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Showing most liked content on 06/01/2020 in Files

  1. 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
  2. 1 point

    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
  3. 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
  4. 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.
  5. 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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