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Showing most liked content on 10/08/2019 in all areas
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6 pointsI just completed the civilian Airport and it's in 7 separate models two terminals 3 terminal gates ground concrete structure and the main Airport building, also I have decided to make new main floodlights for the Airport. This is what I've done so far, maybe I'll be adding some more models, for example, ground support vehicles. please if there's any such thing already have been created let me know.
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4 pointsI'm no Skinner so I'm just happy I got decals in the right places! RAF 617 Sqn Eagle FGR3s in the liberation of Norway campaign, October 1991.
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2 points"Strike Fighters 2 Complete Edition" free for contributors. What a nice surprise, from TK, , on this dreary Monday.
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Version 1.4
1,027 downloads
Nations & Medals Expansion April 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This mod is an extension of the stock ThirdWire _nations.ini file. It adds new nations and respective national decals, missing from the stock game, and it adds numerous medals (made by Capitaine Vengeur and Charles) for the stock countries. Here below a summary of the changes: -Added a number of new service markings decals, for the added nations. -Remade decals for the fictive countries of SF2 to match the default 256x256 resolution of other national decals. -The Mercenary decal no longer shows Dhimari colours; now it's generic and adapt for various scenarios involving mercenaries. -The Soviet Air Force becomes the Russian Air Force since 1992, with proper new decals showing up since 2010. -The Soviet Naval Aviation (Russian Naval Aviation since 1992) has been added as a separate service. -The (Free) Libyan Air Force has been added and becomes active in 2012, in place of the Libyan Arab Republic Air Force. -Biafra and Katanga have been added and are active for a short number of years, as historically accurate. -The Rwandan Air Force has been added, active since 1962, with later finflash showing up since 2002. -The Niger Air Force has been added, active since 1961, with alternative insignia in use since 1980. -The Djibouti Air Force has been added, active since 1977, as historically accurate. -The missing post-Yugoslavia nations, namely Montenegro and Republika Srpska, have been added. -The missing ex-Soviet Union nations of Belarus, Tajikistan and Kyrgyzstan have been added. -The Irish Air Corps has been added, with alternative decals in use since 1955. -The People's Liberation Army Naval Air Force has been added as a separate service, active since 1953. -The Somali Air Force is known as the Somali Aeronautical Corps before 1960, as historically correct. -The Burkina Faso Air Force is no longer active since 1964, now it's active since 1985; it shows up as the Upper Volta Air Force before 1985. -The Bahrain Amiri Air Force becomes the Royal Bahraini Air Force in 2002, as historically accurate. -Created and added low-vis insignia and finflash textures for the Pakistan Air Force. -Fixed a stock bug in SF2 with the Sultan of Oman's Air Force not being selectable since 1959, as it should be. -Fixed a stock bug in SF2 with the Republic of China (Taiwan) Air Force not using the old roundel as it should be before 1992. -Activated unused low-vis finflash included in stock SF2 for the Canadian Armed Forces. -Other very small changes here and there to other stock nations. -Added new medals for the following nations and respective services: Argentina, Australia, Belgium, Brazil, Canada, China, Cuba, Czechoslovakia, Denmark, Egypt, East Germany, West Germany, France, Finland, Greece, Hungary, India, Iran, Iraq, Italy, Japan, Netherlands, New Zealand, North Korea, South Korea, North Vietnam, South Vietnam, Norway, Pakistan, Poland, Russia, Soviet Union, Spain, Sweden, Syria, Taiwan, Turkey, Ukraine, United Kingdom, United States. Modders and users are advised to tweak their _userlist.ini files and _data.ini files for aircraft and ships, to make use of the new naval aviation services added by this mod. >Credits (in no particular order): -Capitaine Vengeur, for his Modern Russian Federation Medals and Modern Ukrainian Medals packs. -Charles, for his Medals Pack v2.0 addon for SF1, which I have improved and updated to SF2 standards. -mue, for sharing info about the functionality of the alias.lst file. -paulopanz, for creating decals for Rwanda and Niger, which I have further tweaked. -eburger68, for few decals I borrowed from his huge campaign mods. I included the original readme files from the mentioned mods, where available, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. -
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1 pointYom Kippur war, CAP over the Bar Lev line, everything went wrong, but not yet... My favourite Mirage by far.
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1 pointTo save time making one side of a model helps...I now use instances...so much better... also found out...seems to work so far. if you copy animated landing gear say...on left...mirror i...you lose some animation orientations.or they go squiffy...pain to redo anims eh...possibly not...try this below... Ive found out by accident...if you mirror the whole wing\and animated parts as an instance....move in place with parent(wing) in my case ,and then make unique using make unique button modifier...seems to keep animations correct tried 3 times and works every time so far.. mirror tool at top NOT mirror modifier...that screws up anims unless you reverse anims in the dope sheet. try it and let me know how you guys find it. if you didnt know the buttons here,only active whn an instance is selected.
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1 pointDecided to go with the 100 series modex for now, and finishing touches, and will do an E version as well.
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1 pointYep, that was a really nice surprise! Thanks TK!!
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1 pointThis is the current state of my attempt at reconstructing the SF2 FDM. Maybe someone find the information useful. I welcome comments and corrections. sf2_fdm_notes.pdf
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1 pointStrung out across the valley floor to prevent any militia forces escaping towards the border, the Marine blocking force is at a distinct disadvantage in the upcoming engagement.. With no time to call for extraction or even to redeploy to the opposite slopes of the valley the Marines will not hold the high ground and the only option will be to try to pick off the enemy vehicles as they crest the ridge and are silhouetted against the skyline... If the enemy armour gets down to the valley floor they will be able to manoeuvre freely and bring their main guns to bear on the lightly armoured Marine vehicles.. But the Marines have air support from AH-1Ws and F/A-18Ds which will try to thin down the Sudanese forces, with the FAC firstly running in to mark targets... Closely followed by the attack birds.. This isn't going to be easy though, the enemy have brought air defence units with them.. But the Marines have a flight outfitted for defence suppression... And then the first enemy units cross the ridgeline and the battle really begins... To be continued...
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1 pointNear the border with Sudan the blocking force takes up position... At the convoy site the SEALs move into position.. The SEAL leader gives the order, 'Snipers engage'... But the snipers aren't lying prone with long guns, they are inbound AH-1W gunships with Hellfire missiles targeted at the enemy 'technicals' from the rear... The Cobras close to engage with rockets and guns.. As confusion reigns a SEAL element, armed to the teeth and kitted out for hostage rescue, emerges from cover and makes a move to secure the aid workers.. It's close combat but the militia don't really stand a chance against professionals.. The rest of the SEAL team close in to the secure the convoy and call in the extraction helos.. Meanwhile, an F/A-18D ATARS bird, outfitted for FAC spots a dust cloud crossing from the Sudan border and rolls in to investigate... It's militia reinforcements... But wait... They've got company, and it's heading straight towards the blocking force..... The Marines hastily reorient to meet the new threat, but they're out of position, outnumbered and outgunned... To be continued...
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1 pointFreshly out of the paint shop, a 421 SQN heads out on CAP. Some MiG17s deciding to try to scratch my paint. Still saying no Out of altitude and some of the losers burning in the background.
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1 pointOver Ecuador, and hard to spot from above.......... 5 miles out Over the target Time 2 go
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1 pointI originally thought the drag tables were just a modifier for the headline StallDrag=xxx entry but noticed the TW F-16 has StallDrag=0.000 for both inner and outer wing panels while still using a stall drag table. That's just an observation I'm passing along because I'm not sure how it works either. The F-16 still generates a noticeable increase in drag at the buffet point so the table seems to be doing something. When building a new FM I just grab those tables from a TW type with a similar wing design and move along. The above statement caught my eye. I always assumed, because every TW FM has a CDL table that ended at 28deg, there must be a limitation in the flight engine. The 28deg limit is probably OK for most of the older TW aircraft but might be a bit limiting for people wanting to model some of the newer high alpha types. I made an expanded CDL table to check out the behavior past 28deg alpha and it seems to work OK but needs more testing: CDLAlphaTableNumData=31 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-60.00 CDLAlphaTableData=225.000,196.000,169.000,144.000,121.000,100.000,81.000,64.00,49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000,64.000,81.000,100.000,121.000,144.000,169.000,196.000,225.000 The above table probably looks familiar to many. The 28deg version is used on many TW types and is what you get when calculating for a symmetrical airfoil with an aspect ratio of 2.0 and an efficiency ratio of 0.80[80%] The posted table is calculated to +/- 60deg. I'm not really sure how best to implement this table. CDL=drag due to lift and the lift stops increasing at AlphaMax=xxx so it might make sense to limit the table to the AlphaMax range. As an example, your flying the latest high alpha wonder plane and it keeps making lift up to 38deg AOA. In this case it might make sense to stop the table at 40deg, 100.00 on the table. On the other hand, after reaching AlphaMax, the TW flight engine maintains the lift in a straight line [flat line/constant lift] to AlphaDepart=xxx. For the new wonder plane the AlphaDepart=60.0 AOA so it also might make sense to just continue the 100.000 data point right to the end of the table. Or maybe not. I'm not really sure how the game is modeling drag post 'AlphaMax' [edit] and AlphaDepart, maybe it has something to do with the stall drag table Mue was asking about. I don't fly the modern planes very often but I'm trying this new table out on one and for the MiG-21 Bis FM I've been messing with I've got the AlphaMax=33 so I'm trying the new table with a range to 36Deg. The table is an easy copy/paste job if anyone wants to try it out on a high alpha plane that uses the standard 28deg TW table.
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0 pointsjust copied all my sf2 files to new folders...uninstalled all my sf2 installs for the nw all in one.....installed it...unknowingly to D:games\ rather than Games\SF2 so thought uninstall sf2 all in one...it only uninstalled and removed EVERYTHING in the games folder...now having to undelete the games folder...so beware DONT DO IT....i had ALL my modded installs in Gaes foldder...ALL my own made models have gone...it eeven removed my steam games.....and EVERYTHING ELSE even GTA V gone
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