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9 points
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7 pointsNorth American B-45B Tornado - 84th BS, 47th BG, USAF, 1952 Skin Credit: Wrench
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7 pointsThe Mirage F1CG v2.3 will be available soon. This version covers only the early version from 1975 to 1984, a late version will follow. The usual little preview by Coupi
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4 points
Version 1.0.0
131 downloads
The second generation of Canadair Sabre aircraft, and first to be built in quantity, was the Mk 2, with 350 produced from 1952–1953. The RCAF received 290 of these improved aircraft. During the first half of 1952, the remaining 60 Mk.2s were supplied to the U.S. Air Force for use in the Korean War. Most RCAF Mk.2 Sabres were utilized in the air defence role with NATO's No. 1 Air Division in Europe, proving itself to be an outstanding dogfighter. Others were assigned to the training role at bases in Canada. After replacement by the Sabre 5 in RCAF service from 1954, just over 210 surviving Sabre 2s were overhauled and modified in the UK and supplied in roughly equal numbers to the Greek Air Force and Turkish Air Forces. WHAT'S IN: - a new plane - 11 high rez skins - decals, sounds, weapons etc. CREDITS: - Zur model - Ravenclaw temps - paulopanz skins, decals, ini edits TO INSTALL: - all in main mod folder and overwrite NOTE: - maybe a better FM (this one is from old Sabre 4) should be needed Enjoy! @paulopanz PS: Canadair Sabre n°1 pack, to be continued soon. -
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3 points
Version 1.0.0
99 downloads
SF2 NAA B-45B Tornado "Gunship" What-If Pack by Veltro2k 3/27/2021 -For SF2, Any and All (Full 4/5 Merged Reccomended) "Quarantine Approved - Essential Mods" This is the release of a "What If..." variant of the North American B-45B "Tornado" light jet bomber. This version is totally fictional, but the model itself is based on some modifications performed on a few "C" models (ie: the solid nose). This aircraft represents those as if they had entered service with the 84th Bomb Squadron of the 47th Bomb Wing. Historically, all bomber versions only served with the 47th in it's 3 squadrons. All markings are decals, and decal randomization is TRUE. All serial numbers are spurious, but are taken from another aircraft (also a bomber) of the same year vintage. There are 12 serial/buzz numbers. Squadron color markings ARE historically correct for the 84th. All necessary parts have been provided, with one caveat. The Mk.7 (61kt) nuclear bomb does =NOT= include the nuke explosion effect. As there are several around, you End Users (tm) may need to do some editing/renaming. I use the one from the Gunny Ordinance Pack. Other weapons include under-wing 5" HVAR rockets & rails, GP bombs, and torpedos. There are 4 20mm cannon in the solid nose. Unfortunately, due to needing a real gunsight (K-14), the bombsight won't/doesn't work. You may have to 'glide bomb' or best guess it. When in-game, you can identify this aircraft by it's Displayed Name on the aircraft Drop Down Selector. You'll see: B-45B Tornado (WI) The "WI" standing for "What If". As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! Also, please read the "Notes" for other info, "historical" notes and some operational suggestions. Happy Landings! Wrench Kevin Stein with thanks to Veltro2k for building it -
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2 pointsHello fellow WOFFers, Thought I’d open this separate thread for a future mods-compatibility list for the ver. of BH&H 2 (WOFF) that will be released soon. Becker is welcome to make use of this thread for his long mods-compatibility list that is currently hosted on the WOFF threads over on SimHQ. I will also use this thread to update regarding my FM mods., GPU Tuner Patch, etc., in the future and time-permitting. For convenience and simplicity, I encourage everyone who is a member/user of CombatAce to post mods-related questions for BH&H 2 WOFF under this thread, since it will be easier to find mod-compatibility info. that way. While most WOFF-related mods. are available via Sandbagger’s site for WOFF addons, this thread will hopefully prove helpful for compatibility questions, info. regarding release of new mods. not hosted on Sandbagger’s site, etc. - and ideally will become a centralized hub for mod-related topics since there are too many mod-related threads over on the SimHQ forums for WOFF and it becomes confusing/discouraging to navigate for new WOFF fliers who might wish to load up quickly on WOFF goodies and fly. OBD, feel free to delete this thread if you will be posting a separate stickied thread for mod-compatibility questions, etc. For those interested in downloading my FM tweaks packages for the Ultimate and Platinum Eds. of WOFF, as well as GPU Tuner Patches for the Platinum Ed., including for WOTR Phase One, and the small FM tweaks package for WOTR Phase One - please see the link included immediately below. Those WOFF-related packages are not compatible with the latest, BH&H 2 edition unless otherwise indicated in this thread. I am currently busy with work and other duties, so my limited modding time will be devoted only to First Eagles 2 for the foreseeable future. Tweaks Packages for Previous Eds. of WOFF, etc. https://combatace.com/forums/topic/92320-fm-tweaks-for-woffuepe/?tab=comments#comment-780879 Cheers all, Von S
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Version v2.4
832 downloads
Mirage F-1CG. This mod is dedicated to BPAO, nothing would have been possible without him. Greece operated 40 Dassault Mirage F1CG single seat aircraft. F1CG was first ordered in 1974 and entered service with the Hellenic Air Force in 1975. The aircraft were used by 334 Squadron and 342 Squadron. Mirage F1CG was armed with the Sidewinder AIM-9P missile, rather than the most commonly used Matra Magic II, and it could carry four AIM-9Ps, rather than just two. Covered unit : 334 MIRA 342 MIRA A big thank to all on Combatace and C6 forums that helped us solving issues we encountered. Any omission in credits is totally unwanted, if I forgot somebody, let me know, I will correct this. This addon is and will in all cases remain freeware. Released under CombatAce Fair-Use terms. Enjoy The Mirage F.1 Team -
1 pointThought people might get a laugh out of this.
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1 pointhttps://www.patrulla-azul.com/FreeIL2modding/forum/viewtopic.php?f=15&p=26394#p26394
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1 pointhttps://il2freemodding.createaforum.com/seaplanes/dimon's-pbm_3b-hi-poly-version/ https://il2freemodding.createaforum.com/usa-paint/six-skins-for-the-martin-pbm-3-mariner/msg16796/#new
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1 pointReleased for il2 46 and with future updates coming to pit and skin;so still getting updates https://www.sas1946.com/main/index.php/topic,66051.0.html
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1 pointWe all know the game don't know one carrier from another!! I'll be they'll work fine on the RCN bird farms!!
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1 pointwell, if one leaves the engine data sections alone, only the aerodynamic sections would need "replacement" Since these are "equalivant" to the E models ... Let me fiddle and I'll get back to you! Since the Fubat512 KAW FM greatly increases "pilot work load" -- you have to really make a conscious effort to plan and play out the engagement, maybe leaving it more relaxed might be better? Thank you for the compliment!! I always love seeing your work, and how GOOD it always looks. I know how much research it takes to get the serials/squadron correct!! EDIT: ok, looking it over, it HAS the latest KAW version of the FM, and all the hit boxes are also updated & corrected. I have nothing to do to this one, but simply enjoy flying it!! Thank you again, paulo!!
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1 pointView File Canadair CL-13 Sabre F.Mk.2 The second generation of Canadair Sabre aircraft, and first to be built in quantity, was the Mk 2, with 350 produced from 1952–1953. The RCAF received 290 of these improved aircraft. During the first half of 1952, the remaining 60 Mk.2s were supplied to the U.S. Air Force for use in the Korean War. Most RCAF Mk.2 Sabres were utilized in the air defence role with NATO's No. 1 Air Division in Europe, proving itself to be an outstanding dogfighter. Others were assigned to the training role at bases in Canada. After replacement by the Sabre 5 in RCAF service from 1954, just over 210 surviving Sabre 2s were overhauled and modified in the UK and supplied in roughly equal numbers to the Greek Air Force and Turkish Air Forces. WHAT'S IN: - a new plane - 11 high rez skins - decals, sounds, weapons etc. CREDITS: - Zur model - Ravenclaw temps - paulopanz skins, decals, ini edits TO INSTALL: - all in main mod folder and overwrite NOTE: - maybe a better FM (this one is from old Sabre 4) should be needed Enjoy! @paulopanz PS: Canadair Sabre n°1 pack, to be continued soon. Submitter paulopanz Submitted 03/27/2021 Category F-86
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1 point@Becker, as far as I know it is not possible to self-delete postings but you may remove the attachment by clicking on the trash can icon to its right, and then re-save the posting. Hope that helps. Cheers, Von S
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1 pointWasn’t just the B-52 that was tested carrying dummy Skybolts, they were tried on Vulcans as well. The RAF intent was for Skybolt to replace the rather unreliable Blue Steel. Preparations went as far as most Vulcan B2s being manufactured with the necessary wing hard points. Twenty years after Skybolt was cancelled, these hardpoints suddenly became useful as somewhere to hang Shrike ARMs for long-range SEAD sorties during the Falklands War.
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1 pointView File SF2 NAA B-45B Tornado "Gunship" What-If by Veltro2k SF2 NAA B-45B Tornado "Gunship" What-If Pack by Veltro2k 3/27/2021 -For SF2, Any and All (Full 4/5 Merged Reccomended) "Quarantine Approved - Essential Mods" This is the release of a "What If..." variant of the North American B-45B "Tornado" light jet bomber. This version is totally fictional, but the model itself is based on some modifications performed on a few "C" models (ie: the solid nose). This aircraft represents those as if they had entered service with the 84th Bomb Squadron of the 47th Bomb Wing. Historically, all bomber versions only served with the 47th in it's 3 squadrons. All markings are decals, and decal randomization is TRUE. All serial numbers are spurious, but are taken from another aircraft (also a bomber) of the same year vintage. There are 12 serial/buzz numbers. Squadron color markings ARE historically correct for the 84th. All necessary parts have been provided, with one caveat. The Mk.7 (61kt) nuclear bomb does =NOT= include the nuke explosion effect. As there are several around, you End Users (tm) may need to do some editing/renaming. I use the one from the Gunny Ordinance Pack. Other weapons include under-wing 5" HVAR rockets & rails, GP bombs, and torpedos. There are 4 20mm cannon in the solid nose. Unfortunately, due to needing a real gunsight (K-14), the bombsight won't/doesn't work. You may have to 'glide bomb' or best guess it. When in-game, you can identify this aircraft by it's Displayed Name on the aircraft Drop Down Selector. You'll see: B-45B Tornado (WI) The "WI" standing for "What If". As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE READ THEM!!! Also, please read the "Notes" for other info, "historical" notes and some operational suggestions. Happy Landings! Wrench Kevin Stein with thanks to Veltro2k for building it Submitter Wrench Submitted 03/27/2021 Category What If Hangar
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1 pointSeems not to be worth it, and the flight modelling in SF2 permits J79 and Spey Phantoms to launch and recover on Audacious and Essex class carriers. I've never tried it on a Majestic class carrier.
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1 pointthat's what Julheim did on his F4D Skyray. Oddly, I've gotten AI wingmates to fire their rockets in Scorpions (possibly because of the aformentioned cheat. As it's an A-A rocket, think "HasGrowl=TRUE". read the data ini for the MMHE1)
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1 pointView File [Fictional] Lockheed F-104H Starfighter for SF2 Lockheed F-104H Starfighter for STRIKE FIGHTERS 2 This is a simple mod of the stock Third Wire F-104G to create a fictional F-104H in service with the Fuerza Aérea Argentina in the 1968-2006 timeline and with markings for; Grupo 8 (SEA Camo) Grupo 6 (Lo-Viz Grey N.B. StartDefaultDate=1983) Grupo 4 (Green/Grey Camo) BACKSTORY During the Spring of 1965 the Fuerza Aérea Argentina formally issued an operational requirement for a supersonic fighter-bomber to supplement and eventually replace it's F-86 Sabre force and to operate alongside the Douglas Skyhawks that were just entering service. The BAC Lightning was quickly ruled out as being short on range and undeveloped in the air-to-ground role and by the end of 1965 Fuerza Aérea Argentina officials declared that the choice was between the Dassault Mirage III and the Lockheed F-104 Starfighter. Lockheed had proposed a new variant, the F-104H, a projected export version based on the F-104G but with an optical gunsight and simplified equipment. Following a visit by Lockheed representatives to the Casa Rosada in Buenos Aires in early July 1966 the newly inaugurated President Juan Carlos Onganía announced that 36 F-104H's would be procured for the Fuerza Aérea Argentina. Entering service in March 1968 with Grupo 8 de Caza at the Military Air Base Mariano Moreno the F-104H's served until 2006 when the last Starfighters operating anywhere in the world were finally retired. INSTRUCTIONS 1. From the AIRCRAFT folder drag and drop the F-104H folder into your Aircraft folder. 2. From the DECALS folder drag and drop the F-104H folder into your Decals folder. That's it! I've kept the loadouts to basic stock weapons but if you have Argentine weapons in your install then it's worth editing the F-104H_Loadout.ini to suit what you have. 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 1 - 27/03/2021 Submitter Spinners Submitted 03/27/2021 Category What If Hangar
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1 pointThe Mark 4 Mod. 0 HIPEG 20mm gun was the USN version of the USAF SUU-16 / SUU-23. It wasn't used very often in the Vietnam War with the exception of the VAL-4 "Black Ponies" squadron they liked and regularly outfitted it for use on their OV-10 Broncos. The USMC later put the Mark 4 on A-4 Skyhawks, A-6 Intruders, and F-4 Phantoms for close air support. There is also a modified version with different fairings and spent shell chute that was found on the H-34 helicopter. The Mark 4 Mod. 0 (MN 10121a) The GPU-2/A. This may help: https://en.wikipedia.org/wiki/List_of_U.S._aircraft_gun_pods
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1 pointAs soon as I complete the model you can download it from this site (combatace.com) the best community on the net that I have ever worked with.
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1 pointMirage interception squad of the Argentine air force in the squad are the models Mirage IIIEA, Mirage IIIDA, Mirage V Mara and Mirage V Finger made by denissoliveira
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1 pointLockheed F-104H Starfighter - Grupo 4 de Caza, Fuerza Aérea Argentina, 1982
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1 pointA double release this sunday : Mirage F1CZ v2.3 And Mirage F1CZ late v2.3 Available soon See the readme and the changelog for more informations. A little preview of the Mirage F1CZ late by Coupi
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1 pointDuring the rebuilding of my Sf2 mods I decided to try and look into the possibility of solving the reason why in-game artillery never manages to throw rounds further than 2km. (Take no notice of the extended tracers - I'm using them to better judge the trajectories of the rounds!) I rather suspect it's got something to do with these lines in the _DATA.ini: GroundObjectRole=ARTILLERY RangeFinder=2 BallisticComputer=-0 (the last two lines may have a big factor to play here, if only the correct numbers were known) Anybody got some advice on how to remedy this little riddle?
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1 pointIt's a loooong story. I wanted try if the SAM can hit a ground target. Well it can.... but not much use. BUT I thought about artillery rockets. Unguided does not work, because there are no ballictic aiming. So it has to be guided... and also non-guided. So they need some guidance... but then they turn into cruise missiles. And of course, missiles are being launched one by one... no matter if set MissilesInAir=40 they won't launch more till the previous ones are still homing. I made them inaccurate.... no help. Turn G= 1 means it will not home at all. So turn G minimum 2. I tried to make them lose target by setting Homing chance to low... SAM launches when the previous missile fails... And then CEP=200 but still homing missiles do not have CEP.. Except..... if it has a guidance that does not aim on a target but the target's position. I remembered that old cruise missiles had a guidance which was unable to hit moving targets... Inertial. Before SF2NA. And in case inertial, CEP does work. Important not to give terminal guidance which will turn on an hit the target anyway. This is semi-guidance, so rockets are fine... No high rate of fire anyway... I remembered warships... so I made it to be a warship. It has 10 gunners, each having 4 missiles. those are fired in 2-3 salvos. Not bad, but they all fired at the same time... agh and they move the turret shaking up and down... Lookaroundchance=0 does not work if the gunner component is attached to the turret... so it needs to be attached to the chassis (base component). Rate of fire, and salvo is regulated by MissileLaunchTime= is set 0.5 more for each gunner so they fire in order (more or less). Next problem was visibility. Gunners see things in the arc which is set in Pitch and Yaw... But gunners were put into a height of 1000 meters to see.With MinPitch= 0 they dont see anything below. -> Pitch =-40. They will never turn the turred down anyway. Still they seem to be blind for distant targets.... Except... to the front. Gunners see to the front only? Yes because they are not on the turret. But they must be there.. Long range was still a problem... Then I realized. VisualRange is two sided. Unit visibility is a distance they see. but they see only those units which are set to be visible within a distance... it seems to me. Need radar to see what is too small or too distant to be seem? Let's try. Still nothing... ground unit must have a system of radar type, only then it's radar will work. And that is a radar, so the rules of SAM and aircraft radars apply. Search range, Search strength, vs units radar cross section. A tank is 10, so a radar of 40 km and 100 strength can spot that from 40km. IF RadarMinimumAlt=0.... Not bad... huh. Known issues are.... since there are 10gunners, and all has been set to turn the turret and the tubes, sometimes they contradict... until all 10 is ready to fire. hehe) for a moment the rockets do not match the tubes... but otherwise all is fine now. Yes, I thought about the Scud as well, but I can't active it's animation. Fixed launch site has no problem however. I guess everything can be the same. Easier since it does not fire salvo. I did experiments with guns alike, and I'm sure this way they will be effective. Setting CEP to lower, and there is only one gunner needed. All is possible. Ah and yesterday, that I read about the old experiments here, I added Loft as well, so the ballistics have better look now. The key is Visibility and Inaccuracy ))
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