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Showing most liked content on 06/23/2020 in all areas

  1. 8 points
  2. 6 points
  3. 4 points
  4. 4 points
  5. 4 points
    de Havilland Vampire FB.7 - No.6 Squadron, Royal Dhimari Air Force, 1952
  6. 4 points
    and finally the Mk.7(IRQ-7a) in game..with GKABS excellent pilot!
  7. 3 points

    Version 1.0.0

    133 downloads

    A new historical skin and decals for F-4C_67 Phantom II. Based on Sundowner great template slightly modified removing and/or deleting some markings and stencils and adding some more weathering here and there.Also I changed the colors of the belly aux doors and the area of the BLC . Started as a tribute to my friend (then) Capt. Gene Korotky, flying with the Squadron during his tour of duty in 1968-69. My original idea was to realize only SANDY BAY-BEE,the plane assigned to Capt. Korotky, and in some way I involved Paulopanz to help me with the decals; but the skill of Paulopanz are so high and Gene sent me so much pics and first hand refs that we decided to create a whole mod ... CREDITS AND THANKS: - Sundowner for is great work on the original template - Paulopanz that create almost all the decals and improved those created by me and had the patience and will to teach me many things! - Capt. Gene Korotky for all the references ABOUT CREW NAMES: We tried to add as more historically correct pilots names as possible, but it must be noted that crew names on the aircraft changed since the tours in Vietnam were for one year, meaning a constant changeover of personnel. WHAT INSIDE: The mod include a new skin and decals, a background file writed by Gene with info about the 12th TFW of which the 557th TFS was part and pics of the Squadron at the time of his 1968-69 tour of duty taken by Gene Korotky TO INSTALL: - As always all in main mod folder and that's all! Good hunting RustyKurnass
  8. 3 points
  9. 3 points
    de Havilland Vampire FB.7 - No.6, No.11 and No.13 Squadrons, Royal Dhimari Air Force, 1951 Skin Credit: Gramps
  10. 3 points
  11. 3 points
    yeah logan is a gent...dont want to keep pestereing him tho lol... mues editor is god send for checking stuff heres so far... gauges fine now...just mirrored pivots.. panel lights are via H key (unused arrester hook key in this exterior models case...) needs tweaking as I used the gauges as lights...only prob is...moving gauges like compass wheel are wrong when lights on as the compass(light) mesh wont turn... I have an idea how to fix this...by using a transparent tga coloured for lights so gauges visible through the "light" thats why adi`s have no light...the way I propose will allow lit adi`s too....also lights for gauges etc is quite low in poly count too,which is a bonus. rollbar pivot needs tweak too...
  12. 3 points
    Russ, keep at it man - you're acquiring a ton of knowledge and experience and doing great work! In my opinion, one genius that can write the book on cockpit building by far is @logan4
  13. 3 points
  14. 3 points
  15. 3 points
  16. 2 points
    Where mods meet history ... with a great skin enhancement and fixing (left nacelle mapping bug) of the original, superb Sundowner work. If someone else whould like to number and / or name his favorite squadron Phantoms my psd decal temps are ready ....
  17. 2 points
    Back where everything started some time ago... FREMM Frigates, ASW and MP versions, Italian Navy Some modern Russian ships
  18. 2 points
    Hey @GunnySonics that's nice but there were no Arleigh Burkes in 1984. That said, happy flying...
  19. 2 points
  20. 1 point
    I know theres a few things about with info...thread about the types etc but nothing definitive. for example.. how Pressure_Altimeter Pressure_Altimeter_1 , _2 and _3 differ.. how data,affects when lights come on... what confuses me is values and positions... basics like gauge amounts ok.. things like [HydraulicSystem-pressure2] Type=OIL_PRESSURE_INDICATOR NodeName=HYD2_Pressure_NDL MovementType=ROTATION_Z ItemNumber=1 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=87.58 Set[02].Value=25.0 Set[03].Position=178.36 Set[03].Value=50.0 how are they arrived at ? Iassume fuel light eg is...if plane carries 1000kg then in ini its 1001 means empty see what i MEAN.. confused .com. why ? using basically same gauge as another a\c I have this [Altimeter] Type=PRESSURE_ALTIMETER_3 NodeName=ALTim_Needle CounterNodeFormat=alt_dig%d MovementType=ROTATION_Y ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=1000.0 and now counters go backwards...though pivots etc are correct... also same for two altimeters and they differ in height displayed... im starting to regret doing pits lol.... one example.....in my c117 pit... I have a light texture set as light_ON in cabin....and its set to a dummy hook key and light comes on in new pit exact same but no show.... I think we need a thread where such can be posted.
  21. 1 point
    SF2 still uses CGR for anti-ship missiles.
  22. 1 point
    Use JSGME to set this effects and look. if you dont like remove it with JSGME very easy and without headache https://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml
  23. 1 point

    Version 1

    90 downloads

    de Havilland Vampire FB.7 for STRIKE FIGHTERS 2 This is a simple mod of Pasko's Vampire FB.5 to create a fictional Vampire FB.7 in service with the Royal Dhimari Air Force in the 1950 to 1962 timeline with markings for the following three squadrons; No.6 Squadron - 'The Eagles' No.11 Squadron - 'The Rams' No.13 Squadron - 'The Antelopes' Whilst we now have Third Wire Vampires I hope this version is of interest to those who don't have that particular expansion pack and it also allows me to use Stary's lovely Vampire cockpit. INSTRUCTIONS 1. From the AIRCRAFT folder drag and drop the VampireFB7 folder into your Aircraft folder. 2. From the DECALS folder drag and drop the VampireFB7 folder into your Decals folder. 3. From the WEAPONS folder drag and drop both folders into your Weapons folder. That's it! CREDITS Thanks to TK for the continuous improvement of a great little game/sim. Special thanks to Pasko for this superb add-on aircraft (one of his many). Thanks also to Gramps for the desert camo skin and also to Don (C5) for the FM which works just fine in SF2. Thanks to Stary for the Vampire cockpit. And special thanks to everyone in the wider Third Wire community. Regards Spinners Version 1 - 23/06/2020
  24. 1 point
    I ll start...link to pages that show what terms available and some different info... https://combatace.com/forums/topic/89454-cockpitini-list-of-items-and-documentation-for-creating/
  25. 1 point
    https://combatace.com/files/file/10391-hollywood-explosions/
  26. 1 point
    Stary´s Hollywood effects pack.
  27. 1 point
    Excellent! This has to be one of the most awesome thing about this community. We get to strap into history in rememberence of these amazing people - The SANDY BAY-BEE flys again!...Thanks!
  28. 1 point
    You can have a "CAMPAIGNCUSTOMSCREEN" jpg and wav too...what is the Titles.jpg, don't know that one? =v=
  29. 1 point
    Yeah, I did some thorough dig and you are right. The sustainer motor work in conjunction with the delay factors and heat seeking missile don't have any so that is why I can't get the effect (and yes I already admitted, I know that in reality heat seeking missile don't fall prior to their launch). It's simple , I couldn't see it from the first time. Sorry, my fault. However thank you for open my eyes on the matter.
  30. 1 point
    One of the first things I liked in this Strike Fighter series sim was the realistic way missiles fall before turning on their motor and spring forward. Things, through weapon editor, could be set nicely in SF1 series. I thought I can do that, too, in SF2 weapon editor, but no matter the delay or booster parameters fixed by me, the heat seeking missile just springs forward without falling first. Can anyone tell me how can I set the missile to fall first before turning its motor on please ? I noticed thtat Sparrows work just fine when I set these parameters for falling.Thank you. PS - I know that heat seeking missiles are faster and they don't technical fall like heavier ones.
  31. 1 point
    All of them. I tried the AIM-9 range and some Russians A-8 and A-8B PS - Have you notice my reply in Willie Pete thread ?
  32. 1 point
    Operation "Magic Carpet 84" UK/US mission to gain Air Superiority over Syria flying from RAF Akrotiri and a large Carrier Battle Group in the East Med
  33. 1 point
  34. 1 point
    ..and the Martin-Baker Irq-7a .. (derivative of the GQ-7a found in F-104 Starfighters) and a few more..
  35. 1 point
    you asked for some changes so wait for them, meanwhile a new historical skin
  36. 1 point
    hanks for the offer but the pilot is already cooked
  37. 1 point

    Version Version 2

    115 downloads

    Avro-Mikoyan CF-109 'Archer' for STRIKE FIGHTERS 2 This is a very simple mod of the stock MiG-21SM to give a very fictional Avro-Mikoyan CF-109 Archer in service with the Royal Canadian Air Force or perhaps the Peoples' Republic of Canada Air Force. I had absolutely no intention of releasing this but did so as a request so please feel free to further mod/change it in whatever way grabs your fancy. You have full control... INSTRUCTIONS 1. From the AIRCRAFT folder drag and drop the MiG-21SM_RCAF folder into your Aircraft folder. 2. From the DECALS folder drag and drop the MiG-21SM_RCAF folder into your Decals folder. That's it! CREDITS As always, thanks to Third Wire for a great little game/sim. And, finally, thanks to everyone in the wider Third Wire community. Regards Spinners Version 2 - 23/05/2020 Version 1 - 14/07/2011


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