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Showing most liked content on 06/10/2020 in all areas
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11 points
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9 pointsdándole algo de tiempo refinando algunas cosas del 3d & skin a estos aviones de los cuales soy fanático. img06.bmp
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4 pointsOn the bridge the executive officer was as nervous as he would ever get.
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3 pointsSmall update for the Super Hornet Pack for SF2: Change the current BaseRCSmodifier=0.9 to BaseRCSmodifier=0.083. This can be found in the Data.ini of all the aircraft (to include the EA-18G) under [DetectSystem]. I'll reupload the pack when more updates force a re-upload. Work is courtesy of dtmdragon who figured this out.
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2 points¡ Linea de aviones Mirage (y derivados) muy impresionante ! ¡ Soy un fanático y un admirador !
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2 pointsSaunders-Roe Firebar FAW.2 - No.25 Squadron, RAF Fighter Command, 1965 Pasko's Yak-28P.
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2 pointsSF1's hangar noises work just fine in SF2. I added them back in my SFWOW Menu Screens mod. Don't remember exactly how. Just download and have a look. IIRC, I had to add some ini statements; I think I had to a make separate HangarNoise.ini which is referenced inside each hangar's menu screen (that is, planning map screen, roster screen and loadout screen). Hangar sounds, IIRC they have to be put inside the Sounds folder, not in the Menu folder.
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2 pointsI"m sure it's one of the many (myriad?) things that got fucked over the years with the various patches. I don't think it works in SF2 anymore. Maybe something missing from a dll??? Menrva might know??? Sad, because I liked the 1stGen hangar noises
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2 pointsTaiwan intercept Circa 1965, and the ROCAF is more curious than anything...so they went light. I don't suppose they'll be of any help if we call...considering there's no one around Given the clearance to proceed as briefed Found some PLAAF Beagles running in low over the coastline, and gave clearance to engage. Naturally, it turned into a free-for-all. Youthful enthusiasm, I swear..... But sometimes, is IS fun to just watch the show
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2 pointsNot everyone's idea of a Recon platform, but it's actually pretty good in that role. And it's quite good at getting out of the way of fast moving projectiles from grouchy gunners.... But she'll bring you home....
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2 points
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1 pointBased on some discussions in the old TW forums with TK, the 0.2 baseRCSmodifier value for the stock F-16A Netz in the game (note however TK has mistakenly assigned the F-16C baseRCSmodifier value to the F-16A Netz as explained later in this post) and other topics I have read I have come to the following conclusions: 1, The game engine does not correctly calculate an objects RCS. Instead it simulates it by using the size of the aircrafts hit-box as defined by its .lod to decide at what distance an aircraft is detected by a radar after taking into account that radars power etc. 2, The baseRCSmodifier value is a multiplier that reduces the size of the aircrafts hit-box to simulate any RCS reducing measures that aircraft has. This in effect reduces the range the aircraft can be detected on radar. 3, The games hit-box size RCS method is basically accurate for an aircraft with NO RCS reducing technologies as far as the game is concerned. So to work out the baseRCSmodifier value for an aircraft with a reduced RCS, we need to work out what percentage its real world RCS is of its hit-box game decided RCS. Knowen (or educated guess?) of RCS values of aircraft WITH RCS reduction measures: F-5E: 3 m2 F-16C: 1.2 m2 Gripen: 1.0 - 1.2 m2 F-18E: 0.75 m2 Rafale: 0.75 m2 Eurofighter: 0.5-0.75 m2 B-2: 0.01 m2 F-35: 0.01 - 0.005 m2 F-22: 0.01 - 0.001 m2 F-117: 0.001 -? m2 RCS values of aircraft with NO RCS reduction measures: F-16A: 6.0 m2 F-15C: 10.0 m2 To get the hit-box game generated RCS of an aircraft we have to work it out by comparing the physical size of the aircraft with non RCS reduced aircraft we know the RCS of. For size comparison we can use the F-16A 6m² at one end of the scale and the F-15A 10m² at the other. For example I would give the F-18F Super Hornet an estimated hit-box RCS of 9m² based on its physical size. Its real world (reduced) RCS is 0.75m² so the baseRCSmodifier value is 0.75/9= 0.083 BaseRCSmodifier=0.083 This was the same calculation done by TK in a (now gone) third wire forum topic to get the baseRCSmodifier=0.2 value for the F-16C that TK thinks should be used on the F-16A as well. (I say this as the real world F-16C has RCS reducing measures not the F-16A.) And as I said TK has gone on to use that baseRCSmodifier=0.2 figure for the stock F-16A Netz in the game. Same calculation for the F-35: Real world RCS of 0.005m² hit-box RCS of 7m² so 0.005/7=0.00071 baseRCSmodifier=0.00071 F-22: Real world RCS of 0.001m² hit-box RCS of 10m² (as the F-22 is roughly the same physical size as the F-15) 0.001/10=0.0001 baseRCSmodifier=0.0001 The hardest part is deciding where an aircraft fits hit-box RCS size wise. I collect diecast scale model fighter jets so I was able to compare all the aircraft in my examples to each other to decide how they compared size wise and what size their hit-box RCS would be in the game. Knowing the hit-box size of the F-16 equates to a 6m² RCS in the game and the hit-box size of the F-15A equates to a 10m² RCS in the game gives you a pretty good idea and scale to use.
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1 pointI am sure you are right but for the purposes of this topic (and along with the F-15A) it gives us a scale to work with when figuring out the hitbox area RCS the game creates. If that makes sense.
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1 pointPosted to my Scribd a reliable 2020 Order of Battle of the world's air forces: https://www.scribd.com/document/465124535/Flight-International-World-Air-Forces-2020 Enjoy.
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1 pointI did what you instructed, and yes now it shows itself and it works, I can see the weapons and to edit them. THANK YOU !
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1 pointmods enabled ONLY means you can add things. this is the most recent weapons editor, alos available in our handy-dandy downloads section. make a new folder in your Saved Games folder, I called my Utilities, and execute from there. You WILL have to set the paths on editor startup and yes ALL weaons go in the /Objects/Weapons folder. You can move/copy that entire folder around into all or none your seperate game's mods folder. That how most of us do it. There are tutorials in the SF1 & SF2 Knowledge Bases. Very well covered. SF2_WeaponsEditor_setup_Apr2012.exe
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1 pointYou dont need to have the weapons data ini anywhere in the game, ever. The weapons editor reads from the cat file, THEN from any sub-folders in the /Weapons folder. the WE is no longer really needed, as ALL weapons are in seperate folders with the relevant main ini, data ini, lods and skin maps within. It can all be edited by hand with notepad in the weapons data ini. Maybe if you explained WHAT you're trying to do ... we can be of more assistance. Other than taking forever and a day to open the WE works fine. Are you using the right version? Should be April 2012
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1 pointremember ANY effect from 1stGens are missing the shader statments. Which is why they don't work.
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1 pointStand in conversion from Veltro2K's E-767 with acesfakia's MESA radar added.Decals from daddyairplane's E3D .
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1 pointI solved it! I managed to transfer the effects from SF1. All I have to find now it's a decent afterburner.tga or to make one. Thank you once again. Ideas exchange stimulated me and in the end I made it!
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1 pointHello everyone, I started making the landing gear since it is impossible to take off vertically, I found myself a little bit uninspired to make the landing gear of a lunar craft but I finally made it. How it looks like people? Also it would not make sense to retract the landing gear in the Moon without atmosphere, though I thought it is cool anyways hahaha
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1 pointSo is exactly what I suspected, that's unfortunately. I hate the SF2 afterburner.tga files, they are ugly. In SF1 I had state of the art afterburner effect without any afterburner.tga meshes. Thanks for clearing it out for me.
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1 pointahhh that will be the emitter they us... afterburnerfire.tga (see red text at bottom its referenced there) uses the Afterburneremitter.ini in effects folder probably uses shaders SF1 doesnt have. [EmitterType001] Name=AfterburnerEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.000800 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.405,0.396,0.342 LightRange=200.0 LightSrcOffset=0.0,0.0,0.0 SubLightSourceX=TRUE SubLightSrcDist=5.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=0.030000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=-0.10000 ParticleRandomness=0.010000 ParticleDragFactor=18.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.0008000 ParticleColor[01].Value=0.500000,0.580000,0.560000,0.810000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.150000,0.150000,0.150000,0.00900 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.100000,0.080000,0.060000,0.001000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.250000 ParticleSize[02].Value=0.430000 ParticleSize[03].Time=0.500000 ParticleSize[03].Value=0.410000 ParticleSize[04].Time=0.750000 ParticleSize[04].Value=0.390000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.360000 ParticleSizeDeviation=0.015000 TextureMaterial=AfterburnerMaterial [AfterburnerMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.200000 DiffuseColor=0.500000,0.500000,0.500000,0.200000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
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1 pointThanks everyone, appreciate the comments. I've had a few requests to make different versions of the Type 2 so I'll work on those shortly and post some more progress pics then.
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1 pointIn sf2 hangar screen ini is this...I added a wav but nothing..not sure if wav must be in which folder [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic= TextFilename=HangarScreen.str
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1 pointI"d trust Frenchie with ANYTHING for RCN/RCAF/CF stuff! He's knows his stuff!! -- Did a little personal renaming; with different named lods and renamed skin and then a quick hex edit... for the static version (extended rotors), give me options for the various services. It's very over-mapped; meaning all the parts for the Player Flyable (tm) are used on this. Not a bit deal, as the file sizes are fairly small. I placed 2 at MCAS Kanehoe, and they look really good!! Of course, have to use the "inactiveyear=" switch on the _targets ini, but that's NO big deal (for me!! <gr>) could use a silver Air Force skin, but no big deal! looking good Russ!! Thanks!!
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1 pointYou can also rename your hangar screen to Kfir_C2_Hangar and change the ini to read; HangarScreen=Kfir_C2_Hangar.JPG I've just tried it with a homemade screen for the Kfir C2.
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1 pointHMS Ark Royal . Unfortunately can't add any photo from landing, cause my night attempts have only 2 possible finals .. 1st, explosion on deck and 2nd, explosion in sea .
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1 pointCommonwealth Aircraft Corporation CA-14 Gidgee - No.5 Squadron, Royal Australian Air Force, 1945 When Joseph Lyons led the United Australia Party to a landslide victory at the 1931 Australian General Election to become the Australian Prime Minister he also served as the country's treasurer until 1935 overseeing Australia's recovery from the Great Depression. "Honest Joe" Lyons was a masterful political campaigner and his personal popularity was a major factor in the government's re-election in 1934 (albeit a coalition Government between the United Australia Party and the Country Party). In early 1935 he met Essington Lewis, the Chief General Manager of Broken Hill Proprietary, who had visited Europe and who had formed the view that war was highly probable. Lewis expressed his concern at the lack of manufacturing capabilities in Australia and suggested that miltary aircraft might not be available from Britain during wartime. Prime Minister Lyons was receptive to the lobbying campaign led by Lewis to establish a modern aircraft industry and the Australian government required little persuasion and encouraged negotiations between a number of Australian companies which would soon lead to the formation of the Commonwealth Aircraft Corporation (CAC) in October 1936 and by September 1937 a new factory had been completed at Fishermen's Bend, Port Melbourne. Whilst the company would initially pursue the development and production of the CAC Wirraway (a licence-built version of the North American NA-16) the firm would soon be presented with demands for the large-scale production of military aircraft to re-equip the Royal Australian Air Force. The Japanese attack on Pearl Harbor on December 7th, 1941 created an urgent review of Australia's defences and, in particular, Australia's air defences were found to be a perilous position with just small numbers of CAC Wirraway general purpose aircraft and aging Brewster F2A Buffalo fighters available to the RAAF to defend the mainland. Although Britain and America possessed considerable aircraft manufacturing capacity their output was destined for their own air forces who were by now both engaged in battle. Furthermore, even where capacity was available the delivery of fighter aircraft would involve them being crated and shipped over long distances in wartime conditions. Australia's new Prime Minister, John Curtin, met with Lawrence Wackett (CAC's Manager and Chief Designer) to examine the possibility of designing and building an indigenous fighter aircraft. Wackett proposed a two-step solution of an interim design that would use elements of aircraft that were already being produced in Australia and a later design for a new high performance fighter designed from scratch. The CA-12 interim design would become the tough and nimble CAC Boomerang for which Wackett had decided to use the airframe of the CAC Wirraway as a starting point as this had the advantage of requiring little additional tooling and would therefore reduce the design time and lead to the earliest possible depolyment. Within weeks, the Australian War Cabinet authorised an order for 105 CAC Boomerang aircraft off the drawing board. For the new fighter design (now designated CA-14) Wackett schemed a neat single-engined, low-wing monoplane with an all-metal, semi-monocoque fuselage and graceful, evenly-tapered wings. To power the CA-14 Wackett and his design team selected the promising Alison V-1350 - a liquid-cooled inverted-vee 12-cylinder piston engine rated at 1,350 hp at 7,500 ft altitude with 2,600 rpm and featuring a mechanical direct fuel injection system using small pistons driven off the crankshaft. When compared to the Merlin installation on the Spitfire and Hurricane, the lowered inverted engine installation improved visibility for the pilot and also improved access to the cylinder heads and exhaust manifolds for the ground crew. Armament consisted of two synchronized .50 caliber (12.7 mm) AN/M2 Browning machine guns set in the upper fuselage decking fed by ammunition boxes positioned behind the engine bulkhead and with a further .50 caliber AN/M2 Browning machine gun in each wing. Pilots would later comment favourably that the 'four gun' installation was a good compromise between lightness and firepower and sufficent when used against most Japanese aircraft. For the new CA-14 design, and in keeping with the aboriginal theme, CAC chose the name of Gidgee - a lethal quartz-tipped spear. Development continued through the first half of 1942 and shortly after the first flight of the interim CAC Boomerang in May 1942 the Royal Australian Air Force approved the CA-14 design concept proposal and issued design specification 6/42 for work to commence on two prototypes and, subject to a successful test flight programme, a production order for 250 aircraft. The first Gidgee prototype was rolled out in February 1943 but the first flight would have to wait another two months following delays with the Alison V-1350. Finally on April 25th, 1943 CAC Test Pilot, Jim Schofield, flew the prototype Gidgee and this was soon followed by the second prototype just two days later flown by CAC's Ken Frewin. By the middle of 1943 there were many USAAF fighter squadrons now deployed in northern Australia operating a mixture of P-39 and P-40 fighters and the RAAF had also begun to receive P-40's of their own. With the first three Boomerang squadrons having also become operational the RAAF reduced their order to 125 Gidgee aircraft and the programme lost some of it's urgency so it was not until August 1944 that No.5 Squadron of the RAAF became operational at Toogoolawah before being deployed to Piva Airfield at Torokina on Bougainville in November 1944. No.4 Squadron became the second Gidgee squadron in February 1945 deploying to Morotai and then to the island of Labuan to support Australian ground forces in the Borneo campaign. The third and final Gidgee squadron was No.77 Squadron who re-equipped with the type at Morotai in April 1945 conducting ground-attack sorties over the Dutch East Indies before redeploying to Labuan to support the 9th Australian Division in North Borneo until hostilities ended in August 1945. All three Gidgee squadrons deployed to Japan as part of the British Commonwealth Occupation Force with No.4 and No.5 squadrons returning to Australia in 1948 and No.77 squadron was about to return to Australia in June 1950 when the Korean War broke out. Flying from Iwakuni in Japan, No.77 squadron joined United Nations forces supporting South Korea flying escort and patrol sorties until April 1951 when it converted to the Gloster Meteor. Skin Credit: Charles
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1 pointEl IA-37 y 38 son mis aviones favoritos !!!! Excelente trabajo Ariel
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1 pointsi todo sale bien se podría lanzar el terreno, con algunas modificaciones del original, la idea mía era crear una campaña Argentina (golpes militares de los años 50) pero agregando modelos y prototipos que volaron y no creados en aquel tiempo (los llamados alas de Peron), históricamente se enfrento la fuerza aérea contra la marina en la capital federal y el rió de la plata entre estos Gloster Meteor, Avro Lincoln, Pulqui 2, IAE 24 CALQUIN (copia del mosquito con motor radial),AT6A Texan, la acción fue de todos contra todos ya que fracciones de la fuerza aérea también apoyaron a la marina y viceversa, del lado Uruguayo LOS P-51 Mustang salieron a escoltar la huida hacia el Uruguay de los aviones y barcos rebeldes, hasta ahí lo históricamente correcto, se agregaría el portaaviones independencia con los Corsair F4u5n, alas delta IA 37 (Solo varias maquetas de planeo se crearon), ala volante IA-38(un prototipo volando) y no se si tendré tiempo de crear algún modelo mas. esto seria el mod para el que cree estos cacharros
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1 pointn8d0g: The following all-in-one mods have red side campaigns that allow you to fly MiG-23s & later in Cold War campaigns: NATO Fighters 5 http://combatace.com/files/file/13332-nato-fighters-5-part-1-of-8/ http://combatace.com/files/file/13333-nato-fighters-5-part-2-of-8/ http://combatace.com/files/file/13334-nato-fighters-5-part-3-of-8/ http://combatace.com/files/file/13335-nato-fighters-5-part-4-of-8/ http://combatace.com/files/file/13336-nato-fighters-5-part-5-of-8/ http://combatace.com/files/file/13337-nato-fighters-5-part-6-of-8/ http://combatace.com/files/file/13338-nato-fighters-5-part-7-of-8/ http://combatace.com/files/file/13339-nato-fighters-5-part-8-of-8/ SF2NA: Black Sea Crisis http://combatace.com/files/file/15091-sf2na-black-sea-crisis-part-1-of-4/ http://combatace.com/files/file/15090-sf2na-black-sea-crisis-part-2-of-4/ http://combatace.com/files/file/15089-sf2na-black-sea-crisis-part-3-of-4/ http://combatace.com/files/file/15088-sf2na-black-sea-crisis-part-4-of-4/ The following three add-ons for the SF2NA Expansion Pack pack also have late Cold War Red Side campaigns: Strike Fighters 2: Crisis in the Med http://combatace.com/files/file/15465-strike-fighters-2-crisis-in-the-med/ SF2NA: The RSR Edition http://combatace.com/files/file/15366-sf2na-the-rsr-edition/ Strike Fighters 2: North Cape http://combatace.com/files/file/15270-strike-fighters-2-north-cape/ To use the above three mods you will need the SF2NA Expanion Pack: SF2NA Expansion Pack http://combatace.com/files/file/13980-sf2na-expansion-pack-part-1-of-3/ http://combatace.com/files/file/13979-sf2na-expansion-pack-part-2-of-3/ http://combatace.com/files/file/13978-sf2na-expansion-pack-part-3-of-3/ These three add-ons have late Cold War Red Side campaigns for non-Soviet actors: Strike Fighters 2: Indian Ocean http://combatace.com/files/file/15635-strike-fighters-2-indian-ocean/ SF2I Extension Pack http://combatace.com/files/file/15166-sf2i-extension-pack-1-of-4/ http://combatace.com/files/file/15165-sf2i-extension-pack-2-of-4/ http://combatace.com/files/file/15164-sf2i-extension-pack-3-of-4/ http://combatace.com/files/file/15163-sf2i-extension-pack-4-of-4/ "Operation Desert Storm" http://combatace.com/files/file/15147-operation-desert-storm-for-sf2-redux-part-1-of-3/ http://combatace.com/files/file/15146-operation-desert-storm-for-sf2-redux-part-2-of-3/ http://combatace.com/files/file/15145-operation-desert-storm-for-sf2-redux-part-3-of-3/ And if the MiG-21 is "late" enough for you, there is also the SF2V Expansion Pack with its several updates and add-ons: SF2V Air & Ground War Expansion Pack v2 http://combatace.com/files/file/10189-sf2v-air-ground-war-expansion-pack-v20-gold-part-1/ http://combatace.com/files/file/10190-sf2v-air-ground-war-expansion-pack-v20-gold-part-2/ http://combatace.com/files/file/10192-sf2v-air-ground-war-expansion-pack-v20-gold-part-3/ http://combatace.com/files/file/10193-sf2v-air-ground-war-expansion-pack-v20-gold-part-4/ http://combatace.com/files/file/11794-sf2v-air-ground-war-expansion-pack-v20-vpaf-add-on/ http://combatace.com/files/file/14676-sf2v-expansion-pack-end-game-1974-1975/ http://combatace.com/files/file/10466-sf2v-air-ground-war-expansion-pack-v20-sep-2014-update/ Eric Howes
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1 pointFile Name: E-767 AWACS File Submitter: Veltro2k File Submitted: 11 October 2014 File Category: Other Origin E-767 AWACS The Boeing E-767 is an Airborne Early Warning and Control aircraft. It was designed in response to the Japan Air Self-Defense Force's requirements, and is essentially the E-3 Sentry mission package on a Boeing 767 platform. Model: Veltro2k Cockpit: by Dels install in Objects/aircraft folder THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT Click here to download this file
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