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Showing most liked content on 07/18/2019 in all areas
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12 points
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7 points
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6 points18 July 1967. For the first time U.S Air Force combat search and rescue helicopter, HH-3E Jolly Green refueled in flight from HC-130P Combat Shadow during an ongoing rescue mission in Southeast Asia.
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6 points
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4 pointsNot in this game. I've been playing and modding it since 2003. It's not possible. You're allowed a maximum of 32000 rounds of ammo (and the attendant weight penalties). To get that you'd need to extract and edit every single data ini for every aircraft that carries a gun, and place them into each and every one of their respective aircraft folders. Missiles and bombs are another story altogether. Meaning: weight limits of the hardpoint, aerodynamic forces of said overloaded hardpoint, limitations of the avionics (IR vs SAHM vs AHM). Most of us have spent an inordinate amount of time trying to REMOVE arcade-ism from the SF series. Making it as realistic as the engine's physics will allow. You want arcade, this ain't the game.
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4 points
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3 pointsView File SF2 F-84B Thunderjet, 49th FIS, 14th FG Pack SF2 F-84B Thunderjet, 49th FIS, 14th FG Pack 7/7/2019 -For SF2, Any and All (Full Merged Reccomended) This is a NEW aircraft, the Republic F-84B Thunderjet, depicted as when it first became operational in 1947. It it based on (one of) RussoUK's F-84s. It represents aircraft of the 49th FS (JP), 14th FG from 1947 through 1949. The 49th was the first USAF squadron to recieve and deploy the Thunderjet into active service (along with it's sister squadrons the 37th and 48th).They served in the "day and good weather" Air Defense role of the Eastern United states from Dow AFB, Maine. The skin is in jpg format, and 26 serial and Buzz numbers decals were created. Decal Randomization is TRUE. On the number list (individual aircraft serial) drop down, any serials marked with a star (*) has been positively identified as having served in the 49th. The others, while some DID serve in other squadrons of the 14th FG, they could not be identified to any of the 3 squadrons. Others, for the B model, are generic in nature. A NEW late 1940s pilot figure is included, as is the "f84" jet sound. Drop tanks, WW2 era bombs, rockets, etc are NOT. You should have these already. On the Aircraft selection dropdown menu you'll see: F-84B ThunderJet (RUK) (This is to differentiate Russ's T-Jet from the as yet uncompleted FastCargo version; if it every gets done!). As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 07/18/2019 Category F-84
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3 points"Only man to shoot down 3 enemy planes in the last 40 years" Nigel Ward RN: three in the Falklands. (1x Puccara, 1x IAI Dagger and 1x C-130) Cesar Rodriguez USAF: two in the Gulf and third in Kosovo. (2x MiG-29's and a MiG-23)
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3 points
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2 pointsBeing on active duty for many of the years of it, I've always been morbidly fascinated by the question: what if the Cold War had run hot....Since the RCAF was tasked with TacNuke Strikes in the Fulda Gap, I tried to imagine what it would look like. Low, Fast, and Lethal.
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2 points
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1 pointIt respawns bombs and missiles as they were at the beginning of the mission. Silly anecdote: After triggering external stores jettison, it won't won't work anymore, at least not really:
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1 point
Version 1.0.0
181 downloads
SF2 F-84B Thunderjet, 49th FIS, 14th FG Pack 7/7/2019 -For SF2, Any and All (Full Merged Reccomended) This is a NEW aircraft, the Republic F-84B Thunderjet, depicted as when it first became operational in 1947. It it based on (one of) RussoUK's F-84s. It represents aircraft of the 49th FS (JP), 14th FG from 1947 through 1949. The 49th was the first USAF squadron to recieve and deploy the Thunderjet into active service (along with it's sister squadrons the 37th and 48th).They served in the "day and good weather" Air Defense role of the Eastern United states from Dow AFB, Maine. The skin is in jpg format, and 26 serial and Buzz numbers decals were created. Decal Randomization is TRUE. On the number list (individual aircraft serial) drop down, any serials marked with a star (*) has been positively identified as having served in the 49th. The others, while some DID serve in other squadrons of the 14th FG, they could not be identified to any of the 3 squadrons. Others, for the B model, are generic in nature. A NEW late 1940s pilot figure is included, as is the "f84" jet sound. Drop tanks, WW2 era bombs, rockets, etc are NOT. You should have these already. On the Aircraft selection dropdown menu you'll see: F-84B ThunderJet (RUK) (This is to differentiate Russ's T-Jet from the as yet uncompleted FastCargo version; if it every gets done!). As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Happy Landings! Wrench Kevin Stein -
1 pointNew blood in the SF2 series should trust Wrench. He's a veteran of this game series, among many others. There used to be a bug/exploit which allowed to press a key combination in order to refuel the plane. However, that bug existed on SF1 games. It was addressed in the SF2 series of games, and it no longer works. Other workarounds have been sought, but nothing worked. Strike Fighters is another kind of game (and I am a huge Ace Combat fan). We modders long for additional features and bug fixes, but without a source code you cannot change how the game works and its routines. So, we have to deal with it.
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1 pointWell, that was pretty emphatic... However, I personally would like to believe that it is possible, if people think about it in the right way and are willing to put the effort in. For example, if you can't make the default definition of unlimited ammo possible, why not make a mod that allows a plane to be rearmed instantaneously in mid-air? Then you can even put a limit on how many rearms you can use. Also, I know that someone mentioned they did do something similar by accident on these forums, though they couldn't recall how to replicate it, I think it was for SF1 but I can't remember just right where I saw it... Anyways, I'm pretty sure it's possible to effectively have unlimited ammo and fuel (such as the instant resupply function I mentioned), it's just the way you get it to work that's the trick, and that's what I was asking about here; ideas for how such a mod could be made to work.
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1 point
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1 pointDon't know how to answer this, but : Using or not Stallxxx entries, I often edit the Cl0machtable and ClaMachTable datas CL0MachTableData=0.000,0.570,0.783,0.996,1.000,0.996,0.906,0.815,0.725,0.635,0.545,0.454,0.364 CLaMachTableData=0.000,0.570,0.883,1.000,0.996,0.906,0.815,0.725,0.635,0.545,0.454,0.364,0.279 (done on the kitchen table using a fork as a screwdriver) with : CheckStall=TRUE CLmax=0.2458 AlphaStall=15.27 AlphaMax=23.64 AlphaDepart=29.72 StallMoment=-0.003 StallDrag=0.004 StallLiftTableNumData=37 StallLiftTableDeltaX=10.00 StallLiftTableStartX=-180.00 StallLiftTableData=0.000,-0.013,-0.027,-0.044,-0.060,-0.057,-0.049,-0.033,-0.014,0.000,0.018,0.052,0.098,0.146,0.211,0.255,0.355,0.554,0.942,0.611,0.378,0.276,0.220,0.174,0.123,0.077,0.040,0.000,-0.014,-0.033,-0.049,-0.057,-0.060,-0.044,-0.027,-0.013,0.000 StallDragTableNumData=37 StallDragTableDeltaX=10.00 StallDragTableStartX=-180.00 StallDragTableData=0.001,0.008,0.021,0.043,0.082,0.123,0.171,0.227,0.292,0.367,0.451,0.562,0.689,0.825,0.937,1.018,1.142,1.122,1.000,1.122,1.142,1.018,0.937,0.825,0.689,0.562,0.451,0.367,0.292,0.227,0.171,0.123,0.082,0.043,0.021,0.008,0.001 StallXacShiftTableNumData=37 StallXacShiftTableDeltaX=10.00 StallXacShiftTableStartX=-180.00 StallXacShiftTableData=-0.505,-0.505,-0.431,-0.388,-0.384,-0.369,-0.343,-0.316,-0.279,-0.252,-0.225,-0.189,-0.162,-0.136,-0.121,-0.116,-0.073,0.000,0.000,0.000,-0.073,-0.116,-0.121,-0.136,-0.162,-0.189,-0.225,-0.252,-0.279,-0.316,-0.343,-0.369,-0.384,-0.388,-0.431,-0.505,-0.505 or CLaMachTableData=0.996,0.997,1.000,1.005,1.011,1.025,1.141,1.141,1.089,1.042,1.016,1.005 no Cl0 value with : CheckStall=TRUE CLmax=0.1252 AlphaStall=15.13 AlphaMax=28.58 AlphaDepart=41.88 StallMoment=-0.002 StallDrag=0.004 no StallxxxTable -------------------------------------------- In the first example the first value of the table is 0.000, so there's no lift. In the second example, it's the TW table (I think...) but I deleted the StallxxxTables No theory, no study, billions of tests, so no reliable explanations as well ...and the stall speed in the flight control part (in meters/sec) [FlightControl] StallSpeed=62.00 I think the game cuts the lift under this value + modified by the flaps settings (+ does the wind counts ???)
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1 point1976. Two Imperial Iranian Air Force BAC Thunderstrike Mk.52's (the export variant broadly similar to the standard RAF Thunderstrike S.2) launch on a recon probe of Soviet defences on the northern border of Iran... With the shores of the Caspian Sea in the background the Thunderstrikes use the hills for terrain masking from Soviet radar The Cold War is at it's height, and the ELINT and SIGINT 'take' from the sortie will be shared with NATO and the Shah's Persian Gulf allies. Persistent rumours that RAF instructors on secondment to the IIAF have been participating in these missions have never been confirmed.....
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1 pointStill remember the flat airfields of first Moggy release of "Main body Sighted", how I loved those carriers!!
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1 pointView File F8F Bearcat Redrawn Lines, Rivets, etc.. Redrawn Lines, Rivets, etc.. for the Geo's F8F Bearcat. It can be used for SF1 or SF2. Add your own paint, dirt, details, decals and weathering... I can't remember why I made this template (I must have had some extra rivets laying around) as there are already some excellent skins for this plane by Geo, Pappychksix, paulopanz and Wrench and much of this template was based on some of those skins. This is a WIP-Finish-It-Yourself template and is in Photoshop .psd format at 2048 pixels. It has redrawn lines, rivets and various bits. It can be reduced for those with low spec computers. It's still a bit rough around the edges, but you can smooth out any rough edges to your desires. ----------------------------- If you want to make the lines and rivets darker or lighter, this template allows you to do that by adjusting the opacity of the lines, rivets or any layer of this file. You can also 'Click' off any layer you don't wish to use, such as the rivets layer if you don't wish to have any rivets. To use it you must have a paint program that reads/modifies .psd files. Then you can adjust the specular, glossiness and/or reflection entries in the skin's texture.ini file to get the skin to your liking. I use the poor mans' method of bump mapping. I don't have the needed software or skills to create real bump maps. I use two template layers: one black the other white. The white layer is below the black layer and offset one pixel up or down and one pixel left or right. Then adjust the opacity of each layer to create a 'shadow' effect. When done right it gives the illusion it's 3D. --------------------------- Credit and Thanks to Geo for this nifty little jet. I'm releasing this under the Combat Ace Fair Use Agreement. Use it anyway you wish for personal use. For any other use, please contact me first. If you find any problems with it, please PM me. If you improve it, please PM me a copy. Thanks to all who are helping me learn to skin by direct involvement and/or by inspiration. If I forget or miss anyone who deserves credit for anything I release, I apologize. I have no intent to abuse or misuse anyone's property or claim it as my own. Please contact me to correct any error. Geary Submitter Geary Submitted 07/17/2019 Category Skin Templates
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