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Showing most liked content on 08/30/2022 in all areas
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6 points
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6 points
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5 pointsAn other russian barrack complex. I will try to upload Beta 0.30 tomorrow. Today my internet is very slow. Dont know why.
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4 points
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3 pointsBesides the standard AA load (2 Amraams, 2 Sidewinders) I was carrying 2 SRAMS. They are the ultimate weapon to address the main topic, and close out all the side conversations in progress. Nothing says "I'm tired of talking to you" like 70KT of STFU. Back in 1 piece too.
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3 pointsRight after I fired this.... They fired this.... And then the lights went out...
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3 pointsAfter completing the M113 ZUP4 I will be making Afghan fighters with Stinger and SA-7 SAM.
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3 points
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3 pointsRussian barracks complex at the Crimean peninsula, with 30 T-72A, 3 BTR-80A and 4 AAA.
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2 pointsMy next project will be the General Atomics MQ-9 Reaper. It will be another joint project between @guuruu and me. It my take sometimes but we will deliver.
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2 points
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2 points
Version 1.0.0
74 downloads
SF2 C-130A Hercules (3w) UPgrade Pack 8/29/2022 -For SF2 (Full 4/5 Merged Recommended) This package contains various bits to upgrade the stock 1stGen 3rdWire C-130A "Hercules" to something a bit more then just eye candy. Although, it WILL improve the eye candy. Be advised, that the LODs for the aircraft are =NOT= included, so End Users (tm) will have to extract them (there are 5 lods) from the SF1, WoE or WoV main Object cats. See "Notes" below for their actual file names. If at some point in the past, you have already extracted and imported the 3W Herk in your SF2 installs, be advised THIS mod uses a unique folder name identifer. You'd be well advised to use =this= one, as all the pathways have been written with the unique name in mind. AND as such the Game Engine (tm) will not overwrite a stock AI-only aircraft made player usable, and it will remain player flyable. Included skins are: "USAFSilver1" - stock NMF, a generic skin "USAFSEA2" - a 3-tone VietNam era camo, representing 21st TAS "Desert" - generic Desert camo "TN" - 118th AW, TN ANG (late light grey) All skins remain in their original bmp format. All National Markings are decals (stock). New decal sets were created using historically correct "A" model serial numbers. While correct, they should be considered 'generic' in nature, representing NO particular unit(s). Decal randomization is TRUE for all. The NMF and Desert use the same pool of 26 serials. The SEA camo uses 26 in the correct VN era style. I was unable to run down those serials for aircraft in the 21st TAS, so like the others, are generic in nature, but correct for the model and style presentation. The SF2 date switch IS active for the SEA came (1967) and the TN ANG (1980). The desert and NMF are selectable via the loadout screen. A full cockpit (albeit not quite a Herk pit), all necessary inis, sounds, etc are included. However, a 'Userlist.ini' is NOT. Exportation is TRUE, so expect to see them parked wearing various and sundry markings. When in game, you'll see: C-130A Hercules (TM)3W On the aircraft selection drop-down menu. This will ID it as the stock aircraft, seperate from the (superb!) model done by Dels. As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE read them, before installing!!! Also, the Notes section has more details on the changes. Happy Landings! Wrench Kevin Stein -
2 pointsNo, I was going to make one, but if you have it that will get great as it will save me time. I was thinking of adding rocks and a tree around him. or maybe an a assistant
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2 points"uuhhh, Taco 31 .... say again. What the f^(K is your load!?!?!?!?!!?!?!?" you know, you're one of the reasons that part of my (currently stalled) nuke upgrade project includes station specific coding half the damn inventory. good for you that at current rate i'll get to it around 2028...
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2 points
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2 pointsyou ever get your decal issue fixed? never got a mssg on FB and honestly have enough going on to forget about it until seeing this mandatory screenie or taking the fight north.....
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2 pointsWell maybe 2020 was a bit optimistic! Top Gun: Maverick (2019 2020 2021 2022) 'It's been a minute, huh, Mav?' 'Why are the wings coming out Mav?' 'Here they come. What's your plan?' 'Just put your mask on. Remember, we're on the same team. Just wave and smile' 'Oh sh*t! His wingman's moving into weapons envelope...'
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2 points
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2 pointsYes, but that will be a long while down the road.. the F-5B with both cockpits modelled is going to take some doing.. The time for the F-5E will come though..eventually
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1 pointHi gang, one of the reasons I sort of stopped caring for the series couple of years back and went my way of not flying combat flight sims was plethora of controversial movements by TK around 2010-2013 period -followed by lack of QOL updates and Thirdwire's focus on mobile market that followed; one of these design decisions was locking clouds altitudes at unrealistic and immersion killing levels of over 14-16k feet ASL which made game less of a fun or challenge turns out solution was very simple hack of vertex shader in ENVCLOUDS.FX which you will find attached in this post, just drop it into your mod's Flight folder, overwrite if asked tested with stock clouds, SARCASM 1.5 and excellent Menrva's realSKY Environment -which I am looking at modding a bit on my end technical blurb: this is simple vertex shader hack that pushes the vertices of clouds plane meshes downwards in world space by user-configurable value: const float4 P = mul(float4(input.pos.x,input.pos.y,input.pos.z - 1900, 1.0), g_mMeshToWorld); // position, world-space where 1900 is world-space units (= meters), all the hack does is feeds the shader skewed z (z being height in SF series, as things should be) value of course there are some issues with intersecting with close range terrain meshes (near_scene) so visual glitches might ensue at times but that was the reason TK pushed them up in the first place Also, if this or other method was posted earlier apologies, haven't looked around much the forums. Cheers, Stary ENVCLOUDS.FX
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1 point
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1 pointDo you have my Strela launcher? Just please do not make them as a single person with launcher...add some background...
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1 point
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1 point
Version 1.0.0
74 downloads
Orion Multipurpose Crew Vehicle and variants: _________________________________________ Hi there Combatace community! As you may already know, this Monday (with some luck) the mission ARTEMIS one is going to lift-off setting the path for future manned missions to the Moon, something that as engineer and space nerd I am very excited about. To celebrate this milestone and since I am finding myself without time to continue 3D modelling space gear for the Moon mods, I have decided to upload my UNFINISHED models so you can enjoy them! That includes: - Aircrafts (or should I say spacecrafts) Orion MPCV: Your normal Orion Multipurpose Crew Vehicle, with some "landing gear" I was trying to design because my experiments with vertical take-off were to this point very unsuccessful... but appart from that and two floating invisible pilons for IR missiles, it should look like the Orion that will take off in a few days! Orion MPCV-ICPS: That is a bigger Orion which includes a variation of the "Interim Cryogenic Propulsion Stage", which in reality is the upper stage of the SLS that will insert the spacecraft into a translunar orbit from Earth. I modelled it here as a longer range Orion since the ICPS module are substantially two giant propellant tanks (big one LH2 and smaller one LOX). Also I have equipped it with four rocket engines which will help compensating the much heavier fuel tanks (I tried to tweak the engines parameters to make it look a little bit more like a rocket engine instead of an airbreathing one, so fuel consumption has become super high hahaha) F-40A Apollo Starfighter: The beginning of the Spacefighters mod, a modified Orion MPCV-ICPS in which the main body of the ICPS module has been modified to carry weaponry becoming a propulsion and warmodule. It includes to arms with a pair of space adapted cannons and pylons for eight SIM-9A the first vacuum rated version of the AIM-9 with reactive thrust control for maneuvering. This is definetely not how I want it to look like but newer models are on the long To Do List. - AAA test beds: In order to become a full Space warfare mod, ground objects have to be implemented, unfortunately appart from static turrets and modified rovers sketches I have not been able to make 3D models, that is why I borrowed randomly GKABS M163 PIVADS models in order to have AAA with good targeting for the following systems: Laser AAA: In space, one of the biggest challenges is thermal control of the spacecraft, and since there is no atmosphere to dissipate beams, a laser could potentially become an enemy for sneaky spacecrafts that ventures into restricted territory. That is why a small low power version of Laser AAA is intended to be used in the early stages of the mods conflict. Railgun: An electromagnetically accelerated projectile, with low fire rate but high velocities. It would have sense in the moment in which bigger and armoured spacecrafts appears in later stages of the conflict. - Weapons: 23mm MG-2040 Lunar Cannon 20mm M168 Lunar Vulcan 100KW XN1 Laser Weapon System (quick fact eventhough "small" 100kW is freaking difficult to generate on the Moon) 105mm Lunar Rail Gun SIM-9A Spacewinder - So what to expect from this release? As you will see, it lacks a lot of things we take for granted in this game: ground assets, targets to strike, actual Air-to-Ground and viceversa weaponry, spacecrafts from other nations. But as we all know, time is sometimes really hard to invest in these projects and real life easily takes over it. So at least you can have some dogfights between Orions and experiment this new environment. I personally enjoyed a lot the process of doing them and thinking how a Spacefighter mod would look like after seeing that a Moon map is actually possible (thank you Menrva!). So I hope you enjoy this despite of the clearly unfinished models and textures! - CREDITS TO: Menrva: For the amazing map in which all of this can be developed and for the nations creation with their logos and the skins for them in the Orion. ravenclaw_007: For the incredibly detailed AIM-9 model from which I based my own space version model. GKABS: For the M163 that I included for testing the different AAA systems. Combatace community: In general, for the support, suggestions, advice and the material that I have used but I am not able to track the creator. DISCLAIMER: As always this is a FREEWARE, the use of this content for commertial purposes is strictly FORBIDDEN. Ohhh and before I forget it, THERE ARE NO LANDING GEARS! hahahha All being said, kind regards. Nuni -
1 pointThe Caucasus mountains are not in focus of this terrain. The main focus is on russian-ukrainian conflict. In a first step i will finish the Crimean peninsula. Then i will go to the Cherson-Nikolaew area, where, i think, we could expect increased military actions in fall and late 2022.
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1 point
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1 pointIt's coming! Version 4.4 of the Optional Cloud mod is almost ready for download! The new version should cure most of the strobing problems introduced back in version 4.0 of the mod (note: this problem did not affect all users). It also corrects a few problems with clouds not displaying correctly, and removes a few clouds from the campaign that still had excessive flashing problems. Most of my haze cloud files have been revised so the haze effect is more subtle and less noticeable, particularly when mixed with other clouds. The Weather folders, which determine which clouds are displayed according to the overall weather conditions (Good, Changeable, Heavy, etc.) have also been revised to produce more consistent results. I also took care not to rush this update out the door. In the past, I probably rushed a few updates after finishing my main tweaks without adequate campaign testing. This time, I have spent roughly the last month testing various cloud types in many different actual campaign missions. As a result, several cloud types that looked okay in QC flights but not so much in the campaign, particularly when combined with other clouds, have been improved. Note: some cloud flashing when entering or leaving a bank of clouds still remains, but this is a limitation of the game engine. While the mod is not perfect, I think it is the best work I have done to date on the clouds in WOFF. I hope you will agree. Thanks. BB
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1 point
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1 pointaccidental idek what caused it but now i have a retro retro flight sim lol
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1 point
Version 1.0.0
276 downloads
FW 190D, this is my final version of this device that includes all the experimental effects never seen in this simulator, this pack contains the plane with its corresponding cabin with 8 historical skins, plus one without insignia, to fly it with the nation you please , the new pilot of the luftwaffe (there are 2 lods, one with goggles and one without glasses, by default the pilot has glasses). I included all the weapons of the F model (THE ER4 MULTIPLE LAUNCHER THAT BY ERROR I WAS NOT INCLUDED IN THE FW190F PACKAGE) even if this model only carries a bomb or 2 models of disposable tanks. I hope you enjoy it, more information in the readme file. Sorry my English is bad Torno. -
1 pointHello Menrva! yes I seen the new fitting color in ODS 30, splendid job all the team! as for clouds I don't see much that can be done apart from extending their draw ranges and minimizing flicker/disappearances out of camera frustrum, which I have looked into and might have some tweaks -with the sacrifice of number or size of the individual clouds, sadly, but that is something I might look into in my limited spare hobby time.
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1 point
Version 1.0.0
236 downloads
Very short nose FW 190A3, this is my final version of this device that includes all the experimental effects never seen in this simulator, this pack contains the plane with 1 historical skin and a clean one so you can fly with the nation you like, the new Luftwaffe pilot (there are 2 lods, one with glasses and one not, the pilot with glasses is worn by default). Hope you enjoy it, more info in the readme file. Sorry my English is bad =================== FW 190A3 de nariz muy corta, esta es mi versión final de este dispositivo que incluye todos los efectos experimentales nunca vistos en este simulador, este paquete contiene el avión con 1 skin histórico y uno limpio para que puedas volar con la nación que te gusta, el nuevo piloto de la luftwaffe (hay 2 lods, uno con gafas y otro no, el piloto con gafas se lleva por defecto). Espero que lo disfruten, más información en el archivo léame. Perdón mi Inglés es malo Torno. -
1 point
Version 1.0.0
354 downloads
New 3-D model of Mod-Mafia's F4U-1D by Sundowner. This package includes 6 new skins (3 Navy + 3 Marines), among them 2 basic skins for use in WW2 Pacific campaigns/mods. Skins included: VBF-86 VF-84 VMF-213 VMF-312 USMCBLUE1 USNBLUE1 Also included are a WW2 pilot and external fuel tanks. Thanks to Sundowner and the Mod-Mafia team for the 3-D model and templates. -
1 point
Version 1.0
265 downloads
Messerschmitt Me 323 Gigant ("Giant") The Messerschmitt Me 323 Gigant ("Giant") was a German military transport aircraft of World War II. It was a powered variant of the Me 321 military glider and was the largest land-based transport aircraft of the war. A total of 213 are recorded as having been made, a few being converted from the Me 321. CREDITS: Model: Veltro2k Textures and FM: Charles Cockpit:Kesselbrut Truck: GEO Unzip and install folders in their proper place...enjoy :) THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT -
1 point
Version 2.0
371 downloads
The Heinkel He 177 Greif ("griffin") was the only operational long-range bomber to be flown in combat by the Luftwaffe during World War II. In general terms, the He 177 had payload/range capability similar to strategic bombers in the USAAF and RAF, although it had much higher cruise and maximum speeds. 3D Model (Veltro2k) Textures and FM (Charles) Cockpit (Kesselbrut) MJ's WW2 Luftwaffe bombsight mod Best Sim : Thirdwire unzip ad folders to their appropriate places...have fun THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT **This aircraft herein isreleased in "AS IS" Condition. The source files have been lost, and there can and WILL be no modifications to the physical model. They 'are as they is' and you must accept them with this caveat in mind. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created** -
1 point
Version 1.0
325 downloads
The Focke-Wulf Ta 154 Moskito was a fast twin-engined German night fighter aircraft designed by Kurt Tank and produced by Focke-Wulf during late World War II. Only a few were produced and proved to have less impressive performance than the prototypes. Model by Veltro2k FM and testing by Charles Texture skins by Charles Virtual Cockpit by Kesselbrut, modified by Charles Slow/Fast Prop textures by Russo Please read the install readme included THIS MODEL IS ONLY TO BE DISTRIBUTED AS FREEWARE AND IN NO OTHER CIRCUMSTANCE SHALL IT BE USED, EVEN IN PART OF ANYTHING THAT IS PAYWARE. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT
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