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Showing most liked content on 10/30/2019 in all areas
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7 points
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5 pointsA few "Somewhere over New Dhimar" screenshots. Thanks to KJakker for resurrecting the thread with Mue's extended fade mod I actually tried it out this time and was really impressed! It adds a lot of visual depth to terrains and my old rig held up quite well over the coastal desert areas but noticeable frame rate hits when further inland over heavily treed areas. [over 1000 trees/buildings on some tiles] Ended up removing the mod to maintain frame rates during large fur balls but it was worth the look and it might get me computer shopping soon. The coastal desert area has been getting a major overhaul. All the farm tiles have been changed to orchards and moved into the mountain areas, with one exception. I never found the combination of desert and farm tiles very convincing on the stock terrain so I'm trying to get a drier desert look with some date palm plantations here and there and everything connected by roads. Will also be adding some building clusters along the roads and a few single tile walled towns in the flat areas along the main roads. Mue views, trees still showing color on the far side of the city: Over the Kerman Valley, the one desert area with farm/orchard tiles: The roads are getting some work but it's been a difficult process. The paved roads will be quite straight in the desert and high plains area but all the rest will have a more winding look. Just have to figure out how to do that! This has been a long slow project but once I get the coastal desert finished I'm going to work inland and fix all the other areas I'm not happy with while also doing some targeting. Definitely not "2 weeks". Maybe sometime in 2020 for version 1.
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5 pointsA USN UH-46 on a VERTREP mission is called to evacuate a seriously injured crewman from a tanker in the Gulf..
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5 points
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4 pointsOkay I think it's completed I need to work on the INI files and I should have it for download soon.
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4 pointsRIO: I told you we shouldn't have come to the mall on a Saturday. It's always so crowded and it's a nightmare to find a good parking spot... RIO: And don't park so far away from the entrance this time, I'm not lugging all the supermarket shopping back on my own while you're wandering round the computer game stores... Pilot (mutters): F***ing back-seat drivers.. RIO: I heard that!
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3 pointsThe advantage is, that SF2 supports jpg files. So we can make tiles with a comparable resolution to FE. But the variability of the tiles is lower than in FE, of course. As an example a WIP tileset for South England in late summer. One tile has the size of 1024x1024 pixel which are comparable with 512x512 pixel tiles of FE terrains.
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3 pointsManaged to get this done, a VFA-143 CO jet, time unknown based on a few reference photos.
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2 pointsTo all fellow modders....Thanks to you I have been sat here for hours nearly downloading all the fine mods ,models etc etc...you have given me square eyes,its like being a kid again in a sweetshop...dont know where to look first lol.... no seriously...relly fine items to be had....made my fresh install come to life since last ran it...makes a nice change from jets...tho still continue to make em... cheers gentlemen..and ladies if any....ha Salute ! special thanks to Vons...some really good posts about where to look etc... and geezer...fine models m8....commercial standard...top notch quality im impressed.
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2 pointsmy point exactly...no doubt we have thanks to the guys here ,dont get me wrong ,we have some great terrains and effects and mods...but we havent anything that matches the atmosphere of the FE stuff...like so...if you look at some of the terrains screenshots...with fog etc they look far better...
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2 pointsWell, I think I solved the problem by changing the wwiCaporetto_Data.ini by this one . It changes the [NormalTextureMaterial], [WaterTextureMaterial], [SolidObjectTextureMaterial] and [AlphaObjectTextureMaterial] for the ones I have in my Cambrai terrain install wwiCaporetto_data.INI
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2 pointsKa-50 and Mi-28 havoc Helicopters are heading on to provide close air support.
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2 pointsGroom Lake at Midnight...Black Programmes run better when they are.....ummmmm Black!
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2 points
Version 1.0.0
282 downloads
NF.11 with new two-piece blown canopy rather than the heavy-framed version. It also had a longer nose giving a length of 51 ft 4 in. Prototype modified from an NF.11 was first flown 23 October 1953 and was followed by 100 production aircraft built by Armstrong Whitworth for the Royal Air Force. France: 2 test aircraft were used in a wide variety of experiments, including radar and missile tests and during the development of Concorde. What's in: - a new plane - 25 RAF, AA skins - pilot, weapons, sounds - all planes built serials Credits: - Vetro 2k: original T.7 model - Yakarov79: nightfigher upgrade, IDF Skins - paulopanz: skins, decals, srcreens etc Operations: - key 10 canopy open Enjoy! @paulopanz PS: This ugly bird is the last of night fighter Meteor and the last plane of our complete Meteor line up by Yakarov79. Thank you very much mate! -
1 point
Version 2.0.0
2,291 downloads
AV-8B Harrier II Night Attack. This is my humble rework of old AV-8B. Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) A fake pilot is needed to run this mod. It is designed for and works only in SF2 series. Around 2 years ago - January 2016 - KillerBee approach me with the possibility of updating bobrock's harrier, and preparing Night Attack version. After some time, we had file ready for upload. Small changes here and there corrected a few things. And great skins by Killerbee. And then KillerBee disappeared from CA forum. Honestly, up to now, I have no contact with him. last - 4th May 2016. So harrier stayed on drive waiting for his comeback. But .... I couldn't resist...And iI started to mod this again. Since I had no KB skin templates I had to do all new skins...and more. So now I am here...My standard AV-8B Harrier is already available for download and now its Night Attack model. New cockpit and a whole set of new skins and decals on whole remodeled 'old' Harrier. - there is no single part of an original model that hasn't be touched/remodeled etc. First of all...If you want to count rivets...Do not. Many things could be done other way....but I did it my way. So you have to bear with it. All skins are in 4096x4096 format. So you can easily resize down. Generally, it is just a few skins. If you have problems running this in game. Resize skins to lower resolutions. Skins match VMA squadrons from early AV-8B and late AV-8B radar version. Decals are based on my and KillerBee research. All serials are correct for the Night Attack version of Harrier II. Not always (but mostly) correct for a unit/year of service etc. But as always aircraft are rotating between units so its hard to track them down really. Big Thanks to Ravenclaw - He send me file with new ALQ-164 pod. Now it is part of the upload. For some reason, I have added weapons that are present in Loadout.ini. Animations: 1= canopy open - close 4= refueling probe - beware of a speed limit 3= night vision mode - not really helping but it is there - inside and outside animation. ************************************************************************************ You can exlplore ini files for some additional features like in cockpit "FLIR" feed on HUD . AAQ-28 can be loaded only on station number 5 and centerline - in real - centerline come to use later and some units (VMAT) also moded wiring for use on other pylons. But in this mod only station 5 and 4 can carry AAQ-28. There are two stations prepared for Intrepid Tiger II pod. In future. ECM also activates RWR on digital display indicator - even if ECM pod is not loaded. If you have my AV-8B Harrier already - some files are same so simply overwrite. I think I did not put equalizer sound file now. It is same as in previous day Harrier. for proper sound work you should add these lines into soundlist.ini SoundFilexxx=xxxx SoundFileXXX=USMComm_1 SoundFileXXX=Equalizer [Equalizer] Priority=NORMAL Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [USMComm_1] Priority=NORMAL 3DSound=FALSE NumBuffers=1 Looped=TRUE FrequencyControl=FALSE ************************************************************************************ Credits. Me - whole sort of strange things - model-re-model, new cockpit, skins, decals, ini files etc. Ravenclaw - BRU-42 ITER models. ALQ-164 model, weapons. AAQ-28 Pod- I don't remember who made this model - all credits to him and thank you. 331Killerbee - ideas, good words, research primary work on skins and decals, work on ini files, loadouts, effects etc. Crusaders - help with avionics ini. Sounds taken from sources offering free sound samples. bobrock- the original first version of the standard model - Thank you and thanks to KillerBee. Thanks to a lot of people who helped me with this mod...Stratos, Crusader, Geary, gurru, Soulfreak,76.IAP-Blackbird, and others. Thank you all CA users. Yes, I know its huge - but I couldn't make it smaller. Be sure to download all parts. Enjoy. I enjoyed it much when making this pack. Expect unexpected. Report bugs. Suggest changes. Reference: AV-8 TACTICAL MANUAL NWP 3-22.5-AV8B vol.I AV-8 TACTICAL MANUAL NWP 3-22.5-AV8B vol.II NATOPS FLIGHT MANUAL NAVY MODEL AV-8B/TAV-8B 161573 AND UP AIRCRAFT NATOPS FLIGHT MANUAL A1-AV8BB-NFM-000 (June 1983) a whole bunch of marines dedicated websites - that I can't remember now. seaforces.org gonavy.jp navysite.de tailspintopics.blogspot.com Squadron Signal: 1058 Harrier in Action. Squadron Signal: No.209 AV-8 Harrier in action SAM Publications: US Marines AV-8B Harrier II Aircraft Ilustrated.Special: Harrier Harrier Inside and Out by Mark Attril ************************************************************* This is freeware; it CANNOT be distributed unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications, MUST remember to put everyone's name in it. Bribes and donations are accepted; ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* Kind regards. Jarek Hereda. -
1 pointHi modders. I'm pretty new to SF2 and loving it. I'm like a kid in a toy store with all the mods and skins you guys have done. I've only grabbed a few new aircraft so far; just some trainers while I'm learning the game. When there is such a huge amount of content you've created, I don't want to seem like I'm asking for more. But... I just thought I'd put the bug in someone's ear in case they find this T-33 as gorgeous as I do. It's a T-33 that flies out of our local airport from an organization called Waterloo Warbirds https://waterloowarbirds.com/. The Mako Shark paint scheme was an actual paint scheme on a T-33 in the Canadian Forces squadron VU32 back in the 90's. They have some other equally beautiful aircraft too but the T-33 has a special place in my heart as I had the opportunity to fly in it. Anyway, if anyone was interested in doing a skin for this aircraft, I could contribute some of my pictures. Wizard
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1 point
Version 1.0.0
71 downloads
This is a skin only for the F/A-18D (N) Hornet 03 that represents the eight F/A-18Ds that the nation flies. Decals are included as well as it setup for the Hornet pack that has the F/A-18D. Simply extract the files to the necessary folders and go fly. It can be found under Malaysian TUDM in the drop down skin list. -
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1 pointI am thinking of making a TANS model. https://en.wikipedia.org/wiki/Tactical_air_navigation_system
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1 pointThe mini-modular approach, yes - I've got a similar set up and it's a more workable way of "doing WW2" in SF2 instead of the all or nothing approach I usually take with WW1 in FE2. Small theaters, smaller groups of aircraft per theater, etc. for WW2 in SF2 - this way I can tweak/tune the FMs in packages and at least have something that looks like a WW2 install. In terms of overall impressions...yes, SF2 works best for the jet age...but the FMs for prop aircraft in SF2 are just fine and can be hammered out well enough (although it is time consuming). Another peculiarity worth being aware of is that, unless entire data inis are revamped, don't assume that real hp/engine watt numbers will give the same "real" results in SF2 right off the bat - I've had to engine-up several of the FM tweaks in my Cold War prop and 1937-1941 packs, and then to put in place speed caps, max. Mach no. caps, etc. This gives, for example, more realistic climb rates and zoom climb lengths, together with tweaking of climb data for airfoils, etc. Another rule I learned...easier to re-tweak FE2 data inis for SF2 than to retrofit SF2 data inis into FE2 (your mileage may vary on this). Can WW2 SF2 surpass IL-2 WW2 (both the 1946 sim and the newer IL-2 packages)?...probably not at this point - but if installed in small modules it's workable for the casual WW2 flyer and, honestly, I've never had more enjoyable WW2 dogfights than in SF2 - and that's saying much since I'm usually a WW1 guy . Von S
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1 pointexactly same spot, same installation, same city (Lienz and vicinity)...strange
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1 point
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1 pointAlmost completed I just need to add some small thing and it’s completed. This is what i need to make to complete the job.
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1 pointthe N version has been done some years ago, tho i need to update it (better understanding of how serials work now than then). its available for DLC and STORMs version. I have an S buried in the toughbox of uncompleted projects. mean to get to it soon. tga inspired by myTai's work. and as i do, would be a complete everybody start to finish right after SAC Twilight (all the planes SAC used in 89-91), upgraded nukes, functional ASW, 747-100/200, and possible 737 and airport ground object support (airliner models), and eventual ODS(two months not two weeks) funny thing is I phirst got into this sim because of Phantoms. admittedly got a bit burnt out after the N released, but S is still somewhere on the todo list
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1 pointI've got a dedicated install for the SF2 Korean War mod, and love it. The aircraft set is a bit limited, about 40, but a lot of fun in the jets. I also have dedicated installs for WW2 ETO 1939-45 (170 different ETO aircraft), PTO 1941-45 (130 aircraft), WW2 Russian Front 1941-45 (95 aircraft), WW2 Finland 1939-44 (50 aircraft) and WW2 North Africa 1940-43 (120 aircraft), so I can't agree that SF2 WW2 never took off. There are a lot of WW2 aircraft (and ground objects) around. I don't fly DCS or Il-2, I found them too fiddly and difficult, but SF2 works a treat for me, for WW2 combat flying.
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1 pointThat's an interesting idea and one I have thought about. Even my simplified approach to WW2 FM's consumes a surprising amount of time and at this point I find WW2 to big to bother with considering the amount of different aircraft involved and the lack of availability for some models. Getting back to Streakeagle's comments, many of the WW2 fighters used similar airfoils so it is quite possible to put together a "generic" FM that could be fine tuned to get "decent" results for specific aircraft. Unfortunately, the Spitfire and Mustang, both modeled by Thirdwire, have unique airfoils so aren't particularly good choices to use as a base for a generic WW2 FM. The S-99 is a bit better but even that one has some uniqueness with the slat installation. A confession, I did use some aspects of the TW S-99 FM as a bit of an experiment when putting together a FW-190 FM and got it to perform more or less as I wanted it to but it did require much tinkering. But that's the other issue as noted by Streakeagle. It's hard to get accurate turn performance data for the old WW2 fighters so I based desired turn performance on anecdotal information and sometimes on Soviet turn time tests. The results are still impressionistic. The Spitfire turns better than the BF-109 which turns better than the FW-190 which turns about the same as the Hawker Tempest and Typhoon and they all turn better than a P-47. I still like the idea of a European Air War type sim based on the TW game because of the trim free zone and for myself I wouldn't even bother with any torque/P-factor and whatever else is available because it probably wouldn't be accurate anyway. Unfortunately, the work required is immense and there are other sims available for that era that would probably be a better choice for anyone interested.
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1 pointHaving several free models that can be put into the game but, time is needed as well as skill...
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1 pointI'm gonna jump on the Craphead....err....Crapun.....errr so sorry Capun bashing bandwagon, because I cannot pass up the opportunity to diss the tosser , to say I dislike him slightly is maybe taking British understatement to the very limits of credibility. But enough about that oxygen thief....err I mean modder ( cough , cough) and to just say that the SF series isn't really meant to be a follow on to the excellent EAW, and other sims from the period, rather it was really to take the Century series, and beyond and run down that route, with the occasional Prop aircraft represented, ie the Skyraider, and some others, but the main emphasis on the jet age. I would like to see more of the prop era ie from WWI through to the mid to late 40's developed on the FE platform, there are of course some issues, although you can get some stuff to work in FE, not all of it will ( I may be misinformed here, so correct me if I am wrong ) Stephen 1918 is actually working on some Spanish Civil War stuff, which is nice to see, but there are far fewer modders on FE than there are on SF , also the FE engine is a bit crap compared to SF ( you cannot use JPG skins for example) but the options ARE there for modders to maybe shoehorn WWII stuff onto that engine....Just a thought, maybe I am misguided somewhat , however maybe its an option ?
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1 pointThe prop engine flight model didn't exist in SFP1. First Eagles provided the WWI engines, but TK only made that sim because a certain person bankrolled it. Wings Over Israel was released with the first true support for WW2 aircraft flight models. I never delved into the WW2 aspect of the SF flight model, so I have no clue about what bugs were in it that might hinder attempts to develop decent flight models, but since they were rare birds in a sim focused on jets, I am sure TK didn't spend a lot of time on it, so it might not have everything you might want in terms of engine modeling and it might have bugs in the things it does provide. Having actually written an application to analyze and help edit SFP1/WoX flight models, I can say it takes a tremendous amount of research, time, and effort to get even one flight model as correct as the game engine permits. In many ways, the jets are much easier to model since more modern flight manuals contain countless tables of performance data that help figure out the actual lift, drag, and thrust curves. But even then, much of the information needed for stability and inertia parameters has to be done by trial and error and calibrated to personal preference. So, why would anyone try to develop the countless flight models needed for so many different aircraft to a decent level of detail when WW2 air combat sims are a dime a dozen and several already existed with diverse plane sets and/or great flight modeling? I only managed to create one decent flight model, the F-4B for SFP1 SP2a. As soon as TK release the next patch level, Wings Over Vietnam, my F-4B flight model was broken. While later patches allowed it to work ok again, it never was quite the same, especially because TK changed how the flight model engine handled stalling/departure, a critical aspect of hard winged Phantoms. I also developed a major bug in my flight model editor after adding new features to accommodate TK's patches. I didn't have the old source files nor the time/energy to track down what got broken, so I gave up developing flight models all together. There were/are several SFP1/SF2 veterans that produce new flight models and/or tweak old ones. But they mostly have moved on from this game or only pursue their own pet projects. It is possible to create a sort of template for a particular aircraft configuration and then massage it to fit particular aircraft. If you can find an existing aircraft in the stock game or available for download with a decent FM and similar to the aircraft you want to model, it is the best, least time consuming way to go. But you still have to perform flight test after flight test to tune the FM to any decent level of precision compared to published data for the real aircraft. To do a good job, you have to understand what the FM tables actually are and the consequences of tampering with them. Fixing one issue almost always causes another, unless you fully understand the interaction of all the aerodynamic coefficients, and even then it is still a lot of trial and error.
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1 pointCapun locking out and banning 98.6% of the WW2 modders (well, actually just about anyone that had 'words to say"). (considering that I carried, ALONE, WW2 modding on this site for MANY years ... I just got tired of not having many of the aircraft required for the various theaters. One of the reasons I never finished the CBI map, that covers almost 20% of the planet, is most of the IJAAF aircraft are either so old they're shit, or many are not longer available to the 'general pubiic' It can still be done, it there were enough people (modelers, FM gurus, etc). Some of the terrains DO need reworking or complete replacements; it's just a matter of interest.
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1 pointany eye candy that enhances the visual airbase experience is VERY welcomed!! (like, yah! we want it!!! )
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1 pointSome tests under way...tweaking the FM for Geezer's Mk.I Gladiator, available for FE2, to work well in SF2...will include this eventually with my 1937 - 1941 FM pack. Doesn't hurt to have a biplane or two in that package. Top speed around 410 kph at around 4200 m alt in SF2, and a climb rate around 10 m/s or so, estimated, if you climb at a speed of about 200 to 220 kph. Not bad at all for a 1930s aircraft. Too bad I can't remove the cockpit canopy since it doesn't open/close anyway, and I think the model is lacking damage tga files, but no big deal - it's a fun aircraft and can hold its own against 1930s monoplane types (I'd say it's better than the early monoplanes). Von S
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1 pointThis French med rng bomber is in the "beutiful lines/sexy' along with the US B-47 & B-58.......IMO. Nice pic's Nightshade/PR Sceen shots comp of: Velto2k & Farmer
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Version 1.0.0
160 downloads
The German Siemens-Schuckert D.I was a direct copy of captured Nieuport 17s. The most important difference was in the engine. The Siemens Schuckert Werke (SSW) D.I used a geared Siemens-Halske Sh.I engine which produced 1800rpm. The spinner nose and open bottom cowling were necessary to help cool the engine. A bigger prop required a taller landing gear. Problems with engine production delayed the release of the SSW D.I. The Albatros D.III was already available by the time the SSW reached the front. The Albatros was a much superior plane, and was less likely to be mistaken for a French plane. The SSW D.I only served for a short time on the Western Front, they served longer on the Eastern front. My Siemens-Schuckert D.I includes a three color camo skin, a full set of number decals, a fully functional cockpit, and damage nodes for the wings. My skinning templates and a sound file for the engine are included in the download. Historical Notes: I do not have a sound file for the Siemens-Halske Sh.I engine, I am using Nixou's sound for the Le Rhône 110 hp engine instead. Credits: My thanks to Ojcar once again for making the excellent data.ini file for this plane. My thanks to Nixou for making the sound file for the Le Rhône 110 hp engine. Installation instructions: For FE1: Unzip the file and move the folder named "SiemensSchuckertD1" into the FirstEagles/Objects/Aircraft folder. If you don't already have it, move the file named "Lerhone110m1" from my Sounds folder into your Sounds folder. For FE2: Unzip the file and move the folder named "SiemensSchuckertD1" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "SiemensSchuckertD1". Move the folder named "D" from the Aircraft/SiemensSchuckertD1 folder into the Decals/SiemensSchuckertD1 folder you just made. If you don't already have it, move the file named "Lerhone110m1" from my Sounds folder into your Sounds folder.
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