceType=1 Wire Guided (WGR) TOW & HOT etc - Can be used for small missiles (i.e mW radar Brimstone/Hellfire) to substitute Radar Guidance - CAN be Rack Mounted (ATR). GuidanceType=2 Radio Command Guided (CGR) AS-30 etc GuidanceType=3 Semi-Auto Command Guided (CGR) Can used for Large missiles (i.e Anti-Ship) to substitute Radar Guidance - CAN'T be Rack Mounted. GuidanceType=4 Laser Guided (LGB,LGR,NUC,AWD) GBU-12, Laser AGM-65 etc GuidanceType=5 TV Homing (EOGB,EOGR,NUC,AWD) Walleye, TV AGM-65 etc GuidanceType=6 Imaging Infra-red Homing (EOGB,EOGR,NUC,AWD) IIR AGM-65, GBU-15 etc GuidanceType=7 Inertial Homing (ASM) ASMP, some Anti Ship models GuidanceType=8 GPS Homing (EOGB,EOGR,NUC,AWD) JDAM, Storm Shadow etc GuidanceType=9 Anti Radiation (ARM) AGM-88, Martel, ALARM, Kh-28 etc ***Air to Air*** GuidanceType=10 Heat Seeking (IRM) Sidewinder, Archer etc GuidanceType=11 Beam Riding (SAHM) SA-2, SA-3 etc GuidanceType=12 Semi-Active Radar Homing (SAHM) ie Aim-7 Sparrow, SA-6 GuidanceType=13 Active Radar Homing (AHM) ie AMRAAM, Adder etc **Anti Ship Missiles** - Radar guidance for A2G Weapons isn't modelled in-game (only A2A weapons) so in the past people have used GuidanceType=7/8 to simulate it but this will only hits static targets and will miss moving ones. Please consider using GuidanceType=2/3 (CGR) as a work around instead for Large Single Pylon Missiles or GuidanceType=1 (WGR) for smaller weapons that may require Rack mounting (ATR). The GuidanceType doesn't affect the WeaponDataType so both a LGB GBU-12 (WeaponDataType=0) and an EOGR Laser AGM-65 (WeaponDataType=1) use the same GuidanceType (GuidanceType=4 Laser). -------------------------------------------------------------------------------------------------------------------------- ***EDIT 07 Jan '12 - Changed GuidanceType=??? section slightly to include AllowedWeaponClass acronyms and new WGR data.
-
0 pointsSorry, but trying to teach how to make a Campaign would take too long. I have over two years of experience with it. However, if you want Campaigns with different Aircraft I can recommend the following: Operation Joint Effort http://combatace.com/files/file/13319-operation-joint-effort/ The Pacific Incident http://combatace.com/files/file/13133-the-pacific-incident/ The Scandinavian Front Part 1: http://combatace.com/files/file/12979-the-scandinavian-front-mega-package-part-1/ Part 2 http://combatace.com/files/file/12980-the-scandinavian-front-mega-package-part-2/
Important Information
By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..