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  1. 15 points
    Thunderbird F-84G Thunderjet circa 1954
  2. 8 points
  3. 7 points
  4. 6 points
    View File Fiat G.91R.3 & R.4 in Luftwaffe Service Fiat G.91R.3 & R.4 Luftwaffe (reworked) for SF2 WHAT´S IN: 3 aircraft with 26 brand new highrez (8K) Luftwaffe skins I always liked this little bird and so I reworked it a bit. ------------------------------------------------------------------------------------------------------------------- Installation: 1st you have to delete earlier Versions of the G.91R.3 in your Aircraft folder. Elsewise there will be conflicts!!! Simply copy all the files in the respective directory of your game folder. "User"\Saved Games\ThirdWire\StrikeFighters2 If asked, let overwrite ------------------------------------------------------------------------------------------------------------------- Animation key 1 = Canopy open / close ------------------------------------------------------------------------------------------------------------------- Credits: ErikGen: Creator of the original G.91 Models Stary: Creator of Cockpits models Spillone104: Part of the original Gina Team Diego & Ravenclaw007: GAF Pilot models & repaints Ravenclaw007: G.91 Weapons Soulfreak: All paintwork, all decals, Hangar & Loading screens & ini dance ------------------------------------------------------------------------------------------------------------------- Legal stuff: This mod is freeware. Commercial use is not allowed. If anyone will use this mod or parts of it, my permission is needed! ------------------------------------------------------------------------------------------------------------------ It was tested in a SF2 complete installation. Schapen, Dezember 26th 2023 Carlo "Soulfreak" Heuer Submitter Soulfreak Submitted 12/26/2023 Category Other Origin  
  5. 5 points
    why? why drop such a big weapon on such a fragile target? cause f*** em, thats why
  6. 5 points
  7. 4 points
  8. 4 points
    View File Thunderjets - Kongelige Danske Flyvevåbnet Royal Danish Air Force Thunderjets. Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) Install: Copy and paste specific folders into the correct destination. Mod requires new fuel tanks that are added to the mod - generally RF version uses new fuel tanks and recon wing tip pods. In the game under a prefix. KDF. * you will find F-84E , F-84G and RF-84G * Kongelige Danske Flyvevåbnet F-84E served very shortly for testing purposes, and F-84G ended active service in 1961. RF-84G was a European poor-man recon aircraft, using modified fuel tanks for a camera pod. Several countries used a similar concept for interim recon flight in the case of Denmark they were waiting for RF-84F. Two different recon pod setups are added, also counterbalance fuel tank and additional Fletcher fuel tanks. RF-84G - KA-F and KA-G never received 'RF mod' but served in 729 Esk FR flight, during these years. This is a very old model with some flaws....but as long as we do not have a new one I made new skins. All skins are in 4096x4096 format based on new templates. You can easily resize as needed. During service years, after maintenance, airframes were not always returned to the previous original squadron - resulting in a mess of squadron colors (until someone in the squadron repainted again) - but I believe I have the correct squadron colors for those years represented in a mod. All serial numbers are historically correct for specific squadrons/years of service in the Danish Air Force. Check weapon names in loadout.ini and sounds to match your files. Credits. Model - russoUK. Yours truly - mambo jumbo like skins, decals, Fletcher fuel tanks and recon pod mods, research... Who made this cockpit? Also russoUK? No animal was harmed during the creation of this mod. Only Italian coffee was used, mod may contain cookie crumbs and nuts. Weapons. I have added Ravenclaw's HVAR rockets as the data file is correct only for Ravenclaw's HVARs/ Have fun. Report bugs. * Expect the unexpected. Live long and prosper. Jarek Hereda 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. UNDER THE COMBAT ACE MODDERS AGREEMENT * report BIG bugs...If I misspelled something or forgot to add a sound file...for dog's sake try to fix it. Not like this mod is using some ancient or extraterrestrial files.. Submitter yakarov79 Submitted 12/26/2023 Category F-84  
  9. 4 points

    Version 1.0.0

    59 downloads

    Royal Danish Air Force Thunderjets. Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) Install: Copy and paste specific folders into the correct destination. Mod requires new fuel tanks that are added to the mod - generally RF version uses new fuel tanks and recon wing tip pods. In the game under a prefix. KDF. * you will find F-84E , F-84G and RF-84G * Kongelige Danske Flyvevåbnet F-84E served very shortly for testing purposes, and F-84G ended active service in 1961. RF-84G was a European poor-man recon aircraft, using modified fuel tanks for a camera pod. Several countries used a similar concept for interim recon flight in the case of Denmark they were waiting for RF-84F. Two different recon pod setups are added, also counterbalance fuel tank and additional Fletcher fuel tanks. RF-84G - KA-F and KA-G never received 'RF mod' but served in 729 Esk FR flight, during these years. This is a very old model with some flaws....but as long as we do not have a new one I made new skins. All skins are in 4096x4096 format based on new templates. You can easily resize as needed. During service years, after maintenance, airframes were not always returned to the previous original squadron - resulting in a mess of squadron colors (until someone in the squadron repainted again) - but I believe I have the correct squadron colors for those years represented in a mod. All serial numbers are historically correct for specific squadrons/years of service in the Danish Air Force. Check weapon names in loadout.ini and sounds to match your files. Credits. Model - russoUK. Yours truly - mambo jumbo like skins, decals, Fletcher fuel tanks and recon pod mods, research... Who made this cockpit? Also russoUK? No animal was harmed during the creation of this mod. Only Italian coffee was used, mod may contain cookie crumbs and nuts. Weapons. I have added Ravenclaw's HVAR rockets as the data file is correct only for Ravenclaw's HVARs/ Have fun. Report bugs. * Expect the unexpected. Live long and prosper. Jarek Hereda 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. UNDER THE COMBAT ACE MODDERS AGREEMENT * report BIG bugs...If I misspelled something or forgot to add a sound file...for dog's sake try to fix it. Not like this mod is using some ancient or extraterrestrial files..
  10. 4 points

    Version 1.0.0

    123 downloads

    SF2 F-105D Thunderchief by ArmorDave Update Pack 12/3/2023 = For SF2, Any and All = * Full-5 Merged reccomended * ** 1stGen Salvage Operation #7 ** This is a revamp and reissue ArmorDave's F-105D Thunderchiefs for the SF2 Environment (tm). These aircraft were first released in 2004, actually predating their 3rd Wire arrival in Wings Over Vietnam. These were among the first 3-party add-ons for the Strike Fighters series. This mod is split into two aircraft: F-105D-25 (NMF) (actually covers all early D model Thuds) F-105D-31 (SEA 3 Tone) (Vietnam and later) The -25 is equivilant to the stock 3W F-105D, while the -31 is pretty much the same as the 3W F-105D_66; in fact it HAS a 1966 start date. The -25 has 3 skins/decal sets: 7th TFS "Bunyaps" 49th TFW - USAFE Spangdahlem Air Base, West Germany 562nd TFS, 23rd TFW - (shark mouth) 563rd TFS "Ace Of Spades", 23rd TFW -both at McConnel AFB, then Takhali RTAFB The -31 also has 3 skin/decal sets: 333rd TFS "Lancers", 355TFW 357th TFS "Licking Dragons", 355TFW - both at Takhali RTAFB 149th TFS, Virginia ANG (auto start date 1971) The SF2 'date swtich' will turn on the VA ANG skin in 1971(ish). All skins remain in their original bmp format. All markings are decals, and decal randomization is TRUE. Each unit has 24 historical serial and/or buzz numbers. As I always do, those marked with a star (*) are 100% correct for the unit. Those marked with a cross/plus sign (+) while serving in the same Wing, could =NOT= be run down to a particular squadron. Those aircraft with 'nose art' or name badges on the wings (333rd & 357th) are all new, and match their real life aircraft (ie: name ---> serial). As all the squadrons, excepting the VA ANG skin, are listed in the game's Squadron List, those displayed names are activated via Level=1 decals. Drop tanks are supplied for both aircraft, in NMF and Camo, as is a new pilot figure. All other weapons used are stock 3rd Wire, excepting any AGM-12 Bullpups you may want to load. (see notes for more info on loadouts) When in-game, you'll see on the Aircraft Selection Dropdown listing ... F-105D-25 Thunderchief (AD) F-105D-31 Thunderchief (AD) This will diferentiatalize them from the stock 3W or any others that you may have (or not). The "AD", of course, recognizes ArmorDave's contribution to SF. As always, fairly easy to follow yet detailed install instructions are included. Please read them! Also, please read the Notes section for more expositions on which, what, why, how and/or who (whom?). For the historical records, all original readmes are included. Good Hunting! Wrench Kevin Stein
  11. 3 points

    Version 1.0.0

    120 downloads

    Fiat G.91R.3 & R.4 Luftwaffe (reworked) for SF2 WHAT´S IN: 3 aircraft with 26 brand new highrez (8K) Luftwaffe skins I always liked this little bird and so I reworked it a bit. ------------------------------------------------------------------------------------------------------------------- Installation: 1st you have to delete earlier Versions of the G.91R.3 in your Aircraft folder. Elsewise there will be conflicts!!! Simply copy all the files in the respective directory of your game folder. "User"\Saved Games\ThirdWire\StrikeFighters2 If asked, let overwrite ------------------------------------------------------------------------------------------------------------------- Animation key 1 = Canopy open / close ------------------------------------------------------------------------------------------------------------------- Credits: ErikGen: Creator of the original G.91 Models Stary: Creator of Cockpits models Spillone104: Part of the original Gina Team Diego & Ravenclaw007: GAF Pilot models & repaints Ravenclaw007: G.91 Weapons Soulfreak: All paintwork, all decals, Hangar & Loading screens & ini dance ------------------------------------------------------------------------------------------------------------------- Legal stuff: This mod is freeware. Commercial use is not allowed. If anyone will use this mod or parts of it, my permission is needed! ------------------------------------------------------------------------------------------------------------------ It was tested in a SF2 complete installation. Schapen, Dezember 26th 2023 Carlo "Soulfreak" Heuer
  12. 3 points
    View File SF2 F-105D Thunderchief by ArmorDave Update Pack SF2 F-105D Thunderchief by ArmorDave Update Pack 12/3/2023 = For SF2, Any and All = * Full-5 Merged reccomended * ** 1stGen Salvage Operation #7 ** This is a revamp and reissue ArmorDave's F-105D Thunderchiefs for the SF2 Environment (tm). These aircraft were first released in 2004, actually predating their 3rd Wire arrival in Wings Over Vietnam. These were among the first 3-party add-ons for the Strike Fighters series. This mod is split into two aircraft: F-105D-25 (NMF) (actually covers all early D model Thuds) F-105D-31 (SEA 3 Tone) (Vietnam and later) The -25 is equivilant to the stock 3W F-105D, while the -31 is pretty much the same as the 3W F-105D_66; in fact it HAS a 1966 start date. The -25 has 3 skins/decal sets: 7th TFS "Bunyaps" 49th TFW - USAFE Spangdahlem Air Base, West Germany 562nd TFS, 23rd TFW - (shark mouth) 563rd TFS "Ace Of Spades", 23rd TFW -both at McConnel AFB, then Takhali RTAFB The -31 also has 3 skin/decal sets: 333rd TFS "Lancers", 355TFW 357th TFS "Licking Dragons", 355TFW - both at Takhali RTAFB 149th TFS, Virginia ANG (auto start date 1971) The SF2 'date swtich' will turn on the VA ANG skin in 1971(ish). All skins remain in their original bmp format. All markings are decals, and decal randomization is TRUE. Each unit has 24 historical serial and/or buzz numbers. As I always do, those marked with a star (*) are 100% correct for the unit. Those marked with a cross/plus sign (+) while serving in the same Wing, could =NOT= be run down to a particular squadron. Those aircraft with 'nose art' or name badges on the wings (333rd & 357th) are all new, and match their real life aircraft (ie: name ---> serial). As all the squadrons, excepting the VA ANG skin, are listed in the game's Squadron List, those displayed names are activated via Level=1 decals. Drop tanks are supplied for both aircraft, in NMF and Camo, as is a new pilot figure. All other weapons used are stock 3rd Wire, excepting any AGM-12 Bullpups you may want to load. (see notes for more info on loadouts) When in-game, you'll see on the Aircraft Selection Dropdown listing ... F-105D-25 Thunderchief (AD) F-105D-31 Thunderchief (AD) This will diferentiatalize them from the stock 3W or any others that you may have (or not). The "AD", of course, recognizes ArmorDave's contribution to SF. As always, fairly easy to follow yet detailed install instructions are included. Please read them! Also, please read the Notes section for more expositions on which, what, why, how and/or who (whom?). For the historical records, all original readmes are included. Good Hunting! Wrench Kevin Stein Submitter Wrench Submitted 12/25/2023 Category F-105  
  13. 2 points
    you know, its kinda hard to line up a Boss Bird photo op in game...... Wing, 493rd and 494th got in fine. we'll just say 492nd snapped the pic rather than is making circles across town........
  14. 2 points
    Gloster Meteor NF.6 (Trop) - No.176 Squadron, RAF South East Asia Command, 1945
  15. 1 point
    After several years, I have again taken up the miraculous mission pack: The Last Of The Lightnings, made by Comrpnt. As some of the missions require formation flying and pairs landing with AI controlled Lightning, I feel the need to ask for piloting tips from you tigers, as I now know that I am a pilot of ham fists as I always suspect The main observations after 5 sorties for the first mission in the pack, a 2-ship circuit, and 1 sortie for the last mission, the 9-ship flying pass, turned out the following questions and observations, which might be useful for our discussion of the extrodinary mission pack, and some aspects of SF2 more generally: 1. Unusually Fast Accleration Uring Take-off Roll The AI acclerates very fast during and immediately after take off. First thing I do after mission loading is shoving the throttle to Max and release brakes. My Lightning starts moving when the AI lead is still static (so I actually develop full engine thrust before him), and at the inital stage of takeoff roll I could close the distance and separation to some extent. However, the AI lead could still dash away afterwards, and I am not able to stay quite close later in the take-off roll. I suspected that this has something to do with friction of the runway slowing my Lightning down, as there is no way to confirm the take-off technique the AI uses, and possibly he has applied backpressure quite early to lift his nosewheel just off ground, so to reduce the total friction on the wheels, even as this might introduce more induced drag. Thinking about this, I tried to ease nosewheel just off ground earlier than I could observe any sign of rotation of the lead Lightning, there is no telling if this works, as there is no way t precisely time the events during the whole take-off phase, but the AI lead could still consistently out-acclerate me despite my engines reaching full reheat earlier than him. Seen from the rare in this screenshot, the lead seems to have his main wheels a little off ground? Or it`s just an illustion caused by view angel and the Lightning`s contours? I`m not so sure of anything now. 2. Very Fast Acclearation Away Without Reheat After Take-Off Immediately after lift-off, the AI climbs very sharply, and it is not possible for me to keep very close to him for fear of acclerated stall. During the last phase of the take-off run, when lead is already in air and my aircraft is just above to clear ground, he`s almost right over my head instead of above and ahead of me. I understand that this is probably the result of him curving his flight path at linear speed not so much higher than my own, or even lower, as he gets rid of the ground friction but gets at the same time much more induced drag with his sharp pull-up. I could understand that AI does not give so much consideration to his human wingman, as if he does he should be climbing-out straight and shallower for wingman to catch up and adjust formation. However, the AI will make a sharp turn right after this, with reheat off, and with reheat on I could not keep up with him acclerating away until a while after, so the distance and separation of the formation will enlarge quite much after take off, due to the lead`s quick, acclerating turnaway that needs not even reheat. This is the most I can get out from the pairs takeoff, and it is very busy. He gets aways from me without needing the burner plume at all. 3. Suspected Unusual Decent and Deceleration Ability During Turns During turns in the circuit, the AI seems to be in the habit of acclerating rather quickly at the beginning of the turn, and is apt to decend at the same time, and at the end of the turn, they seem to have the habit of idling the throttle. I usually fly on wing outside of the turn, and am of the impression that during a turn I should fly just a little higher and faster than the lead, so that we will turn at the same angular speed, but I at slightly greater linear speed due to the greater turn radius. This is quite hard to actualize, though, and as soon as the turn begins, the lead seems to be able to make it a descending turn, and at the sametime very tight, so if I try to match his angular speed, the lift component in the vertical will be stop my machine from decending in the turn with his, and the lateral separation increases as a result. The other issue is that the AI seems to like idling, or at least retarding very sharply the throttle at the end of a turn, and it would be very easy to overshoot. However, in the final 9-ship fly-past mission, it is not hard to stay close in formation during the shallow, gentle turns, so I need to confirm these turn-related observations by starting the mission and staying on the ground, while using F6 to observe how the AI solo the circuit all the way, lest they are only visual illusions caused by perspective during a tight formation turn at large bank angle. This is result of the 9-ship flypast. I could manage the turns better than in the pairs circuit, but certainly hope to be able to turn in as close formation as when flying straight and level, for more RAF style. 4. Tremendous Deceleration and Abrupt Pitch Change Before Approach Right when the AI lead reaches the approach waypoint, he will decelerate sharply, and with some abrupt pitch and altitude changes, without even deploying the speedbrakes. In a welded-wing close formation overshooting will be certain, as retarding the throttle quickly to idle cannot match such great deceleration, and the speed brakes will cause quite much pitch change. At the same time, as the new speed is quite low, flaps will be needed, or the aircraft will start losing stability. The solution I found is to loose the formation somewhat before the anticipated lead deceleration, and use speedbrake right away when seeing the lead "stops" in the air, and lower gear and flaps at first chance. The speed brake will be kept out for rest of the approach and landing, as this seems to be the only way to adjust formation during the pairs landing, by leaving you the possibility of using throttle. Without the boards out, there seems to be every chance for you to creep ahead of the lead. Pairs landing is possible and consistent in this way at satisfactory formation distance and separation, but still needs care when it certainly should in SF or not. This happens when I sense the AI lead is doing his dread deceleration. If I manage to keep formation after the magic slow-down, a formation like this could be managed right to touch-down. My thought is that certain AI behaviour is coded rather than aerodynamic, especially in accleration and deccleration, and during take-off and approach. This may be a trade-off to make AI able to fly everything. It seems to me that AI is flying every landing like carrier landing, keeping just above the touchdown speed, at a pitch angle and thus AOA that does not allow for seeing the runway sometimes, and without control and throttle corrections, along a precise glideslope. This technique is very hard for players to follow, expecially someone like me who likes too (probably overdemanding) fly in formation with AI take-off to Touch-down. By far the best game in this respect is MSFS, and at a certain update for IL-2 1946, 4.09 or 4.10? I could manage to land in pairs with even an AI I-16. However, now in IL-2 all that an AI can do is to make a strange, probably hard-coded turn seemingly along an invisible axle attached to the trailing edge of rudder into "approach mode", and let down all the way at precisely the touch down speed, nose-high, to an stalled 3-point landing. SF2 fairs good enough as I could pair land with an Lightning, or F-5C with some struggles against the dreaded "approach mode" deceleration, but we could certainly use more probably. This experience with Lightnings also led to some questions. We know that there are values given for critical speeds like landing or MaxSL or take-off or stall, but how does they affect AI behaviour, and what other possible factors and setting affect AI behaviour, is still in question, at least for me in my ignorance. If only a take-off speed is given, but not landing speed, then how will AI decide its own landing speed. Is the take-off speed for rotation, lift-off, or climb-out? Similarly, is landing speed approach speed or touch down speed, and what should the value be for aircrafts that are supposed to be at different speeds for crosswind and final leg? Is the stall speed for all-up or gear and flaps down, power on or power off? Additional questions could be asked on how the AI respects these numbers or not, and if it does, to what extent. Will AI force itself not to exceed the maximum speed SL even if it could? Will it do its best to keep above the dictated stall speed? And the most curious question among all is how many AI behaviour are hard-coded and to what extent we could change that. It would certainly be nice if we could work around all we could by certain clever tricks in number tweaking and mission editing. I guess it is already a lot of questions and a lot of words from my part indeed. Time for some screenshots of my hairy attempt at the legendary Lightning, and I will be most thankful for your thoughts and comments on the potential issues, not necessarily covered above. As I felt that something might be due to my clumsy formation turning techniques, any piloting tips or your experience in flying with the AI will be more than welcome.
  16. 1 point
    its about that time again and yes, WARPAC Central Heating is still available......
  17. 1 point
    ooooh, working up for RIAT
  18. 1 point
    Gina, sei così bella ! Many thanks !!! P.
  19. 1 point
    With all the terrible things going on in this world of ours, stop for a moment and look around you, and be glad for what you've got!! Here's hoping everyone (wiether you celebrate Christmas, Xmas - watch out for Santa!- , Hanukah, or what ever winter festival you have), has a wonderful time with friends and family! Don't forget, New Years is right around the corner. Don't bother making any resolutions, because we all know they don't get kept!!!! LOL!!!
  20. 1 point
    Merry Christmas! Thanks for all you do for this website and the community!
  21. 1 point
    Merry Xmas Kev! wish you all the best to everybody!
  22. 1 point
    Belated Merry Christmas and a Happy New Year!
  23. 1 point
    It's been a long time since I had any activity around here and I'm glad that in late 2023 there are still people who put effort to keep this game alive. Merry Christmas to everybody! Mirage F1EQ-2 S/N 4005/4009 circa 1987
  24. 1 point
  25. 1 point
    Yes. This bird was under constant development...For sure early F.3 with Welland engines never had extra tanks. 'Mid' production F.3 (I called it F.3 '45 - was retrofitted with ventral tanks - as there are photos with and without tanks - same flight/flight line. That is the time when they start trials with those tanks. So I might add them to F.3 '45 in the next update The last 15 production F.3 (with long nacelles) had a ventral tank retrofitted, and I believe wing tanks were added too at this point. Not to mention that the first F.4 were with long-span wings. Basically, it was late F.3 with Derwent 5 engines - where the difference was only in nacelle shape and two small oil vents on the nacelle starboard side - and those F.4 were later retrofitted with short span wings. So on blurry, crappy photos, it is hard sometimes to spot the difference. Even in some older publications, photos are described wrongly. Like many other things wrongly interpreted and mistakes were repeated over the years - famous longer and much longer noses on NF.12 - NF-14 or strange camouflage colors on FR.9. My pm box is always open for additional reference.
  26. 1 point
    Merry Christmas to you all!!
  27. 1 point
    View File Meteors. - Kongelige Danske Flyvevåbnet Royal Danish Air Force Meteors. This mod is not to compete with the previous Meteor mods that I was part of. It is just my, different approach. Basic modding skills are required to run this mod. (copy/paste, mod folder structure, etc.) Install: Copy and paste specific folders into the correct destination. A fake pilot is required to run this mod. Also, the Thirdwire Meteor cockpit is required from the original game. Fuel tanks- not to be afraid. Overwrite or just leave it. 100 gal tank is the original TW tank. You can overwrite or just simply do not copy. 175 gal tank also. Tanks are just ini files. The mod uses tanks that are part of aircraft lod. Yes, again Meteors. But I made this revamp to fix what I wanted to fix for some time already in old models..plus a few new things. In the game under a prefix .KDF. * you will find Meteor F.4, F.8, NF.11, and TT20 that served in the Royal Danish Air Force. * Kongelige Danske Flyvevåbnet TT.20 target tug works the same way as one in the RAF Meteors pack. I fixed data files a little - collision points and hitboxes..as the previous ones were quite weird. But I believe that the flight model could be improved for this aircraft. But this is not my cup of tea nor coffee. All skins are in 4096x4096 format. You can easily resize as needed. Now all Meteors are using the same common color standard. Skins represent all squadrons that operationally used Meteors. Decals represent historically correct serial numbers assigned to aircraft during their service in the Danish Air Force. Under no circumstances do not use any part of it with older Meteors done by me and published here in CA. These new ones have some differences in mapping. Some things were changed, some mapping issues and small thingies. So please do not mess up things. Credits. Veltro2k - the original old model of t7 Yours truly - model rework, mambo jumbo like skins, decals, research... No animal was harmed during the creation of this mod. Only Italian coffee was used, mod may contain cookie crumbs and nuts. Seat - all credits to the creator - unfortunately I don't remember who made this seat. I guess the skin was painted by Kulbit. Pilots - RAF pilot by Geezer another one I have no idea / don't remember who did it. All credit to him/her. Weapons. RP-3 rockets from Ravenclaw. All should have those RP-3 rockets in their installs but I am adding them anyways as those are the only ones that work with this aircraft lod. This model is designed/checked only to work with Ravenclaw's RP-3 rockets - so there might be some strange positioning in other (stock) rockets. Have fun. Report bugs. * Expect the unexpected. Live long and prosper. Jarek Hereda 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. UNDER THE COMBAT ACE MODDERS AGREEMENT * report BIG bugs...If I misspelled something or forgot to add a sound file...for dog's sake try to fix it. Not like this mod is using some ancient or extraterrestrial files.. Submitter yakarov79 Submitted 12/25/2023 Category Meteor  
  28. 1 point
    Guess what I just watched on Disney+ tonight... Someone else on their way to Lakenheath, tonight in 1957, who had a problem en-route....
  29. 1 point
    Merry Christmas to all of us!!
  30. 1 point
    Happy Christmas to all wherever you may be!
  31. 1 point
  32. 1 point
    Have a safe, and enjoyable Christmas everyone. Let us hope that the oncoming year is a better one than the trainwreck that was 2023 Spare a thought for the members of the Armed Forces on deployment around the world, and an extra special thought for the mebers of the Emergency Services, who work to keep us all safe and well Merry Christmas, and a very very Happy New Year.
  33. 1 point
    Merry Xmas and Happy New Year everyone, from Aotearoa New Zealand!
  34. 1 point
    Thanks and Merry Christmas to all of you CA friends !
  35. 1 point
    Merry Christmas to you and your family my Combatace Friends !
  36. 1 point
    It started out well enough....... Got shot up trying to kill the target... So let's nurse it back to the boat..... Compensating for the damage with rudder & throttle work; boat in sight, I'm in the pattern..... And........ I ran out of lift JUST off the stern. Translation: It quit flying and began falling out of the air. The fireball was spectacular, though.
  37. 1 point
    G.91 overhaul status: G.91R.1/B - finished G.91R.1/B PAN - Decals left to do <--- anyone has good references regarding tail numbers? G.91R.3 - Germans finished, Portuguese to be done G.91R.4 - to be done G.91T.1 - finished G.91T.3 - finished
  38. 1 point
    It's a What if, but a cool one.
  39. 1 point

    Version 1.0.0

    64 downloads

    SF2 RoCAF F-86F Sabre Skin & Decal Pack 10/14/2023 -For SF2 =ONLY= (Full 4/5 Merged Reccomended) This is a new skin for the F-86F-40 available here at CombatAce at the following url: https://combatace.com/files/file/13788-sf2-f-86f-40-sabre-remod-pak/ This pack is 'representative' of F-86F series Sabres used by the Republic of China Air Force (Taiwan). In truth, the RoCAF had several 86F sub-variants, but eventually almost all were brought up to -40 specs. All markings, excepting the fuselage and wing ID bands are decals. Decal randomization is TRUE. All serial/buzz numbers are 100% historically accurate for Sabres serving in the RoCAF. They do not, however, replicate any specific or particular squadron. I was unable to run them down accurately enough. You have a "basic" full squadron of 26 numbers. 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!!! Happy Landings! Wrench Kevin Stein
  40. 1 point
  41. 1 point

    Version 1.0

    498 downloads

    Welcome. This mission pack follows the Operational Conversion Unit (OCU) training undertaken by Pilot Officer Ian Black during 1985/86, the last RAF pilot to qualify on the English Electric Lightning, as documented in his excellent book The Last of the Lightnings (ISBN-10: 075093073X; ISBN-13: 978-0750930734). The missions in this pack are specifically designed to be used with Thirdwire’s Strike Fighters 2 Europe: Expansion Pack 2 (SF2E:Exp2), which introduced all Lightning types to the game. Where possible, stock objects and aircraft are used. Where necessary new aircraft, skins, weapons, and loadouts have been defined and are included in the pack. The missions The missions in this pack form a syllabus for an OCU course, similar to that undertaken by Ian Black at RAF Binbrook, which is broken down into the following phases: Basic aircraft handling. Basic navigation. Basic radar operation. Advanced radar operation. Radar assisted interceptions, with a varying degree of difficulty based on the angle-off of an approaching enemy. Includes high and low altitude, high and low speed, and combinations of these. Air-to-air refuelling (AAR), using radar to acquire the ‘tanker’. Air combat manoeuvres (ACM) against solo and multiple bogeys, using training rounds to record ‘kills’. Air gunnery school, using live weapons against drone targets. Ground gunnery school, using live weapons against static ground targets. Formation flying, culminating in a diamond-9 flypast to celebration OCU graduation. Acknowledgements, Disclaimer and Terms Thank you to all those modders that have provided the prerequisites I have used in my mission packs. If there are any problems with these missions and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that some models used by this pack may have different terms and conditions (consult the accompanying documentation for details). Released under Fair-Use terms, as defined at CombatAce. Visit http://combatace.com...ng/#entry545949 Contents The contents of this mission pack are: Comprehensive installation notes, instructional notes, and mission briefings documentation 30 scripted single missions New Targets definitions New Types definitions RAF pilot skins New Hunter9 target drone aircraft New LTF Lightning skin Airfield lights definitions Airfield QRA shed definitions New training missile definitions New Lightning F.6 and F-4M_75 loadout definitions New formation definitions Lightning F.6 FM update Buccaneer S2 FM update - to add drogue lights Installation Download this pack to a neutral location on your local machine, extract the files, and then consult the detailed 'Guide' document for installation instructions. Good luck. comrpnt (September 2012).
  42. 1 point

    Version 1.0

    263 downloads

    English Electric Lightning - Lights and FM enhancements (2012/02) Providing a little Lightning Love By comrpnt Welcome This package provides FM enhancements to introduce landing and anti-collision lights, and change some subtle flight characteristics to my favourite aircraft of all time – the venerable English Electric Lightning. Specifically, the FM mods include: Gear-mounted landing lights Wing-tip anti-collision lights Wing-tip strobe lights (dependent on model) Rear fuselage anti-collision lights Top fuselage strobe light (dependent on model) Automatic opening canopy – when stationary FM change for more realistic landing speed – under AI control FM change for more realistic stopping speed – using brakes under AI control (optional)FM change for use of more realistic (separately available) RAF pilot model Disclaimer This mod adds and/or amends definitions in all of the stock ThirdWire Lightning _data.ini files, provided in the Strike Fighters 2 Expansion Pack 2 for Strike Fighters 2 Europe. If there are any problems with this mod, then please contact me directly. Many thanks. Prerequisites Strike Fighters 2 Expansion Pack 2 for Strike Fighters 2 Europe (Optional) comrpnt RAF Pilots mod (February 2012) Terms and Conditions Released under CombatAce Freeware Licensing Terms. See http://combatace.com/topic/26131-freeware-licensing/ Contents New enhanced _data.ini files for each Lightning model (F1, F1A, F2, F2A, F3, and F6) ReadMe with installation instructions Regards, comrpnt (February 2012).


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