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Showing most liked content on 04/17/2023 in all areas
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7 pointsSo the challange here is to NOT shoot the other aircraft down. Like an airliner in distress, or a nosy Bear peeking at the battle group. to kick off, Eastern seems to be really lost and Nordo. hopefully they get the hint to follow back to SEATAC...
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2 pointsRepublic P-47B Thunderbolt - 46th Pursuit Squadron, 15th Pursuit Group, United States Army Air Corps, 1941
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2 points5.5 - Added an RAAF version of the Growler. It pretty much is the same as the USN version, but can carry more AAMs due to Australian Air Force requirements Uploaded and awaiting approval
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1 pointWell, so far I'm not going to add that capability to the USN Growlers. If as a user you want to, then fine by me. But overall as a virgin download, I'm going off of what I see operationally, not so much What If. Besides, when the Aussies lost one in Nellis the notation said that the replacement USN Growler had to be modified to suit Australian needs. Maybe it was the carriage of more AIM-120s I don't know, but I'm leaving that up to people who want it since they can learn how to mod or something to add that capability. Personally, I don't see why a SEAD bird needs more AIM-120s for its role (I see the AIM-9X as a good self-defense weapon, but that limits HARM missiles of course, or however they do things down under), so I don't see the USN doing the same thing. The Aussies have their needs, the USN has theirs. And what they do operationally affects how I make the mod.
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1 pointYeah but I also have this pic (I already have most of that already, thanks though), so I'm going off of that.
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1 pointRAAF Growler weapon carriage is identical to USN Gowlers except the RAAF had Boeing/ US Navy qualify the AIM-9X for the outer most wing stations at the ATFLIR pod on the left fuselage check station. https://adbr.com.au/first-raaf-growler-rolls-out-fitted-with-aim-9x-and-atflir/
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1 pointNo I haven't, thanks for that EDIT: Found it, and it only has twelve listed. I guess not, so 12 aircraft so far.
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1 pointHi Jeanba, that one is already in. Under your deceased pilot in Pilot Dossier, click "Re-Enlist" !
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1 pointtemplates and layers man, just like a skin ya set up your template, save it and when you got your other numbers, just plug em in.
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1 pointWorking on. You know with all these AI programs floating about you'd think some artist would come to the community and make a "TGA AI program" where it creates all the tga's for you, instead of you doing it manually. As it's a Sunday and I'm making tgas by hand and not enjoying it. Rant over, but an old MoD PDF says that there are 12 serial numbers (aircraft) for the 12 aircraft in 2017. Problem is that my reference files feature more, and I need to figure out how many there are, as currently I'm doing only 12 for now.
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1 point
Version 1.0.0
46 downloads
For the TMF A-7E (Late) Corsair II This skin represents VA-46 before Desert Storm (1989-1990) timeframe. Given that most of the Operation Desert Storm A-7s are covered via the ODS mod I decided to try my hand at least one A-7 skin. All the folders are created so all you have to do is drop in your mod folder and go fly. Under the dropdown menu, it is under VA-46 Clansmen. Decals were modified from the original VA-66LV files and scanned decals I believe from Dave. For this A-7: -
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1 pointIt's not the .dll itself that's at fault, it means that something is wrong with a particular aircraft as opposed to to a terrain or ship etc. So now you need to check aircraft names ,nations etc, anything that is related to the aircraft that are being used ( flyable or ai ) in that particular mission. Check everything, comma, full stop, case sensitive etc.
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1 pointThis module is failing: Faulting module path: E:\ThirdWire\Strike Fighters 2\Objects\AircraftObject.DLL
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1 pointnever released this one, as is basicly a overhaul of a pre-existing one. Made all new decals with the correct font and color. But the marking ARE 100% accurate (excepting serials - they're generic)
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1 pointSorry it took so long to answer, I've had health issues - in and out of the hospital, etc. If you want the Ford FT-B to operate as a tank, showing up in ground attack missions, simply drop the folder into your GroundObject folder. If you want to place static vehicles around the terrain, you need to have in your GroundObject folder, then add some lines to the Types.ini in your Terrain folder. I used the data for trucks in the stock game and modified the code. Add this to the end of your Types.ini - [TargetTypeXXX] Name=FordFTB DetailLevel=1 FullName=Ford FT-B TargetType=TANK ActiveYear=0 TargetValue=0 UseGroundObject=TRUE GroundObjectType=FordFTB RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=MediumFire SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=100 Change the "XXX" to the next consecutive number in the Types.Ini. list Then you have to add the vehicle to the Targets.ini in the places you want it to appear, like any other target. I hope this isn't too late to be helpful.
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1 pointThis was the initial post. He said the crash happens when he orders his wingmen to attack. He is well past the takeoff point by this time. Perhaps you should pay more attention to the OP and not your unfounded assumptions. This has nothing to do with airfield size or aircraft selection. He made that clear. That's why I suggested taking the CAP chance out to see what happens.
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1 pointNone of them, at least for me. I played two of them and there was no CAP yet. They are randomized. Missions type in a campaign are given by the percentage allocated in the campaign files by the user who made/created the campaign. If there is 10% CAPs chances fixed in its file, then , in the unfolding of the current campaign , there will be 1 in 10 chances to get a CAP mission etc.The same for the other types of missions.
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1 pointnot to put you down, but a simple geometric shape can be easily manipulated in PS or GIMP. for the said roundel, do a layer with the roundel, duplicate layer, fill in the layer to the yellow you want, move layer below original, then expand out to size you want the border to be. there's more if you really want to fine tune it, but that would get you your roundel. and it took me three times as long to write this as it would to make it. i suck at original creation too. i consider what i do much more as image manipulation, although over the years i have gotten decent at tracing and fine tuning patches and artwork for which there isnt any really good (ie: head on view, large resolution, easy to transfer) images. all it takes is a first step and practice
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1 point5.2 - Removed the German Super Hornets, as Germany went with the F-35
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1 pointIt's so you can have an empty weapons pylon in game. If you load nothing on a weapons station then the pylon will not appear in game.
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1 pointHello CA! I thought i would share this little tidbit I stumbled across late at night (couldnt sleep haha) If you have a terrain lets say for example Desert4 if you extract the Desert.cat files and place all the files in the desert4 folder (being careful not overwrite any of the custom files in the desert4 folder) and then slash out the .cat file statement in the terrain.ini file this can DRASTICALLY reduce load times and potential crashes. I believe this is due to the fact that the game engine doesn't have to unpack the compressed CAT file to find the missing pieces stored within it. Ive tried this with multiple terrains all the to same great effect (CubaOTC and Iran-Iraq etc) The second thing ive discovered is that the File name callouts in the terrain.ini folder for example NationsFile=DESERT4_NATIONS.INI etc ARE in fact CASE SENSITIVE now using Windows 10, this wasn't the case before using Windows 8.1 and this has helped avoid issues with nations and flying CAS missions in seemingly random areas of terrains haha. If any of this is old info I apologize but this has kinda been a light bulb moment for me and has alleviated a lot of frustrating issues.
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