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Showing most liked content on 08/05/2021 in all areas
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7 pointsMi-24D, Mi-24V and Mi-24P, using data.ini edits to get different countermeasures combinations for field mods during the Afghan war.. Mi-24P with IR disco ball only Mi-24P with disco ball and flare dispensers Mi-24P with disco ball and exhaust shrouds Mi-24P with disco ball, flare dispensers and exhaust shrouds Mi-24V with disco ball only Mi-24V with disco ball and flare dispensers Mi24V with disco ball and exhaust shrouds Mi-24V with disco ball, flare dispensers and exhaust shrouds Mi-24Ds with no countermeasures Mi-24D with exhaust shrouds
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6 pointsWhen the conflicts scalated into what has become known as the Far East War in 1968, the USAF found itself without the ability to field enough Phantoms to curb the swarms of J-6s fielded by the PLAAF, which led to a revival of the Starfighter in its intended role as an air superiority fighter. Out of the F-104G production lines everywhere, scores of F-104Ms were produced introducing improvements such as the uprated J79-GE-19 engine and a EW warfare suit to survive in the SAM intensive environments of Korea, Vietnam and the Taiwan Strait. Another significant improvement came about with the standardization of US Navy variants of the AIM-9 Sidewinder, which not only simplified logistics and production, but actually performed much better in combat. Still need to work a bit on the ECM stuff, they should also come with IFR probes. Skin by Wrench, terrain by Gerwin and Menrva, stock 3d stuff, blunders by yours truly Macelena
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3 pointsmake it two different station group ID...example: StationGroupID=3 (light bombs) and StationGroupID=4 (heavy bombs) and set parameter GroupLimit=4 to wapon station with light bombs (ID group 3)
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2 pointsIsn't that still punishable by death ? Lives could have been lost. It's an unredeemable level of ass-hatery, this kind of piece of trash has no place in civilian life either.
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1 pointThe ODS Dev team is proud to announce the second official release of Operation Desert Storm: 30th Anniversary Edition, now reaching version 0.9.5. Six months had passed since the first release of January 17th 2021, six months in which the development team did not rest, producing a wealth of tweaks, bug fixes and exclusive, brand new additions to this comprehensive package. Unwanted bugs found their way in the January release, due to time constraints and the team wanting to meet the deadline in time for the 30th anniversary of this historic operation. Now we offer a much more refined and expanded experience, with quality of life improvements and welcome bonuses. Be sure to read the massive (albeit summarized) change log (Operation Desert Storm: 30th Anniversary Edition - Early Access) to learn more about all of the efforts that went into this new release. The package is free for download to all official Modders and Subscribers of the site. Those whose 2021 6-month subscription plans expired have been granted access to the package at no extra cost. Users who acquired the mod via a 1-month subscription plan will have to renew it for access to this brand new release. CombatACE.com admins thank you for your support towards the monthly costs of the site. From the Official announcement:
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1 pointI really feel your frustration, but like everyone said, just make some sacrifices with some tiles. But don't stop this outstanding work.
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1 pointDamn, that looks like absolutely stellar work. I understand the frustration but now that you know the limit, can't you find a few places to replace some tiles by more generic ones, losing a bit in details and gaining in repetition inland and in places not needing as much details while keeping the details for the coastlines and major target areas ? It would be a pity to just throw your work out. It's a pain but that's what happens when you try to push the envelope beyond what has been done before. That being said, the index stopping at 846 is weird. Damn, must be tired, somehow I missed that @Menrva had the exact same advice.
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1 pointThank you so much! I created a 32bit image in gimp and pasted my tga into it and exported and it works great. I know its not realistic at all and kinda silly but im a big Dragon Quest fan so I wanted to use my favorite monster and demon as a logo for my mercenary squadron. The campaign editor is very cool being able to name your squadron and set their preferred aircraft and skin. Really cool to see the tarmac populated with all these Drakens. I based it off a skin I downloaded but dont have any intent to release it as its just to test the decal.
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1 pointThe F-15E is tasked with defensive CAS over that staging base, so they aim at the Iraqi forces. If they hit a friendly target, nothing we can do. In the bigger picture, I think there are more important things to worry about.
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1 point@torno Ariel don't get frustrated !!! The work you do is absolutely great so that it gets lost due to the limitations of the sim ... we would only have to think of the trick to avoid the problem or rather hide it ..
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1 pointMy fear and incognito when starting this map comes true, the list is fine, the TFD loads them correctly without error warnings, the map from texture 847 does not load new textures and replaces them with texture number 1 as I already explained It is not a problem of lack of memory, without objects on the ground, reducing the size of the tiles and the quality of everything still does not load correctly, it is a mixture of disappointment and fury for the time invested.
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1 pointi hope they throw the fucking book at him. we need to bring back keelhauling for shitbirds like that
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1 pointThere is no known limit other than the hardware limitations of our computers. The more tiles you add, the more video card memory is required, loading times become longer and terrains with too many tiles can be problematic when you also load dozens of custom aircraft with 4k textures.
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1 pointSupermarine Spitfire LF.IXc - No.23 Escuadrillas Valladolid, Fuerzas Aéreas de la República Española, 1946
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1 pointThanks to you for playing it! We worked hard on the whole package, to find a compromise and a balance between quality and performance. We're glad to have achieved it.
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1 pointAwesome stuff, guys!!! Man with my rig, I made x(76) aircraft strike package of which 48 were F-16's and the remaining were support aircraft and man the was heavy AAA's and SAM's, but the SEAD/JAMMING ESCORT x8 F-4G's and x4 EF-111's the threat was neutralized before we have arrived at the target, not to mention quite a few enemy aircraft that tried to intercept the strike package. Still, the x 16 F-15C's took care of that problem, lol. So, all in all, the FPS was smooth as butter. Thanks, guys!!!
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1 pointWelcome To Duty Built with the extraordinary expertise and dedication of modders from CombatACE.com, Operation Desert Storm – 30th Anniversary Edition promises to be the most complete total conversion ever made for Strike Fighters 2 by ThirdWire. Fly with more than 50 aircraft ranging from Cold War relics to the most advanced platforms. Gain air superiority in the mighty F-15C Eagle or challenge the Coalition with the agile Fulcrum. Support troops with the A-10A Thunderbolt II, bomb strategic targets with the stealthy F-117A Nighthawk, lead airfield denial operations in the iconic Tornado. Enjoy a beautifully rendered scenario on a scaled and accurate terrain. Fly over the lakes and rivers of Mesopotamia, the oil-rich fields of Kuwait, the mountains of Iran and Turkey. Take-off from aircraft carriers stationed in the Persian Gulf to watch over Kuwaiti oil rigs. Perform landings and patrols in more than 90 airports and air bases in the Middle East. Take part in different campaigns including the Iraqi blitzkrieg on Kuwait and the US-led liberation of the Kuwaiti Emirate. Discover how the Iraqi Army was one of the biggest in the world, through the eyes of American, British, Canadian, French, Italian and Arab pilots. Test your skills and abilities flying for the Iraqi Air Force during all stages of the conflict. Thirty years after, Operation Desert Storm still remains the largest air operation of modern warfare to date. Modders and flight sim enthusiasts at CombatACE teamed up to bring you a unique product in the lite flight sim world. Exquisitely detailed aircraft and paint schemes are delivered in a well-researched and thorough order of battle. The ODS 30th AE Development team would like to thank CombatACE.com, its admins, moderators and contributors. We are sure you will enjoy and appreciate this high-quality freeware product. From the aviation enthusiasts, to the aviation enthusiasts... and for the pilots of tomorrow. Minimum Requirements Required products from ThirdWire: Strike Fighters 2 Strike Fighters 2: Israel Strike Fighters 2: North Atlantic Full support for: Mission Editor DLC Campaign Customizer DLC System specs: OS: Windows 7 x86 Processor: Dual Core 2.7 GHz Memory: 4.0 GB RAM Hard Drive: 17.0 GB Free Space Video Card: 1024 MB DirectX 10 Sneak Peek A Note from Menrva I started this project back in May of 2020. When I invited some of the most renowned modders to contribute to it, I would have never expected such an amazing support from many of them. After roughly 8 months of development, we have produced a high-quality total conversion for Strike Fighters 2, all for free. Driven by passion and teamwork, we managed to achieve new heights and set new standards; this modification is most likely the most complete ever anthology of the Gulf War in any flight sim to date. 2020 has been a difficult year for so many all over the world due to an unprecedented pandemic. It has been a very difficult year for me as well, unrelated to the pandemic. I am extremely proud of what I started, but without the support of the team I managed to form, I would have never accomplished this amazing modding project with success. I want to dedicate this to my beloved girlfriend, Alessandra. With her love and support, I have come to realize my potential and value as a human being. Così adesso lo sai... Download Rights In accordance with the owner and admins of CombatACE.com, the ODS 30th AE Development Team decided to offer the mod in Early Access to all contributors of the site (modders and subscribers alike). Revenue generated by the release in the form of download subscriptions will be used toward the regular monthly operating costs of CombatACE. Modders individually will not be profiting from their work released here. This is our thank you to the community who has supported us throughout the years and to the site for which we are greatly appreciative. A minimum of a 1 month subscription plan is required for download access. Available January 17th, 2021.
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1 pointMy deployment was nothing more than a glorified tax payer funded work vacation behind old Soviet minefields and rows of barbed wire. That said, I don’t think there’s much we can do to help the ANA, if the ANA isn’t willing to help itself. Writing has been on the wall for some time. The biggest enemy to the Taliban now is probably itself. It’s a much more ethnically diverse organization compared to its Pashtun origins, but Afghanistan’s people always turn on each other eventually. I do wish the best for the people there though. It’s a beautiful country.
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1 pointThis 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!!!
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