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Showing most liked content on 08/20/2020 in all areas

  1. 7 points
    Egress with a bandit in trail.. He eventually made a move on me and flew into the side of a hill. He should have known better than to take on a Tornado flying fast at low level in lousy weather!
  2. 5 points
    Ye-8 144 Mission for today: Intercept incoming B-52 raid. Take off Shadow games heading for enemy result of first attack run second attack run Escape
  3. 5 points
    Success: AA_LOD_100 [6869 triangles, 8024 vertices] 0 - mat00 AB_LOD_100 [13 triangles, 21 vertices] 0 - mat00 AC_LOD_100 [14 triangles, 26 vertices] 0 - mat00 1 Materials: 0 mat00 TYPE12.DDS (diffuse)
  4. 5 points
  5. 5 points
    Decided to swap a few skins into the static helicopters... Royal Navy Helicopters at RAF Canopic in Desert4 Ideally I need different Wessex and Seaking statics at the Dhimari airbases so they can use different skins. Any thoughts on how to achieve this? RAF Helicopters at Lossiemouth in PR_UK
  6. 4 points
  7. 3 points
    Magnum Research .45/70 caliber
  8. 3 points
    allen: yes, I've already done that. Via hex editing and bmp renaming. I'll pm what I have to you in a day or so ----- required screenshot -- albeit the aforementioned Seakings, although through the TAE view. You can see 3 different Seakings
  9. 3 points
  10. 2 points
    Better check six, that's not your wingman... I know it's a bit late for Two Seat Tuesday but it's my thread!
  11. 2 points
    Hello gentlemen, sorry for not updating you with my work for the past 6 weeks, I started going back to work and was trying to catch up with all my delayed work. I should be going back to working on my project but at a slower pace.
  12. 2 points
  13. 2 points
    one good point with the 3ds max exporter it crashes when exporting over limit so a good reminder for us with max poly counts lol
  14. 1 point

    Version 1.0

    1,178 downloads

    tiny additon, if you use Green Hell 3.5 here are slightly modified trees graphics also buildings textures made a little little darker unpack to your Vietnam map, overwrite enjoy
  15. 1 point
    Looks like the Judge in snub nose. Google Judge Revolver
  16. 1 point
    Still in progress. Yes, we have spent years working on this and continue to do so. In full transparency, we underestimated the lack of interest and community support/contributions so expenses have sky rocketed and delays elongated due to heavy reliance on outsourcing.
  17. 1 point
  18. 1 point
  19. 1 point
    # "Moonlight becomes you" last two..before altered stick positions and they re correct now...few gauges to tweak and rdy soon also.
  20. 1 point

    Version 1.0.0

    394 downloads

    SF2 P/F-51D/K Mustang Pack by FastCargo 8/7/2020 -For SF2, Any and All- "Quarantine Approved - Essential Mods" This is the long delayed release of the P/F-51D/K Mustang by FastCargo. This aircraft was originally built for use in the "Korean Air War" mod, circa 2011. As we'd chosen to use the stock 3W Mustang, this one was shunted aside. A little while ago, one of our CombatAce members contacted me, and asked what happened to it. So, I went ahead and finished it off. With FC's permission, it's now being released for General Usage (tm). Originally built with (the problematic) DDS textures, the LOD has been hex edited to take jpgs. This aircraft is issued with 3 skins: USAF1 - generic NMF, for USAAF WW2 & post-war service from 1945-1947 USAF2 - generic NMF, with post-1947 USAF markings 12th FBS, 18th FBG as used during the Korean war. The SF2 'date switch' is used on all skins: the 12th FBS will activate in 1951. Almost all markings are decals, excepting where needed for painted-on squadron markings (12th FBS flashes and sharkmouth). 100 serial & 'buzz number' decals are provided for WW2 and post-WW2 use, and decal randomization is TRUE. All sounds, weapons, and the pilot figure are included. The canopy operates with the Standard Animation Keystroke (tm), Shift/0 (zero). When in-game, on the aircraft selection drip-down panel, you'll see: F-51D/K Mustang (FC) This will differentiate THIS model from all the other Mustangs available, both 3rd Party and Stock. Even though the "P" wasn't changed to "F" until October, 1947, this is easier. The D/K Mustangs are identical, differing only in production location (D = Los Angeles, CA. K = Dallas, TX) The "FC" is obviously for 'FastCargo', the Maker. As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. It's also suggest to give the "Note" section a read as well. Just for grins and giggles, obviously. Good Hunting! Wrench Kevin Stein With many thanks to Harold 'FastCargo' Saunders for permission to share with you all!!
  21. 1 point

    Version 1.0.0

    79 downloads

    This skin is only for the Yankee Air Pirate model.
  22. 1 point
  23. 1 point

    Version 1.0.0

    156 downloads

    This is a skin/decal set for Phabulous Phantom. Basic modding skills are required to run this mod. (copy/paste, mod folder structure etc.) Pack contains skins and decals representing all F-4D users amid Air National Guard units. Skins are made for stock F-4D_78. F-4D was used between 1977 -1990 in ANG and these skins are fitting in 13 years of service. Mostly all serial numbers are correct for specific dates and units. If you will find some errors please feel free to send correction notes. No ini files for this as this is only skin sets. Just simply add skin folders to your favorite F-4D_78. Or create a new, specific one for ANG use. You will find that some aircraft wear kill marks as in real life. If you want to have your own kill marks you have to modify decal.ini file. To fully enjoy this skin set you need to have ThirdWire F-4D_78. All skins are done in 2048x2048 based on Sundowners and Ravenclaw's work. Brand new Bump files in 2048x2048. All decals made by me. Enjoy. Regards. Jarek Hereda
  24. 1 point
    This comes up every once in a while, and even I sometimes don't remembe, and have to look it up. So, what this little tutorial will, do, is show and list the steps necessary to "take things out" of a cockpit, that you really don't need. First off, you really, REALLY, REALLY should have a copy of Mue's Lod Viewer (tm). This will give a perfect view of the cockpit itself, with a full listing of the component meshes & their names. In the image below, you see I'm using Raven's Hurricane Mk.1 cockpit, and have marked part of the gunsight. We'll be removing it, as the aircraft I want to use it on, dosen't have one. You'll also notice the mesh name highlighted, over on the upper left pane. So, now we open the cockpit ini, and we'll be adding "new" insturments, so we can move these meshes out of the way. This part stays the same for all the differing methods, of which I will show you. In the =CockpitSeat01' , or 3rd section down, where all the instrument are defined, you'll add the "new" listing --always in numerical order!!! The actual "named" move sections (keep reading) are added at the bottom of the cockpit ini. [CockpitSeat001] ==-major snippage of uneeded statements== Instrument[029]=StandbyCompass Instrument[030]=ADI2 //--removes or moves --/// Instrument[031]=Move1 Instrument[032]=Move2 Instrument[033]=Move3 Instrument[034]=Move4 <----- Move "instrument" statements Instrument[035]=Move5 Instrument[036]=Move6 Instrument[037]=Move7 Instrument[038]=Move8 Now, the first way we discovered, sometime in the mid-2000s, was to "drop them out of sight". It goes something like this: It used the airspeed values, so as soon as the game starts ( "0" knots") the items vanishes. But, there are better and simpler ways As stated by Cliff7600, you can tell the game the mesh is a light (like a warning light, or light bulb, or whatever) As so below: The 3rd Method, as posted by Yakarov and Wilches, is simply make the mesh "Inactive". As seen below Remember, no matter how many moves you use, they must all be listed in the Insturment section, and must match the names of the moves listed. Save and close the cockpit ini, and go in-game to test the operation. It should look like the image below, with all the meshes of the gunsight removed And that's pretty much it Thanks to whoever first invented this (bpao? armordave?) and to cliff7600, yakarov79 and wilches. Happy Moving!!!
  25. 1 point

    Version 1.0.0

    374 downloads

    This aircraft mod represents the probable workout of Dassault's Mirage 4000 and also the first member of an aircraft family as the company always created several variants of each type based on costumer requirement and evolution of technology. Other types and variants will be uploaded as separate packages. This package comes with 2 skin sets, the white prototype available for 4 AC, and a test squadron skin for 26 planes. This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement.
  26. 1 point
    I just had a terrible thought (well, for me, since I can't make working water bmps....) 99.9 percent of all terrains will be needing new water bmps, to take advantage of this new feature. OTH, this is a FANTASTIX plus for WW2 PTO NavAir Ops!! and every single one of our existing ships, carrier, escorts (ie: ALL warship!!) are going to need all the new parameters, expecially the new radar statements (yes, they're FINALLY networked) well, boys, roll up them sleeves ... we got a job of work to do!!!
  27. 1 point
    Fully merged updated install with all titles: Soviet ships have NO SAMS, Took 4 Harpoon A's to sink Kiev with my Razbam A-6E TRAM using Baltika's Iceland terrain. New ship damage effects are nice! fires on the deck. Hit a Kashin with four Rockeyes, all I did is set a few fires. Hit a 3rd party Soviet ship in my mission with one Rockeye and deep sixed it. Black screen when switch to map as the Dave said. The stock Kittyhawk CVs have semi populated decks! I downloaded it in a standalone to compare and got tooled by Soviet Sams from the boats repeatedly. The new Hawkeye voices are kinda..... uninspiring, but will get used to them. Noticed something called USNSpeech cat file so maybe we can work around this. The missiles countdown in the F-14 HUD so that is good news for us tracking that kinda stuff.....I like it and thank the guys in Austin for putting this together! Cannot wait to get a look at those data files! MY BN took this pic of the Kiev rolling over! Great stuff.


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