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Showing most liked content on 03/28/2023 in all areas
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4 points
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Version 1.0.0
64 downloads
Dassault Mirage IIIVE 'Arab Nations' for STRIKE FIGHTERS 2 This is a simple mod of Veltro2K's Mirage IIIV to create a fictional Mirage IIIVE in service with the following Arab Nations in the 1968-1982 timeline; Egypt (used as the default nation) Jordan Lebanon Syria For all four I've used the superb 'aluminio' skin by torno. INSTRUCTIONS 1. From the AIRCRAFT folder drag and drop the MirageIIIVE folder into your Aircraft folder. 2. From the DECALS folder drag and drop the MirageIIIVE folder into your Decals folder. That's it! I was keen to make this readily accessible to everyone so everything is stock and the F-100D pit is used as it's in every version of Strike Fighters. This isn't accurate so if you've got any of the Third Wire Mirages then it's best to use those pits. CREDITS As always, thanks to Third Wire for a great little game/sim. Thanks to Veltro2K for bringing us the Mirage IIIV and so much more! Thanks also to michaelk for his recent MirageIIIV minor update which brought this aircraft to my attention. Thanks to torno for the 'aluminio' skin - ¡muy buen trabajo! And, finally, thanks to everyone in the wider Third Wire community. Regards Spinners Version 1 - March 28th, 2023 -
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1 pointOkay, thanks EricJ. Yes, I have SF2:NA. Thanks for the suggestion
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1 pointHi EricJ -- can confirm it's happening with the carrier Ronald Reagan. Launching from their, wingmen point nose down through the deck and crash. When launching from the Enterprise, seems to work just fine ... so seems to be an issue with the one carrier as you had said.
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1 pointThere are parked airliners at Istanbul airport in the Anatolia terrain, and also I think at Sarajevo airport in one of the Balkans terrains (Strahi’s iirc).
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1 pointFor my Vietnam install I'm not using the game "parked" aircraft slots anymore, everything is now a static aircraft so that I can get the right aircraft on the right airbase for the time period. I've also made about 50 (maybe more) extra vehicles, bomb trailers, generators etc & skinned them all to five 1024x1024 jpgs. And about 80+ new buildings all using about seven seperate jpgs. With 650+ tile textures you've really got to get into some creative thinking if you want use-able framerates....distance lods are a must ! As I only fly A/G missions ground object and terrain variation is a must for me........& don't get me started on rivers & roads.....
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1 pointMiG-21SM. Close to the coastline of the Kuril Islands, mid 1970th.
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1 pointMost have probably missed this fact that with Strike Fighters 2 North Atlantic, additional types.ini statements for a terrain have been introduced. Here below you'll find the extra ones: [TargetTypeXXX] Reported=FALSE DetailLevel=2 FadeWithDistance=TRUE IgnoreHeading=TRUE AdjustZBuffer=FALSE The most interesting and useful statement is DetailLevel. The Ground Objects graphics setting in the options has always been rather pointless in Strike Fighters as it would only affect randomly parked aircraft. This DetailLevel statement makes it much more useful when applied to most if not all target types defined in a terrain's types.ini. DetailLevel=3 means that the target type will spawn only when Ground Object settings are set to Unlimited, a value of 1 means that the target type will only spawn when Ground Object settings are set to Medium or higher. The below screenshots show it clearly. Ground Objects set to Unlimited; even the smallest eye-candy objects are shown, loading times are obviously higher. Ground Objects set to Low; only priority objects (those that should be targets for missions) are shown, loading times are quicker. The downside is that it requires a terrain modder to add such DetailLevel statement to each of the eye-candy objects in a types.ini file. If you have 300 or more, you can imagine it takes quite a bit of work and trial and error to choose which priority to assign to each object. This update/feature will be part of the IraqWA terrain in a future update of the ODS 30AE mod. The other statements are also used in the stock IcelandNA terrain, here below a summary of what I managed to figure out about them: FadeWithDistance - No matter what, it doesn't seem to work. it would have been cool to have terrain objects fade like TOD entities; most likely this is a placeholder for something TK never implemented properly. IgnoreHeading - Rather self-explanatory, it makes the object type ignore the heading you give to it in a terrain target area of the targets.ini file. TK uses it for the countless tree LODs created for the IcelandNA terrain. AdjustZBuffer - When set to false for runways, they suffer from heavy z-buffering issues on tile based terrains. Most likely this option was needed for specific runways on the IcelandNA terrain, since runway LODs are placed over another LOD, that of the terrain. For our usual tile based terrains, this statement may be of little to no use. Reported - The only statement I couldn't figure out. For sure you wouldn't set it to false for main terrain objects. This info may be useful to terrain modders wiling to optimize their own terrains and make them more scalable depending on graphics settings. Please admins, pin this topic for future reference.
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1 pointI have no issue with the Super Hornet. You'd have to get with FastCargo as he has the original max files.
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1 pointIndeed, that's true. You can't use the stock lods for statics. The landing gear doesn't show, and they look like derilects.
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1 pointHi all, Here’s some great news for WOFF users. Hot on the heels of our recent Battle of France release for our WW2 simulator, WOTR, we are pleased to announce that we are now working on a new WOFF BH&HII Expansion! Current release expected early 2024, and we will release more details as the Addon progresses. Note details may be subject to change.
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1 pointBack in the Bad Old Days, attrition was going to be a serious problem for NATO forces, forcing you to sometimes go with what you got for the mission tasking. So let's go kill a Hardened Shelter. This is called the I Lost sight of it: Where The F**k is it???!!!??? maneuver. Lost my wingman who decided to go chasing after a Sam Site....and ran into a nest of ZSU-23's. But the target was hit, and home at last.
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