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5 pointsHawker Hurricane IIIA 'Furacão' - SU Flight, Aeronáutica Militar, 1944 The Hawker Hurricane entered service with the Royal Air Force at the end of 1937 when No.111 Squadron re-equipped with the type at RAF Northolt. By late 1938 the production capacity for Hurricanes at the Hawker Siddeley Aircraft group of companies was sufficient not only to meet the needs of the RAF's ambitious expansion scheme but also sufficient to allow exports to Yugoslavia, South Africa, Romania, Persia, Belgium, Poland and Turkey. Belgium and Yugoslavia had both negotiated production licences but only a handful were produced by Avions Fairey in Belgium before the German invasion in May 1940 and in Yugoslavia the Zmaj factory managed to build 20 Hurricanes before the German invasion in April 1941. At the start of World War 2, Portugal was keen to both maintain it's neutrality and also bolster it's defences - recognising that the Portuguese mainland was of strategic importance as was it's island territories of Maderia and the Azores. Indeed, both the UK and Germany considered invading the islands but British diplomacy won the day in June 1940 when the UK formally asked for use of the Azores by invoking the Aliança Luso-Britânica (Anglo-Portuguese Alliance) of 1386 which is still the oldest alliance in the history in the world that is still in force. In return, Portugal asked for a wide variety of defence equipment from the UK including "100 modern monoplane fighter aircraft". With the UK facing a desperate struggle the Portuguese 'wish list' was largely unfulfilled until much later in the war but in December 1940 the British government agreed to supply 100 Hurricane fighters by the end of the following year. However, there was an urgent demand for Rolls-Royce Merlin engines for the RAF's day fighters and also for the Boulton & Paul Defiant and Bristol Beaufighter night fighters. In addition, RAF Bomber Command were about to go on the offensive with the Handley-Page Halifax having just entered service and the superlative Avro Lancaster and de Havilland Mosquito were both on the horizon. In February 1941 the British Prime Minister, Winston Churchill, blocked the sale outright but Sydney Camm at Hawker considered that the Hurricane airframe could be adapted to take a different engine and Camm was already aware that Roy Fedden of the Bristol Engine Company had developed a modular engine installation or 'power egg' for the Bristol Hercules radial engine. Fedden and Camm quickly schemed the Hercules powered Hurricane Mk.III and instructed the Gloster Aircraft Company, who had been manufacturing Hurricanes for the RAF on behalf of its parent company since 1939, to slot in 250 Hurricane Mk.III's onto the Hucclecote production line. Whilst there was no Hurricane Mk.III prototype as such, the first two production aircraft were thoroughly tested by Gloster's chief test pilot Gerry Sayer and also by Bill Humble of Hawker's and both praised it's flying characteristics noting that "the aircraft is simple and easy to fly and has no apparent vices" although the stalling speed was 8 knots higher than a standard Hurricane. The first 100 Hurricane Mk.III's were crated and shipped to Portugal arriving at Santo Amaro in November 1941. After local assembly, they were flown to Ota Air Base and Sintra Air Base to eventually equip six day fighter squadrons of the Aeronáutica Militar (Army Aviation) although, at the time, these squadrons (typically, with 15 aircraft on strength) were confusingly classed as 'flights' with two-digit flight codes that were used to designate the squadron. 'SU' Flight were the first to be declared operational at Ota in April 1942 followed by 'MP' flight at Sintra. In Aeronáutica Militar service the Hurricane aircraft were locally known as the Furacão and remained in service even after the formation of the Força Aérea Portuguesa in 1952 and it was not until August 1954 that the Furacão finally passed from service. Raven's Hurricane anthology, including templates, can be found in SF1 downloads section.
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3 pointsMostly done,just got to do missile launch mechs...and alter some skin details like around the refuel probe area,and more or less done.... did pilot I had from 2 free models I found....and combined them...I like it .....and it will be released with the T-50..Pak-Fa.will do the 57 too later....with the thrust vectoring.
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3 points
Version 1.0.0
55 downloads
1. When you have icon created rescale it to 64x64 and copy to ---> flight\TEWS. 2. Check and add radar entry in list file. --> cockpit\RWR_IP-1310\IP-1310_RWR.LST 3. Publish your new IP-1310_RWR.LST and your new symbol in comments, pls ;-) ... C A U T I O N ============== Ofc if you want have all these symbols on your RWR you MUST rework radar entries in your planes and ground objects. Well .. life is brutal ;-) Wojtek -
3 pointsVF-41 CAG 2016 If you have the YAP Superhornets from Straits of Hormuz, they are compatible with skins for the DC Designs Superhornets for FSX and P3D. There are a lot of free skins to download at https://groomlakesimulations.wixsite.com/groomlake/blank-1
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1 pointNeeded bad... New TWS LOD exporter for New MAX software...Just Peed off that I cant use a better graphics driver for the view ports on 2009
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1 pointView File RWR symbols creator 1. When you have icon created rescale it to 64x64 and copy to ---> flight\TEWS. 2. Check and add radar entry in list file. --> cockpit\RWR_IP-1310\IP-1310_RWR.LST 3. Publish your new IP-1310_RWR.LST and your new symbol in comments, pls ;-) ... C A U T I O N ============== Ofc if you want have all these symbols on your RWR you MUST rework radar entries in your planes and ground objects. Well .. life is brutal ;-) Wojtek Submitter guuruu Submitted 06/01/2020 Category Utilities / Editors
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1 pointNo it doesn't. the best you can do is padlock and fire off boresight, which works for missiles like the 9X and I'm sure the R-73
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1 pointDear Russouk2004, and all the other modders, I followed according to your instruction given and finally managend to get the Hawker Hunter Internal Guns to sound similar to a ADEN 30mm Cannon. A big thank you goes out to you for spending your time and effort for helping me out that was very kind of you.
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1 pointlol...its better now...did look a tad dark.....funny that...I dont think ive ever seen a black russian....weird.
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1 pointRAF Kenley, an airfield of the second defence line close to London. Heavy Flak fire over RAF Kenley
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1 pointVultee P-66B Vanguards - 'OK' Flight, Portuguese Aeronáutica Militar, 1944
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1 pointOohhh!!! i imagine how it will be rolling in flame losing parts and hiting of ground. mmmmmmm..... exciting
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1 pointWhats up guys? I am currently waiting here in Spain for the DEMO-2 mission to lift off (hopefully it won't be postponed again hahahaha). I have finally introduced my unfinished Orion MPCV into the simulator with the flight model of an A-4 (but in very low gravity and with afterburner). This could be the first What-If fighter of the new United States Space Force hahahaha. I still have to finish the textures as you can see but they are almost done. Also I should design some "realistic" pylons for torpedoes and a gun (which should also be created, like a kind of AIM-9B of this new era). The solar panel arrays can be deployed and they do with the landing gear retraction command (so the spacecraft should appear landed with them retracted and deploy once in the "air"). I don't know how I am going to solve the landing gear issue, because the most realistic thing to do is appear vertically oriented in the runway (like the POGO) but this mechanic is very problematic, not to say impossible. Therefore I have to design a horizontal landing gear system or something. I also want to make effects for the RCS thrusters, I have already checked that because of the limitation of the game engine, there is no chance of linking an engine and the thruster effects with the roll/yaw/pitch inputs as the input for the normal engines only reads positive values (which means you could only trigger the effects turning in positive angles of roll/yaw/pitch and not the opposite). Unfortunately the control thrusters, like the one used in every VTOL, don't allow thruster effects. Sooooo the only aesthetic solution I found is trying to make thruster effects that triggers randomly (trying somehow to dissable the emision for some seconds in the Effect.INI and keeping all the RCS online during the flight, I will make some tests). Obviously, in this way, the control thrusters will be appearing but they will have nothing to do with your commands hahahaha. Well I leave you with some nice pics of the beginning of the lunar warfare! As I write, they have given the go ahead to load the fuel on the Crew Dragon, so enjoy!
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1 pointRepublic P-72C Superbolt - Esquadra No.10, Força Aérea Portuguesa, 1955 Following the formation of NATO in 1949 there was an immediate acknowlegement that most of the air forces of the member states needed an urgent transfusion of modern combat aircraft and the Portuguese Aeronáutica Militar was especially in need of replacing it's old Hurricanes and first-generation Spitfires. In November 1950 it was agreed that, under the Mutual Defense Assistance Program, the United States would supply 50 P-72C Thunderbolt fighters to Portugal. The 50 P-72C's were all ex-USAF aircraft previously based at Bordeaux–Mérignac in France and were ferried to Portugal in small batches during the Spring and Summer of 1951. The aircraft were equally distributed among the newly created Esquadra 10 and Esquadra 11 and also a training flight at Ota Air Base. However, training proved to be a difficult time for the Portuguese pilots used to the lighter British fighters and there were also problems with the Portuguese air bases not having the appropriate radio equipment but these were soon addressed and both squadrons were fully operational by the time that the Portuguese Air Force was formed on July 1st, 1952 following the merger of the former Aeronáutica Militar and the Aviação Naval. An important milestone was reached in September 1952 when four-ship flights from both P-72C squadrons were sent to Zwiebrucken in Germany to participate in 'Blue Alliance' a large NATO exercise where they acquitted themselves well in defending their temporary home against 'enemy' RAF Lincoln bombers. Back home in Portugal the P-72C force were soon hit by a serious shortage of spares leading to Esquadra 11 being disbanded and it's remaing aircraft were transferred to Esquadra 10 who moved across to Tancos Air Base in late 1954 where they operated the P-72C until disbanding in October 1956. Skin Credit: Charles
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1 pointI'll only add fisherman with anti-kraken 9K34 ' Strela' and will upload ;-)
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1 pointGetting there...new bumps and specs .few tweaks and we`re in business...meanwhile...
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1 pointThe original request for the Pearl Harbor National Memorial came from Wrench here: https://combatace.com/forums/topic/94790-3d-object-request/?tab=comments#comment-767482 Today in the United States it is Memorial Day. A time to remember and honor those who have died in service to our great nation. And specific to this request, “The USS Arizona Memorial, at Pearl Harbor in Honolulu, Hawaii, marks the resting place of 1,102 of the 1,177 sailors and Marines killed on USS Arizona during the attack on Pearl Harbor on December 7, 1941, and commemorates the events of that day.” I unexpectedly found some free time, and have been working relentlessly to get my version in a decent condition so I could post an update today. Everything has been scratch built including most of the texture work. It started off as just a quick hull mesh, but as time went on, I felt a sense of honor and patriotism in creating this – and that’s when things evolved. With the state it’s in, dare I say you can even take a fairly convincing virtual walk-through of the memorial – overkill perhaps but I found it extremely gratifying. I’m still making some overall form tweaks and other updates, but am proud to be sharing the latest progress especially today and hope it is a proper tribute.
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1 pointLogan...just to check... this is set up.....red mesh is exact size as pics above...named Dig_Alt_Dig1 thru to dig5 as is VS one below. heres the data...just to check ive done correct.. more I do the more its easier to get lol [Digital_SPD] Type=AIRSPEED_INDICATOR CounterNodeFormat=Dig_VS_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=KNOTS [Digital_ALT] Type=RADAR_ALTIMETER CounterNodeFormat=Dig_ALT_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET
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1 pointPits done.basically......just doing data.ini and lights and a few gauge things to add..plus removing stuff you cant see...polys mostly...like seat for instance...seats were say 1000 polys are now 400 etc..trying to do it so everyone can fly it ...with lesser pc`s ...planes 99% ready too.been doing low poly distance lods etc too.......should be done by midweek next week ...hopefully. This is clean cockpit...also supplied will be options for a used look...
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1 pointTeaser...I like this skin.. some will need editing to remove numbers rdy for dcals. plane nearly done..shall I release it with the DC3 pit...its pit is still wip....doing gauges.atm
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1 pointId Tte 8th of May the right date to post an image of a german phantom ?
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Version 1.5.0
474 downloads
April 2020 ========= Marineflieger IDS version 1.50 ------------------------------------------------- Marineflieger Tornado IDS. Version 1.5 looks to be final standart for all my Tonkas. CAUTION !!!! --------------------- Base LOD is using specular maps. They can really drop fps on slower GPUs [like my GTX 460 ;-)]. If you have this problem use files in EXTRAS folder. Just copy it to :/Objects and overwrite. CAUTION 2: -------------------- Weapons : Since 1988 MBB-Aeritalia recce pod since 2000 Litening II laser pod --> LGBs since 2002 AGM-88 CAUTION 3: -------------------- Better check TUTORIALS before you'll delete them ;-) Keys: ---------- SHIFT+1 -> canopy open SHIFT+2 -> fuel probe SHIFT+3 -> weapon operator cockpit SO,THE MOST IMPORTANT PART ... CREDITS: Nothing wouldn't be possible without these guyz : --------------------------------------------------------------------------------- ravenclaw_007 - weapons, documentation, 3d lessons, BOZ, pylons, German loadouts and lot of help yakarov79 - skinning lessons, testing, damages, 3d details baffmeister - flight model, testing coupi - decals, skins, hit boxes, damages, testing crusader - documentation, testing, avionics, HUD, air search radar, loadouts, RWR soulfreak - skins, decals sophocles - testing, sounds spinners - hangar and loading screens florian - some parts and ideas I used in my model from his German Tornado 76_IAP - 3d lessons guuruu - ALL BUGS .. AND ALL PREVIOUS TONKA DEVELOPERS. THANK YOU GUYZ VERY MUCH. Godfather of project: ---------------------------------- fanatic modder - testing, documentation, flight model, engine datas, inspiration, sounds, loadouts ************************************************************************************************* 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. ************************************************************************************************* 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. ************************************************************************************************* Have fun Wojtek -
1 point
Version 1.0
139 downloads
Soviet Hercules Hurricane MkIIa For SF1 06 Patch Level Installs. This Mod is a 'What If' Hurricane Mk.IIA fitted with a 'Bristol Hercules', 14-cylinder two-row radial engine. --------------------------------------------------------------------------------------------------- To Install: UnZip and drop the Soviet_R_IIa folder into the Aircraft folder,Weapons to the weapons folder, Sound in the Sound folder. Adding Weapons and Guns: You need to use the SF1 06 patch level weapons editor to add weapons, SF1 Gun editor. ----------------------------------------------------------------------------------------------------------- Canopy opens with the 0 key. -------------------------------------------------------------------------------------------------------- Dirt: I left the paint mostly cleen. If you want it dirty, Go for it. -------------------------------------------------------------------------------------------------------- Pilot Note: "PilotWW2Navy" is used untill a more Rusian WWII pilot is Modded that fits the cockpit. http://combatace.com/files/download/13020-wwii-pacific-navymarine-pilot/ ---------------------------------------------------------------------------------------------------------- Notes: ----- Engine Sound: The Engine Sound is from a real Bristol Hercules radial at 100% power. Cockpit: The 'Coolent Temperature Gage' has been replaced with an 'Engine Temperature Gage'. Templates: Dew to the complexity of the 'Nose' that skin template is not reduced layer. ===================================================================================================== Change Log: Creidts: Cockpit By Me. TW AC 3D Model,Textures,Sound File and Decals Myself. Light Fix: Wrench This Mod is Freewear and not to be sold! Raven 06/28/14 -
1 point
Version v2
134 downloads
Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations. Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine. Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects. Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory. Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns. I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon. All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks. There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want. These cars are designed to be used directly on the terrain, without any track lod. You will need to use them in terrains that have the tracks painted directly on the tiles. All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train. -
1 point
Version v2
122 downloads
Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations. Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine. Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects. Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory. Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns. I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon. All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks. There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want. These cars are designed to be used with the train tracks from Gepard's Railway Station (available in the Strike Fighter 1 Terrain downloads). Gepard has given me permission to include the tracks with my train. I have made a new skin with the ties farther apart, which I think looks better from the air. If you already have the tracks in your terrain, you don't need this. All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train.
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