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Showing most liked content on 12/27/2023 in all areas

  1. 7 points
  2. 5 points
  3. 4 points
  4. 4 points
    uploaded and already approved! (thank you other Kevin!)
  5. 4 points
    why? why drop such a big weapon on such a fragile target? cause f*** em, thats why
  6. 3 points
  7. 3 points
  8. 2 points

    Version 1.0.0

    108 downloads

    Liberty Wing '95: The 48th Fighter Wing in the Eagle Era This mod is an all up unit mod featuring the 48th Fighter Wing and its three squadrons, the 492nd FS "Bolars", 493rd FS "Grim Reapers", and 494th FS "Panthers". The wing participated in some fashion in practically every military action of the 1990s: Northern Watch, Deny Flight, Deliberate Force, and Allied Force in 1999. These skins are accurate from 1994 until the end of 1996, and the serials accurate until the end of 1998. The Mod includes everything to have the Liberty Wing ready to go from install. Included F-15C_91 with 493rd FS skin and ini updates F-15D_91 with 493rd FS skin and ini updates F-15E_92 with 492nd and 494th FS skins, "new" aircraft based on old F-15E various weapons as would be used by these aircraft in the mid 1990s sounds, effects, floght and other objects needed to make it all work Installation unzip. place contents of "to mods" folder into your chosen mod folder. allow overwrites Credits ************************ Original F-15C/D/E ********************************** AleDucat - For the nice ACES II ejection seat models. Deuces - For the F-15 Afterburner and weapon effects. Diego - For the Modern USAF Pilot skins. Fubar512 - For the FM work. JimmyBib - For the F-15C cockpit flight control textures. MoonJumper - Avionics work. Wpnssgt - Models Kesselburt - Original F-15C cockpit. Brain32 - Improved/new textures for F-15C cockpit. Mago - F-15E Cockpit. 331KillerBee - SF2 Weapons Pack (basis for some of the weapons included). JAT81500 - F-15E Cockpit avionics and HUD work. ************************ Mud Hen Maintenance Team ************************** Viper63a - Upgraded Skins, Decals, Cockpit and Menu Screens. Spudknocker - Upgraded Flight Model and Weapons Loadout. Fanatic Modder - Upgraded Flight Model and Engine Emitters. RavenClaw_007 - Freaking insane Weapons and Ejection Seats! JAT81500 - For the excellent Florian Pilot upgrades! Hi Ho Silvers - AfterBurner Mod. ************************ this mod *************************** Viper63 - skin templates ravenclaw - weapons not in Gunny's pack such as the B61 special weapon and AGM-130 missiles daddyairplanes - research, new skins, tga work, various ini edits on aircraft and on stock weapons like Mk82; new hangar and loading screens, "new" F-15E (92) with different weapons groupings and more accurate to use the -229 engines ************************ overall *************************** TK - For the ThirdWire series of sims. Thank you for downloading this mod, i hope you enjoy flying it it as much as I enjoyed working on it. Kevin Unruh aka daddyairplanes 26 Dec 2023 ************************************************************* This is freeware; it CANNOT be distributed unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape, or form be used in any payware additions. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications MUST remember to put everyone's name in it. ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEBSITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************* *************************************************************
  9. 2 points
    ooooh, working up for RIAT
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  12. 1 point
    Just wanted to let everyone know that a user active on FB posted news of his "mod" on ModDB with a link to it. He goes by the nickname "Strike Fighters 2" (how original) and has a following of over 500 users. The package is a mix of mods from CombatACE without any permission from the original authors, including yours truly; he made use of the NL terrains package that gerwin and I produced. I also saw one of the terrains by Wrench in the screenshots, and I'm sure he got a lot more in the package I don't dare downloading. The guy apparently made his own skins for aircraft and cockpits, nothing wrong with that, but he's also sharing tons of aircraft and terrains which he definitely not produced, and doesn't even credit the authors at all. If you're among his 500+ followers, consider yourself on par with him, shame on you. We produce tons of mods in free time for free, but that doesn't mean that our work can be shared elsewhere and others can take credit for it without shame. I don't have the power of closing his FB page. I have an account on ModDB though and I reported both his page: Strike Fighters 2 - Lightning 2 - Falcon Edition mod - ModDB and his profile: StrikeFighters2 - ModDB. Due to how ModDB works, multiple reports are needed until the admins consider them. You don't need an account to report it, so I'd appreciate if you click on the " ! " in the Profile box. Thanks in advance.
  13. 1 point
    Lockheed F-104H Starfighter - 318th Fighter-Interceptor Squadron, Aerospace Defense Command, USAF, 1971 On March 15th 1963, two Soviet bombers overflew Alaska and despite a desperate chase the F-102A's of Alaskan Air Command were unable to intercept them. The immediate response to this embarrassing intrusion was to deploy ten F-106A's drawn from various Aerospace Defense Command Fighter-Interceptor Squadrons to Alaska and to recall the remaining F-104A's that had previously been transferred to the Air National Guard back in 1960. Despite the excellence of the F-106A it did come with a pretty hefty price tag and Aerospace Defense Command realised that in order to replace the earlier F-101's and F-102's a cheaper alternative was required. With Lockheed's multi-role F-104G Starfighter in a high-rate of production the relatively low unit cost attracted the attention of the US Secretary of Defence Robert McNamara who authorised production of the F-104H a dedicated interceptor version based on the F-104Gand an initial order for 200 was made. The F-104H was powered by the uprated General Electric J79-GE-10 engine rated at 11,905 lbf dry thrust and 17,844 lbf thrust with afterburner although initial deliveries were powered by the earlier J79-GE-8B. The F-104H incorporated the advanced Litton LN-3 inertial navigation system and also featured the Autonetics NASARR F-15J-50 radar and fire control system optimised for the air-to-air mode with all ground-mapping, contour-mapping and terrain-avoidance modes deleted. After some debate, the M61 20mm cannon was retained but the main armament for the F-104H was the AIM-7 Sparrow semi-active homing missile, the AIM-9 Sidewinder infra-red heat-seeking missile and the AIR-2 Genie unguided air-to-air rocket with a 1.5 kt nuclear warhead. Entering service in April 1965 the F-104H eventually served with nine squadrons and was gradually withdrawn from Aerospace Defense Command service from the late 1970's onwards - a relatively short service life. Template Credit: bobrock (you'll find it in the SF1 downloads section). Stock decals apart from the 318th FIS' tail marking. 318STARFIGHTERTAIL.TGA DECALS.ini
  14. 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.
  15. 1 point
    The in the Operation Darius Campaign Package is where I got mine. They're also here:
  16. 1 point
    Lockheed F-104H Starfighter - 186th Fighter-Interceptor Squadron, Aerospace Defense Command, USAF, 1969
  17. 1 point
    hey wait a minute, VF-1 Wolfpack... Phantoms? What if screenies are down the hall sir...... mando screenie of a pretty Bird named Gina
  18. 1 point
    its about that time again and yes, WARPAC Central Heating is still available......
  19. 1 point
    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  
  20. 1 point
  21. 1 point

    Version 1.0.0

    61 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..
  22. 1 point
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  24. 1 point
    Thunderbird F-84G Thunderjet circa 1954
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  26. 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....
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  31. 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.
  32. 1 point
  33. 1 point
    Weapons pack 3 ( Rockets & Rocket Pods ) uploadet and waiting for approval F-4E with a new detail Merry Christmas and a Happy new Year to all
  34. 1 point

    Version 1.0.0

    268 downloads

    Weapons Pack3 , Rockets & Rocket Pods - this weapons pack includes all Rockets and Rocket Pods that i have done so far i know that there are still some pod missing and i will release them later if i find more info and good pictures - the LAU-61A is to be considered as a place holder i just have one picture of a LAU-61 from the rear and i have no clue what version it is , the firing fingers in the picture are different than the one in the manuals until i can solve this problem the pod is a place holder ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NOTE: i strongly recomend that you remove / delete an existing file with the same name as the one in the pack befor you replace it with a new file you best replace the files one by one , overwrite old files is not recommended ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - all weapons and textures are made by ravenclaw_007 Templates are available on request if you still find an error please let me know , and there will be a Weapons pack3 with all other weapons as soon as i´m done with it Have Fun , ravenclaw_007
  35. 1 point
    Thanks. i like this jet and i am happy to see it renewed
  36. 1 point
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    Considered the Harm, but went with the AGM-123. I like doing that in a Typhoon. It goes up like a rocket.
  38. 1 point
    It is said that "All Things Done In Darkness, Must Come To Light"..... "Let There Be Light".....
  39. 1 point
    JF-17 Nigerian Air Force
  40. 1 point
  41. 1 point
    Blackburn Firebrand TF.5 - 813 Naval Air Squadron
  42. 1 point
    Yup....animated rotors etc.. random screenie for the reply
  43. 1 point
    just so we're clear on what we're seeing, the hovering Huey is a ground object?! mandatory screenie, or Thunder over Italy
  44. 1 point
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  46. 1 point
    well, thats cool. but let me ask you, while you were showboating with the Eagle, where was your wingman? Where was the Eagles wingman?
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  49. 1 point
    Flying Tigers on the Hunt... and your trivia for today: the 74th FS in 1995 had the most D model Block 40 (6) of any unit outside of Luke AFB. Given the 23rd Wing's role to support the 82nd Airborne Division at the time, these were assigned to act as Fast FACs
  50. 1 point
    here are 3 external fuel tanks for the early and late Canadair Mk.6 versions , this tanks work , the option with the squadron specific tanks is no more possible ( maybe i will find a way around ) F-86_455Liter_L.7z F-86_455Liter_Ls.7z F-86_755Liter_L.7z here are the data.ini and the loadout.ini for the early and the late versions of the Canadair Mk.6 , everything should work now , if you still have problems let me know Canadair Mk6 GAF early.7z Canadair Mk6 GAF late.7z


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