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Showing most liked content on 04/22/2020 in all areas
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5 points
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5 pointsPreparing for ECR.... so , MFG won't be final standart. 2.0 will be . 3d model at least 99% correct (corrected, remapped and reskinned), improved (centered) HUD and cockpit with new skins and almost no bugs ...
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4 points
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3 pointsThe B-1 Lancer a.k.a Bone I don't want to give away too much about this video but I think you'll certainly enjoy this presentation as you learn about how this incredible aircraft came to be. She's sleek, fast, deadly, and stealthy. She was designed to deliver nuclear weapons but as the cold war died down she was adapted to execute a more conventional role. Quick Aircraft Facts will do it's best to tell you some interesting things in 3 minutes or less about the Bone. CombatACE is a great community to discuss aircraft and, if you have a copy of SF2, it's a great place to get mods so you can fly your favorite aircraft too.
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3 points
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3 points(cough cough) dont forget recent efforts to improve the appearence and hsitorical accuracy behind the original mods https://combatace.com/files/file/17301-bone-guardians-b-1b-in-ang-service/ https://combatace.com/files/file/17300-sac-twilight-b-1b-bones/ the second one researched to match up every Bone with its original unit (minus ones that crashes before that skins year)
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3 points
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3 points
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3 points
Version 1.0.0
61 downloads
Classic Strike Fighters Project 1 Main Menu, Debrief Screens and Hangar Radio Sounds Add-on for Strike Fighters 2. Thanks to 'Feyen92' for uploading these sound tracks on youtube:- https://www.youtube.com/watch?v=jdPYrps61Ts https://www.youtube.com/watch?v=-MtKmcKc5q4 https://www.youtube.com/watch?v=yxYgPkxKDVQ https://www.youtube.com/watch?v=PC9miXLXmbc https://www.youtube.com/watch?v=6Mkjlbe0zME Just extract the contents of the rar file and copy the 'Menu' folder into your mod folder location: C:\Users\[Your User Name]\Saved Games\ThirdWire\StrikeFighters2 Perfectly compatible with a clean merged SF2 install. -
3 pointsi will try but for the moment you can use the existing F-4E cockpits ( early or late ) that i made for my RF-4E pack mandatory screenshoot
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2 pointsAIM-9 project - next point: the "reduced smoke" motor. One probably reads about that when reading/finding info (old books, lists with AIM-9 variants) in connection to the AIM-9E-2. Its true, but it is only the tip of the iceberg :D And it was not in use in the late 60s. The new motor has a new grain which burns cleaner, producing less smoke. Theres more to it, the motor also has more thrust and gives the missile a higher impulse. Production of the new SR116-HP-1 motor started in 1978, with first deliveries 1979/80. While thrust per second is slightly increased over the old Mk17 motor, the burn time is 3.2 seconds versus 2.2 seconds of the Mk17. The new motor is used with variants of the 9B/E/J/N/P series. The combination of motor and fuse define the AIM-9 variant in combination with the Letter-specific Guidance and Control Section (GCU), the basic variants have no dash-suffix (e.g AIM-9J = basic J variant) Variant = motor + fuze 9J = Mk17 + Mk303 9J-1 = Mk17 + DSU-21 9J-2 = SR116 + Mk303 9J-3 = SR116 + DSU-21 This matrix applies to all B/E/J/N/P variants, the 9P has two more: 9P-4 = SR-116 + DSU-21 9P-5 = SR116 + DSU-21 Fuses: the Mk303 is the original IR influence fuse, the DSU-21 the new optical/laser fuse available from ~1979. Thus the -2 and -3 are generally the best variants, with the 9P-4/P-5 which have all-aspect capability having a further improvement.Of all the variants mentioned above only the 9P-4 and 9P-5 seeker can be slaved to the radar. For all other variants it is required to point the seeker directly at the target to obtain a lock-on. To be continued.. EDIT
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2 pointsAn "aggessor suadron" splinter camo (time consuming...made me mad to allign all the sections!!!)
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2 pointsThe missiles were not always hyper effective. In fact, they were originally only a little better or in some cases worse than historical effectiveness. I don't know when you started playing SF, but the original SFP1 early AIM-9s and AIM-7s were very likely to be duds or miss. The AIM-7C and AIM-7D were at best 25% effective against easy targets and couldn't hit anything else. I could get the AIM-7E to work fairly well head on, but it otherwise didn't track/hit that often. The AIM-7E2 was good from a stern dogfight position, but didn't do so well with the head on shots. The AIM-9B needed a solid stern position on a non-maneuvering target. The AIM-9E wasn't much different. But if you flew Navy jets, you got the half-decent AIM-9D and once you graduated to the AIM-9G/H, you had an excellent weapon, just short of AIM-9L performance, i.e. lacking the head-on capability. So what changed? TK was desperate to make the game more appealing to casual gamers and they would be complaining about not being able to hit anything. So, TK made some changes that led to the missiles being a lot easier to employ, at least for the player.
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2 points
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2 pointsThats true. I will make London a little bit smaller than it was on the old map. Here a test with a new standard generic city1 tile What do you think? Should i stay with the old greyish tile or set on the more brick red tile?
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2 points
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1 pointI'm working on updating the AIM-9 (and other types) in the game. Started already back in 2018. First release will be using stock 3d, a 2nd release with (hopefully) as many accurate 3d as possible later on. This update/mod will change the way the player has to employ the missile. Accurate aiming (pulling the sight/aiming mark/reticle directly on the target) is required to get a seeker lock-on. Until now, it is easy to get a lock-on because the missile seekers are set up by default to act as a "super-seeker", covering the full seeker gimbal angles. With that removed, its more fun/challenging to fight with IR missiles and it also makes more sense to actually use the radar for targeting. That works (seeker slaved to radar) only with few AIM-9 types, the 9L, 9M, 9P-5, 9JULI and the 9X. The AIM-4D also has this function and the French Magic 2. To be continued..
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1 pointThe C-5 Galaxy Show of hands; whose seen this massive aircraft up close and personal? I remember being at an airshow and they let you get your picture taken in the cockpit of this massive thing. The fact that it can even fly is impressive to me. She may not be sleek and fast like a fighter jet but this aircraft and other cargo planes certainly help keep things on move. The C-5 Galaxy's is tasked with Strategic Airlift meaning that it's supposed to take needed items from anywhere in the world into a theater or operations ... in other words its job is to bring supplies and equipment to the war zone. The amount of effort that went into producing this gigantic aircraft was equally impressive and employed a lot of companies all over the united states. Some of the companies were even small companies that were able to contribute to the project. Tools, maintenance, and other support equipment had to be custom made as well by various sub contractors. It was a large scale operation that unfortunately came with some massive drama ... straight up scandalous drama that we'll briefly talk about in this Quick Aircraft Facts presentation. While we strive to do a good job compressing information about an aircraft's history into 3 minutes or less. There are times I'd like to dive more into an aircraft's history; however, there are some documentries out there I think some of you may enjoy if you have the time. I'd like to point you to a Vintage C-5 Documentary released by the USAF. (In case the link doesn't take you to the right time you might want to skip ahead by a minute or so.) Oh heads up, a new QAF will be released on Tuesdays. Thank you so much or your support, patience, and time.
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1 pointhttps://il2freemodding.createaforum.com/ships/a-fantastic-italian-cruiser-pola/msg10829/?boardseen#new
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1 point
Version 1.0.0
52 downloads
Skin for excellent Halberstadt CL.II by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Add to HalberstadtCL2.ini: [TextureSetXXX] Name=Early_PhR Nation=Germany Squadron= Specular=0.400000 Glossiness=0.400000 Reflection=0.400000 Eugene -
1 pointAFAIK some Tomahawks, and decoys as well. EDIT: And the Kuwaitis attempted to shoot down Silkworms with SA-7.. no hits!
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1 point
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1 pointGreat job Guuruu, Marineflieger Tonka is superb as usual. The cockpit is even better than before. Have you planned to update also your previous Tonkas (Italian AF, RAF, etc.)?
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1 pointAn interesting detail about stealth technology concept in general is that back in 1962 the Soviet mathematician Petr Ufimtsev published his research about the scattering of electromagnetic waves from two-dimensional and three-dimensional objects. At the time his research was considered to be of no significant military or economic value. A stealth engineer at Lockheed, Denys Overholser, had read the publication and realized that Ufimtsev had created the mathematical theory and tools to do finite analysis of radar reflection. This discovery inspired and had a role in the design of the first true stealth aircraft, the Lockheed F-117. Northrop also used Ufimtsev's work to program super computers to predict the radar reflection of the B-2 bomber. https://en.wikipedia.org/wiki/Petr_Ufimtsev
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1 pointguys this F-4G i put up here for testing is the early version , i made a F-4G_85 , F-4G_89 and F-4G_89_SPW each with a own cockpit version and ther respective skins , i hope you dont expect me to put them here up for testing to , this F-4G i put up here is the one with the largest cockpit lod file that was the reason i put it up here for testing i did not put up all the weapons i made for this aircraft and i did not put up the sound files and pilots i just put ab the pieces you you may need to test this cockpit , that was all i intended , if the testing here is ok i will finish this project and upload it in the Download Section
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1 point
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1 point
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. -
1 pointhttps://il2freemodding.createaforum.com/ships/battleship-warspite/
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1 pointDassault Mirage 5DA - Força Aérea Popular de Angola, 18 Fighter Squadron, circa 1983
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1 pointBAC Lightning F.Mk.54 - Marinefliegergeschwader 1, 1970 The first rumours of an alleged bribery scandal surrounding the purchase of the Lockheed F-104G Starfighter by the West German Government coincided with the ferociously high attrition rate of the Starfighter in Luftwaffe and Marineflieger service. With the end of Lightning production on the near horizon BAC submitted a brochure to the Bonn Government and Marineflieger Officials for a proposed multi-role Lightning based on the F.53 and this proposal was accepted leading to a modest production order for 60 Lightning F.54's which entered service in late 1968 with MFG1 and MFG2 before being retired in 1987.
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1 pointGentlemen, and any Ladies, the Staff of Combat Ace is proud to announce the elevation of the following members to Modder Status: Guuruu, Strahi, Menrva, Gkabs For outstanding work and contributions to the 3rd Wire Community. You now have access to the Modders Secret Roundtable, and later I'll go over the Secret Handshake (tm) via video due to Social Distancing (tm) Welcome to the Next Level!! First round is on YOU all!!
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1 pointLast sit rep this weekend. 3 tiles done, 2 tiles needs a rework. But not today. Feierabend.
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1 pointSit rep: Some progress with London tiles. View from Towerbridge to London Cityport: View from Parliament to Towerbridge London Docks (between Towerbridge and Cityport)
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1 pointSince my older tiles for the London City Port not really fit into the terrain tileset i decided to restart and make them new. The screenshots show the WIP. The runway is still to overpaint and some other things are to do, but i think, i'm on a better way.
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1 point
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1 pointThis has nothing to do with my mod! My nations.ini file is identical to the stock one, it does not remove anything, it adds something more actually. Any issues are related to other files not having the correct statements; you should fix the aircraft's _data.ini or other (wrongly) modded files you have. I have no idea why people keep finding bugs with this mod. I always test my mods thouroughly before release. This package works perfectly in stock SF2 patched to the latest July 2013.
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1 point
Version 2.1
4,551 downloads
B-1B Lancer aka "The Bone" by Dels and the Bone Team SF2 Version for Dec 2009 Patch and beyond Nov 2010 Model by Dels Skins by ST0RM, Syrinx Jat81500 and my boy Jimmy B!!!! Decals, units and testing, etc by Dave (USAFMTL) and ST0RM Sounds by Spillone Updated FM by Fubar512 and FastCargo Weapon Station arrangements by FastCargo Destroyed LOD by Klavs81, Dels and FastCargo B-1B Pit by Dels (Its a bloody masterpiece) ACES 2 Seats by Julhelm Mod USAF pilot by Diego Technical Adviser/Loadouts ans new weapons models by FastCargo Package contains: B-1B 86 Turkey Feathers and pure nuke B-1B 92 Blk A - Nuke and Conventional role B-1B 96 Blk C - CBU capability, B-1B 98 Blk D - JDAM and ALE-50 added B-1B 03 Blk E - JSOW, CMUP PIT, JASSM To install: Sounds go into your main mod folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Sounds Effects go into your main mod folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Effects Planes go into your Objects/Aircraft folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Aircraft Decals go into your Objects/Decals folder. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals Pilots go into your Objects/Pilots folder Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Pilots Weapons go into your Objects/Weapons folder Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Weapons If do not have any of these folders, then by installing this into your main install, it will make them for you. Example: C:\Users\username\Saved Games\ThirdWire\StrikeFighters2 Additional Notes by FastCargo: Each model of B-1B has the ability to carry the specific weapons it was authorized for during that time frame. Most of these weapons are included in this package...the preset loadouts represent typical arrangements. The weapon stations have been setup so that you can only load the type and number of weapons for each bay in the loadout screen, reflecting real life limitations. Also, the maximum gross weight for takeoff at sea level is 470000 pounds...you can easily exceed this just with the default loadouts at full internal fuel weight. It is HIGHLY recommended to lower your internal fuel to 75% to get under the gross weight. At full gross weight, the AI and you will require the whole runway to takeoff...you will probably not 'unstick' until close to 200 knots. At minimum weight, it should only take about half the runway and about 160 knots unstick. Also, do not rotate above 9 degrees pitch on takeoff before you leave the runway...or you will scrape the tail and may crash. The FM has been through some major rework to get around the limitation that the sim has with large swing wings. The current FM setup is a compromise to allow docile handling with realistic performance. There are some weaknesses with it, mainly during mid altitude cruise flight tends to take more power than the real aircraft needs. You will find that the FM mimics the real thing in most limitations...lower altitude ceiling at full gross weight, faster roll rates with wings swept back, etc. Also, 'at the limit' handling has been much improved...much more difficult to stall at high speed. Handling is fairly carefree, simulating the real aircraft's fly by wire helping you keep the aircraft within limits. It is still possible to overG or stall...with bad consequences for both. For mission planning and the AI, the sim uses the 'CruiseSpeed' parameter to determine attack speed, and the LevelBombAI, ReleaseAlt to determine how high it's attack run is. Because of this, you may find the parameters for both to be different for each model. Here is the current list for each one: B-1B_86 - Speed-540 knots / Alt 1500 feet B-1B_92 - Speed-540 knots / Alt 1500 feet B-1B_96 - Speed-540 knots / Alt 600 feet B-1B_98 and 03 - Speed-320 knots / Alt 15000 feet The 2 later models are high and slow because they mostly do standoff and PGMs, which usually require altitude. The 2 earliest models are low alt, high speed for the nuke mission to get away from the blast (btw, you will NEED .9 mach and 1300 AGL to drop a gravity nuke...or you won't make it out of the blast radius). The middle model is same speed, but lower altitude because they didn't carry nukes anymore. We did our best. Enjoy.
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