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Showing most liked content on 06/25/2021 in Posts
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8 pointsA new Instant Action mission will be included with the next release of the ODS 30AE total conversion, complete with bonuses! Shot down a MiG-25 coming head to head, and then I shook off a pursuing MiG-29 which ultimately crashed into the terrain, trying to follow my crazy evasive maneuvers (shown in the last pic).
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8 points
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7 pointsIn my opinion, the problem is not (or will not) be Windows... the problem is the lack of follow-up of the Thirwire project (W10 SF2), TK no longer communicates !
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7 pointsThe speed he's going my bet is Windows 12. Kids - That's a joke, I'm still a fanboi.
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5 points
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5 pointsNorthrop–McDonnell Douglas F-23E Spiderstrike - 510th TFS, USAFE, Aviano, Italy, 2013
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5 points
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4 pointsGrumman F-14C Tomcat - 555th Tactical Fighter Squadron, United States Air Force, 1974
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3 pointsThe latest iteration of the Billion Soft Falcon 4.0 total conversion modification - Benchmark Sims 4.35 U2 - is available for you to enjoy as of RIGHT NOW! BMS 4.35 U2 requires a legit installation of a Falcon 4.0 (all older and newer versions are accepted alike, i.e. Microprose, Hasbro, GOG, Steam, Retroism). The check is performed both at setup time and every time you start BMS. If no valid installation is found, BMS will exit with a corresponding error message. U2 is an incremental update on top of 4.35 base + U1, so you need to have the BMS 4.35 Full Installer package and Update 1 available on your PC. You can both update your existing 4.35 base + U1 installation as well as perform a fresh 4.35 base + U1 + U2 installation from scratch, as you like. See the installation instructions below for details. This mod may not be used for any commercial purposes. Any such use may constitute a violation of the intellectual property of Billion Soft (Hong Kong) Limited and the non-commercial Terms and Conditions under which Benchmark Sims make this mod available to you. Generic Information & Known issues: =================================== — The build number string in the Falcon UI will read "4.35.2 (x64) Build 23835" after the update. — The shortcuts in the start menu and on your desktop will NOT be renamed to U2, they will still read "Falcon BMS 4.35" after the update, feel free to rename them manually. — The following change log is by no means complete. Its purpose is to give you a quick overview about the highlights. You can expect tons of smaller tweaks and fixes. — If you have any questions or found bugs regarding the change log items please always! reference the revision number, e.g. "(r12345)". — Note: None of the manuals have been updated yet. The 4.35.1 manuals remain valid. File Updates: ============= - Falcon BMS.cfg - IVC Client.ini - RTTClient.ini - RTTServer.ini - Key Files - Note: Please always update the files manually. Don't copy paste! Table of content: ================= 01. CTD fixes 02. Falcon BMS.cfg changes 03. Shared Memory changes 04. Tool updates 05. Key File & Input fixes & updates 06. Multiplayer fixes & improvements 07. ATC fixes & improvements 08. Weather fixes & improvements 09. Various code fixes & improvements 10. Various data fixes & improvements 01. CTD fixes: ============== - Fixed CTDs related to gndai. (r23563) - Fixed CTDs after map erase, iterator is invalided for that position. (r23591) - Avoid dangling pointer after deleting pn->subPartData. (r23592) - CTD fix when pilot nid is above hardcoded 686. (r23637) - Fixed gndai waypoint CTD. (r23646) - CTD fix in the whole ATC state machine, rule out helos from ATC entirely. (r23681) - CTD fix in landme (null ptr check). (r23702) - Locked simloop UpdateATC, since this can be called from campaign thread (race condition CTD). (r23765) - Fixes alpha CTD due to different viewports. (r23432) - Fixes nullptr PAKmap CTD. (r23348) - CTD fix, related to nullptr insertion of GroupDrawLists. (r23356) - Fix for pure virtual CTDs. (r23389) - Tons of other CTD fixes. 02. Falcon BMS.cfg changes: =========================== - Added missing lines in the Falcon BMS.cfg (r14319): * set g_nRespawnTimeforStuckAI (default 6 minutes). ReagTimer and DeagTimer adjusted accordingly. * set g_bHostDisableP2pForDubiousConnections (default 0/false). Should be activated for large MP events. Note: - U2 *does* replace your existing config file. Do *not* make a backup! - Instead, re-configure from scratch based on the new file, otherwise you'll miss new config options. 03. Shared Memory changes ========================= NONE 04. Tool updates ================ - Fixed the BMS Editor 'Model Viewer' (r23421) 05. Key File & Input fixes & updates ==================================== NONE 06. Multiplayer fixes & improvements ==================================== NONE 07. ATC fixes & improvements ============================ - Make sure DigitalBrain rWindex is aligned with the ATC / Airbase in the whole landme function. (r23681) - ATCMsg is missing a break statement. In case of lParked, info can be destroyed and default case will access it. - Fix for ATCBrain::GetOppositeRunway (r23629) - pointer in ATCBrain::ProcessQueue() gets deleted twice. (r23652) - Fix in ATCBrain: Pointer nextTakeoff may become dangling during function. (r23660) 08. Weather fixes & improvements ================================ NONE 09. Various code fixes & improvements: ====================================== Note: The following changes may include data & 3ddb updates as well. - Fixed ground Units not reaggregating and memory corruption as well. (r23506) - Fixed ObjectLOD races -> missing cockpit and model problems. (r23562) - Fixed repairing code in campaign thread. It will now send a message to SimLoop thread and all clients to repair the given feature. (r23564) - Fix Squadron stores ressuply when aircraft are coming back home. (r23580) - Added critical section during ObjectLOD::Unload.This can avoid a leak, in the case of unload/load/unload sequences. (r23593) - Fix for out of bounds access in the O_Output WordWrap function. (r23606) - Prevent accessing the team array out of bounds. (r23607) - Avoid buffer overflow write, which caused memory corrupption in SetAcLoadout. (r23611) - Fixed TGP being blocked after loosing a flight element. (r23611) - When movieClose is called, we can release the surface twice, causing undefined behavior. (r23621) - BaseBrain lastTarget is not referencing the object it points to. As a result, it may become dangling when targetPtr is dereferenced. (r23627) - Fixed UI_UpdateOccupationMap (r23637) - Fixes deadlock due to ArrestorDraw. (r23639) - Fix for SimVehicleClass::Sleep is not nulling death message. (r23661) - Make sure to call ClearTarget on SimBrain destructor, to avoid leaks. (r23664) - Fix for Weapon fire msg is converting helicopter to aircraft. (r23665) - Fixed overruns within the 3D-interpolationfunction (MissileClass::GetRMax, GetRneMax and GetRopt)when it tries to access the assumed 3D-data. (r23692) - Added precondition checks and fixes in 1, 2 and 3D-interpolation function. (r23693) - Fixed bogus values being read outside the data table array. (r23693) - Fixed memory leak in SimWeapon::launcher. (r23718) - Fixed bad cockpit text drawing outside Start and Finish frame. (r23726) - Fixed memory corruption in CameraDrawList. (r23727) - Fixed zero devision in GetRMax. (r23736) - Fix to avoid deleting any waypoint from SimVehicleClass which is shared with gNavigationSys waypoints. (r23737) - Avoid dispatcher races (UI and campaign for example) when leaving campaign or 3d (depending on game type). (r23739) - Added Copy paste functionality in edit box and chat command line. (r23755) - AIM120 fixes: That makes MADDOG shots a defensive of WVR mode as expected. (r23761) * MADDOG : goes active as soon as off the rail and scan with a limited range capability * MADDOG : does not loft anymore since has no information on range when fired * HOJ : HOJ is only capable when the missile went active - Fixed AI reacting to missile too early when missile was in HPRF instead of MPRF. (r23762) - Fixed out of bounds fix in ooutput: when SetText is called on an existing O_Output. (r23770) - Fixed Terrain loading race. (r23774) - Fixed Shadow map was not being cleared after sundown. (r23792) - Fixed race possibilities while exiting campaign/TE. (r23795) - Fixes nan values due to InJetWash computation. (r23435) - Fix Heat Blur positioning and velocity when aircraft is in Idle. (r23401) - Fix heat Blur not oriented correctly with vectoring thrust. (r23401) - And many, many more. 10. Various data fixes & improvements: ====================================== Note: The following changes may include code & 3ddb updates as well. - Updated ambiant light since we have real moon now. (r14084) - Fixed TracersGreen and TracersRed missing alpha channel. (r14141) - Fixed Al-Tariq bomb : mimic the GBU-54 instead of the GBU-12. (r14142) - Fixed F18 series totally out of control while landing. (r14186) - F-16 Cockpits updated. (r14333) * Made flight control stick move (very little) * Fixed seat adjustment switch. Now it has the washer and jam nut on the sidewall to hold the switch. * Added more switches on the 2 seater F-16s for more real life accuracy. * Textures updated. - Fixed JFS Start does not work in all non F-16 cockpits. (r14339) - Fixed Unit Flight's element for ASW, ECM, Recon and Tanker types. (r14340) - Updated American F-16 CCIP pit avionics panel to the more correct panel. (r14347) - Fixed RSAF F-16 IFF panel. Digits were not working. (r14347) - Fixed F-16 Sufa cockpit. Changed from Aux Comm to IFF panel. (r14350) - Cleaned up some texture misalignments on the night lighting and missing backlighting in some areas of some cockpits. (r14360) - Disabled the MAP switch on the PXIII F-16 since it is not used. GPS switch now moves instead of the GPS and MAP switch. Hotspot updated. (r14360) - Fixed Sufa Altimeter (6 digit). Was only showing 1/2 the digits. (r14360) - Fixed ALS for Kimhae RWY 36R that had one element in the middle of the Taxiway A. (r14365) - Updated shaders. (r14370) - All Hotas Basic key files are now available in the UI Controllers Setup "Load Keyboard". (r14375) - Fixed F-16 EAF incorrect AGM65G loadout. (r14377) - Various Texture updates.
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3 pointswhere are you reading? what i've read is that MS isnt supporting 32 bit systems anymore not programs. and this has started with Win10 back last year in any fashion, dont upgrade for free and we still got 4 years supported (Win10 end of support slated for Oct 2025), but i think we have longer than that yes, one hopes TK is biding time until 11 is done, then upgrading to that. if not, are you really suprised? if so, damn it'll be time to buy the White album again
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3 points
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2 pointsSeeing as the soon to be released Windows 11 no longer supports 32 bit applications are we going to see the SF series finally dissapear ? I know I lot of us will hang on as long as is possible.......maybe this is why TK has'nt given us the Win 10 version, maybe he's making it a 64 bit application after all ? Who knows ??
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2 pointsAs Menrva states.not seeing any change...............Windows 64 bit OSs have been running 32 bit applications in a kind of 64 bit emulation (WoW64) for years so probably nothing to worry about but looks like we might get to try it this year as a free upgrade. The final two sections on this video are useful regarding specs and requiring switching on TPM chips to run....and Win 10 is currently supported to 2025 at least.
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2 pointsNot true, Windows 11 will support 32 bit applications for compatibility reasons (Microsoft isn't going to kill itself), it's just that Windows 11 is only made for 64 bit processors and so there won't be a 32 bit version of the OS. My old PC is from 2011 and it already had a 64 bit processor back then. I really see no point in creating a new 32 bit OS these days. If TK is really working on a Win10 update, the coming of Win11 changes nothing; that update was about bringing the game to DirectX 12 and surely to be 64bit; Win11 is not changing anything in this regard (surely there will be a DirectX 13 in the future, but the base of Win11 is DirectX 12). DirectStorage is a new addition worth having a look at, but I doubt TK has the resources and willingness to add that. I'm not concerned at all about the future of the series. I can still play games from the late 90s on Win10, with due graphics wrappers and tweaks. Some of those very old games even had 16 bit installers, and there are ways to circumvent this (you cannot run 16 bit executables on 64 bit OS). What I'm truly worried about is that my old desktop PC won't support all the new minimum requirements of Win11, so I'll have to stick with Win10. At least on my work laptop I'll be able to check how the new OS will be.
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2 points
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2 pointsIn the words of Captain America: If you get killed, walk it off!
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2 points
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2 pointsand don't let them give you a blood transfusion. To answer the actual question: Nope. You dead. Have to start the campaign over with a new pilot. Been that way since Day 1
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2 points
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1 pointGot a fun mission or campaign going? Tell us about it here! Pics/Vids are great, but plain old reports are too! I have a bunch of standard pilots that I run and have been since way back in Red Baron 1 when I was in college. Rother Nought is my standard RNAS guy who takes the Sopwith path through the war (or as far as he gets!) My first attempt with him ended in a shredded N11 wing, so here is try #2! Rother Nought C Sqn 1 Wing RNAS B flight Today we went up in support of the Strutters, which is absurd as they are much faster than us and always leave us behind. Anyway, Cleaver and I made our way to the front and tried to clear the area where the Sopwiths would be artillery spotting. I spied a brace of Eindeckers below us trying to come up to our level and moved to stay above them so we could strike if they got too close. This seemed a good idea until I noticed three more of the blighters to the south, at our level! Matters were made worse when the Sopwith decided to attack them instead of retreating! We immediately moved to intervene: I got credit for one of them with the pilot apparently killed, but the one I drove down with a dead engine the boys on the ground insisted on getting credit for, even though he was a glider long before he got down to where they can hit anything! Unfortunately, we lost Cleaver in the melee and one of the strutters was forced down with the observer, a kid named Thompson, killed. We need faster planes! Or the strutters need to stick to the plan!
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1 pointGreat to be here and just getting started in Strike Fighters 2 ! Only into moddable air combat sims , and this fills the bill. Not perfect,but what is ? Always been into WWI and mostly WWII era aircraft .Started with CFS1 and still big into CFS3 ,also IL-2 1946. Wanted to get into jets as something different but not too complicated like Falcon 4.0 BMS ,but also not arcade like either.Once i get use to to flying and surviving stage ,then i can maybe start adding mods .That is one of the fun things too. Have 11 installs of CFS3 ,2 IL-2 '46 ,FS-WWI ,EAW, FEG and now the SF2 series. Really liking this sim and only wish i pulled the trigger long ago when it first came out. Better late than never ! Regards , Scott
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1 point
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1 pointWood and lots of doped linen?... you could get several holes belting through your airframe that doesn't hit anything vital and not know anything about it until you landed. 'Stinky' Bottom the rigger might let you know about it if he's not hanging about the latrines again of course...
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1 pointAll I'm stating is fairly known , but just to explain what I'm thinking about Right after WW2, a few variants of aircraft designed in Nazi Germany were produced by other companies, such as Avia in Czechoslovakia or CASA in Spain. 109s with Jumo, Hispano or Rolls Royce engines, and even Me-262s as the Avia S-92, although on a small scale. Willy Messerschmitt himself still worked in aircraft for Hispano Aviacion while he couldn't in Germany. So the What-If story i came about is, What about a license built improved version of the 262 in some other country? I was thinking, powered by J34s,bubble canopy, stabilators, probably 20mm Hispanos, and perhaps, pushing it too much or for later upgrades, radar computing gunsights. How do you reckon it would perform?
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1 pointi just thought of something, given whois askin..... youre not thinking of something like a HA-1262 are you?
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1 pointfor SF2, we've had the S-92 for quite a number of years. I'd also recommend looking up the IJAAF's Ki-201 Karyu (sp?) of (almost) WW2
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1 pointyou know i liked the idea, although i always thought more in terms of a set of tooling for the Schwalbe was "found" allowing West Germany to build its air force back up quickly. found or maybe bought from Avia, who knows. not advanced like you propose other than using English or American engines as the Jumo were garbage politically, it would have never happened, at least not when the Me262 was a viable airframe. the Aillies were reluctant at first to allow the Germans to equip more than a police force let alone even an obsolete air force. once it became more convienent to allow them to rearm, better still to have them buy English or American than to have the industrial base to go making war again. so if youre going to move forward with a Schwalbe Fenix, scale back some. same airframe, but with say with J33s (should have fit in the engine pods fine being smaller in diameter and length than the Jumos) and Hispano 20mms in place of the original 30mm (ok,s in agreement there). to keep it fairly realistic, the changes to the basic aircraft should be minimal and this should probably be taking place in 1948-49, right after the airlift. the tech and airframe design was too advanced by the time of the Luftwaffes rebirth in 1955 to consider the 262. just my zwei pfenning, love alt history but hate the alien space bats so i try to keep it realistic (what one small thing changed or why did they go the other route?) just to get mind racing sideways, i also always thought about Avia selling Paran the tooling for their C92s, and Paran using them for some years as fighter bombers! edit: yes i know the Jumos wer garbage due to wartime conditions and material restrictions. but once a piece of equipment has a reputation, it take a long time to shake.
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1 pointThanks Menrva for the clarification. I was confusing the "large address space" hack with true 64-bit. Apparently SF2, while 32-bit, received the large address space tweak some time ago, to allow access to more than 3.25 approx. GB of system memory - FE2 never received such a tweak officially, I think, but the tweak may be applied using the "4GB Patch" available on the internet. Thus my confusion and thinking that SF2 is 64-bit, which it never was. An old, relevant thread here: https://combatace.com/forums/topic/80572-4-gb-patch/ What I've always wondered is if the large address space tweak to a 32-bit app gives us an approximation of a "48-bit app" - interesting link below for those who like such questions: https://www.quora.com/Why-are-there-no-48-Bit-operating-systems EDIT: Apparently, SF2 is "large address space aware" since the May 2012 patch, by default. For FE2, recommended instead is application of the "4GB Patch" (link included to that in my "Read Me" notes for my big FM/realism update pack for FE2 - but can also be found using a Google search). Cheers all, Von S
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1 pointI assure you, it is not. The latest executable is dated 2013, but SF2 is from 2009 and 64 bit programs weren't the norm back then. There's only one executable and it's 32 bit. TK was not that crazy to provide just a 64-bit only executable when most people wouldn't even have 64 bit processors back then, let alone the OS. If TW ever produced a 64 bit executable, now I would have a choice between StrikeFighters2.exe and StrikeFighters2_x64.exe, which is not the case here. You're probably confusing the fact that SF2 fully supports DirectX 10 with proper shaders, while FE2 does not; it was left in such a state with a last patch dated 2010, IIRC.
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1 pointDefinitely yes. Are you sure you're not running the game with Intel's integrated GPU? By default SF2 uses the first GPU it finds, and so users think to be playing SF2 on the dedicated GPU, while it currently uses the Intel one. You can change it at the graphics options in the menu. Also, avoid running the game with all options to Unlimited, use the Customize setting and only put Texture settings to Unlimited, everything else to High.
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1 pointDon't get crazy over this. 2K and 4K textures do work in SF2. The reason you see them not loaded is due to your video card; it runs out of memory, and so it cannot load all the skins. Just reduce graphics settings in the options, that may help. Nothing to do with your custom skin nor with the game engine. When you have tons of third-party mods with high quality and high resolution textures, chances of this happening increase, especially on older GPUs. The game itself is incredibly stable, even when your video card runs out of memory, you expericence just missing textures, no crashes to desktop over some textures.
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1 pointReal life always comes first mate... and good news on the mods, we'll be looking forward to see how it all goes
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1 pointWork, work and more work has kept me away from the skies lads, I suppose I shouldn’t moan but tbh I’m knackered . I’ve got a couple of weeks off soon though so I’m hoping to fly a bit more. I’ve managed to find a bit of time to test a couple of modders improvements to their previous releases and they look very promising indeed. Take care all
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1 pointdid you create a textureset.ini for new skin???? the game engine will not recognize it without them. also, what format did you save the skin as? bmp? jpg? All stock lods can use both, as the engine (tm) reads those formats. no matter what they say, size really does not matter. we have skins here in 4096x that work just fine.
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1 pointI'm still getting over it Troops. I'm too overcome with melancholy, depression and anxiety to post. It's all too much.
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1 pointView File Mirage F1BK-2 Mirage F1BK-2 This mod is dedicated to BPAO, nothing would have been possible without him. The Kuwait Air Force (Al-Quwwat al-Jawwiya al-Kuwaitiya) ordered 4 Mirage F1BK-2, a two-seat operational conversion trainer. The extra seat and controls added only 30 cm (12 in) to the length of the fuselage, but at the cost of less internal fuel capacity and the loss of the internal cannon. 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. Submitter ludo.m54 Submitted 06/24/2021 Category Mirage F1
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1 pointI like to fly and fight in the areas where the skins I'm working on are active. Right now I'm with the 94th Aero in May 1918, flying against Jasta2 64w, 65 and Kest 1, which I am working on now. I took down an old DV still in use by Kest 1 this morning. Shot his wings off. Doing this serves an additional purpose in that I get to see whether the Sim is using the skins when you are not flying in the outfit you made them for. In this case I got to see that the Sim was using mixed aircraft for Kest 1, the DV and DVa together in the same flight.
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1 pointdo you know how hard it was to find good pics of the lettering on this one? new peetition: all US military units that use anything other than stencils on their equipment be required to disclose what font they used! upcoming F-15A MSIP units....
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1 pointO-1E JATC of Royal Canadian Air Force circa 1957 (yes i did redo the panel lines, rivets on this little birdie) and the RCAF skins. Package to follow soon
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1 point
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1 pointView File Bletchley's Mission Types for WOFF BH&HII Missions edited by Bletchley especially for 'Wings Over Flanders Fields' and updated for BH&HII They are designed to add variety and more historical information and detail in the briefings to add even more immersion! Submitter Bletchley Submitted 06/03/2021 Category Maps, Missions, and Campaigns
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1 pointWOFF BH&H2_Mission_Editor_Java.rar View File WOFF BH&HII Mission Editor v1.0 - "clean" Java application for editing WOFF missions. Submitter Jara4 Submitted 05/17/2021 Category Modding Tools and Add-on Software
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