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Showing most liked content on 08/26/2021 in all areas
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3 pointsSize of the known universe: 150,000,000,000 light years - Circumference of Earth: 24,901 miles - Speed of light: 186,282 miles per second If you were traveling at the speed of light (186,282 miles per second), you'd travel the circumference of the earth (24,901 miles) in .0074 of a second. The human eye blinks in .3333 of a second, so at light speed you could travel the earth's circumference forty-five times in the time it takes to blink. If you traveled across the universe at the speed of light it would take you 150,000,000,000 (150 billion) years or 54,750,000,000,000 (fifty-four trillion, 750 billion) days or 1,898,734,177 (one billion, eight hundred ninety-eight million, seven hundred thirty-four thousand, one hundred seventy-seven) average human life spans. We still think we're the only ones in the universe. My brain hurts.
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3 pointsBristol Vincentious B.2 - No.617 Squadron, RAF Bomber Command, 1963
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2 pointsBecause these numbers don't seem real to the vast legions of science-denying people that continue to spout the same nonsensical line as "proof" that we are alone in the universe: "IF there's someone else out there, why haven't we heard from them?' There is absolutely no conception of the distances involved in that statement. They're just numbers to many people, and being mathematically challenged to begin with, the figures don't translate into anything they can understand. And sadly, these same vast legions have no desire to learn or understand any of this. If they did, they would realize their beliefs about their place in the universe was BS from the word "GO", and as one former work acquaintance put it, "If I let myself believe any of that, it would make me feel insignificant".
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2 pointsWant to congratulate AllenJb42 but the very nice story pics. Mandatory screenshot!
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2 pointsChanh Hoa was close by so it was decided to send everyone except for Ens Stackhouse. It turned out to be another wild one as it became a massive brawl between aircraft and and the guns below. A4s doing Iron Hand joined in and even some Air Force Thuds got in on the action. Was one hell of a fight. Sole loss was LtJg Ed Miller, who was shot down by 57mm fire over by the Dinh river.
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2 pointsWow, thank you all for the praise. It means a lot to me. Really! I still have plans to update the tools: TargetAreaEditor, LODViewer and LODExporter. And first and foremost I want to eventually release a first version of the TODEditor! I know I promised the TODEditor since by now more than 5 years(!). And three months ago I thought the first version will be "ready in two weeks"(TM). But than again RL stuff, vacation, etc. ... happened, and I haven't worked much on it since then. But right now I hope (again) the first release will be "ready in two weeks"(TM). TODEditor WIP screenshot:
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2 pointsThe sun was already up and it was shaping to be a beautiful summer morning in the Med when we were launched as the Alert 5. As we climbed to altitude the controller aboard the E-2C briefed us on the developing situation.. A Libyan Arab Airlines scheduled flight from Benghazi to Damascus had turned left instead of right on clearing Libyan airspace and was now heading west, apparently towards Malta. Was it a hijack, a defection or something else? Our orders were to close in on the airliner and try to find out.. After a few minutes the situation worsened. The airliner wasn't responding to Libyan ATC instructions to return to course or to turn south, back to Libya, and two MiG-25s had been launched in pursuit.. The Hawkeye was trying to put us in between the MiGs and the Airbus, but the Soviet built fighters had picked up speed and the angles were all wrong. Then suddenly we heard an urgent call from the controller on the E-2C. 'He's firing a missile!' The Hawkeye controller was now broadcasting on Guard for the Airbus to take evasive action as the Libyan AA-6 began to track the airliner.. We were cleared to engage and I snapped out the orders, 'I'll take the lead. Two you engage the trailer' We both called Fox 3 as our AIM-54s arced up to track on the Foxbats.. But there was a problem with our missile. 'Looks like we're being spoofed' called my RIO. 'I've lost lock and so has the missile.' I switched to HEAT and went for a lock with my Sidewinders but we were still just out of range. In my headphones I could hear my wingman call Fox 3 and then Fox 1 in quick succession. Another Phoenix and then a Sparrow? Was he having trouble locking on too? After interminable seconds I finally got a Sidewinder lock and called Fox 2, but way too soon there were not one but two explosions and smoke trails ahead.. My wingman had killed both MiGs with his AIM-54 shots! Although his AIM-7 and my AIM-9 would hit the burning targets in the next few seconds they were both already out of the fight. But what about the Airbus? Had it survived the Libyan missile attack? I called the Hawkeye and rolled onto a course towards the airliner. He had radically changed course and altitude, causing the AA-6 to waste fuel and time trying to manoeuvre onto him until it lost lock when the launch aircraft was destroyed. We picked up the airliner at low level south-east of Malta... It didn't answer our calls, but made a single call to ATC at Luqa, Malta that it was commencing a straight in approach and ambulances should meet it as there were wounded aboard. I crossed to the other side of the airliner to give it room as it commenced it's landing run into Luqa, which had already cleared all traffic in anticipation.. We watched it all the way down to the runway.. Then it was back to the boat via a tanker and home in time for breakfast. Maybe we'd read what happened on the airliner in tomorrow's papers...
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1 pointNot directly related to SF2, but tought this one was way too cool to not post it here, loved the scheme. All credits to Dizzyfugu:
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1 pointView File Lightning f.53dh 1974/1987 "Super Lightning" - Dhimar A simple mod of stock TW Lightning F.53. It gives you two fictional variants of dhimari Lightnings, armed with Sparrow and Sidewinders, with 1987 version equipped with modern HUD and radar from F-16A. It's the first SF2 mod i decided to share. Obviously, Strike Fighters 2 Expansion Pack 2 is required. --------------------------Background Story In 1966, Kingdom of Dhimar, worried about Parani supersonic Tu-22 bombers and Su-7 strike aircraft, ordered 34 F.53 Lightning interceptors from BAC. While Dhimari air force pilots were more than satisfied with its performance, speed and rate of climb, its missile armament was not really adequate for the task. This has become even more apparent after kingdom started to receive its first batch of US made F-4 Phantoms, armed with radar guided, all aspect missiles. In 1972, decision was made to upgrade the Dhimari Lightnings to more modern standards. Working together with Ferranti and Raytheon, Royal Dhimari Research and Development Bureau managed to successfully modify the AI.23 radar allowing it to guide new AIM-7 sparrow missiles. Both hull and wing hardpoints were modified in order to mount US provided AIM-7s and AIM-9s. The upgrade program also added (audio only) RWR and countermeasure launchers. The modifications decreased the volume of ventral fuel tank, however this was considered to be acceptable trade-off, and between 1974 and 1976 all dhimari lightnings were converted to this variant. In 1986 BAe offered further 22 Lightnings to Dhimar - all ex-Saudi F.53 airframes, together with supply of spare parts and engines. Soon after that, further 10 Lightnings were bought from Kuwait. At first, all airframes were intended to be simply refurbished and upgraded to the same standard as rest of dhimari fighters, but - mostly because of personal insistence of Dhimari Prince Fa'ad, the decision was made to modify them even further, completely replacing 60s era avionics with significantly more advanced systems - most important of them being latest AN/APG-66 radar, together with Marconi HUD (displayed directly on pilot's windshield, like in F-14, rather than on separate glass panel). In October 1987 first such modified Lightnings entered Dhimari service. The program was deemed successful enough that in early 90s it was extended to 1972 modified airframes as well. While 1972 and 1987 variants retained the ground attack capabilities of F.53, Dhimari air force preferred to keep them as pure air defence fighters. However, few airframes transferred to mercenary Special Operation Wing were sometimes used as strike aircraft - despite being armed only with unguided weaponry. --------------------------Installation Just unpack and drop it into mod folder. --------------------------Thanks and credits Skins were made using excellent Lightning F6 2048x2048 Templates by Sundowner Dhimari fin flash by Spinners Thanks to yakarov79 and Pvince for advice about modifying stock cockpit. --------------------------- All combatace freeware licence rules apply. Do whatever you want with this mod, as long as you are not breaking them. English is not my native language, so i apologise for any grammar and or spelling mistakes . Submitter MacGalin Submitted 08/26/2021 Category What If Hangar
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1 point
Version 1.0.0
429 downloads
July 2021 =============== Royal Netherlands Air Force NF-5A Freedom Fighter Volume II VERSION 1.0 ------------------------------------------------------------ We are proud to present the NF-5A RNLAF, the Canadair variant of the Northrop F-5a, one of the most enduring American military aircraft designs ever produced during the Cold War period. The Canadair NF-5A was essentially similar to the Canadian AF CF-5 but introduced several modifications, the most important being the more powerful J-85Can-15 engines, Doppler radar navigation system, arrestor hook, two large split air intake doors aft of the main wing trailing edge on both sides of the fuselage to provide extra air to the engines (later also used for F-5E type), and provision to carry the larger 275 gallon under-wing fuel tanks. The aircraft also featured maneuvering leading edge flaps, a strengthened windscreen, and was the only F-5a to operate a two position nose gear. It has been our goal to provide to the simmer a highly detailed model and texture base which preserve the beautiful lines of this aircraft; and to engineer flight model files and a cockpit/gauge file-set that are authentic and add to the immersion of the flying experience within the Strike Fighters 2 series. INSTALLATION INSTRUCTIONS: -------------------------- 1. Copy the contents of the "To Mods Folder(s)" to your SF2 Mod directory. Allow directory merging and overwrites, provided the overwrites pertain to "fake pilot" entries, as well as weapons made by ravenclaw_007, which are included in this and many other releases. 2. Add the entries of "ADD_TO_SOUNDLIST.txt" to your SOUNDLIST.INI (located in the "user\Saved Games\ThirdWire\StrikeFighters2\Flight" folder).If one does not exist, then you will need to extract it using the 3rdWire CAT extract utility. You are simply required to substitute the "XXX"s with the next sequential number in the sound file section of the file. NOTE 1: ------------ Both Regular and Higher resolution cockpit textures are included in their own distinct folders in the package. The user may alternate between the two by "commenting out" the relevant line in the NF-5A_COCKPIT.INI [CockpitData] Directory=cockpit <---This is the default //Directory=cockpit_Lo-Fi In order to "activate" the higher resolution textures you would decomment the previous line and comment out the next line, thus: [CockpitData] //Directory=cockpit Directory=cockpit_Lo-Fi <---This is now Low-Res NOTE 2: ------------ Another frame-rate friendly option for those with older hardware is to use the Next level of Detail Model as the primary external model. This simply involves changing the first line in the F-5A_HAF.ini from this.. [LOD001] Filename=NF-5a.LOD to this.. [LOD001] Filename=NF-5a_002.LOD Much effort was made to provide those with lower end systems an alternative lower poly-model to be able to enjoy the F-5a, so please take advantage of this _002.LOD model should you experience frame-rate issues. While not as "rounded" as the Higher poly version, it is nonetheless just as detailed and extensive. NOTE 3: ------------ For those who may find loading times excessive, the .jpg files in the texture folders can be reduced to 50% of their size without sacrificing too much surface detail. Keys: ------- SHIFT+0 -> canopy open -/= (Default thrust vector Keys) -> elevator trim CREDITS: Sophocles - 3D Model, Cockpit, textures Ravenclaw_007 - Project "God-Father" 3D Modeling, Animations, Weapons, Research, Beta testing Baffmeister - Flight model, weapons edits, Avionics, Beta testing Soulfreak - Decals, Research, 2 F-16 Camo scheme skins and 2 NATO scheme skins Crusader - Avionics and data tweaks, Beta testing Guuruu -Sounds and Afterburner effects, Beta testing Guest contributors: Gkabs - pilot figure Logan4 - Avionics tweaks, radar ranging gunsight. Cliff7600 -Avionics tweaks, functioning horizontal trim indicator Special Thanks to the staff and members of Combatace.com whose passion and efforts have enabled this game to endure, and to provide so much fun and excitement! Additionally, many thanks to the following Combat-Ace Modders, who either actively contributed to the project over the years, or who invested their time either providing much needed hints and help, or researching various aspects of the model. Brain-32 - Modeling advice, initial cockpit.cfg + more NeverEnough - Initial work on the Flight model Russouk2004 - Always answering questions when I needed help..Cheers!! Derk - Many, many references!!! Blade - Excellent mini-tutorial on damage textures Finally, thanks to TK and Thirdwire for creating such a fantastic game. **************************************************************** FEATURES: * A highly detailed external 3d model, including all features specific to the NF-5A including "F-5E" type Nose gear, animated auxiliary engine doors, arrestor hook, underside air intakes for the more powerful engines, external chaff and flare dispensers, and 275 gallon external wing tanks. * Specular color and Normal (bump) maps. * Seven Level of Detail models (LODs), providing an almost seamless transition from distance to distance; and perhaps more importantly, ensuring that the frame-rate "impact" of the aircraft is as low as possible. * Two sets of highly detailed external Fuel Tanks by ravenclaw_007; both the 150 gallon Factory tanks and the 275 gallon variants; the NF-5A being the only F-5a variant to carry them. *Functioning AN/ALE-40 Chaff and Flare dispensers exclusive to the RNLAF NF-5A * Extensively fine-tuned flight parameters in the aircraft data configuration files, emphasizing the NF-5A's agile and highly maneuverable characteristics - courtesy of Baffmeister. * Functioning maneuvering flaps deployable up to 450 knots, which allow for tighter sustained turns .. also credited to Baffmeister. * 5 high resolution texture sets; thoroughly researched historic depictions of the Aircraft fielded by many RNLAF Squadrons. * Quality sound-set included. Base sounds, by Guuruu, were sourced from existing recordings of various aircraft at air-shows and were modified to match the prominent characteristics of the F-5A General Electric turbojets, the "buzz" of the M39 Pontiac 20mm machinegun, and the flap/Air-brake, undercarriage deployment and retraction sequences of the Freedom Fighter. * Super detailed dedicated NF-5A 'Virtual Cockpit' with animated throttle control, rudder pedals, control stick, landing gear lever, canopy, canopy lever, drag-chute lever, weapons selectors and weapon station arming flick switches, ..and more. *Accurate and functional representation of the Saab RGS2 lead computing gun sight, with accurate aiming mark (Mechanics by Crusader and Logan4). * A full complement of highly (or should I say "insanely" detailed weapons carried by the RNLAF NF-5A, all by ravenclaw_007. * Comprehensive RNLAF Loadouts representing the weapons carriage evolution of the NF-5A in Dutch service from 1972 to the 1991 by ravenclaw_007. * Complex animation of canopy opening mechanism, and animated Turbine blades; both thanks to ravenclaw_007. * GKAB's superb highly detailed crew figure with authentically modeled oxygen mask and flight helmet. * All new afterburner, emitter, and engine smoke effects by Guuruu. * Saab RGS2 lead computing gun sight with both Air to Air and Air to Ground modes. * Functioning elevator trim controls and gauge, using the Thrust Vector Controls; courtesy of Cliff7600. ****************************************************** PILOT NOTES ----------- NF-5A Limit and Reference Speeds. [Indicated Airspeeds] FLAPS (FULL DEFLECTION): 300kts for both leading and trailing edge. FLAPS (MANOUEVERING): 450kts for both leading and trailing edge NOTE: The F-5A uses full flaps for take off but due to a game bug you must manually select full flaps for take off when player flown. The AI will use full flaps although you can hear the flap sound cycling between flap 1 and flap 2. LANDING GEAR: 240kts DRAG CHUTE: 165kts CANOPY: 50kts NOSE WHEEL STEERING: 65kts MAXIMUM INDICATED AIRSPEED: 710kts [redline] MAXIMUM MACH: 1.72 Mach design limit but thrust/drag limited to about mach 1.50 in a 60deg dive from 50,000ft. -------------------------------------------------------------------------------------------------------------------------------- TAKE OFF ROTATION SPEEDS 13500lbs: 155kts [full internal fuel and two sidewinders] 20500lbs: 195kts [about the maximum weight possible with included stores] NOTE: Use full flaps for take off! Adding 6kts for every 1000lbs above 13500lbs should give good aft stick/rotation speeds. -------------------------------------------------------------------------------------------------------------------------------- CLIMB SPEEDS Military Power 13500lbs: 375kts with a transition to mach 0.89 20500lbs: 310kts with a transition to mach 0.74 Maximum Power 13500lbs: 595kts with a transition to mach 0.93 20500lbs: 480kts with a transition to mach 0.85 ------------------------------------------------------------------------------------------------------------------------------- FINAL APPROACH SPEEDS With 500lbs fuel remaining and some empty racks use 160kts. Add 5kts for every additional 500lbs of fuel. NOTE: Target touch down speed is 20kts less than final approach speed. ---------------------------------------------------------------------------------------------------------------- RGS2 Gunsight -------------------------------------------------------- We have simulated the two main modes of the sight, one for Air to Ground, and one for Air to Air. The Air to Ground reticle assumes 3 different levels of depression according to the air to ground ordnance selected; bombs, rockets or guns. Due to game limitations, the Air to Air aiming mark is set up for lead computing of a target at 213meters (or 700 feet). We have included another gun sight option, whereby lead is calculated for targets all the way out to 4000ft. This has involved adding a ranging radar (which the NF-5A didn't have) but this solution allows lead computing for targets further out than 700 feet - something the RGS2 was capable of. The radar ranging option is the default but the user can copy the files from the "Standard" subfolder of the Avionics_Alt folder (located in the Aircraft folder) and switch out the ini files. If you're unhappy with either of the two options you can simply copy paste the files from the folder you prefer. ************************************************************* Agreement _________ THIS AIRCRAFT MOD OR ANY PART OF IT ARE TO BE EXCLUSIVELY HOSTED BY COMBATACE.COM AND MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE. THIS PACKAGE AND ANY PARTS HEREIN MAY NOT BE UPLOADED AS PART OF ANOTHER MOD NOR MUST THEY BE SOLD OR OFFERED FOR SALE EITHER IN PART OR AS A WHOLE WITHOUT MY EXPRESS PERMISSION. ************************************************************* Sophocles July 2021 -
1 pointMy flight back to Kuwait 🇰🇼 within few hours, I will get back to my 3d modeling work soon after that.
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1 pointes muy tarde y no lo probé lo suficiente, pero solucione el inconveniente del mapa de Malvinas. y no hay quien pueda!!! cantaban los halcones.
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1 pointThanks to a blue screen of my pc and a restoration to a safe point, all the last changes in the data of the Malvinas terrain were erased. so I had to rewrite, and I came up with an idea that maybe it could be what could be generating the tile limit, while rewriting I made the change, and guess what? The area that was not loaded correctly was loaded (despite in the tdf editor if it was loaded correctly) I am very happy. because the project does not die Sorry my bad english
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1 pointPanavia Tempest F.3 - No.229 Operational Conversion Unit, Royal Air Force, 1991
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1 pointExactly right m8, you should never be without a Big Stick..! Just a 2 man crew nowadays..... More internal fuel ( still has the Bombay ) more powerful engines.....in fact just a whole lot more capable..
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1 pointGeneral Dynamics F-111A - 428th Tactical Fighter Squadron, USAF Tactical Air Command, 1964
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1 pointAfter the Falklands war the British government and military chiefs had a re-think, much to the annoyance of the Royal Navy....the ageing Vulcan was given a reprieve and a massive upgrade programme was started.......... To be continued.........
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1 pointPair of MiG-21SM flying along the coastline of the Kuril Islands.
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