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Showing most liked content on 10/13/2019 in Posts
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12 pointsHawker P1211 Royal Navy Version.... Hook,wingfold,refuel probe. no chute(RAF has) still testing and finishing templates...
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3 pointsSome Colorful Clunks inbound soon, for North American installs. I'm going to upload the CF-100 MK-4A first. It had the lower thrust Orenda 9 and is a bit of a cow so will phase it out about a year after the introduction of the MK-4B. I figure they would have upgraded the engines on the 4A's during any heavy maintenance checks. Skin credits to Frenchie1977! Somewhere over the Great White North. [the American part]
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3 pointsBack to our reality... Here's another skin I have made, it's based on a real temporary scheme. It took me more than expected to paint that blue nose on this mapping of the 3d model, as well as to make that decal. I think it's worth as a bonus skin for the upcoming Raptor opera omnia we're working on.
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3 pointsThank you. File uploaded, pending approval. And something completely different: USAS S.E.5a The 25th AS was the only American fighter squadron equipped with the S.E.5a. They did not see much combat, as the squadron flew only two uneventful patrol missions before the hostilities ended.
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3 pointsNot sure if I understand the issue. Does the aircraft in question actually contact the runway or does it float along to the end? A couple of entries in the [FlightControl] section of the aircraft data.ini can lead to fast approaches. [FlightControl] StallSpeed=74.68.............................................check this CruiseSpeed=202.93 ClimbSpeed=267.95 CornerSpeed=248.00 LandingSpeed=85.88.................................and check this if included. MaxG=8.50 MaxSpeedSL=361.11 MachLimit=2.048 MachLimitDry=0.980 PitchDamper=0.4 RollDamper=0.4 YawDamper=0.0 Some early FM's might not have the LandingSpeed entry and if that's the case the game will base the approach speed off the stall speed. In either case the game will adjust the speed depending on aircraft weight. From my experience the "LandingSpeed" entry actually adjusts the final approach speed and will over ride the "StallSpeed" entry during final approach. Some other entries that can be used to adjust the approach behavior are AI data entries: [AIData] LandingPitchForSpeed=-0.07 LandingThrottleForAltitude=0.05 LandingThrottleForVerticalSpeed=0.08 The above entries can be adjusted to try and get a stable approach but can require a lot of testing to get right. Sometimes adding additional gear or flap drag will help stabilize an approach.
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2 pointsCan someone sticky this please.? create a 3ds max tips n hints thread I had a pylon that the missile was tilted up on....it wasnt ini related...it was because mesh in 3ds max wasnt correct measurements...this happens if you create a mesh,from say a stock cylinder...of 2m long by 1m dia...and scale it down to say 1m x.25 m and skin it and done....if you dont xform reset it,then it does what my pylon did.....actually it was outerwing that needed resetting....but what I describe about cylinder causes such issues.easy thing to miss when you do hundreds of parts to a model.... I now create meshes for say pistons in place where I first make the basic cylinder shape.then fashion the 2 halves etc....then If I scale it up...I now always xform reset it before animating and rotating\moving it into place...as resetting it when its at odd angles is hard if not impossible some times.
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2 pointsEvery low pass I expect him to straffe the ground.....this was a sight a lot of RAF airfields in 1940-41 must have looked like...imagine having to leg it when you see this 109 awesome machine superb condition and flight...
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2 pointsits the G_89 and H_88 model B-52s, both of which were missing LandingSpeed= entries. just set one up for the H at 0.5 below stall speed and works good now.
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2 pointsExactly what Baffmeister said above ! plus the fact that Cla Machtable datas can be edited to provide less lift when slowing down, and less drag as well. The stock TW Machtable datas tend to give more drag and more lift when slowing down. In reality it's the opposite, but it's a way to replicate the effect of the induced lift on approach that the Cl0 and Cla values could not create (though Cla is induced lift). But it creates some weird behavior too, when departing and/or spinning. I would say that all the flight model has an effect on the take-offs and landing for the lower speed parts. The question is : which model is it ? (so we can try...)
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2 pointsWolf257's old B-17F & G with redone lines, paint, etc... Thanks to the artists who made the original paint and skins.
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1 point"Why must you insist on carrying a .50 cal desert eagle?" Because they don't make a .60 cal
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1 pointI've been trying to put together a new J-7E /PG etc. flight model while Russ does some model improvements so here's a public beta tester using one of his original models, available here: https://combatace.com/files/file/16926-j-7-series-fighters/ This has been a difficult plane to research and there is lot's more to do so consider the attached FM as just an aerodynamic test mule. I left the original date range "as is" but the service start date for the first production double delta version, the J-7E, was around 1994-95. The model best represents the J-7E which retained the 3 piece windshield but had only one gun on the RH side. The cockpit included with the original model probably best represents the J-7E as well, which had only a simple ranging radar, although it probably had some multi function displays as well. Later Chinese versions, as well as all the export versions had more capable radars and a one piece windshield. The original package contains a skin for both Pakistan and China so you might want to consider making two different versions. Pakistan was the first export customer and began receiving the first F-7PG's in June, 2001. A dedicated Pakistani version really requires a more modern cockpit with a combination of multi function displays and round gauges but at this point I'm not sure if there is anything suitable available. Any ideas? Here's a bit more info on dates and export customers: Prototype construction started in 1987-88. First test flight in May, 1990. J-7E and J-7EH[Chinese Navy] service entry in 1995. F-7PG first export version to Pakistan in 2001. J-7G upgraded Chinese version entered service in 2003. Upgraded radar and engine, one piece windshield. F-7BG exported to Bangladesh in 2005. F-7NM exported to Namibia in 2006. F-7NI exported to Nigeria, early 2008. F-7BGI final version built for Bangladesh, 2012-13 and probably the most capable, with upgraded engine and all glass cockpit. Other possible customers are Sri Lanka and Tanzania but I'm still researching those. For the export customers there were a lot of different equipment and load out options so it will take some time to get sorted out. Here's an interesting article that gives an idea of the performance improvements with the double delta wing: http://urbanpk.com/pakdef/pakmilitary/airforce/ac/f7pg.htm Regarding the FM, I have the leading and trailing edge flaps working with AUTOMATIC_MACH but there is no animation for the leading edge flaps. One source says the J-7E was equipped with a KG-8605 Active Jammer and a Type 941-4AC Chaff/Flare Dispenser but I just copied some ECM/Chaff/Flare entries from Wrench's F-20 Tigershark package. Here's the FM: J-7PG_DATA0.95.zip
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1 pointView File RCAF C-54 Schemes To be used on SF2 Douglas C-54 Skymaster by Veltro2K available here : https://combatace.com/files/file/14309-sf2-douglas-c-54-skymaster-by-veltro2k/ These skins represent the schemes used by the RCAF on their C-54 North star with the No. 412 Transport Squadron. The serial numbers in this skin pack along with planes numbers are real one's. Some details will be different then real life RCAF C-54 as they are model related (RCAF Aircraft were using Merlin engines). You will get the following skins in this package : 48-58 Era 58-65 Era 58-65 Era (United Nations) 66-68 Era Installation: Copy the FOLDERS of the current pack objects/aircraft folder in your game C-54 aircraft folder. Copy the FOLDERS of the current pack objects/decals folder in your game C-54 decals folder. Open the Textureset.ini and edit the file by adding the texture.ini lines. Open the Userlist.ini and edit the lines for Canada service years. All decals are made by me. I completely redraw the panel lines and rivets. Serials are real one's and squadron specific. Credits: Thanks to Thirdwire for creating the Strike Fighters series. Thanks to Veltro2K for the C-54 model. Thanks to Wrench for the base template i used. Thanks to me for the redraw of the lines and paint work :). Happy flights! Mario C. Frenchie1977 Submitter 1977Frenchie Submitted 10/27/2017 Category Other
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1 pointI don't think so. Not sure if the F-5A came with a standard gunsight or not but from what I remember the USAF F-5's used in Vietnam had a different sight installed and the NF-5's were different again. If it's any help, my notes say the CF-5A used a Ferranti Isis gunsight designated AWQ-501.
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1 pointWhat time are we talking about? Cause it could be fun to fight Mirage III with that over Malvinas.
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1 pointNothing but the best! The rabbit ears have been upgraded with a directional high def antenna, probably NASA gear as well.
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1 pointI will get you the model in few days m8 sorry but forgot to finish it...just needs some moving bits to get basic plane ready for this. noticed in download I called it Russian Reds Display whereas its Chinese display team....will amend next upload.
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1 pointWell I am hoping they release this in better shape than the Gazelle. That thing needs work. Rumor is they are going to apply what they learned from the Kiowa and update the Gazelle. Also they still have not got a license for it from Bell. I think they maybe putting the cart before the horse here but if they get it all squared away then yes it will be a must purchase.
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1 pointI have this one already. https://www.killabee-gaming.com/collections/gaming-chair/products/massage-game-chair-8204-blue
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1 pointnope... It is a little slow, but I am also messing with other stuff. So I left it some time ago for the next round. But definitely it is not dead.
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1 pointNice!!!! Congrats mate.Im trying too to refuel with the f-18c hornet i'm not lucky :'( .
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1 pointView File Civilian Airport 7 separate models terminals, gates Hello and thank you for downloading my work. https://gkabs.net What's included: One main Airport building and two terminals plus three different gateways. All my files should include the Strike Fighters 2 Series game file (.old) and the texture required. Installation: Copy the files to Terrains folder and the falowing to _TYPES.ini file [TargetTypeXXX] Name=GK-CMT FullName=GK-Civilian Main Terminal ModelName=GK-CMT.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=GK-CMT.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=BUILDING1_DESTROYED.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CT1 FullName=GK-Civilian Terminal ModelName=GK-CT1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=GK-CT1.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=BUILDING1_DESTROYED.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CT2 FullName=GK-Civilian Terminal ModelName=GK-CT2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=GK-CT2.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=BUILDING1_DESTROYED.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CG1 FullName=GK-Civilian gate ModelName=GK-CG1.LOD TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=9000.0 CollisionMesh=GK-CG1.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=BUILDING1_DESTROYED.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CG2 FullName=GK-Civilian gate ModelName=GK-CG2.LOD TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=9000.0 CollisionMesh=GK-CG2.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=BUILDING1_DESTROYED.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CG3 FullName=GK-Civilian gate ModelName=GK-CG3.LOD TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=9000.0 CollisionMesh=GK-CG3.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=BUILDING1_DESTROYED.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CC-GROUND FullName=GK-CC-GROUND ModelName=GK-CC-GROUND.LOD TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=GK-CC-GROUND.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=MEDIUMCRATER003.LOD SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypeXXX] Name=GK-CA-Light FullName=GK-CA-Light ModelName=GK-CA-Light.LOD TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=GK-CA-Light.OLD DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=MEDIUMCRATER003.LOD SecondaryChance=100 SecondaryEffect=LargeFire also, copy the following t0 _TARGETS.ini file if you want to see how I have set it up. [TargetAreaXXX] Name=Civelian Airbort Position=603000.00,505844.00 Alignment=FRIENDLY Location=5 ActiveYear=0 Radius=2000 Target[001].Type=GK-CMT Target[001].Offset=266.00,633.00 Target[001].Heading=0 Target[002].Type=GK-CT1 Target[002].Offset=266.00,633.00 Target[002].Heading=0 Target[003].Type=GK-CT2 Target[003].Offset=298.00,255.00 Target[003].Heading=-180 Target[004].Type=GK-CG1 Target[004].Offset=564.00,591.00 Target[004].Heading=10 Target[005].Type=GK-CG2 Target[005].Offset=422.00,591.00 Target[005].Heading=0 Target[006].Type=GK-CG3 Target[006].Offset=489.00,591.00 Target[006].Heading=0 Target[007].Type=GK-CC-GROUND Target[007].Offset=408.00,511.00 Target[007].Heading=0 Target[008].Type=GK-CG1 Target[008].Offset=348.00,643.00 Target[008].Heading=225 Target[009].Type=GK-CG3 Target[009].Offset=562.00,644.00 Target[009].Heading=180 Target[010].Type=GK-CG2 Target[010].Offset=597.00,618.00 Target[010].Heading=-90 Target[011].Type=GK-CG2 Target[011].Offset=490.00,644.00 Target[011].Heading=-180 Target[012].Type=GK-CG3 Target[012].Offset=348.00,591.00 Target[012].Heading=0 Target[013].Type=GK-CG3 Target[013].Offset=421.00,644.00 Target[013].Heading=180 Target[014].Type=GK-CG1 Target[014].Offset=256.00,477.00 Target[014].Heading=95 Target[015].Type=GK-CG2 Target[015].Offset=255.00,552.00 Target[015].Heading=-270 Target[016].Type=GK-CG3 Target[016].Offset=308.00,478.00 Target[016].Heading=-90 Target[017].Type=GK-CG2 Target[017].Offset=255.00,408.00 Target[017].Heading=90 Target[018].Type=GK-CG3 Target[018].Offset=308.00,550.00 Target[018].Heading=-45 Target[019].Type=GK-CG1 Target[019].Offset=308.00,404.00 Target[019].Heading=-80 Target[020].Type=GK-CG3 Target[020].Offset=283.00,302.00 Target[020].Heading=0 Target[021].Type=GK-CG1 Target[021].Offset=256.00,337.00 Target[021].Heading=100 Target[022].Type=GK-CG2 Target[022].Offset=308.00,335.00 Target[022].Heading=-90 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: GKABS for creating the model and creating some of the textures Terminals and gates textures were taken from free to use X-plane. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net Submitter GKABS Submitted 10/11/2019 Category Structures
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1 pointThe SEALs are heading back to Gondar with the freed aid workers.. They have also managed to recover a good proportion of the supplies from the trucks not damaged in the firefight, as well as all three modules of the portable medical clinic.. At Gondar they are launching F/A-18Ds almost as fast as they can be armed and pre-flighted.. Meanwhile, the blocking force is grimly holding on and making the enemy pay a high price for every inch they advance down the slope.. The appearance of the 3 Sudanese Q-5 Fantans is an unwelcome surprise and even though they only get one pass the Marines take some casualties.. More importantly, the Hornets are forced to switch to air-to-air mode to deal with this new threat.. Splash 1! Splash 2! And Splash 3! The Hornets return to the ground battle but they are now all out of air-to-ground ordinance and the Marines have just fired their last TOW... The enemy armour is pushing down the hill and the Marines, both on the ground and in the air are down to guns only.. And then the first of the BMPs reach the base of the hill... .50cal armed Humvees disable the first one, but there are plenty more.. A Hornet engages with 20mm in a desperate attempt to save the unarmed TOW Humvees.. But there's one left.. Got him! And then it's over. The enemy's spirit is broken and seconds later the relief flights of Hornets and Cobras arrive and begin pounding the retreating enemy units.. After a sweep of the battlefield to secure prisoners and tend to wounded the Marines are extracted by helo and the operation is over.. And the SEALs will be back on the beach in Dubai in a couple of days, travelling in a bit better style than the manner in which they had arrived! The End..
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1 pointnot bad m8...I tried the mig 29 and crashed both me and the tanker lol
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1 pointOther F-22A Raptor aces from the Strangereal universe... Scarface 37th Air Force, 18th Fighter Wing, 1st Squadron, Usean Allied Forces Abell Free Erusea Air Force Pegas Central Forces Precinct, 120th Aviation Rgt., 1st TFS, Estovakian Air Force
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1 pointEricJ's recent uploads of fabulous skins for the Hornets motivated me to try something myself. Far from being finished still...
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