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Showing most liked content on 06/25/2020 in all areas

  1. 11 points
    After more then 11 years i could get back to this project. Thank you Volker! Sadly only the ECM version was able to get from Volker´s back up. Still a long way to go. We have to redo Skins, FM etc... And a Cockpit is missing. :-( So maybe in 3 weeks.
  2. 7 points
  3. 4 points

    Version 1.0.0

    178 downloads

    Bae HawkTmk1A cockpit for SF2 by me Russouk Hawk cockpit contents... Accurate ish pit of ealy Hawk cockpit before the SatNav box fitted to later versions. Instructions................ copy Cockpit folder,and avionics and Cockpit.ini to Hawk folder. Add this to the Hawk ini CockpitDataFile=T1A_Cockpit.ini AvionicsDLL=Avionics70.dll AvionicsDataFilename=HAWK_AVIONICS.INI Tested in new hawk model,so if you use my current model....open its data.in and copy pilots position to the new cockpit.ini...so... [CockpitSeat001] ModelName= OpenCockpit=FALSE Position=x.x,x.x,x.x Animations...controls... Shift and Zero opens canopy.... H (hook) ket turns on gauges lights....basic but works... Animated canopy latches,brake lever,pilot feet and rudders,and working stick. also notice pilots digital watch....scoth taped to hud lol...... Cockpit uses opencockpit=False to use default value remove the line from the cockpit.ini. [CockpitSeat001] ModelName=Hawk_Cockpit.LOD OpenCockpit=FALSE I prefer the setting included as it give illusion of real ish shadows etc..... Files are freeware and NOT to be used for any other purpose... also Files herein NOT to be uploaded outsie of CombatAce.com,under ayn circumstance,unless permission given. contact me at Russouk2004@gmail.com. Hope you like flying this pit....new hawk out soon...ish...time permitting. cheers.
  4. 4 points
    Well mate... As you know I got an Canberra fetish... So if i can help, I´m there!
  5. 4 points
    View File C-160F Transall C-160F SF2 This is the Transport Allianz C-160F WHAT´S IN: 1 aircraft with 5 brand new skins (only AdA) CREDITS: - Florian - 3D modeler of the original C-160D - Paulopanz - Temps - Soulfreak - paintwork, decals, ini dance, screens etc. TO INSTALL: IMPORTANT: If you have leodagan76´s Transall mod installed, you have 1st remove it!!! then: - extract C-160F.7z into your mod folder if asked, let overwrite old files. Schapen, June 24th 2020 Carlo "Soulfreak" Vecchi Submitter Soulfreak Submitted 06/24/2020 Category Other Origin  
  6. 3 points

    Version 1.0.0

    208 downloads

    C-160F SF2 This is the Transport Allianz C-160F WHAT´S IN: 1 aircraft with 5 brand new skins (only AdA) CREDITS: - Florian - 3D modeler of the original C-160D - Paulopanz - Temps - Soulfreak - paintwork, decals, ini dance, screens etc. TO INSTALL: IMPORTANT: If you have leodagan76´s Transall mod installed, you have 1st remove it!!! then: - extract C-160F.7z into your mod folder if asked, let overwrite old files. Schapen, June 24th 2020 Carlo "Soulfreak" Vecchi
  7. 3 points
    RAF Ford alias RNAS Peregrine alias RAF Ford Junction
  8. 2 points

    Version 1.0.0

    281 downloads

    Douglas Super DC-3 C117D for SF2 converted from freeware models from FSX. by me Russouk ( a lot of hard work and some frustrating times lol) Contents........... 3 different versions....Civil,USN and USAF also dedicated C-117D cockpit. The cockpit has some Digital display for the later versions.....if you use the Pre WW2 ...I suggest using the DC-3 Cockpit I uploaded a while back....and copy pilot co-ords to the DC-3 cockpi.ini [CockpitSeat001] ModelName=C117_COCKPIT.LOD Position=-0.35, 6.6, 0.58 alter this line in DC3 pit if used. Pack contains 3 different a\c folders. DC-117D_CIVIL (6 skins) DC-117D_USAF (1skin ATM) and DC-117D_USN (5 skins) with damage model,and distance lods.. drop into objects \ Aircraft folder also contained is ssj100 pilot...If you prefer other pilots...open data.ini and alter the line.. PilotModelName=SSJ100_Pilot ......for the pilot you want This is a Beta so....The skins are not decal friendly yet....I will upload edited skins and templates for each so as to enable adding decals. If you prefer no spec maps just remove the spec maps from the skin folder......and change the spec options to stock C47 ones. Specular= Glossiness= Reflection= controls. default Gear and flap,brake keys also Cargo doors are Shift zero wipers shift and 8 for cockpit. H key turns on cabin light ...just for fun not effect on lighting. Engine spoiler flaps are auto...as are windows of cockpit Gear,Flap,Brake levers are animated ...not user contrrolled but auto. animated feet rudders etc.....Control sticks work too. Templates to follow shortly... Remember its a beta and any errors I might have overlooked I will fix.... Think ive covered everything.. NOT to be uploaded outside of Combat.ace.com under any circumstances.This item is freeware and not for any comercial use..... have fun and let me know if any probs. UPDATE.... All USN and Civil skins with insignias removed to enable decals.... Removed Insignias.7z
  9. 2 points
  10. 2 points
    The best way is to crossreference available data. Different sources. In this case, Kfir C.2 - better do not rely on wikipedia. It is wrong - believe me. Some guys did research already. There is forum (here) and other places. You can always ask questions. You did. And I answered the best way, based on my knowledge. I am telling you. C.2 has no capability of delivering guided weapons. There is no even display in the cockpit. There is no laser tracker nor laser designator. Even mighty F-22 can not drop laser-guided weapons. Because there is no system for that. Only C.7 could drop guided weapons. But only if lasered from other aircraft or more commonly from the ground. It could not designate own targets. Based on my information C.7 was not wired for Mavericks (not Shrike also) You can not just hang weapon on the pylon and fly away to nail bad guys. It needs an interface between weapon - aircraft - pilot. But in this game, you can do anything with aircraft / weaponsystem. As you wish. You just need a notepad.
  11. 2 points
    EARLY_WARNING,NAVAL_SEARCH
  12. 2 points
    LOL I think you have turned it into a UFO - Ideally you want to change the various drag coefs not just the thrust. We used to have a few ex F-4 Vietnam vets here and there are still a few around at f-16.net if you want to ignore the only actual useful information (Flight test data) in the manuals and go from stories. Here is a quote from one of them - perhaps good idea ask him: In my experience in 5 fighters, I found that the F-4 guys were the most likely to embellish their stories. Once again, no harm in it. Most of them were very colorful and charismatic. ....... There were a number of things required to get an F-4 to Mach 2. You didn't just jettison the tanks, light the ABs and suddenly find yourself there. First, you had to have a clean aircraft, no more on it than the fixed inboard pylons for lateral stability plus recessed AIM-7s, FCFs of course generally clean, pylons but no AIM-7s. You had 12,100 pounds of gas internally at engine start. Second, you had to climb up in the high 40s. On the way up, other required FCF checks were done with delays at various altitudes. Now you're down to 6-7000 pounds of gas. Third, the FCF run was a timed run from IIRC 0.8 Mach, maybe 0.85, done primarily to assure proper vari-ramp scheduling, something that operationally you would probably never need. (You also needed a convenient FCF track profile never pointed at any densely populated area (other than bovines) to do everything so you could finish within range of home.) Fourth, IIRC the straight-ahead run from 0.8 or 0.85 to 2.0 (if you got there at all) took somewhere around 6-8 minutes in AB depending on ambient conditions, at an average of 14-15 miles per minute, so at the end you had covered about 110ish or more nm and were down to around 3000 pounds of gas....just enough to travel the 110 or so miles back home, maybe do a touch and go to get some more numbers, and then land, check the anti-skid and drag chute and go to the bar. The F-4 was not a Mach 2 'fighter', it was a Mach 2 capable aircraft at the outer extreme. http://www.f-16.net/forum/viewtopic.php?f=46&t=53085&p=434552#p434552
  13. 2 points
    Wikipedia is often enough wrong on details...especially on possible weapons, that can be used on planes. Writers don't recognise, that variants of a plane can have different possibilites to use weapons and everything is mixed together. As was said already...old sources aren't always reliable too. Struff was not known for sure but estimated and are now in books as facts. Or upgrades for planes were planned, when a book was written, but never happened afterwards (ARBS for malaysian skyhawks...never actually happened, but there are enough sources stating, that the planes had it installed) 2 quick examples as an argument: https://en.wikipedia.org/wiki/Douglas_A-4_Skyhawk in Specifications: - there are no 370gal tanks for the Skyhawk....it's either 150gal, 300gal or 400gal. - A-4E wasn't cleared for Mavericks https://de.wikipedia.org/wiki/FMA_IA_58 it's a german wikipedia entry, that ususally contains even more errors, than the english one: - Users: Iraq (never in use), Mauretania (never in use) So it is known, that wikipedia entries can, but not have to be correct.
  14. 2 points
  15. 2 points
    and finally the Mk.7(IRQ-7a) in game..with GKABS excellent pilot!
  16. 1 point
    View File SF2_DC-117D.7z Beta Douglas Super DC-3 C117D for SF2 converted from freeware models from FSX. by me Russouk ( a lot of hard work and some frustrating times lol) Contents........... 3 different versions....Civil,USN and USAF also dedicated C-117D cockpit. The cockpit has some Digital display for the later versions.....if you use the Pre WW2 ...I suggest using the DC-3 Cockpit I uploaded a while back....and copy pilot co-ords to the DC-3 cockpi.ini [CockpitSeat001] ModelName=C117_COCKPIT.LOD Position=-0.35, 6.6, 0.58 alter this line in DC3 pit if used. Pack contains 3 different a\c folders. DC-117D_CIVIL (6 skins) DC-117D_USAF (1skin ATM) and DC-117D_USN (5 skins) with damage model,and distance lods.. drop into objects \ Aircraft folder also contained is ssj100 pilot...If you prefer other pilots...open data.ini and alter the line.. PilotModelName=SSJ100_Pilot ......for the pilot you want This is a Beta so....The skins are not decal friendly yet....I will upload edited skins and templates for each so as to enable adding decals. If you prefer no spec maps just remove the spec maps from the skin folder......and change the spec options to stock C47 ones. Specular= Glossiness= Reflection= controls. default Gear and flap,brake keys also Cargo doors are Shift zero wipers shift and 8 for cockpit. H key turns on cabin light ...just for fun not effect on lighting. Engine spoiler flaps are auto...as are windows of cockpit Gear,Flap,Brake levers are animated ...not user contrrolled but auto. animated feet rudders etc.....Control sticks work too. Templates to follow shortly... Remember its a beta and any errors I might have overlooked I will fix.... Think ive covered everything.. NOT to be uploaded outside of Combat.ace.com under any circumstances.This item is freeware and not for any comercial use..... have fun and let me know if any probs. UPDATE.... All USN and Civil skins with insignias removed to enable decals.... Removed Insignias.7z Submitter russouk2004 Submitted 06/25/2020 Category Other  
  17. 1 point
  18. 1 point
    You need to play with this line in laser designator. for example i show you Su-25T's data ini. i am lazy to search in Phantom but i think you understand the way with it // TCS -----------------Shkval---------------------------------------- [LD] ReferenceName= SystemType=LASER_DESIGNATOR CameraFOV=1000000 <-------------- CameraPosition=0.000000,7.125000,0.000000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 SightTexture=Su-25_HEAT_seeker.tga EODisplayFlags=268763648 SeekerRange=10.000000 SeekerGimbleLimit=5.000000 SeekerNodeName=SeekerHead SearchFOV=1.000000 <--------------!!!!!!!!!!!!!!!!!!!!!!!!!!This line SearchTexture=Su-25_HEAT_seeker.tga
  19. 1 point
    FAC missions isnt present any more in SF2 as i see
  20. 1 point
    Yes it works if you have North Atlantic. Chose naval map. For example BlackSea2. In ini must be NavalMap=TRUE, chose INTERCEPT mission and may be in 30% it will be generated mission with intersepting naval strike or cruise missile. Aircrafts with cruise missiles willl be fireing with cruise missile. Peeeeew! peeeeew! with Harpon for example. Sure you neeed Aircrafts with that lines in game
  21. 1 point
    Very nice screens that actually work. I just replaced the annoying InitScreen in Program Files (x86)\ThirdWire\Strike Fighters 2\Menu with the USAF Aggressor screen. Me like a lot.
  22. 1 point
    You can also specify nation-specific loadouts too. For those aircraft exported=true As newer weapons become available, they're added to the inventory. Look at the A-7E_74 and and A-6E_79 loadouts. You'll see they evolution of the weapons.
  23. 1 point
  24. 1 point
    C-160F - done! File is awaiting approval.
  25. 1 point
  26. 1 point
    Hickam Star Catchers.
  27. 1 point
  28. 1 point
  29. 1 point
  30. 1 point
  31. 1 point

    Version 1.0.0

    56 downloads

    Default skin for SDAD VII's family in-game integrated models. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Add to SPAD7_150, SPAD7_180, SPAD7_LG : [TextureSetXXX] Name=French_PhR Nation=FRANCE Squadron=3ESC Specular=0.800000 Glossiness=0.800000 Reflection=0.500000 StartDefaultDate=1916 Eugene
  32. 1 point
  33. 1 point
    Grumman Intruder S.1 - No.214 Squadron, Royal Air Force, 1966
  34. 1 point
    View File DHC-1 Chipmunk T.10 - Repacked The de Havilland Canada DHC-1 Chipmunk is a tandem, two-seat, single-engined primary trainer aircraft developed and manufactured by Canadian aircraft manufacturer de Havilland Canada. It was developed shortly after the Second World War and sold heavily throughout the immediate post-war years, being typically employed as a replacement for the de Havilland Tiger Moth biplane. The Chipmunk was the first postwar aviation project conducted by de Havilland Canada. It performed its maiden flight on 22 May 1946 and was introduced to operational service that same year. During the late 1940s and 1950s, the Chipmunk was procured in large numbers by military air services such as the Royal Canadian Air Force (RCAF), Royal Air Force (RAF), and several other nations' air forces, where it was often utilised as their standard primary trainer aircraft. The type was also produced under licence by de Havilland in the United Kingdom, who would produce the vast majority of Chipmunks, as well as by OGMA (Oficinas Gerais de Material Aeronáutico) in Portugal. NOTE: This mod was done during COVID-19 lock down. It helped me to spend my time with out thinking all day long about it. I never planned to skin this plane, but Kevin and mostly Daddyairplanes upgraded and put it on my desktop, so I made a pair of skins using Daddy great one and day by day the skins went 28 (!). So the skinpack became a whole repack ... All serial numbers are historical ones, but not all the skins, as I can't find Jordan and Syrian pics. I made them looking at similiar planes dressing, but If someone has some references or books (like Warpaint n. 123 !) the pack will be very soon upgraded. This is a very nice model, mapped like a dog .... so skinnig sometimes it was like a puzzle, so I thik that whitout COVID-19 home rest this job'ld never be done. WHAT'S IN: - a flyable plane - 30 skins all around the world (see pictures ...) Early Irish and Saudi added in V. 1.1 thaks to Menvra! - hangars - historical decals - lights tweaked - autoclosing canopy CREDITS: - bigal 1 and team (see original readme included) for SF1 realise; - Wrench for SF2 porting; - DaddyAirplanes for great Brixmis skin (not included) I used as a base for mine; - paulopanz for skins, decals, hangars, tweakings etc. INSTALL: - delete any previous chipmunk folder from your aircraft folder, all you need (except Daddy skin) is here. - enable, if you haven't done before, Irish Air Corps Add this to yours NATIONS.INI in FLIGHT FOLDER to the list bottom XXX = the last entry +1 [NationXXX] Name=EIRE DisplayName=Irish Air Corps Alignment=FRIENDLY PilotNameList=NamesBritish.lst RankList=RanksRAF.lst CallsignList=CALLSIGNSRAF.LST Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str Medals=MedalsRAF.ini MedalTextFile=MedalsRAF.str - put all in your mod folder and overwrite OPERATIONS: Open canopy = 10 key God speed. @paulopanz Submitter paulopanz Submitted 04/02/2020 Category Other  
  35. 1 point
    YAP Blackhawks at Nellis..
  36. 1 point
    In each campaign Data.INI, for each side, there should be a line RandomTransportType= Look in your campaign Data.INI under [Force001] , you should see lines something like this: .... GroundUnitReplacement=50 RandomTransportType=ANY WeaponResupplyTime=3 StartAirDefenseLevel=1 AllowRandomAceCreation=TRUE UseFAC=TRUE You can change this from ANY, to nominate any particular transport aircraft you like, so long as it is available during the time span of the campaign. You can change it for one side [Force001], or for both sides.
  37. 1 point

    Version 4.0

    153 downloads

    StrikeFighters2 Hi-Res Replacement Spash Screens By Viper Replacement spash (Initializing, Please Wait) screen for SF2. Uncompress the zip file and copy the *.bmp files into "<Your Install location>\Strike Fighters 2\Menu\" folder...where-ever you installed SF2. Simple install: Backup your "INITSCREEN.BMP" and rename one of the new BMP you like to "INITSCREEN.BMP" and all your SF2 starts will show the new splash screen. Complex Install: If you want each of your games to have a different splash screen...Back up and edit the <game>.ini file for the <game>.exe you want to change the splash screen for in the "<Your Install location>\Strike Fighters 2\" folder. Update the "LoadingScreen=" parm with the name of splash screen you want to display on start up: ex. "LoadingScreen=Menu\INITSCREEN (1).BMP". Note: If you copied the <game>.exe file to some other name, you have to copy the <game>.ini file to the same name as a the <game>.exe file. Also, the splash screen has to be a BMP file...PSD included so you can make your own. Thanks to "Squid" for the idea and some elements from his screens! Enjoy!
  38. 1 point

    Version

    998 downloads

    SF2 Zero and Rufe Pak -- Something for the PTO players -- = For SF2, Full-4/5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will =NOT= work in SF/Wo* 1stGen game installs, due to the excessive modifications made to fit them into the SF2 environment.* This is a Compliation Pakcage of all the Mods/Reskins/etc for ArmorDave's A6M "Zero". Included in this pack are: A6M2 Type 21 A6M2 "Sen Baku" by Christian59 A6M5 Type 52a A6M5C Type 52c A6M7 Type 63 A6M2-N Rufe floatplane (both the early and late model sets - 'plane white-ish', and Camo green). All have a (semi) compliant SF2 FM - however, as always, further tweeking may be necessary by experts. Personally, I think they're just a hair 'too good', but they fly very nicely. Data ini edits add the SF2NA style 'carrier based statements', so they can/will fly from IJN carriers on terrains that have the proper naval map statements and _water.bmp. And if you posess operational IJN CVs (there's a WW2 ship pak in the works) Pilot figures (including the fakepilot & pylons), weapons, sounds and a gun are included. Decal radomization is TRUE for all, and all skin maps are jpgs. New, SF2 versions of the 'box art' hangars and loading screens are included. As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Also, give the "Notes" section a read too. All original readmes, where discoverable, are included within their individual aircraft & skin folders. Due to the age of these models, and the lack of access to the MAX files, any and all physical errors canNOT be fixed. They are 'as they are'. Happy Hunting! wrench kevin stein
  39. 1 point
    G'Day, The "most standard" font that's used in the RAAF for its serials and stencils is Helvetica (I asked the paint shop at RAAF Richmond). But as with anything there are always exceptions to the rule. For example, when aircraft are delivered from the manufacturer they might be different (eg. Super Hornet, C-17, C-130J-30). Also, the earlier post-war birds like the Vampire will be different. Hope it helps. Dels
  40. 1 point
    Thanks for the replies, and for the detailed workflow. I actually installed Photoshop on the PC and it worked with the font, so I created a set of 10 serials for the aircraft. They are not accurate for any unit, but I got a valid serial range from adf-serials.com, a site i had never seen before. This aircraft isn't really accurate, as the RAAF operated F.30 and F.31's, and the single-seaters all had a prominent equipment bulge just forward of the cockpit - but real enough for fun. Thanks again for all the help.


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