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Showing most liked content on 11/12/2020 in all areas
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8 points
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6 points
Version 1.0.0
207 downloads
Hello and thank you for downloading my work. https://gkabs.net What's included: Flakpanzer-Gepard AAA model Flakpanzer Gepard The Flugabwehrkanonenpanzer Gepard is an all-weather-capable German self-propelled anti-aircraft gun. It was developed in the 1960s and fielded in the 1970s, and has been upgraded several times with the latest electronics. Type Self-propelled anti-aircraft gun Place of origin West Germany Specifications Mass 47.5 t (46.7 long tons; 52.4 short tons) Length Overall: 7.68 m (25 ft 2 in) Width 3.71 m (12 ft 2 in) Height Radar retracted: 3.29 m (10 ft 10 in) Crew 3 (driver, gunner, commander) Armor conventional steel Main armament 2 × 35 mm Oerlikon GDF autocannon, each with 320 rounds of anti-air ammunition and 20 rounds of anti-tank Secondary armament 2 × quad 76mm smoke grenade dischargers Engine 10-cylinder, 37,400 cc (2,280 cu in) MTU multi-fuel engine 830 PS (819 hp, 610 kW) Power/weight 17.5 PS/t Suspension Torsion bar suspension Operational range 550 km (340 mi) Maximum speed 65 km/h (40 mph) https://en.wikipedia.org/wiki/Flakpanzer_Gepard All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required. (tested and work only for SF2) Installation: Copy the folder to Objects/GroundObject and the following to _TYPES.ini file in the terrain folder. [TargetTypeXXX] <-------- Change to the next number at the bottom of you types list Name=GK-Flakpanzer-Gepard FullName=GK-Flakpanzer-Gepard TargetType=AAA ;TargetType=MISC UseGroundObject=TRUE GroundObjectType=ZSU-23 ActiveYear=1960 TargetValue=25 RepairRate=3.22 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=Truck_DESTROYED.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ 1.0.0 LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: Third Wire for making this outstanding game. Coupi for making all the data files and testing the model. compufat for making the Brazilian skin. Credit goes to https://www.textures.com as I use a lot of their photos to create the skins. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net Vidoe by Coupi -
6 points
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5 points
Version 1.5.0
347 downloads
Nov 12, 2020 ============= GR.1A version 1.50 DS ------------------------- Recon version of RAF Tonka used in operation Desert Storm. Keys: ------ SHIFT+1 -> canopy open SHIFT+2 -> fuel probe SHIFT+3 -> weapon operator cockpit So, the most important part ... CREDITS: Fantastic five 1st. Nothing wouldn't be possible without these guyz : ------------------------------------------------------------------ ravenclaw_007 - weapons, documentation, 3d lessons yakarov79 - skinning lessons, testing, damages crusader - documentation, testing, avionics, HUD, air search radar baffmeister - flight model 76_IAP - 3d lessons Then Godfather of project: --------------------------- fanatic modder - testing, documentation, flight model, engine datas, inspiration And last not least .. --------------------- coupi - hit boxes, damages, testing, GR.1B 12sqn decals and 617 Sqn decals. viper63 - testing, skins, loading and arming screens, pilots durasoul, logan4 - help with weapons, testing florian - some parts and ideas I used in my model from his German Tornado soulfreak - hangar and loading screens citizen67 - AM loadouts (for later use on Italian Tonkas) svetlin - testing stratos - testing .. and all previous Tonka creators. THANK YOU ALL VERY MUCH. guuruu - all bugs ************************************************************* 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 -
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3 pointsView File Flakpanzer Gepard Anti-aircraft gun tanks Hello and thank you for downloading my work. https://gkabs.net What's included: Flakpanzer-Gepard AAA model Flakpanzer Gepard The Flugabwehrkanonenpanzer Gepard is an all-weather-capable German self-propelled anti-aircraft gun. It was developed in the 1960s and fielded in the 1970s, and has been upgraded several times with the latest electronics. Type Self-propelled anti-aircraft gun Place of origin West Germany Specifications Mass 47.5 t (46.7 long tons; 52.4 short tons) Length Overall: 7.68 m (25 ft 2 in) Width 3.71 m (12 ft 2 in) Height Radar retracted: 3.29 m (10 ft 10 in) Crew 3 (driver, gunner, commander) Armor conventional steel Main armament 2 × 35 mm Oerlikon GDF autocannon, each with 320 rounds of anti-air ammunition and 20 rounds of anti-tank Secondary armament 2 × quad 76mm smoke grenade dischargers Engine 10-cylinder, 37,400 cc (2,280 cu in) MTU multi-fuel engine 830 PS (819 hp, 610 kW) Power/weight 17.5 PS/t Suspension Torsion bar suspension Operational range 550 km (340 mi) Maximum speed 65 km/h (40 mph) https://en.wikipedia.org/wiki/Flakpanzer_Gepard All my files should include the Strike Fighters 2 Series game file (.old) and the texture required. (tested and work only for SF2) Installation: Copy the folder to Objects/GroundObject and the following to _TYPES.ini file in the terrain folder. [TargetTypeXXX] <-------- Change to the next number at the bottom of you types list Name=GK-Flakpanzer-Gepard FullName=GK-Flakpanzer-Gepard TargetType=AAA ;TargetType=MISC UseGroundObject=TRUE GroundObjectType=ZSU-23 ActiveYear=1960 TargetValue=25 RepairRate=3.22 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=Truck_DESTROYED.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ 1.0.0 LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: Third Wire for making this outstanding game. Coupi for making all the data files and testing the model. compufat for making the Brazilian skin. Credit goes to https://www.textures.com as I use a lot of their photos to create the skins. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net Vidoe by Coupi Submitter GKABS Submitted 11/12/2020 Category Ground Object Mods
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3 points
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2 pointsSorry for not making my statement clear. Thank you Wilches That is exactly what my question was about.
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2 pointsHa, Russ has the good pics The colors are no coincidence, the system is the "Preussische Farbfolge" - Prussian color sequence.
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2 pointsGeschwader Staff = blue (Bomber/Transport/Destroyer) Gruppe Staff = green Squadrons (I. Gruppe = 1-3, II.Gruppe = 4-6, III. Gruppe 7-9) 1st = white 2nd = red 3rd = yellow 4th = white 5th = red 6th = yellow 7th = white 8th = red 9th = yellow Just the basic order. Later the additional squadrons in enlarged Gruppen had blue numbers, and on the Eastern Front several units changed their red numbers to black, etc..
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2 pointsI placed more cityblocks in the City of London Paddington Station and Kensington Palace
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1 pointView File Gloster Javelin FAW9/9R This is a much modified model made from the original Veltro2k Javelin max file. I does NOT replace any of the previously released work, it is an entirely separate aircraft. Most parts reworked, remapped, bump & spec maps, new pit. Please read the readme.....its for YOUR benefit not mine ! Thanks again to Veltro2k for allowing me to release this. Submitter Sundowner Submitted 11/09/2020 Category Other
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1 pointIt is not because it is heavy, everything you said I knew, I have used the wonderful MUE tool, the taget ,editor many times and what I have mentioned has never happened to me, I have tried to make the modification of the Suwon airport without the road that united it with the city, (that united two different tiles) and "voila" there is no bad placement of objects. Thank you all for your contributions and thank you MUE for your tools P.S. Mue, let's see if you dare and make a lod editor for the trees and buildings on the terrains
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1 pointthe one thing I could never get right for ZG & KGs. I used to have a chart that stated "what went with who", but lost the damn thing, and can't find the site I got from (and not even in any of my ww2 LW books either!!)
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1 point@GKABS If you're talking about ground objects, none of the above answers is correct. Skins for ground objects are terrain based. Each terrain's .ini file contains a parameter, GroundObjectTexture. In stock terrains, it is usually set to Green or Tan, the result is self-explanatory. Skin folders with names other than Green or Tan will be disregarded completely by the game. In campaigns, it is possible to set specific skins to each ground unit that is defined, but this is another story.
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1 pointBit more....decals are quite a pain as Gruppes use mostly same letters and numbers but mixed colours...lol but im enjoying doing them. 3rd pic shows a small sample.
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1 point
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1 pointHow do you mean...say green for euro map and sand for desert map ?.....or you mean meshes....game doesnt decide textures at all for models...only 3ds max does .my 110 has 5 textures but all are for seperate meshes...only 1 is for fuse,1 for wings....but they are only default for meshes....not game...game just follows info of the lod\texture list it contains...whatever texture you make as default for say parent mesh ...thats it.. if you mean 1st one...you have to have seperate names for each camo type of the model.. like Tiger_Desert. or Tiger_ETO
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1 point8Pretty easy. The first texture in the .INI is the one that works as default. To make it sure, add this line on it: StartDefaultDate=1
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1 pointHi everyone, I have been working on a few (yes... only a few ) models for my failed attempt to make a map, To make the story short no map for the Caribbean and northern South America is available in the site, so I decided to make one... but being a terraformer is only for a few .. , later I decided to start with something easier and mod a campaign, so I came up with and idea to make a regional conflict in central America between a China and Russian backed NIcaraguan and US allies in the region for the control of the zne where the new canal was planned to be build. But there is one little problem with this idea.... We have very few PLAN and PLAAF units, and even fewer modern ones, so I returned to my roots and started to build some ships... But wait... what about Russia, Will the russians allowed the Chinese to start something this big just in uncle Sam's backyard? Of course not, so they need a couple f ship as well, OK, everything is well now... the task force is on its way to the Caribbean and the eastern pacific shore of Nicaragua... But they will need a strong AA umbrella to protect their assets in the region, but again the same old problem..... don't worry with this lock down we have plenty on time.. ok.. now we are taking.... but what about the weapons? Do we have the newest Chinese and Russian weapons?... we only a few so... What about PLAAF attack helicopters and UAV? nothing ... But I had a couple of free models from 3dCadBrowser modded to make them work with the sim, so lets make them usable here 9 and filled the hole of a cheap LIFT for China allies in the region Nicaragua and Venezuela) so here is the work so far, Right now I am working on a little issue with the Panama map, when you are flying near the loks the FPS drops a lot, I presume this is a object lod with a lot of polys, I suspect of the dam object but right now I am not able to work on that since I dont have a game PC, only a laptop and the integrated video cards can't handle the game I also have sme other models, so if anyone think this models could help in any install or if someone wants to help in paint or teach em how to do it , feel free to write me
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1 pointA/C said pour on the coal, were off to sink the Bismark. dont have the heart to tell him its not gonna be in the Gulf of Mexico.. some games with the navy Express Delivery to the Coral Sea what to do about a Cuban convoy heading to Galveston
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1 pointI have this And this... The only problem is that my graphics card got burned in a recent power grid failure, so I am not able to test it in the game for a release, but teh 3d model is almost done
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