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Showing most liked content on 05/27/2021 in all areas

  1. 7 points
    That wouldn't be hard ;)
  2. 7 points
    Just completed and uploaded 3 files M106A3 without crew M113 APC M113 APC without crew
  3. 5 points
  4. 5 points
    almost ready for mapping
  5. 4 points

    Version 1.0.0

    62 downloads

    Hello and thank you for downloading my work. https://gkabs.net What's included: M113APC-NC (No crew) model with 15 textures 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 files to their proper folder //Please add to Soundlist under Flight directory and change the XXX with the correct number [SoundList] SoundFileXXX=50cal SoundFileXXX=Mortar SoundFileXXX=TankEngine SoundFileXXX=TankTrack [50cal] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [Mortar] Priority=NORMAL Looped=FALSE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=1500.000000 MinDist=400.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=250.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankTrack] Priority=NORMAL 3DSound=TRUE DopplerEffect=FALSE Looped=TRUE NumBuffers=4 MaxDist=500.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=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. compufat for making most of the texture for the model Thanks a lot for your help as always Thanks to however made the sounds and Effects as I don't know their names. 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
  6. 4 points
  7. 3 points
    Painted in Great Britain Re-painted in Australia and again Re-painted on a british carrier Re-painted on a US Navy carrier Re-painted in Malta So far 17 aircrafts, (around) 36 skins and still rolling ! Kudos to Logan4 !
  8. 2 points
    Aufweidersehen Bergen! While continuing my primary Silent Hunter 3 single player career as Richard Schepke in U-105 with the Doenitz Elite Flotilla (DEF), I'm also dipping back into my parallel career as Kommandant of U-33, Erich Pohl. This was started primarily as a try-out of the GWX OneAlex Edition mod before risking U-105, but that being done, it gives me an opportunity to try out shorter patrols earlier in the war, and with a smaller but handier Type VII boat. This career lacks the additional immersive features of a DEF patrol, not least a human role-played HQ to interact with, but is still fun. It's 25 April 1940 and we're starting from the recently-occupied port of Bergen, in Norway. Bergen's U-boat bunkers weren't built at this time but neither SH3 nor my mod represents such developments. Even so, it's a nice experience as the mod I'm using starts some patrols from inside bunkers, whether or not they should really be there. Ahead of us as we slip our virtual lines is out minesweeper escort. So, where are we going@ Oor patrol area is marine quadrat BE34, which is in the Western Aproaches. For now, though, the task is to follow our escort out to the open sea, no sinecure as Bergen lies inland of several channels between high ground. As usual, the bridge watch are initially relaxed, but become fully alert as we get beyond about 400m from out berth. It would be easy to ignore the escort, plot a course and jump into time acceleration, but for me, with a mod which simulates escorts out of port, I relish navigating my boat manually, in real time. About half-way down the channel out to the North sea, our escort turns back... ...at which point, I plot my course out to our patrol area. The Western Approaches is a choke point for merchant shipping to and from the British Isles by the southern route. So I'm hopeful of a more productive patrol than was obtained by stooging about the North Sea chasing warships. Tine to start what BdU called the Tonnage War! ...to be continued!
  9. 2 points

    Version 1.0.0

    63 downloads

    Hello and thank you for downloading my work. https://gkabs.net What's included: M106A3-NC (No Crew) model with 14 textures 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 files to their proper folder //Please add to Soundlist under Flight directory and change the XXX with the correct number [SoundList] SoundFileXXX=50cal SoundFileXXX=Mortar SoundFileXXX=TankEngine SoundFileXXX=TankTrack [50cal] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [Mortar] Priority=NORMAL Looped=FALSE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=1500.000000 MinDist=400.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=250.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankTrack] Priority=NORMAL 3DSound=TRUE DopplerEffect=FALSE Looped=TRUE NumBuffers=4 MaxDist=500.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=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. Big thanks to guuruu for fixing my mortar dataINI and adding these explosion effects and everyone who replied to my question and offered to help compufat for making most of the texture for the model Thanks a lot for your help as always Thanks to however made the sounds and Effects as I don't know their names. 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
  10. 2 points

    Version 1.0.0

    87 downloads

    Hello and thank you for downloading my work. https://gkabs.net What's included: M113APC model with 15 textures 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 files to their proper folder //Please add to Soundlist under Flight directory and change the XXX with the correct number [SoundList] SoundFileXXX=50cal SoundFileXXX=Mortar SoundFileXXX=TankEngine SoundFileXXX=TankTrack [50cal] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [Mortar] Priority=NORMAL Looped=FALSE NumBuffers=2 3DSound=TRUE DopplerEffect=FALSE MaxDist=1500.000000 MinDist=400.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=250.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankTrack] Priority=NORMAL 3DSound=TRUE DopplerEffect=FALSE Looped=TRUE NumBuffers=4 MaxDist=500.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=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. compufat for making most of the texture for the model Thanks a lot for your help as always Thanks to however made the sounds and Effects as I don't know their names. 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
  11. 2 points
    any thought on the ACAV mod as used in Vietnam? Just curious!
  12. 2 points
  13. 2 points
  14. 2 points
  15. 2 points
    The 4 numbers are on here.........as the rest will be when they happen Go here and advanced Search -> Airforce -> Civilian https://www.f-16.net/aircraft-database/F-16
  16. 2 points
    So thanks to Crusader specially, but also Piecemeal, UllyB, Wrench, and Ravenclaw, I managed to pimp my ride and get a vector RWR on Mirage5SDE. Here seen attacking a California class cruiser, the vector is pretty useful to guide you since it tells you where the "radar love" comes from. I would have likely taken that little rascal from another ship Or the next one, splashing here.
  17. 1 point
    Alright, alright, alright! As we approach start date, let's keep a couple of things in mind: 1. Don't die on the first mission. 2. DON'T DIE ON THE FIRST MISSION! It happens and it sucks! I died on the third mission of the Brisfit Challenge when I was run into by a flight member in the landing pattern and let me tell you, those a*****es do. not. care. They are landing and if they have to go through you to do so they will! So let's ease into it. 3. Make sure you are all patched up! (This one is for me!) 4. I recommend getting Robert Wiggin's backup program as we have lost people due to computer crashes and other hardware failures. Check the mods page to get the link. (Or maybe Robert will put the latest link here, I don't want to give out outdated information) 5. People like to read the stories and look at the pictures and videos that are posted. So even if you have an uneventful sortie, type up a little something that adds to your character's legendarium, the more reporting the better! 6. We are skipping 2 days between each mission, so fly every three days unless one of the other conditions in the first post applies. Having said that, I am not going to be the date nazi so don't sweat it if you are day or so off, the main point is just to spread the career out over a couple of campaign months just to make it more interesting. 7. Please fill out the form at least every Saturday. You can do it as often as you like and I will just keep the last one. 8. And lucky number...uh, eight? Do keep in mind that under extreme circumstances, the SE5a will shed a wing: Still a little miffed about that one... So good luck and good luck!
  18. 1 point
  19. 1 point
  20. 1 point
  21. 1 point
    Hello amariani, First you need a 3d max or any other 3d software in general to do mapping of a 3d model. But if we are speaking of SF then you need 3d max 2009 and the original max file. As for the tutorial there some good ones in the net for example this is a simple and a beginner tutorial that will give you a good start to understand the process.
  22. 1 point
    I'm sorry, I meant Iron Dome and the US Centurion-Phalanx, more than anything as a back up layer for those that get through Iron Dome as it is. Now that you mention it, regarding Arty, I'm not too confident in HEIT-SD rounds going reliably through the case of arty shells, and even if they switch to AP ammo like the Navy they might not detonate them, let alone self-destruct before hitting the ground.
  23. 1 point
  24. 1 point
  25. 1 point
    Iron Dome is a C-RAM system, and part of the IDFs IADS. they have to take regular short range attacks on home soil into account unlike the other major militaries in the world it doesnt focus on aircraft and ballistic missiles, rather it Counter Rocket Artillery and Mortars, with the Israeli focus on rockets (a tube is a tube, a box is a box. but artillery pieces and mortars stand out and can get zapped easily before use. probably why Hamas uses rockets so much, easier to hide until the launch) the genuis in Iron Dome is that it doesnt engage unless there is a high percentage that the incoming round will impact a populated area . and most rockets will go where they want, not the operator, once in flight. the footage of intercepts gets somewhat scarier if you realize that a lower percentage of intercepts are launched vs rounds incoming As for Seoul, their biggest threat a million artillery tubes (by all accounts not much of an exageration) pointed at them. priority target at the resumption of the Korean War for RoKAF and USAF is those artillery but it will take some time and the capital city will be in a world of hurt that will make the recent saturation attacks seem like a spitwad in grade school. part i never understood was how a cannon round (in the American system) or warhead is supposed to stop a 105mm or greater shell. as the commercial says, thats not how this works. but the A make the acronym sound cool so i guess that why
  26. 1 point
    Why do people think adding hip-hop regardless of context or content will make a vid cool ? 🤮
  27. 1 point
    Thank you so much for Skin fix! Viper63a :3
  28. 1 point
    Over the years I have helped roughly 27 people to start making models for WOFF. I think only 1 managed to actually (almost) finish any aircraft. To make it to a decent standard, with cockpit, DM, FM, textures etc takes some dedication. We never posted pics of a Bullet, as we do not have one ;) ... well yet at least.
  29. 1 point
    algunos avances en otros planos (no mod Malvinas)
  30. 1 point
  31. 1 point
    CAS, then spring cleaning of the area. 48 Helfires is lot of demolition .
  32. 1 point
  33. 1 point
  34. 1 point
  35. 1 point
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  38. 1 point
    Saudi and Luftwaffe MRTTs..
  39. 1 point
    Carrier-based heavy
  40. 1 point
    This mod is incredible! Now I can literally fly true Strike Fighters! Thank you so much! By the way, there is a minor Skin bug on a South Korean version of F-15SE (RoKAF 11th FW, 122nd FS "Jaguars" Skin) Any ways, nice mod!
  41. 1 point
  42. 1 point
    Delivery guaranteed!!
  43. 1 point
    amazing mod !!!! love the paran livery !!!!
  44. 1 point
  45. 1 point

    Version 1.0

    696 downloads

    Tested with Strike Fighters 2 series; should work with SF1 series via manual install. This music theme was originally designed for Falcon BMS 4.32, but arguably better fits SF2 North Atlantic from a thematic standpoint. This mod takes Harold Faltermeyer's music from the 1986 Paramount film "Top Gun" and applies it thematically to the different UI screens. The music was ripped from the film and processed by CamelBlue, but in some cases the removal of dialog resulted in muted music or inconsistent volume. In these cases, I mixed in the audio track of the F-14s shooting down the Libyan MiG-23's over the Gulf of Sidra. This mix worked better than I had hoped possible. Now all we need is for somebody to mod the MiG-28...or perhaps an F-5 skin ;). Easy Installation (no other existing menu mod) Copy the included Menu folder into your SF2 mods folder Manual Installation (existing menu mod) In most cases, I used the same name of the existing theme, so you can just insert the WAV files into your [sF2 Mods]\Menu folder. There are some exceptions noted below: Replace the BackgroundMusic line with "BackgroundMusic=CreditsScreen.wav" (sans quotes) in the following files: AWARDSCREEN.INI MEDALLISTSCREEN.INI VIEWMEDALSCREEN.INI Replace the BackgroundMusic line with "BackgroundMusic=Planning.wav" (sans quotes) in the following files: HANGARSCREEN.INI LOADOUTSCREEN.INI PLANNINGMAPSCREEN.INI ROSTERSCREEN.INI Replace the BackgroundMusic line with "BackgroundMusic=CampaignScreen.wav" (sans quotes) in the following files: SINGLEMISSIONSCREEN.INI [4. Optional Enhancements] I have another mod that reduces the size of the object icons on the planning map and makes them semi-transparent in order to see the map beneath the units. Since this mod also makes changes to the PLANNINGMAPSCREEN.INI, I have included this mod as an optional installation. If you copy these files to your [sF2 Mods]\Menu folder, then you will have both the Top Gun Music Theme and the new map icons working together. [5. Future Compatibility Issues] In the effort to minimize the size of this mod, I used the some of the same files across multiple menus. This means that in order to ensure compatibility with future official SF2 patches, you may need to extract the ini files listed in the previous section from the MenuData.CAT file and compare the files to ensure compatibility. You can quickly find my changes in the sections bracketed by //. Likewise, you can always copy and rename the WAV files to match the default WAV filenames in order to ensure compatibility for future patches. [6. Additional Information] The debrief sound files are not listed in an INI from the Menu folder, but rather are listed by nation in the NATIONS.INI file. This means that even if you decide to remove this mod, you could If you wish rename the existing debrief music files and allow them to be played for the U.S. Navy. The updated section in your NATIONS.INI should read: [Nation003] <...> DebriefSuccessMusic=[RenamedDebriefSuccess].wav DebriefFailMusic=[RenamedDebriefFail].wav DebriefKilledMusic=[RenamedDebriefKilled].wav <...> For support, please post in this File Announcement thread at CombatAce.
  46. 1 point
    I'm really liking all of these Dhimari and Parani planes and skins. I may be one of the relatvely few people who has actually sought out this stuff, but I like it all. Thank you. :)
  47. 1 point

    Version

    213 downloads

    Destroyed Models Pak for SF2 WW2 Installs This package is for use in creating the 'Destroyed Crashed & Burning Wreck' ™ for add-on aircraft in SF2 based WW2 installs. These bits have been culled from the various terrain mods as these contained static parked aircraft with their associated destroyed lods. THESE are those destroyed lods!!, with repainted skins to make them look a bit more burned up/toasted. This will allow you to add them and have the burning wrecks on the ground ala the later model jets and so forth as seen in SF2 installs (and FE2 as well). As always, fully detailed (and illustrated!!) install instructions are included. As well as a highly detailed "Notes" section, elaborating on the procedure, and giving alternates as you =WILL= probably be using several stock destroyed models as well in the data ini edits, as some of the larger aircraft will require reuse of the stock wrecks. =PLEASE= read this document throughly before installing -- that will help you in making correct choices on what to use. This pak is for free usage; any and all are welcome to it. Let's enhance our SF2 WW2 Experience!! Wrench kevin stein


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