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Showing most liked content on 05/29/2022 in all areas
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5 pointsAccording to the local Toyota dealer (as I'll be shopping for a new car near the end of the year), it's an additional $25000 USD for that DSHK option, and they don't supply the ammo. ducks and runs .........................................................................................
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5 pointsand to close out the evening (and the weekend) kings and knights....
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4 pointsLooks great. Plenty of other colour and armament options are available for the discerning insurgent.. Love the red one. They should have painted the UV-32-57 pod with a Coke logo!
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2 pointsIt's too bad that you can't start from one of the parking spots like DCS. Those are some cool looking airbases that you can only experience by taxiing to a spot after you land.
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2 pointsFor the Pacific! https://www.sas1946.com/main/index.php/topic,68936.0.html
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2 pointsthe 512th FS rocked Block 40s.... for a few months then they painted some up pretty before heading off to Italy.........
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2 pointsAirfield Aerodrom Arzis, WIP, 60% done. A big soviet airbase south of Odessa, close to Moldavia. The Ukraine used this base not anymore since mid 1990th. It was reactivated in 2022. Edit: And now finished: so it looks in game:
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1 pointView File Skinpack for Sopwith Sop1A2 stock aircraft Skinpack for excellent Sopwith Sop1A2. There are two skins - for British and Russian Empires. You can use skins for Sop1B2 after rename "SOP1A2-N" files to "SOP1B2-N" files. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Eugene Submitter Eugene2 Submitted 05/29/2022 Category Sopwith Skins
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1 pointI would love a version with guys in the back, so we can splash them, either with a 30mm cannon or a GBU from high alt.
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1 pointI will try it. But at the moment it has not high priority. First i will finish the ukrainan airbases. Then release a first Beta. Then making the russian airbases. Then an other Beta. And after this the rest will be done step by step. I know, that i must rework the village tiles. Russian and ukrainian villages are looking completly different from the central or west european villages. From above they are looking like the lines of a book, while in the rest of Europe the villiages are looking like a cluster.
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1 pointhttps://www.sas1946.com/main/index.php/topic,68966.0.html
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1 pointhttps://www.sas1946.com/main/index.php/topic,68947.0.html These are a further development of the Bf-109L-5 Bf-109L-5C3 – Zerstorer 1946 This is a further development of the L4C3 fighter, with an uprated DB606C3 engine that can provide 2200hp. In some ways, this aircraft was considered a development of the L3 Zerstorer. The main development was a new alloy, which allowed for a similar level of protection to the earlier L series, but with a lighter airframe. Ammunition was increased in several configurations, including the core 213/20 and 213/30 guns, as well as in the gun pods. Loadout options alongside standard configuration included 213/20 and 213/30 gunpods, M214A/Mk352 gun pods and Motorkanone as well as either an X4H/X7H rocket or Type-D Droptank. Some also carried an experimental ‘Disruptor’ Motorkanone. Bf-109L-5C4/B – Late 1946 This was a refined version, capable of carrying a 2500SC bomb, due to its C4/2500HP engine, developed from the C3. The aircraft also used the same alloy as the Zerstorer L5, but was more heavily armoured. The ‘Disruptor’ motorkanone was now standard, replacing the 213/30mm cannon and it was also used in various configurations, including in an experimental ‘trident’ arrangement where the 20mm cannon nose cannon were replaced by disruptors. The C4 also saw the arrival of the replacement for the X7H, the AGM65SC, which carried a far more powerful warhead. While capable of carrying a heavy bomb, however the aircraft would suffer from a considerable reduction in mobility and would usually be escorted by other 109L aircraft with a lighter loadout. Despite this, the Bf-109L-5C4/B had the advantage of allowing the standardised production of an airframe that could either function as a fighter or a fighter-bomber when required. When equipped with a default loadout of two 20mm cannon and ‘Disruptor’ motorkanone the C4 was far more manoeuvrable than the contemporary jets of both powers, including the Me262, Mig-9 and P-80. Bf-109L-6C5 – 1947 This carried a C5 engine with 3000hp. The nose cannon and motor cannon had been replaced by disruptor cannon in the ‘trident arrangement’ Disruptor gunpods could also be added, alongside M214A pods, X4H/AGM65SC rockets or a drop tank. Although the singular SC2000 and SC2500 bombs were no longer carried, due to difficulties in aiming, the L6 could carry up 3 1000SC bombs, with one under each wing if required. However, arrangement would rarely be used, due to difficulties in handling the aircraft. Instead free-fall bombs would usually be replaced by the AGM65SC rocket if possible, or if carried, would usually consist of a single 1000SC or 3 500SC bombs. Thanks to Epervier and FL2070 who advised on Java and FL2070 who built the original mod.
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1 pointSo it looks in game: This airbase is from Baltic Entrance terrain. At this airfield i placed two stock airfield3 and a covering SLB2400 at the same place on the map. With this trick you can let an airfield "grow" during the years. It start with a simple airfield3, then some years later comes the covering SLB2400 and then some years later the second airfield3. You may also put two airfield3 files one after the other, so that it appears as would it be one single long runway with two dispersal areas. This has the asvantage, that both airfields can be destroyed and air operations can run from both airfields without hinder each other. Here a screenshot of 4 airfield3s connected to one big airbase. Done in my Korea MiG-Alley terrain.
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1 pointDear Pilots! In today’s DD we have three new things to show you. First, we have some screenshots of our Normandy Map which is coming together nicely. It’s looking very scenic! Second, we have developed the technology to launch a V-1 “Buzz Bomb” from fixed installations. They will make great targets for mission designers. And finally, we have been working on the technology necessary to portray amphibious landings which is necessary for Normandy. Normandy Landscape Below are screens from the new map. As you can see there are some rather large cities and towns as well as a variety of different airfield types. The landscape is also very beautiful. Together it will make a very interesting and fun map to fly over. V-1 Installations The dreaded V-1 is operational in our project for the first time. V-1 sites were prized targets by Allied pilots and needed to be silenced. The V-1s raining down on the UK in the summer of 1944 were a real problem and caused so much destruction and casualties. Attacking these sites will make for some excellent missions. Amphibious Landings And finally, we can’t have an invasion without landing craft bringing troops and vehicles to the beaches. In the images below we see some testing on one of our non-Normandy maps. We have found a clever way to make infantry objects that appear pretty convincing. These soldiers can advance and shoot at the enemy and of course they can perish. Just don’t ask these little pixel soldiers to make you a sandwich or tea, they aren’t that smart. Enjoy! The Sturmovik Team
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1 pointgetting back on topic. ish today is gonna be the day that theyre gonna throw back to you....
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1 pointWork with the Geezer's pilots finished. Now I'm starting to gather everything into packages. Soon as possible I will posted all here. Most of Entente pilots are using the Geezer's German pilot no. 5, so I must to create different names for each them with appropriated folders, to avoid any problem. This will allow you to drop all in your "Pilots" folder without any comflict with those used by Central Powers side. Here some screenshots of the pilots
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1 pointSuperb pilots - looking forward to their release. Should help to add even more immersion to FE2! Cheers all, Von S
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1 pointThanks Silberpfeil, I couldn't put the RFC/RNAS/RAF & Germans pilot screenshots because I exceeded my 2mb upload limit for images
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1 pointExactly. The SF2 games still have a reason to exist, they may be dated but they still are a very decent platform and framework for mods. The amount of third-party content made for them is unrivalled. However, TK insists on selling them overpriced on a late 90s-looking store, thus making these games even more unknown and scam-looking. Probably we got it wrong all these years, TK actually stands for Taken Down, with reference to his own game series...
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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 point
Version 1.0.0
108 downloads
The Lebed 7 was a Russian copy of the British Sopwith Tabloid. It was produced in 1915 and was intended to be used as a fighter. But with an 80hp Gnome engine and wing warping controls, it was quickly outclassed and was used primarily for recon and later for training. The Lebed 7 was shipped from the factory unarmed. The British plane had a machine gun mounted on the upper wing, so it isn't unreasonable to think that a Russian pilot might have tried mounting a gun on his plane. I have made a (possibly fictitious) version of the plane with a Lewis gun mounted on the top wing. My Lebed 7 has a fully functional cockpit, three skins - a grey paint and two clear doped linen, and a full set of number decals. My skinning templates are included. The plane comes with a helmeted Russian pilot; instructions for installing the pilot are included. Or you can change the data.ini to use one of the stock FE pilots. Many years ago Nixou recorded a a large number of sounds for First Eagles. I have included the sound file for the 80 hp Gnome Monosoupape engine, but you may already have it. Credits Thanks to Ojcar for making the data file for the Lebed 7. Thanks to Nixou for making the sound file for the Gnome 80 hp engine. Installation Instructions For FE1 - Unzip the file. Move the folder named "Lebed7" into your FirstEagles/Objects/Aircraft folder. For FE2 - Unzip the file. Move the folder named "Lebed7" into your FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "Lebed7". Move the folder named "D" from your Aircraft/Lebed7 folder into the Decals/Lebed7 folder you just made. In case you don't already have it, I have included the sound file for the 80 hp Gnome engine. Move the file named "gnome80m4.wav" from my Sounds folder into your Sounds folder. You may not need to install the pilot with helmet, it has been available for download for some time and has been included with other planes. In case you don't already have it, I have included the pilot and instructions for installing it in a separate folder included in this download. -
1 point
Version 1.1
222 downloads
Installation 1.After unziping the mod archive first copy the A-50 folder into: *\Objects\Aicraft\ folder. 2.Then copy the content of the fake_pylon folder,except the text file into: *\Objects\Weapons\ folder. 3.Add the content of weapons.txt file to the weapondata.ini file. 4.Then start the Weapon Editor Application (WeaponEditor.exe), and load the weapondata.ini file and SAVE ! It's important. 5.Keep in mind that this plane uses a LARGE runaway, alright ?, so any terrain which DOESN'T have at least one LARGE runaway for the ENEMY (just check the targets.ini file for airfields and runaways to be sure) it will crash the game. It took me a while to realize that but finally i did and I updated the readme for letting you all know that as well. For the time being, Madagascar terrain and Vietnam map don't have , for ENEMY, a large runaway. (In my personal setup I added one for each to be able to play there,too) 6.If you have a favorite jet you wanna accompany you and you need fuel tanks for it, just replace the default MIG-29 fuel tank setting on the fake pylon declaration with the one you desire. The modded AWACS has air-to-air/air-to-ground radar (360 degrees and 200 miles radius for BOTH!) and target lock features.It can see and lock to a target which is 200nm ahead. This way you can surveillance a whole area and lots of enemy planes keeping an eye on any buggy which winds up too close to you. It also has ECM measures, missiles decoys (chaff & flares) and RWR capabilities so you will know if enemy has a lock on you or a radar guided missile is on its way to you. Now start the game and select, in SINGLE PLAYER, A-50 plane. DON'T load weapons for YOUR plane (the AWACS), instead, from the roster, add two (or five) more aircraft. Leave first to be the A-50. The next ones made them "escort fighters", for instance choose two MIG-25/29/31 etc. Remember, for the sake of realism you can choose just soviet planes ONLY, for others , no ammo and missiles will be available. After selecting some fighters load them in the same menu with ammo and missile and just start the flight. In this scenario the wing will behave like a bomber wing, not like a usual fighter one, so you, with the AWACS you'll be in the center and other two fighters will be on your right and on your left. Other additional 3 (if you chose 5 escort planes) will go behind in a wall formation. You have air-air radar and you can see & lock planes which are 200nm ahead! After locking a fighter for example, if that fighter goes into your path and you have just 30km to it, send first two wingmen to intercept. First two plane will behave like your wingman in fighter missions, you can give them command "attack my target" so it's important to lock on an enemy plane first,obviously. If the events heat up you can order the next three fighter from the escort (if you chose 5 in total) to move in. Just give them the command "Engage Air" and if enemy fighters are near they will engage them as well. So basically you can have two planes behaving like a single wingman and other three that will engage in the area if enemy planes are near. As a variation you can mix fighter and fighter/bomber planes in your escort and this way you can deal with ground threats, too. Are you nearby an enemy airbase and a SAM lock sound bothers you or an anti-air gun looks funny at you? Just search it with the "HOME" key, no matter how far/close it is and send some planes from your escort, which have antiradiation missiles (or other Air-to-surface ordnance) to take care of the problem. -The mod was tested on SF1 WOI but it should work fine in other SF1 games (WOV, WOE etc). I used the Veltro2k's E-767 avionics (AWACS 360 degrees radar this time!) and his famous A-50 Mainstay model which I found it here on the download section long ago, Pasko's Tu-16T cockpit and fake pylons. My only merit is that I just had the idea of transforming all these into an AWACS SINGLEPLAYER mode and that I tweaked it and put all together to make it work. Logan4 also contributed helping me to make the fuel indicator work (many thanks friend for that!). -This mode is free of charge and can not be sold by anyone. Feel free to use this mode in your future project without asking permission, just don't forget to add me to the credits list. -
1 point
Version 1.2
555 downloads
Third Wire Stock F-4E Kurnass Upgrade/ Realism Pack. This mod will upgrade all the stock Third wire F-4E Kurnass Aircraft with historically accurate weapon loads, more detailed ejection seats, nuclear weapons capability as well as improvements to the sounds and effects. Instillation: Simply copy and past into your mods folder, you MUST click override when prompted for example the export start year on the stock ALQ-101 is incorrect for Israeli service etc Notes: 1, Most bombing and attack loadouts will only have one or two sidewinders for self defense. You will also notice that the bomb on the TER closest to the loaded sidewinder is not loaded. This is exactly how the Israeli Air force did it to avoid clearance issues. Also when the center station MER is loaded with M117 bombs the front center bomb is not loaded. Again this is how the IAF did it the time. If you want to use fully loaded TERs and have four Sidewinders you can simple load them on at the load out screen. 2, Israeli Phantoms stopped carrying the AIM-7 in the late 70s/ Early 80s when the F-15 took over the air-to-air role for the IAF. You will notice this with the loadouts of the F-4E Kurnass 78. Instead of Sparrows a single Python 3 IRM was carried on a specially modified pylon in the right front sparrow bay. Extra chaff and flare dispensers were carried in the rear sparrow bays. However If you want to carry the AIM-7 you can select a loadout with them in the single mission editor (not the loadout screen) since presumably the ability to carry them remained. Credit goes to Strahi, MGunny 331KillerBee's Ordnance Shop II, Mirage Factory for the sounds and whoever did the updated Mk7 ejection seats sorry. Cheers, Dan (dtmdragon) -
1 point
Version
193 downloads
The Farman HF.20 was developed in 1913 and was being used by most of the air forces in Europe by the time World War I began. It was designed for reconnaissance and had very stable flight characteristics, but it didn't have a very powerful engine and wasn't suitable for fighter or bomber missions, although some pilots made the attempt. The Farman F.20 was withdrawn from front line service as more nimble aircraft became available. My plane includes skins for Belgian, French, and Russian versions. Decals and my skinning templates are included in the download. Ojcar has created a fake machine gun for the pilot, which causes the AI plane to be more aggressive in pursuing enemy planes. I have installed that gun on this plane. Ojcar's "DummyMachineGun" data is included with this download, in case you don't already have it. Some flyers wore simple crash helmets in WWI, especially in the early days. I am using a pilot with a helmet in this plane. The pilot and installation instructions are included in the download, in case you don't already have it. The Farman HF.20 has a wider wingspan than First Eagles expects so you should install my "Airfields for Large Planes" available in the Combat Ace downloads area. Otherwise, when starting on the runway, your wings may be touching the wings of the planes next to you. This will cause an immediate collision and you or other planes in your flight may lose their wingtips as soon as the game starts. Credits Thanks to Ojcar for making the data file for the Farman HF.20 and for making the data for the dummy machine gun. Thanks also to Crawford who provided resources for the Farman cockpits. Installation Instructions For FE1 - Unzip the file. Move the folder named "FarmanHF20" into your FirstEagles/Objects/Aircraft folder. For FE2 - Unzip the file. Move the folder named "FarmanHF20" into your FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "FarmanHF20". Move the folder named "D" from your Aircraft/FarmanHF20 folder into the Decals/FarmanHF20 folder you just made. You may not need to install the dummy machine gun, it has been used on other planes and you may already have it. If you don't already have it, I have included the gun and instructions for installing in a separate folder included in this download. You may not need to install the pilot with helmet, it has been available for download for some time and you may already have it. If you don't already have it, I have included the pilot and instructions for installing in a separate folder included in this download. -
1 point
Version
200 downloads
The Moska MB bis was a Russian single wing fighter, first deployed in 1916 and produced throughout the rest of World War I. It did not have a synchronized gun and the stock plane had the gun mounted at an angle to fire over the prop. I have created a "field modded" version with a horizontal gun and with deflector plates on the prop. Both versions use the same skins. I have included my skinning templates with the download. The planes uses the stock decals, so there is no "D" folder with this plane. One of the distinctive features of the Moska MB was that its wings could be folded for shipping and transport. I have included a static model, with folded wings, that can be used by modders in their terrains. The static version has a destroyed version and includes the Types.ini data. Credits Thanks to Ojcar for making the data file for the Moska MB bis. Thanks also to Nix for creating the sound file for the Gnome 80hp engine. Installation Instructions For FE1 - Unzip the file and move the folders named "MoskaMBbis" and "MoskaMBbisMod"into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "gnome80m4.wav" into the FirstEagles/Sounds folder. For FE2 - Unzip the file and move the folders named "MoskaMBbis" and "MoskaMBbisMod"into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "gnome80m4.wav" into the FirstEagles/Sounds folder.
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