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Showing most liked content on 06/09/2022 in all areas
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8 points
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7 pointsAnd Saporoschje is finished now. So it looks in editor tool: And so in game:
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4 points
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3 pointsAlmost done with the upgrades but I have to spend a day or two packaging everything -- more studying of the flaps/brakes system on the Strutters, in the meantime, has resulted in some more tweaks -- they function more so as a drag/braking system than lifting device (I initially thought that they provided drag/lift as traditional, small flaps). See the linked YouTube movie for a good illustration of how they actually work. Use of the airbrakes therefore requires that you include the following entry in your Controls/Default.ini file, since they are manually operated: AIRBRAKES_TOGGLE= (choose key combo. of some kind) Have also attempted implementing the brakes strictly as an inverted lift device but they then remain open constantly on AI-flown aircraft since the AI can't handle them properly. I've instead now combined some lift data that would otherwise be used for lift entries and, together with "SystemType=Airbrake," the data seems to work well - use of the airbrakes gives shorter landing distances and also a faster sink rate when flying at idle. Also good is that the airbrakes, when fully extended, cut down on the climb rate by about 30% or so (based on various tests at full throttle climbs). Will update again once the ver. 10.5 addon FM pack is released. Cheers all, Von S Airbrakes fully extended (in their correct position) Avoid prolonged blipping of the LeRhone 120-125 hp on the Sop 1B1 - tends to catch fire... And then spreads quickly...
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3 points
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2 pointsReal life had prevented my work on the terrain for a couple of days. Today i found time to finish Saporoschje Airfield to 75%. So it looks now in the editor tool: and so in game: The left upper taxiway bow with a lot of parking areas is still missing. I hope that i can to the rest of the job tomorrow.
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2 points
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1 point
Version 1.3
1,850 downloads
F-22A Raptor Add-on October 13th, 2021 (1st Release) by yakarov79, baffmeister, Crusader, guuruu and Menrva >For Strike Fighters 2 games This is a high quality add-on of the F-22A Raptor aircraft. The original model had been made by Heberth, and it was released in alpha stage. Upon noticing room for improvement, yakarov79 helped finalize the 3d model with numerous, additional details; accurate pylons and rail launchers, new external fuel tanks, highly detailed rack and small diameter bomb 3d models, canopy and thrust-vectoring animations, high-res skin with specular and bump maps, updated cockpit model, and so on. A realistic, well-thought flight model has been produced by our expert, baffmeister. Moreover, Crusader offered his great expertise to improve upon his previous modification for the Raptor's avionics. All their efforts have raised the quality bar of the project I had started; much credits to them all. I further polished the package by adding historically accurate weapon loadouts, my selection of sounds (including authentic engine samples by guuruu), realistic camouflage shapes and colours, reworked decals for the actual USAF's F-22A squadrons, new cockpit textures and other tweaks here and there. Each squadron has got historically correct serial numbers, and they appear in chronological order in the loadout screen; the serial numbers at the bottom of the list are those of aircraft that joined that squadron for last, while the serials at the beginning of the list indicate those aircraft that were available to that squadron for first. Like you would expect in an opera omnia, I even reproduced three unique paint schemes of real Raptors; the air superiority camouflage of the EMD 91-4001 Prototype of September 1997, the temporary "Blue Nose" decoration of the "Cripes A'Mighty" Raptor assigned to the 149th Fighter Squadron in April 2010, and a generic Mid-Production livery sporting the markings of the last Raptor ever produced that flew for the first time in March 2012. Templates by yakarov79, tweaked by yours truly, are included for your skinning fantasies. Notes: -The cockpit is not yet accurate, as various details couldn't be reworked due to RL and time constraints. We were working on a brand new cockpit with accurate HUD and displays. Slimers with correct illumination were also planned. Hopefully they will be a thing in a future re-release. -The aircraft folder is named "F-22A", just like the one included in a number of mod packages which use an old 3d model by Dels. In order to avoid mismatches and bugs of any sort, it's highly suggested to either remove or rename the aircraft folder using Dels' Raptor 3d model. -GPS guidance bombs (EOGB) do not work as intended in SF2, there are issues about them not locking on target and about AI behaviour. The GBU-39 has been set as an EOGR, so it works like a missile; this is a needed workaround to have them loaded properly on a rack while keeping the GPS guidance property. -You need to tweak the SoundList.ini file in order to fully experience any new sounds. Read "(Add to SoundList)" for further details, and remember to extract the SoundList.ini file from the FlightData.cat archive, if you do not have a custom one in your mod folder already. >Credits (in no particular order): -Heberth, for making this (once forgotten) fantastic 3d model. -Julhelm, for sharing the files of his superb F-22A cockpit 3d model, allowing yakarov79 to improve upon it. -yakarov79, for his invaluable help in finalizing the 3d model and remaking the base textures; you have my gratitude. -baffmeister, for his excellent flight model; it's thanks to him if this beauty flies as good as it looks. -Crusader, for reworking the avionics enhancement made for Julhelm's F-22A cockpit, and for improving the AIM missiles. -guuruu, for sharing his RWR symbols improvement mod and for making better engine sounds. -ravenclaw_007, for the AIM missiles from his top notch Weapons Pack 2, the GBU-32 JDAM bomb and the ACES II seat 3d models. -viper63a, for his old F-22A USAF Raptors Redux package, from which I borrowed decals. -simonmiller416, for his smokeless rocket effects mod. -mue, for his LOD Viewer which helped immensely in the making of the skins. -Cocas, for further help given to Heberth for the aircraft's 3d model. -My girlfriend, for supporting me in all of my endeavours. Additional ReadMe files by yakarov79 and baffmeister have been included among few others; be sure to read those to know about their work in better detail. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. -
1 point
Version 1.0.0
401 downloads
SF2 McDonnell F2H-2 Banshee by Veltro2K 9/15/2020 -For SF2, Any and All (Full 5 Merged Recommended) "Quarantine Approved - Essential Mods" This package contains a new aircraft, the McDonnell F2H-2 Banshee, as used by the US Navy during the Korean War. That being said, this package =ONLY= contains those units that participated in the conflict. There are 4 units (skins) included in this package. In chronological order: VF-172 Blue Bolts (USS ESSEX, 1951) VF-11 Red Rippers (USS KEARSARGE, 1952) VF-22 Cavaliers - VF-62 Gladiators (both aboard USS LAKE CHAMPLAIN, 1953) The textureset inis for all skins has a listing of the exact dates of deployment. All markings, excepting squadron color bands, are decals. Decal Randomization is TRUE. 24 Modex numbers are supplied for each unit. The 24 'data plaque" BuNums are a pool shared among all the aircraft. Those units that are listed in the game's Squadron List, have their Displayed Name activated by my Patent-Pending 'Fake SqTail' decal. All weapons, sounds, and a pilot figure are supplied. New "box-art" style hangar and loading screens are also included, as is a spare "photo" style loading screen if you get bored with the painting. Wingfold and canopy operations are the Standard Animation Keystrokes (tm), Shift/0 (zero) for the canopy, and Shift/9 for the wings. When in-game, you'll see F2H-2 Banshee (V2K) on the aircraft selection drop-down list. This will diferentiate it from any other Banshees you may, or may not, have. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Also, =PLEASE= read the 'Notes' section for other IMPORTANT information on in-game operations. Happy Landings! Wrench Kevin Stein -
1 pointHello, Last week with a 300mm camera I took a photo of a MQ-9 Reaper in flight over my parent's home. They live in the south of Bordeaux city between the Cazaux and Mont-de-Marsan Air Bases. There’s a shooting range nearby. I was in vacation and this little event was a surprise to me. This UAV was flying at medium altitude around 18h00 on 05.31.2022. I think this is one of the 12 Reapers belonging to the Armée de l'Air... Below several photos. Best regards, P.
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1 pointYes that is the plan, including the MiG-23s and rest of Soviets aircraft! I decided to randomly select next aircraft to work on instead of doing it alphabetically from aircraft list. More fun this way. Eagle114th
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1 pointHello everyone! While working on A-6s and EA-6s series aircraft for SFCE, I just thought of this. I am going to share techniques I use to inplement the wing vortex and pinpoint the location for it. That way any modders can get an idea and use it. IMPORTANT NOTES: Any codes after SystemName[032] will not work. I discovered this limitation. When creating wing vortex, please note that if any aircraft have a large wing, such as A-6, it would be ideal to either make larger vortex to use less SystemName or experiment an alternative methods. Personally I think it is impratical to try to implement the wing vortex on A-6s until TK fix this limitation. I recommend adding wing vortex to any aircraft with smaller wing span, such as F-4s, F-104s, Mirage IIIs, etc.. However, for the sake of tutorial, I will leave this post intact. A-6A is one of perfect example since it have various shapes from engine intaker to wingtip. First step - Pinpoint the location Note: The most useful tools I use is LOD Viewer. This is Godsent tool. Without it, it would have taken me probably twice or even more time required for the project. All hat off to Mue for his masterpieces! 1) Use LOD Viewer to pinpoint the first location of wing vortex. 2) Locator - I use light to help me locating where vortex would be. Here is an example in aircraft data ini file: [Fuselage] . . . (BOTTOM of [AircraftData] code) SystemName[014]=Locator1 SystemName[015]=Locator2 SystemName[016]=Locator3 SystemName[017]=Locator4 SystemName[018]=Locator5 SystemName[019]=Locator6 SystemName[020]=Locator7 SystemName[021]=Locator8 SystemName[022]=Locator9 SystemName[023]=Locator10 SystemName[024]=Locator11 SystemName[025]=Locator12 SystemName[026]=Locator13 SystemName[027]=Locator14 SystemName[028]=Locator15 Then Added this codes: // Wing Vortex --------------------------------------------------------- [Locator1] SystemType=LIGHT Position=-1.0,0.74,0.45 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator2] SystemType=LIGHT Position=-1.4,0.27,0.43 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator3] SystemType=LIGHT Position=-1.8,-0.20,0.41 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator4] SystemType=LIGHT Position=-2.2,-0.75,0.39 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE //-------------------------------- [Locator5] SystemType=LIGHT Position=-2.6,-1.0,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator6] SystemType=LIGHT Position=-3.0,-1.21,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator7] SystemType=LIGHT Position=-3.4,-1.42,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator8] SystemType=LIGHT Position=-3.8,-1.63,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator9] SystemType=LIGHT Position=-4.2,-1.84,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator10] SystemType=LIGHT Position=-4.6,-2.05,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator11] SystemType=LIGHT Position=-5.0,-2.26,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator12] SystemType=LIGHT Position=-5.4,-2.47,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator13] SystemType=LIGHT Position=-5.8,-2.68,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator14] SystemType=LIGHT Position=-6.2,-2.89,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE [Locator15] SystemType=LIGHT Position=-6.6,-3.10,0.37 LightSrcOffset=0.0,0.0,0.0 Color=1.0,1.0,1.0 Brightness=0.05 LightSrcRange=50.0 LightRange=10.0 CanFlash=FALSE MovingLight=TRUE When running SF2, all light positions are re-adjusted until they match the shape and align with the 'lining' of front edge of wing. NOTE: I recommend being above the wing, not 'on surface' of wing. When you pull high Gs, the wing will sink into the wing. You don't want that. Instead, you would rather for the wing vortex to be direclty above the wing. 3) Save all position information from locator and erase all Locator codes since you no longer need it. It is better to have clean codes instead of messy in aircraft data ini. However, now you have saved positions as reference for wing vortex effects. // Wing Vortex --------------------------------------------------------- // 1 = Position=-1.0,0.74,0.45 // 2 = Position=-1.4,0.27,0.43 // 3 = Position=-1.8,-0.20,0.41 // 4 = Position=-2.2,-0.75,0.39 // 5 = Position=-2.6,-1.0,0.37 // 6 = Position=-3.0,-1.21,0.37 // 7 = Position=-3.4,-1.42,0.37 // 8 = Position=-3.8,-1.63,0.37 // 9 = Position=-4.2,-1.84,0.37 // 10 = Position=-4.6,-2.05,0.37 // 11 = Position=-5.0,-2.26,0.37 // 12 = Position=-5.4,-2.47,0.37 // 13 = Position=-5.8,-2.68,0.37 // 14 = Position=-6.2,-2.89,0.37 // 15 = Position=-6.6,-3.10,0.37 // 16 = Position=-7.0,-3.31,0.37 // 17 = Position=-7.4,-3.52,0.37 // 18 = Position=-7.8,-3.73,0.37 // 19 = Position=-8.2,-3.94,0.37 // 20 = Position=-8.6,-4.15,0.37 4) Prepare effect files for aircraft. In next version of SFCE, you will see two files in Effects folder: AIRCRAFT_A-6_VortexEmitter.ini VORTEX_A6WingVortex.tga In AIRCRAFT_A-6_VortexEmitter.ini, you will see this code: [EmitterType001] Name=A-6VortexEmitter1 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=4000.0 EmissionRate=0.0005 EmissionVolume=0.01,0.01,0.01 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.0,0.0,0.0 EmissionVelocityDeviation=0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.26 ParticleLifeTimeDeviation=0.25 ParticleWeight=-0.1 ParticleRandomness=0.03 ParticleDragFactor=1.00 ParticleInheritence=1.0 ParticleWindFactor=0.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.00000 ParticleColor[02].Time=0.500000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[03].Time=1.00000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.00000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.20 ParticleSize[02].Time=0.500000 ParticleSize[02].Value=0.35 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=0.70 TextureMaterial=A6WingVortexMaterial . . . //============================================================================= [A6WingVortexMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=VORTEX_A6WingVortex.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE 5) Prepare your wing vortex codes. In aircraft data ini, add this code under [AircraftData]: [AircraftData] . . . (Bottom of [AircraftData] codes) Component[011]=LeftWingVortex1 Component[012]=LeftWingVortex2 Component[013]=LeftWingVortex3 Component[014]=LeftWingVortex4 Component[015]=LeftWingVortex5 Component[016]=LeftWingVortex6 Component[017]=LeftWingVortex7 Component[018]=LeftWingVortex8 Component[019]=LeftWingVortex9 Component[020]=LeftWingVortex10 Component[021]=LeftWingVortex11 Component[022]=LeftWingVortex12 Component[023]=LeftWingVortex13 Component[024]=LeftWingVortex14 Component[025]=LeftWingVortex15 Now with the reference codes you proved, use it for LeftWingVortexXXX. Here is an example: NOTE: I recommmend you to do one LeftWingVortexXXX a time to test it in-game and adjust it before moving to next one. // Wing Vortex --------------------------------------------------------- // 1 = Position=-1.0,0.74,0.45 // 2 = Position=-1.4,0.27,0.43 // 3 = Position=-1.8,-0.20,0.41 // 4 = Position=-2.2,-0.75,0.39 // 5 = Position=-2.6,-1.0,0.37 // 6 = Position=-3.0,-1.21,0.37 // 7 = Position=-3.4,-1.42,0.37 // 8 = Position=-3.8,-1.63,0.37 // 9 = Position=-4.2,-1.84,0.37 // 10 = Position=-4.6,-2.05,0.37 // 11 = Position=-5.0,-2.26,0.37 // 12 = Position=-5.4,-2.47,0.37 // 13 = Position=-5.8,-2.68,0.37 // 14 = Position=-6.2,-2.89,0.37 // 15 = Position=-6.6,-3.10,0.37 // 16 = Position=-7.0,-3.31,0.37 // 17 = Position=-7.4,-3.52,0.37 // 18 = Position=-7.8,-3.73,0.37 // 19 = Position=-8.2,-3.94,0.37 // 20 = Position=-8.6,-4.15,0.37 //-------------------------------- [LeftWingVortex1] ParentComponentName=Fuselage ModelNodeName=LeftWing DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=False DamageRating=DISABLED MassFraction=0.0 HasVortexEmitter=TRUE VortexEmitterName=A-6VortexEmitter1 VortexPosition=-1.0,0.74,0.45 //VortexG=5.0 Note how I added // to VortexG=5.0. We don't want to enable that just yet until you perfect your wing vortex. 6) In SF2, it is ideal to change the option (Start in Air, near enemy), so you can be in the air quickly with sufficient airspeed to accelerate and do hard turning for wing vortex effects testing. Remember when stating that the vortex should be directly above the wing? You will see it when pulling hard, the vortex would move down and it should touch the surface of wing. From there, you keep tweaking both aircraft effect file and the position of it in aircraft data ini. At first it may seem tendious but it will become a second nature to you. After tweaking and flying several times, the first left wing vortex is now done. In the code, re-anble VortexG=5.0 by removing '//'. Now you have a first working wing vortex. You are ready to move on the next one. When you finish working with the rest of LeftWingVortexXXX, doing the RightWIngVortexXXX is not that difficult. All you have to do is copy the entire LeftWingVortex list and codes, then rename it to RightWingVortex AND remove '-' sign for 'X' position in all vortex position. Then you are set! Hope this tutorial will help anyone who struggle to work with the wing vortex effects. Eagle114th
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1 pointHello everyone! Today report: A-6s and EA-6s are being worked on. Almost everything is completed, along with cockpit. I owe a big thank to HomeFries for his excellent A-6s and EA-6s superpack. He poured a lot of passions into this. Being a big fan of his mods, I am implementing the ini files from his pack. A-6s and EA-6s cockpit are from SF2V Air & Ground War Expansion Packn (Malibu43 & Eburger68) and A-6 "Flight of the Intruder" Editional (allenjb42 & Monty CZ & Column5). So far, EA-6B pilot's seat position are being tweaked and adjusted. It is looking good so far It turns out that EA-6B from SF2 does not have canopy opening/closing animation. At least, the wing folding animation are still available! Eagle114th
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1 pointits 924th FW. but it and the 301st are work in progress. likely eta in july. also, next time when quoting you can delete the pic and just do the words mandatory screenie, this time with the 457th FS 1997 next will have a spot the differences contest
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1 pointwelcome! i sense a theme there... mandatory screenie, or "huh, they let them paint those on Herks?" 704th FS, 1994
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1 pointHurricane 2Cs on a Rhubarb mission to strafe an enemy airfield in France... @GepardThis is your Battle of Britain 2 terrain. It's a lovely terrain and the detail is amazing, especially in England and around London. However, there don't seem to be any flak guns defending the Luftwaffe airfields. Is that correct?
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1 pointLove taking older mods and polishing them up to the latest standards....
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Version v1.2
1,580 downloads
Dassault Super Etendard Pak (SEM) For SF2, Any & All (Full-4 Merged Prefered) The Super Etendard is a carrier-based single-seat strike fighter first introduced into service in 1978. It is an updated version of the Etendard IVM. Based on experience gained during the Korean war (1950-53), French authorities drew up specifications for a light interceptor. This definition was rapidly assimilated into a program for a light tactical bomber that could also fulfil an air superiority mission. At the same time, NATO published its requirements for the LWTSF (Light Weight Tactical Strike Fighter). In response, the Dassault company presented its Mirage and Etendard aircraft. Package includes: Super Etendard; Super Etendard SEM 1; Super Etendard SEM 2; Super Etendard SEM 3; Super Etendard SEM 4; Super Etendard SEM 5; Super Etendard Iraq; Super Etendard Argentine Navy; 5 skins; Adjusted weapons loadouts. Super Etendard by foxmonter. Texture and decals modification - denis oliveira , FRPignon. Template texture - FLOGGER23. Cockpit modification - FRPignon. Raven_claws 2.0 weapon pack. -
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Version
1,223 downloads
This mod aims to take the wonderful F4D-1 Skyray as created by Julhelm....and give it the ULTIMATE face-lift. Along with the 4 original skins and the fixes of Julhelm's updates.....I have ADDED 23.............YES TWENTY-THREE more authentic squadrons for you to choose from. You now have access to EVERY operational Navy and Marine fighter squadron which operated the Skyray along with the VAST MAJORITY of utility and test squadrons as well. This is a large but COMPREHENSIVE file for Skyray lovers only!! NEW NAVY SQUADRONS INCLUDED: NATC of Patuxent River NAS, Maryland VC-3 of Moffett FIeld NAS, Calif. VX-3 of Oceana NAS, Virginia VU-3 of North Island NAS, Calif. VX-4 of Point Magu NAS, Calif. VF-13 "Nightcappers" VF-23 " Vigilantes" VF-51 "Screaming Eagles" VF-101 "Grim Reapers" VF-141 "Iron Angels" VF-162 "Hunters" FAWTULANT of Key West NAS, Florida Fleet Air Gunnery Unit Pacific (FAGU) of NAAS El Centro, Calif. Naval Air Reserve Wing 88 of Olathe NAS, Kansas US Naval Test Pilot School of Patuxent River NAS, Maryland NEW USMC SQUADRONS INCLUDED: H&MS-15 H&MS-24 VMF(AW)-114 "Death Dealers" VMF(AW)-115 "Silver Eagles" VMF(AW)-314 "Black Knights" VMF(AW)-513 "Flying Nightmares" VMF(AW)-531 "Grey Ghosts" VMF(AW)-542 "Tigers" Along with the new squadrons and COLORFUL SKINS.... you will find a tweeked fight model, more historically accurate weapons loadout, and a centerline NAV PAC like was carried on the real Skyray. I have also corrected some inaccuracies on the VF(AW)-3 skin to better reflect the NORAD air defense history of this PROMINENT squadron......known as the "Blue Nemesis". A new sound file for the J-57 engine is included. Now it even sounds like a Skyray! An installation READ ME FILE is included. Original CREDITS to Julhelm for his SUPERB Skyray model, cockpit and layered templates.........nicely done!! Honorable mention to NeverEnough for bringing over the Skyray to SF2. -
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Version
896 downloads
Vought F7U-3M Cutlass (by Marcfighters) - For SF2 (Any and All, but Full-4 Merged Prefered) - This is an upgrade to the F7U Pak I released in 2008, and like the original, still a sort of Beta (Minus). This is simply because the aircraft model is/was NOT finished by Marcello. Details as to this rating are enumerated in the 'ori-2008_f7u_readme.txt' included. It's suggested for a Full-4 merged, although it can be used in any version that has access to the F-4B, as that cockpit is referenced, and the A-4's 300 gallon drop tank. These should be available in all versions, perhaps excepting SF2I, as that lacks the F-4B as stock. Several ini tweeks move this a little closer (well, in that respect) for SF2. For the change list, see the "Notes" section below. 2 skins/decal are included: VA-116 (Gull Gray/White, from the original pak) VF-124 (new, in 'natural metal') I've also included the skin templates, just in case someone might want them (and IMPROVE them!!). Also included is the AIM-7A Sparrow & AIM-9A Sidewinder from the GunnyPak (in case you ain't go it). All other weapons/drop tanks used are stock in-game items. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... I've also included my original readme from the 2008 release -- might want to give a read. It states what's what with this, and why it's classed as a "Beta Minus" release, even now. So, again, please read it. Good Hunting! wrench kevin stein
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