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Showing most liked content on 08/19/2019 in all areas
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4 points
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4 pointsApril 2020: VFA-14 Tophatters: Based on the USS John C. Stennis (CVN-74) navigating Gulf of Dhimar in multinational "Operation Dragonbreath". Our mission is to help Dhimar counter the increassing terrorist attacks, neighbouring Paran is in deep turmoil and there have been repeated attacks against border cities, some of them even including APC and targetting our troops in the ground. During early morning we got a call from USMC troops, codename Ravagers, while on foot patrol they got ambushed by enemy APC's and infantry squads in the market of the town.As QRA aircraft we are sent to deal with the threat and help the marines in the close quarters of the city. The bad guys... At the carrier deck We were launched with a heavy load, so we need to refuel on the way to the coast. After the refuel, we head to the coast, apporaching Moshak Marines are heavy pressed, and we start picking our targets in the streets of the city JDAM away. The USAF boys are heavy at work as well. Rifle: Shack! Our job is paying in gold, but we're getting fired as well. But now the enemy is in full retreat, the marines were able to disengage, and the help is on the way... Is now time to get back to the carrier. Circling... busy deck. And parked, time for some late breakfast. The mission was a total succes, killed 3 BTR60 and 2 BTR 152, the USAF killed some guys on the ground, so I got this... The mission was really fun, had to spend sometime designing it to have everything in place, but it was both fun and entertaining, and above all I felt like a real pilot in a close quarter situation. I aligned each shot to avoid hitting buildings in the ground, and tried to follow all the procedures I read on real operations books. SF2 still has some great potential! During the flight I palyed a real firefight between US troops and talibans, so it was more realistic trying to save those guys on the ground. Sorry for so much pics, hope you enjoyed.
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3 points
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3 pointsWell, some of them may not work, but some of them will. This is MontyCZ's Avia B-534 made for SF1 flying in FE1. Notice that the pilot is the stock FE pilot. And Coupi posted shots of the Bf 109 flying in FE2
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2 points
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2 points@Richo No offense, but have you read my posts? You do not need to flatten anything, if you download the latest version of the terrain the HFD and TFD files have been fixed already for that airfield and various others.
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2 pointsanother one almost finished finally. been ignoring the WW2 stuff, have quite a few more that I hope to finish B
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2 points
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2 points
Version 1.0.0
64 downloads
This is uncomplete work for the Ramon Airbase Israel If anyone would like to complete it that will be great, as I really don’t have the time to finish it. you will find the max file as well as the link to the AB for google map and some screenshots that I used to get the AB models. Google map link to the AB -
2 points
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1 pointI have some planes started for the Spanish Civil War. They're all to the point where the fun part is done, finishing them will just be tedious. I'll finish them if anyone is interested, but it will take some time.
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1 pointThank you for stressing it out. I think I missunderstood it when I first read it. It's a brilliant idea.Thank you for help Logan.
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1 pointSo... does somebody want to find out which SF planes will work in FE and make the necessary conversions to add to the First Eagles Spanish Civil War? I'll have the Hispano-Suiza DH.9 ready for upload tomorrow or the next day.
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1 point
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1 pointuuupppss... i made a mistake , the Booster burn time was only 1,0 sec not 3.5 sec here are the edited versions Kormoran.7z Kormoran2.7z
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1 pointThe game developer decides which things to support or not support. TK/Third Wire was an early supporter of the original TrackIR with 3 DOF. When "Vector" was released supporting 6 DOF, he added moving left/right, up/down, but did not add the ability to tilt your head. The left/right and up/down are also very limited movements. All Third Wire games support TrackIR in "Enhanced Mode", which means the game was designed to use it fully/correctly. Once you can get TrackIR working correctly in your games, the key is to create custom profiles to match your preferences. I like to disable all of the TrackIR button functions except "Recenter", and I map that one to the POV hat center "push-down" position on my throttle in all of my games. I also uncheck the "trap" option so that I can still use that same button in games to reset my view to the default forward view... so one button brings me back to the default view and recalibrates my TrackIR center at the same time. I just have to be looking at the center of the screen when I do so to get the re-center correct. It takes some time playing with the axis profiles to find out what you like. Smooth? Fast? Deadband? Flat curve? Ramped curve? I can't tell you what to do. Just pick and axis and try switching between the default profiles as well as playing with the speed and smoothness settings. You may like different profiles for different games.
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1 pointI have a Heinkel He-51 in the works, the cockpit and the FM still need a lot of work. Then I need to gather everything, make screens, make holes, etc. to make it ready for upload. So, still a month or so. I'll finish the DH 9 first, since that's a WWI plane which I've already made, it will get a new fuselage and engine to reflect the Spanish produced version. The DH 9 should be finished in a week or so. My point in starting this discussion is to make a First Eagles version of the Spanish Civil War, so no, let's not move to the Strike Fighters forum. It is possible to get at least some Strike Fighter planes to fly in FE (I use FE 1 by the way ) - you'll need to change the pilots, guns, and bombs to those available in FE, and make new skins. For some planes you'll need to add lines to the controls ini to make the landing gear, brakes, flaps, etc. work. I saw a list of commands somewhere in the FE forums, I think it was in Geezer's Spanish Civil War thread, but I can't find it now. Of course you should get permission from the original modder - or maybe provide a link to their download along with your changes.
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1 pointAs a test, I can send you one of my full TE set ups, and see if you can get it work on your W10 machine. Just install (means: unzip and drop it as there's NO install program) to the C drive (ie: C:/Terrain Editors/*name of editor*). THEN you get the fun on figuring out it's workings
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1 pointEarly 111s??? We could sure use a new H model (or whatever variant letter it is, for BoB and later!!)
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1 point
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1 pointIts an early Beta release i think. But no problem. The community will find a way to fix the issues.
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1 pointDitto that. I've said this countless times, by putting the effects to Unlimited, the game uses what appears to be some badly made DirectX 10 shaders. Putting them to high, most of the game uses DirectX 9 libraries.
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1 pointnever mind . the proble was that for some reason the EXE files where in compatibility mode for XP... removed ,works fine
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1 pointI've found the MontyCZ's Bf 109B (and C) from the SF2 section. Very fastly I've tested it in my FE2 install and this fighter works fine over the wwiCaporetto terrain for example !
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1 pointAs many of you have pointed out, the Spanish Civil War represents an interesting time period when the planes and the tactics were evolving. There was an unusual mixture of planes being used and there were times when clearly obsolete types were being flown against the latest developments in aircraft engineering. Putting the politics aside, the SCW has a lot of potential and I'm glad that Geezer introduced the idea to us. However, we have a long way to go before we have a usable game. So far we have a placeholder terrain, some tanks, and LloydNB made some skins - but we only have three planes. If you want SCW to happen, you'll each have to bring your own talents to it. The Strike Fighters download section has some planes that would help fill out the roster. For SF1, I have noticed a Messerschmitt Bf.109, a Junkers Ju87, a DH82 Tigermoth, and a Fiesler Fi156 Storch, all of which were used in the Spanish Civil War. There may be more. If you guys want to get the necessary permissions and do the conversions, we could get SCW up and running quicker. We can always make improvements as we go. If we work together we can make this happen.
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1 point
Version 1.0.0
271 downloads
Admiral Flota Sovetskogo Soyuza Kuznetsov The Russian only Aircraft Carrier for Strike fighters 2 ------------------------------ this mod aren't completed yet cause i don't know how to create the suitable data.ini for the this model But don't worry it's usable and tested on SF2 patch 2012. i hope in the future this model go to be fixed. ------------------------------ Known issues - Radar is mounted and works well - The engine smoke is not on right positions - CWIS is able to shot but the burst flame is not setted well on each CWIS yet - ASM is not mounted - SAM is not mounted - cable is not setted well ------------------------------ the 3d model is completely from Cadnav and its free then converted to TW model and THIS MODEL IS FOR FREEWARE ONLY! ------------------------------ if you interested to fix this model just PM me, i'll give you the 3ds and any related data, then please reupload to Combatace or send me email with fixed data, model or both. be fair okay my email guntara@usa.com ------------------------------ Thanks to Thirdwire, Combatace and Cadnav. ------------------------------ A bit detail of Admiral Kuznetsov From Wikipedia known as Admiral Flota Sovetskogo Soyuza Kuznetsov (Russian: Адмира́л фло́та Сове́тского Сою́за Кузнецо́в "Admiral of the Fleet of the Soviet Union Kuznetsov") is an aircraft carrier (heavy aircraft cruiser in Russian classification) serving as the flagship of the Russian Navy. It was built by the Black Sea Shipyard, the sole manufacturer of Soviet aircraft carriers, in Nikolayev within the Ukrainian Soviet Socialist Republic (SSR). The initial name of the ship was Riga; it was launched as Leonid Brezhnev, embarked on sea trials as Tbilisi, and finally named Admiral Flota Sovetskogo Soyuza Kuznetsov after Admiral of the fleet of the Soviet Union Nikolay Gerasimovich Kuznetsov It was originally commissioned in the Soviet Navy, and was intended to be the lead ship of the two-ship Kuznetsov class. However, its sister ship Varyag was still incomplete when the Soviet Union collapsed in 1991.The second hull was eventually sold by Ukraine to the People's Republic of China, completed in Dalian and commissioned as Liaoning. -
1 pointOur quotas are there for scale. We host thousands of files and file images, site content including attachments in posts and private messaging, the gallery, an extremely large database, backups, and more. If all our members filled their quota on disk you can imagine the storage that would be required. The cost of adding additional hardware isn't cheap because our equipment runs in a RAID configuration so adding another 1TB disk is really adding 2 which increases our overhead. I've looked at cost savings alternatives like moving to the cloud but there also the premium is disk space and we'd be paying more. As for our support for modders that's never changed but you have to be nominated into that group and I have no control or say over that. You were asking about the error and site operation so everyone has responded accordingly. Now I understand you may be asking for something different and I'll pass the word along. E
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1 pointIf you read Erik's reply carefully he gives you the way you can have limitless pictures uploaded... From there you can link them to the topics you want to include them. So instead of going multiple rounds what and how should be changed, etc, use the data people give you to solve issues, its right there just have to read it, understand it and apply it.....
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1 pointForgot to tweak the FM for this beauty, for the Cold War Prop FM pack...will upload it soon with a ver. 1.2 of the package. Have also increased sensitivity of the rudder on the P-47M and N types, with slightly snappier aileron response on the type N too, and desensitized aileron response on the type M, as well as on the earlier D "Razorback" sprint upgrade included with the pack. The 47N is a bit slower than the M variant but still very impressive. Top speed around the 750s kph at about 9800 m alt...one of the best high-alt. prop aircraft in the package now. Does great in dogfights against the Lavochkin 11 if you maintain energy...the LA-9 is a bit more challenging but still workable if you fly the Jug smoothly. Happy flying, Von S
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1 point
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1 point
Version 1.0.0
232 downloads
Douglas RB-66C & WB-66D Destroyer Update Pak 8/12/2019 = For SF2, Any & All = This package contains 2 of Bunyap's 1stGen aircraft brought up to a more SF2-ish standard. Also, they seemed to be missing from the SF2 downloads, and I thought it was time to bring them back. They are the: RB-66C Destroyer (Recon & ELINT) aircraft WB-66D Destroyer (Weather Recon, ELINT) aircraft The units/skins provided herein are: RB-66C: 42nd TRS, 10th TRW (USAFE) 19th TRS, 66th TRW (USAFE) WB-66D: 9th TRS, 363rd TRW (ConUS+) All markings are decals, excepting the 42nd tailfin flash. All serial and buzz number decals (30 for the RB & 36 for the WB) are 100% historicaly correct. They represent the full production runs for =BOTH= aircraft. The 2 skins for the RB use the same pool of decals. A new Hi-Rez replacement skins were created from HGBN's templates. The skins are in jpg format. As with the B-66 and EB-66, a highly modified cockpit is supplied to 'fit' within the visible model. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! See "change List" in Notes for what's been modified/changed/adjusted. Happy Landings! Wrench Kevin Stein -
1 point
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1 pointAFAIK that YAP add-on is for WOV, hence why it's worse than usual, they did not use your re-release for SF2, but an older version of the terrain, I guess. Still, this does not make them less guilty. As you said, for users it's better to download and use what CombatACE has to offer. It's greater quality stuff, for free! About the _HM bitmaps, I am of the opinion that it's way better not to use them at all, given that the heightmap is properly done that is. In my 250m resolution heightmaps, I am extra careful about flattening sea areas, coastlines and airbases. Without _HM bitmaps, the terrain is all in its HFD glory, so to speak.
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1 point
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1 pointhmmm not tried yet...decs need tweaking...orange for the Blue 7G...got to make them... you can,I found out....with tga decs numbers too long.... so reduced width of tga by 85%....then made canvas size back to proper width... on main layer two borders ,filled with white...then alpha channel now had white borders...filled them with the black...saved and hey presto...didnt affect alpha channel at all.numbers are less long and look slightly higher as in pics above saves having go resize numbers and make new tga`s...
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1 pointHope this helps. Note all units, time, distances, etc., can be listed down the 6th decimal place (0.000000) in game. ReleaseDelay=<--------------The time between when the launch button is pushed and the weapon is released is seconds. FusingDistance=<-----------The distance in meters along the Y-axis from the 0.0 point of the weapon's level 1 LOD at which fuse action initiates. ArmingTime=<----------------The amount of time after release before the weapon's warhead can detonate. It may also effect when the weapon starts guiding, i.e. maneuvering, toward the target. MinLaunchRange=<--------The minimum range in meters at which the weapon will be allowed to lunch. MaxLaunchRange=<-------The maximum range in meters at which the weapon will be allowed to lunch. Duration=<----------------------The amount of time in seconds that the weapon will exist in game after launch unless it hits an object or terrain. BoosterStart=<---------------The amount of time in seconds after release before the booster starts. BoosterDuration=<---------The amount of time in seconds after the "BoosterStart=" time that the the booster will apply thrust. BoosterAccel=<--------------The amount of acceleration the booster will apply in multiples of G, that is 9.81mps squared as defined in the EnvironmentSystem.ini file. BoosterEffectName=<----The name of the booster's effect. BoosterSoundName=<---The file name for the sound the booster makes while under thrust. BoosterNodeName=<-----The name of the booster's mesh if the weapon’s LOD has a separate booster that can detach after burn out. BoosterPosition=<----------The X, Y, Z, coordinates in meters for the position of the booster effect relative to the weapon's level 1 LOD. SustainerDuration=<-------The amount of time in seconds after the "BoosterDuration=" time end that the the sustainer will apply thrust. SustainerAccel=<------------The amount of acceleration the sustainer will apply in multiples of G, that is 9.81mps squared. SustainerEffectName=<--The name of the sustainer's effect. SustainerSoundName=<-The file name for the sound the booster makes while under thrust. SustainerPosition=<--------The X, Y, Z, coordinates in meters for the position of the sustainer effect relative to the weapon's level 1 LOD.
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1 point
Version 1.0.0
432 downloads
Suez '56 Upgrade One of my favorite campaign ever. A Sea Venom & Canberra festival! Added: - Sea Venom - by Veltro2k from Venom 21/22 pack - - Hunter F5 (TW) - Redone - - Canberra B2 (TW) - from my own pack - - Canberra B6 (TW) - New - - Historical Serial Numbers; - Medals (by Captain Vengeur ?) - Loading Screen; - Stock Kadesh '56 Campaign Upgraded (Fly Them All!) - No. 13/15 Squadrons RAF bug - Fixed To install: - InstalI 48-56 Exp.1 Redux Here: - Delete All previous SeaVenom; Hunter5/F5; CanberraB2/6 - Overwrite new planes files That's all! Enjoy @ paulopanz -
1 point
Version
806 downloads
(Experimental) Thunderstorm weather mod for SF2 series by Thirdwire series 1 compatibility fix included made in and tested with merged SF2+Expansion Pack1 may 2010 by Stary 21.05.2010 -------------------------------------- This little modification replaces default rain effect with heavy thunder. Random lightnings, heavy rain, distant clouds lighted by electrical discarges and raindrops on screen are modelled. Unfortunately, no thunder/rain sound attached, as current environment engine seems not to allow to do so. -------------------------------------- Thanks to USAFMTL for betatesting. -------------------------------------- file edit: updated with readme, sorry!
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