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Showing most liked content on 08/17/2023 in all areas

  1. 7 points
  2. 4 points
    I do use that one; especially when I'm flying French Crusaders. That's the map where thsese were taken. (Hopefully, this protocol breach of it not being Monday is allowed in this instance) Getting them back on the smaller decks is the real challenge.
  3. 4 points
  4. 3 points
    No; they heard you were flying that day, and chose to stay home instead of dying.
  5. 3 points
    @warthog64 an SF2 conversion of Rising Sun is on the agenda for the YAP-RW team. If you would like to assist you can make contact through the Facebook page. I’m sure they would appreciate all the help they can get.
  6. 3 points
  7. 2 points
    There are some nice models in Rising Sun, but some not all have the gun turrets the wrong way round. B-25J as an example. Have spent some time adjusting hit boxes etc on the D4Y which is another nice looking model.
  8. 2 points
    Aviation History magazine (iirc) had an artilce of them some years back. Rex's Hangar ALWAYS has something cool!! He's got a new series on the Douglas Aircraft Co. Some of the images are from the Santa Monica location; I grew up in it's shadow. There's one shot of a DC4 coming in to land at Cloverfield, and it's looking at the farm fields where my parent's house will be built in 1954!!! Very cool stuff!!!
  9. 2 points
    ^ that man's slingin Popeyes. thought we wouldnt notice, but we did here, something to get ya home again
  10. 2 points
    "Rainy Days & Wednesdays, always draw a nuke" AGM-129's will keep me out of a hi-threat environment. 3 of them mean I can go home early.... This is probably how the dinosaurs felt.....
  11. 2 points
  12. 2 points
    Well it's my choice, and I can explain it. I like to have 16+ aircrafts on the number list of each skin when it's possible (I mean without making up the serial numbers). In game it avoids aircrafts without serial number and tactical letter. With the details of the evolution of the Spitfire MkXII there should have been 3 models : Fixed tail wheel of the MkV : 0 aircrafts for the 41 squadron / 6 for the 91 squadron Retractable tail wheel of the MkVIII : 16 aircrafts for the 41 squadron / 8 for the 91 squadron Griffon IV : 4 aircrafts for the 41 squadron / 2 for the 91 squadron So it means : - one skin for the early version with 6 aircrafts - two skins for the mid version with only one numbers list file with 16 aircrafts - 6 aircrafts for two skins for the late version. Otherwise I would have had to produce many more tgas. It's not a problem when I want to, it's just I chose not to do it. I chose to have two skins with 20 and 16 aircrafts, without asking for another 3d model just for a tail wheel. The making of this MkXII sneaked out between other projects. The A-team MkXII has the fixed tail wheel. All the other changes are ini edits. On the production list I have, 81 aircrafts are powered by the Griffon III and 19 by the Griffon IV. -> 80 aircrafts are powered by the Griffon III and 20 by the Griffon IV and some of them were retrofitted with Griffon III. I agree there was another way to model the MkXII but, given that aircrafts were retrofitted during their service, I chose this way even if it's not the best. Since the beginning of this project there have been many "licenses" taken and all the Spitfires and Seafires released have some. This MkXII is no exception and I'm happy with it.
  13. 2 points
    Stumbled on a video on YT about 617 Squadron, and the last of their Vulcans. Thought this would be a nice shot...always loved the way the look, since 'Thunderball'. Just have the Gerry Anderson feel to them
  14. 1 point
    For the rest of August, lets post our Tigers here. Rules: name the unit, reason for the scheme (Tiger Meet, regular, RIAT etc) and rough timeline. aircraft ID optional - Can be a special, something not for public release, stock or WIP (fairly complete) - Have fun with it! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- to kick off RAF 230 Sqn, Puma HC2, RIAT 2005 53rd TFS, F-15A, stock skin and patrol mission, very early 80's 141st ARS, KC-135E, RIAT 97
  15. 1 point
    Interesting read if you get the time with WIP shots: https://pocketmags.com/pc-pilot-magazine#
  16. 1 point
    Until yesterday, I had never heard of these aircraft.
  17. 1 point
    Escadron de chasse 1/12 Cambrésis, Mirage 4000B n°237, Tiger Meet early 90's
  18. 1 point
    I'm using this one. The folder & data line says East Med, although the Terrain Full Name comes out as the Adriatic Sea South East Europe BETA - Thirdwire: Strike Fighters 2 Series - File Announcements - CombatACE
  19. 1 point
    i believe so; ive use the lod viewer to positon 'running lights' and landing lights many times.
  20. 1 point
  21. 1 point
    That's some serious stealth something!!!!!! I'll just stay with runway denial the old fashioned way......
  22. 1 point
    actualizacion en el JF17 correcion del perfil mejoras en el 3d actualizacion del TEJAS, eliminando la sombra y completando el interior del cockpit
  23. 1 point
  24. 1 point
    P1, extreme flight test, then KABOOM!!
  25. 1 point
    Daily updates (I'm not going to do this lol) I think most of the required functions in SF2 flight and combat are already displayed as much as possible. Like the F-35, most of the instrument functions of the J-20 are integrated in the "large color TV", and It is only switched out when the pilot needs it. In SF2, we also couldn't do the function of click the cockpit interface, so I simply chose not to make all the interfaces. For production, the interface of the advanced fifth-generation aircraft really saves a lot of time, which also makes me admire the modders who make old-fashioned aircraft cockpits in CA. They need to realize the functions of all the instruments in the cockpit , that's a lot of work. As far as the current progress is concerned, the most urgent need is to renovate the HUD content. In order to test the avionics function, I am still using part of the texture of the F-22 HUD, Julhelm and Crusader should be this set Original makers of the HUD, they did a great job, but I wish it could have it's own HUD style
  26. 1 point

    Version 1.0.2

    264 downloads

    --------------- Spitfire for CombatAce --------------- SF2 version 2021 TurboSquid : original 3D model Snapper21 : source file donated to CA, project development, textures editing and decals Wrench : project development origin and inis Starfighter2 : original Spitfire Mk9 cockpit Logan4 : additionnal 3D parts and model editing to import into TW sims, textures editing, decals and inis. Cliff7600 : textures editing, decals and inis, cockpit editing. Thirdwire : textures and inis. These are the models made for CombatAce from the original TurboSquid 3D source file. It is made to be downloaded for free at CombatAce site only, and not to be used in any other way. The models have been designed for a SF2 / ThirdWire use and nothing else. Not to be merged with other files sharing the same original 3D model. - Spitfire Mk12
  27. 1 point
    I don't have it but wanted to post anyway
  28. 1 point
  29. 1 point
    After 8K texture overhaul of the G.91Y, G.91T.1 & G.91T.3 I started to reskin the R variants (R.1/B, R.3 & R.4) Now the boring part starts - doing the small rivets...
  30. 1 point
    Journal of FLt Douglas Bell-Gordon, RNAS Part 19 3 May 1917. Auchel, France. "The DFW banked hard and dived under us." Like so many mornings since I arrived in France, this morning began before sunrise when Macklin, our steward, shook me gently by the shoulder and whispered, “Just after three-thirty, sir. Promises to be a fine morning.” He left me with an enamel mug of strong, steaming, sweet black tea and three lovely ginger biscuits. Crundall was on leave and I was to lead the flight this morning, a close offensive patrol along the German lines from Arras up to La Bassée. I met the others of the patrol by the sheds and quickly went over our routine. By the time the eastern horizon paled from deep violet to dark blue we were turning into the wind and bouncing over the stubbled field. Spring was finally making its presence felt. Scarcely a cloud in the sky and the chill failed to penetrate the layers of leather, fur, wool, and silk until we passed 5000 feet. Formed up, we turned southeast towards Arras and continued to climb toward 12,000 feet. Archie welcomed us to Hunland. We turned north over Monchy and began our patrol. Such a glorious day – virtually no chance of being surprised. Occasional clusters of Huns appeared off to the east, but none dared approach us. Over La Bassée canal we turned back south. Archie fell into a predictable rhythm: scattered over Lens, then thinning out, then slightly heavier at the balloon line near Oppy, and finally bloody annoying over Monchy. Then around to the north and do it all again. And again. Ninety minutes in. McDonald came up alongside and waggled his wings, pointing to the northwest. I turned in that direction and began to climb toward two specks about two miles off and slightly above. As we approached them that it became clear that we were creeping up on a pair of DFW two-seaters. There were six of us struggling to keep safely under their tails. When we were still 500 yards behind and slightly below, the right-hand Hun must have spotted our approach for he peeled away and dived east. I signalled for the others to chase him and continued after the remaining two-seater. McDonald stayed with me. This was an experienced Hunnish crew. The observer held fire until we were only 150 yards away. I began to fire in the same instant that he did, and we both scored hits. As I broke away, McDonald had a go. The DFW banked hard and dived under us. McDonald and I took it in turn to fire at him, each trying to approach from an opposite side so that the Hun observer would have to swing his gun about before firing back. After several such exchanges, McDonald must have turned the wrong way for I lost sight of him. I caught the Hun in another steep bank and raked his machine from tip to tail from directly above. It took several seconds to find him after that pass. We were down to less than 1000 feet. There he was! The DFW, grey-green with a camouflaged upper wing, was in a shallow dive and trailing a stream of vapour or white smoke. Now McDonald came screaming down at him from above but overshot the Hun, whose observer gallantly kept up his fight. I dived onto the tail of the HA and fired one last burst. The machine continued down and I thought for a moment it would land safely in a broad green field, but its undercarriage caught a treetop and the aircraft smashed heavily into the ground and disappeared in a cloud of earth and flame. We regrouped and soon afterward headed home. The other HA had got away. I claimed the one that was downed and McDonald vouched for its destruction. Once D’Albiac took our reports, he asked me to complete a written account of the claim. While I was doing this, the squadron commander entered the office. Squadron Commander Bromet directed the Records Officer to leave us alone for a few minutes. Once D’Albiac had closed the door behind him, the boss sat stiffly in his chair and eyed me carefully. “What I have to say is, for the moment, between us. It is also a painful topic to approach,” he said. I looked at him a little sideways. What horrid news had arrived? Were my parents all right? The squadron commander continued. “A rather serious allegation has been made about you by a flight commander. Do you know what I’m talking about?” “No sir. I have no idea at all.” Bromet sighed and winced. “Yesterday you led a flight of five Triplanes escorting three RE8s from 52 Squadron on a diversionary bomb run near Vitry. Flight Commander Huntington led a second flight of six machines to provide you with support. I am informed that Huntington’s flight was engaged by hostile aeroplanes and destroyed three of them. At the same time, you led your flight away from the enemy and failed to support Huntington. As a result, the enemy nearly succeeded in destroying Mr Arnold’s machine and Huntington himself was left to face several Huns alone. What is your response, Douglas?” I could feel my breath shortening and my heart pounding beneath my tunic. Rage boiled up. I took three or four deep and deliberate breaths before responding. “Let me begin by stating that I am doing my damnedest to be measured and objective in what I am about to say. So I will begin by saying this. Flight Commander Huntington has absolutely no basis to believe that what he has told you is the truth. I can presume, therefore, that his intent is malicious. He is lying about me. He knows he is lying about me. And I therefore hold him in complete contempt.” “Mr Bell-Gordon…” I held up a hand and cut the boss off in mid-breath. “Let me recount that patrol. First, we took off around ten minutes after four in the afternoon. My flight formed up in three or four minutes and we circled over Bruay as we climbed to seven thousand feet. I looked about for Huntington’s flight but they were nowhere to be seen. After waiting there several minutes, I headed north north-east towards our rendezvous point south of La Gorgue. We spotted the three Harry Tates from two miles away and joined them quickly. From that point, we kept station about a thousand feet above them as they climbed south-west toward the lines at Vimy. We crossed into Hunland at eleven thousand feet and followed the two-seaters as they approached Vitry. This was a bit after four-thirty. Soon after we crossed the lines I noticed Archie bursts off to the north and the little west – probably a bit west of Lens. It was not possible to make out the aircraft, but I assumed that Huntington’s flight was trailing well behind us and at a distance of four or five miles.” Squadron Commander Bromet was scratching notes on a pad of paper. I waited until he stopped writing and continued. “I angled off to the south so that I could watch the RE8s more easily. At one point I observed five or six scouts several miles off to the north-east. We stayed with our wards and these Huns – I’m certain they were Huns – flew north out of sight. Near Vitry, the 52 Squadron machines began bombing their targets as we circled above them. After about five more minutes, I made out Huntington’s flight of six Triplanes. They passed us to the north and continued several miles to the east. At the closest point we were only a mile apart. Strangely, they were descending.” “The 52 Squadron machines took about ten minutes to finish their work and another five or ten minutes to reform afterward. During this time I saw Archie several miles to the east and presumed that the Huns had found Huntington but I could not see any machines at that distance. The RE8s now began heading home and we zigzagged in station behind them. The entire time I kept looking back for Huntington’s flight. At no time was he in a position to support us had we come under attack. As our two-seaters crossed back over the front, I led my flight in a long turn back to the east. I had spotted a formation of several Hun scouts heading southeast toward where I thought Huntington must be. I left them and turned south after a couple of minutes so as to continue to watch for Huntington while maintaining contact with the two-seaters. Then I noticed two Triplanes heading west around five or six thousand feet. I then made out several aeroplanes milling about just north of Vitry. I could not positively identify every machine, but I saw that at least three out of five were Triplanes, still well to the east. Seconds later I saw that those remaining Triplanes were heading west and were not being followed. By this time, the 52 Squadron machines were well to our west and we raced after them at full throttle, catching up near Arras. Shortly after that, I signalled for my flight to return to base.” “Is that all?” the boss asked. “No sir. As we descended on our way back to Auchel, I caught up with and passed close to Mr Arnold’s machine. He had clearly been the first of Huntington’s flight to head home, having passed beneath my flight about the time that I first saw Huntington’s machines mixed up with one or two Huns. At no time did Mr Huntington’s flight require our assistance. And at no time would matters have justified my flight abandoning the two-seaters. Finally, sir, may I ask whether Mr Huntington has explained to you why he wandered off in the direction of Douai and descended to five thousand feet instead of covering my flight from twelve thousand feet in accordance with his instructions? Or is that question answered by the fact that he has claimed three Huns downed after his flight headed home and there were no witnesses to his claims?” “That comment is completely out of line,” said the squadron commander quietly. “Merely a question, sir. I apologise if I insinuated that Mr Huntington is a liar. It was not intended as a mere insinuation.” “We’re done here.” With those words, Squadron Commander Bromet snapped the cap onto his pen and placed it on his desk. I found Simpson and Reggie Soar in the wardroom. “Emergency meeting of the correspondence club at Madame Girouard’s place after dinner. I have a plan and we need to see it done right away.”
  31. 1 point
  32. 1 point
  33. 1 point
    I didn't understood why the pictures were so dark. I thought "C'mon it was 1948, they knew how to take a photograph back then" ( / what's wrong with them !?! xD) And while I was studying the fading of the green paint on black and white pictures, my brain did its daily effort and I realised : the Spitfires had been repaint in NATO camo colors, dark grey / dark green / PRU blue. I used these values : Dark grey / Basalt Grey : hexa 575D64 Dark green / Yellow Olive : hexa 453F2F PRU blue : hexa 5C7A82 If you have more reliable values for these colors please tell me ! (the tail is in lighter olive green on purpose)
  34. 1 point
  35. 1 point
  36. 1 point
    I was working hard on a very historical skin and then I don't know, I lost it... a little update / the anti glare panel is needed for the real bird Something related but still not the bird I want to do (LOD is done since 18 months) And this is the bird I wanted to make at first : Still some details to do
  37. 1 point
  38. 1 point
    i find your lack of water injection..... disturbing who knew Keflavik would become a reconstition field after round 1? you know how this goes Toto........
  39. 1 point
    New Daddy On The Block..
  40. 1 point

    Version 1.0.0

    249 downloads

    The S-300 PT is a long-range surface-to-air missile systems produced by NPO Almaz. The S-300 PT is intended to defeat current and future air targets in all conditions of their combat employment under intensive ECM and multiple-threat environments, such as government precincts, industrial facilities, command posts and headquarters, military bases, strategic and tactical airfields and nuclear sites. The S-300 PT system was first deployed by the Soviet Union in 1979, designed for the air defense of large industrial and administrative facilities, military bases, and control of airspace against enemy strike aircraft. The project-managing developer of the S-300 is Russian Almaz corporation which is currently a part of "Almaz-Antei" Air Defense Concern. S-300PT was using 5V55 missiles developed by MKB "Fakel" design bureau. The S-300 PT is also capable of destroying ballistic missile targets and is regarded as one of the most potent anti-aircraft missile systems currently fielded. Its radars have the ability to simultaneously track up to 100 targets while engaging up to 12. S-300 deployment time is five minutes. The S-300 PT missiles are sealed rounds and require no maintenance over their lifetime. A typical battery would be equipped with three 5P85 TELs, each with four SAMs, or double the SAM complement of the S-75/SA-2 it replaced and permitting 2 rounds per launch. The designation of this TEL following a mid-life block upgrade became 5P85-1. INSTALLATION: Drop everything from archive to your "Objects" folder. LICENSE: All models are made by me from the scratch. You can use them and everything included for personal non-profit use for Thirdwire Strike fighters 2 game only. CREDITS: ThirdWire for making this outstanding simulator. Combatace.com for its dedicated support for this game. SOFTWARE USED: Blender 3.0 Substance Painter 3d Max 2009
  41. 1 point
  42. 1 point
    anunk's post wins The Internet!!!! ====== requried screen shot Come gather 'round people Wherever you roam ...
  43. 1 point

    Version

    3,793 downloads

    Flanders Terrain for First Eagles Terrain by Me. Tiles by Bill Gates, Third Wire, and Me. Static Aircraft and other bits by the A-Team. Ground Crew and other ground objects by Geo. Moored Zeppelin by Hinchinbrooke. Hi Res Buildings by Max188. Special Thanks to TK for a Great Flight Sim and the A-Team for doing twenty-one really great WWI aircraft; and Aladar, MontyCZ, EmlD, Bortafarm and others for many more spectacular aircraft. Let me personally thank Charles, Capun and Geo for all their help and support with this. These fine gentlemen make modding a lot of fun. Installation: 1. Put the Flanders folder in your Terrain Folder 2. Select in Menu 3. Fly To Delete just remove the folder. Known Issues: Nothing in Life is Perfect. COMING SOON First Eagles Flanders 1916-1918 Campaign for the Royal Flying Corps, Royal Naval Air Service and German Air Service to follow. It will include all the great available aircraft. Edward
  44. 1 point

    Version 1.0

    2,193 downloads

    First Eagles seasonal Tiles by Jan Tuma ------------------------------------------- This is a set of new seasonal textures together with environmental mod (Trees, Forests, Farms, and new city objects) to enhance the look and feel of default First Eagles "Verdun" terrain; Expansion Pack 1 "Cambrai" terrain and aditional Flanders and Vogesen terrain. Different textures and environmental for each of 12 months. Please note that due to things work in the series terrain engine, you cannot destroy nor collide with buildings or trees. There may be some performance drop on older systems (drop off framerate during flight), you have been warned! ---------------------- Installation: ---------------------- First make backups of your existing terrains folders!!! In case something goes wrong during the install... A) Installation for all terrain (Werdun, Cambrai, Flanders and Vogesen): Extract this package to First eagles main directory (not in Terrain folder), if asked, overwrite. So will supplementeds all files in Terrain folder at a time. B) Custom Installation: 1) Unzip this package and open "Terrain" directory 2) Copy "Seasonal_tiles" folder in Terrain directory 3) For installation new Tiles to Werdun terrain copy "wwiVerdun" directory from installation package to "Terrain" folder, if asked, overwrite 4) For installation new Tiles to Cambrai terrain copy "wwiCambrai" directory from installation package to "Terrain" folder, if asked, overwrite 5) For installation new Tiles to Flanders terrain copy "Flanders" directory from installation package to "Terrain" folder, if asked, overwrite 6) For installation new Tiles to Verdun terrain copy "Verdun" directory from installation package to "Terrain" folder, if asked, overwrite You may want to change the Ground Objects setting from Medium or High to Unlimited for better look (above all cities tiles) ---------------------- Uninstallation: ---------------------- A) Best would be to restore the directory you BACKED UP, don't tell me you didn't! or B) 1) Delete "seasonal_tiles" folder in Terrain directory 2) Delete all *.TOD files in "Terrain\wwiVerdun" folder. Move or copy all files found inside of "Terrain\wwiVerdun\backup" directory to "Terrain\wwiVerdun" folder, if asked, overwrite 3) Delete all *.TOD files in "Terrain\wwiCambrai" folder. Move or copy all files found inside of "Terrain\wwiCambrai\backup" directory to "Terrain\wwiCambrai" folder, if asked, overwrite 4) Delete all *.TOD files in "Terrain\Flanders" folder. Move or copy all files found inside of "Terrain\Flanders\backup" directory to "Terrain\Flanders" folder, if asked, overwrite 5) Delete all *.TOD files in "Terrain\Vogesen" folder. Move or copy all files found inside of "Terrain\Vogesen\backup" directory to "Terrain\Vogesen" folder, if asked, overwrite ---------------------- Credits: ---------------------- This mods was created by Jan Tuma Vesion: 1.00 13.2.2010 THIS MOD 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. Remember to give me credits and include original readme. Have fun, again watch that Hun in the sun! Jan Tuma http://www.tuma.tenzor.cz
  45. 1 point

    Version 2.0

    414 downloads

    Vosges Terrain (inkl. 1916 campaign) 1.2 Re-worked Vosges terrain V2.0 ***************************** New: V2.0 - Including winter season INTRODUCTION The Vosges Front is a mountainous area ranging from the Donon in the north and the Grand Ballon in the south. The old border between the German Empire and France from 1871 to 1918, now in Alsace and the Lorraine, was the only area of the Western Front to see mountain fighting during the Great War With transportation infrastructure and technology, impacts on the landscape and strategic challenges related to climate and geographic constraints, the Vosges mountains were the scene of numerous battlefields. DETAILS - This version of the Vosges front is 'based' on the work of Stephen1918 and Gepard. But virtually everything was modified (height-map to a massive degree, towns, front line, rivers, etc.) - Existing versions of this map will NOT be overwritten with this version, since the folder is named 'wwiVosges'. - You'll find a new map within FE called 'Vosges, France'. - I've tried to include as much as possible into the terrain folder. This means certain object were made 'static'. - Certain targets are at the very edge of the terrain. This might cause certain issues when flying into the virtual 'wall', e.g. edge of the map. - To minimize the repetitive feeling of flying over tiles I've added a lot of green fields (fields without trees). - The included campaign is just a small one with the possibility to fly recon and bombing missions (France/Germany). NEW STUFF - Train lines and trainstations (major cities and minor towns) - 'Waterfalls' and shipping locks - Small airfields and very large airfields - Zeppelin airfield - A rather busy frontline (make sure you've the needed objects) - Switzerland as neutral country, altough it doesn't work 100% but that's an issue based on the game-engine. Including two Swiss airfields and a border with various gates, flags, bunkers, etc. INCLUDED - Vosges terrain/front WW1 (incl. two seasons) - Ground objects - German/French reconnaissance campaign set in 1916 FAQs Q: Is it based on the already existing 'Vogesen' map? A: Yes, but actually only as a basis. Everything was changed/adapted (heightmap, tilemap, targets, etc.). Q: Does it include more than one season? A: No, currently not. Q: Is the frontline correct? A: Yes as good as it gets, representing late 1916/early 1917 with certain omissions. Q: Are all the named towns and cities correct (placement and naming)? A: Yes as good as it gets. French denominations and German denominations. INSTALLATION 1. Make a backup copy of your First Eagles folder (just in case) 2. Extract the file into a temporary folder (like c:\temp\) 3. Copy all the relevant folders into the respective First Eagles game folders (example: c:\temp\Vosges\Terrain\Vosges into your c:\Program Files\First Eagles\Terrain folder) PREREQUISITES - FE Gold (might work also with FE2, sorry guys don't know), with the latest patch - Aircraft for the included campaign: CaudronG4 RumplerC1 Nieuport10 Nieuport11 Nieuport12 Voisin3_150 Voisin5 AlbatrosC3 AviatikC2 FokkerEIIIa FokkerD2 AviatikC2 Dfwci Walfisch LloydC2 CREDITS As usual I want to say thank you to all guys who helped me to create the Vosges terrain: TK, Jan Tuma, Stephen1918 (for the improved Vogesen version from Gepard), Geezer (great ground objects), ojcar, Gepard (for the initial Vogesen version), Heck, geo, quack74, Edward, A-Team (airplanes not included), Guitarclassic55 (for the wonderful menu) and a lot of others. Of course Gerwin's TFD Tool was instrumental in the making of this terrain. Sorry if I've forgotten someone. Please contact me if you want to be named at this place. Thanks for files, suggestions, testing, bug findings etc. DISCLAIMER The Vosges terrain is freeware. You are free to modify and share it, BUT Commercial use is prohibited. If you find bugs please post them in First Eagles section of Combatace.com forum. Hope you enjoy it. Sincerely gterl
  46. 1 point

    Version

    1,216 downloads

    Little mod of the Spad VII to turn it into a Spad XII (apologies and acknowledgement to Gr.Viper who went before me) Model changes: removal of the nose humps and reskin XXX_data.ini changes: tweaked flight model reflecting the much heavier weight, more powerful engine (220hp nominal), wing stagger, better aerodynamics, and more wing area New weapon (37mm S.A.M.C.) New (it’s a mod of stock) reloading sound for the canon (its slow), New firing effect for the canon (cockpit smoke) New hanger and loading screens The canon is on the secondary fire button and takes 12 sec to reload (new sound more or less reflects this) It has 12 reloads I have seen the A.I get infrequent hits with this setup (I’m pretty infrequent too) --------------------------------------------------- A few “Facts” The Spad XII was a beefed up version of the Spad VII with a new engine (Hispano-Suiza 8Cb 220hp) and a slightly more refined fuselage, more wing area and the most obvious difference, slight wing stagger (something we can’t do with the stock model) It had a 37mm S.A.M.C. semi-automatic canon with twelve reloads mounted to fire through the prop hub and with the breech situated between the pilot’s legs Because of the breech placement the controls were of the Deperdussin type (wheel) After initial enthusiasm for the aircraft by the French ace Georges Guynemer, the Aéronautique Militaire placed an order for 1000 airframes, However the Spad XII proved very difficult to fly with its unfamiliar controls, the new weapon filled the cockpit with smoke on firing and was difficult to aim and reload, and to cap it off, the new Hispano-Suiza proved to be unreliable Its doubtful that more than twenty aircraft were completed and these were issued singly to individual Aces of the Aéronautique Militaire, There were never more than 6-8 on the front at any one time and they were widely spread throughout the Escadrille’s --------------------------------------------------- Top speed 220kph at SL Ceiling 7000m Empty weight 628kg --------------------------------------------------- Files New Reloading sound: gun_reloadlg.wav goes in the Sounds folder The SOUNDLIST.INI must be modified to add the sound (this must be extracted to the flight folder if you haven’t already) see below New gunfire effect: 37mmSpad.ini must be placed in the effects folder New cannon must be added to the bottom of your GUNDATA.INI (this must be extracted to the Objects folder if you haven’t already) see below, and then the GUNDATA.INI must be opened and saved with the gun editor New aircraft folder SPAD_XII placed in the Objects/aircraft folder This contains 4 skins (the French aces, Nungesser of Esc65, Madon of 38ESC, Fonck of Esc103 and Guynemer of Esc3), the Ini’s necessary for the craft, a hanger screen and two version of the loading screen: wide(default) and normal (you must rename it to use it) --------------------------------------------------- SOUNDLIST.INI Add near the top of the file: --------------------------------------------------- SoundFile0XX=gun_reloadlg /////////////////////XX is the next number in the sequence above --------------------------------------------------- And at the bottom add: --------------------------------------------------- [gun_reloadlg] Priority=HIGH 3DSound=FALSE NumBuffers=1 Looped=FALSE --------------------------------------------------- GUNDATA.INI Add at the bottom of the file --------------------------------------------------- [GunData0XX] //////////////////////////////////XX is the next sequential number TypeName=37MM_SAMC FullName=37mm SAMC Moteur canon Caliber=37.000000 ROF=1.000000 MuzzleVel=400.000000 AmmoWt=0.650000 WarheadWt=0.035000 Reliability=97.000000 Accuracy=70.000000 AddLight=TRUE MaxLightRange=1000.000000 FireColor=0.150000,0.100000,0.100000 GunFireEffect=37mmFireEffectEnH GunFireSound=TankGun EffectClassName=37mmEffects EffectTime=10.000000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE --------------------------------------------------- Important: the GUNDATA.INI must be saved in the gun editor after manual editing Have fun :yes: V
  47. 1 point

    Version

    839 downloads

    The contents of this zip file are the sole property of their Author,Bortdafarm who has granted me permission to upload them to CombatAce. Bwf. -------------------------------------------------------------------------------------------------------------------------------------------------------------------- FOKKER DIII For FIRST EAGLES revised model and textures up-dated 04/07 INSTALL TO THE AIRCRAFT FOLDER... MADE WITH 3DS MAX BY BORTDAFARM feel free to fart about with the bits n bobs notes;;; fm- player version (hard) complete model/texture rework as of 11/04/07 this version comes with a shadow file tho you will need to switch this on in the config file like thus [shadow] CastShadow=TRUE other notes; reversed rudder control on your system?;;; open the FokkerDIII_DATA.INI (right click/-open-/with notepad) edit this entry [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=FALSE to [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE


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