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Showing most liked content on 02/04/2024 in all areas

  1. 20 points
    Luftwaffe F-4F Phantom II 37+51 " Wolkenmaus " from the JG-71 Richthofen patrolling the skies over northern Germany
  2. 7 points
  3. 7 points
  4. 5 points
    Vought F-8E Crusader - 808 Naval Air Squadron, Royal Australian Navy, 1970
  5. 4 points
    Super Mirage 4000
  6. 3 points
    Latest about the Fencer LOT'S OF DETAILING TO DO so far It Looks a bit of a Fencer, does it not? And now, some appendices are to be added... KAB-500KR KAB-500L KAB-500S-E KAB-1500KR KAB-1500L KAB-1500LG And there will be many more as time allows, Hope you liked it so far...
  7. 3 points
    late to the party, but still made it
  8. 3 points
    Douglas Skyraider FB.3 - No.112 Squadron, RAF Near East Air Force, 1967
  9. 3 points
    1985... ASAT test mission from SF2 ! Original mod by FastCargo for WoI in 2008. P.
  10. 3 points
  11. 2 points
  12. 2 points
    It's to not have the game render the object at the same detail at that distance. Distance LODs for any game eases the workload on the GPU/CPU and so on. It's basically done to show the plane, but details aren't a requirement at a longer distance.
  13. 2 points
    Old WOI mod by Fast Cargo... runs in SF2 !
  14. 2 points
  15. 1 point
    And not related to the Fencer, I am making the Kh-38 Family Kh-38ME-V1 Kh-38ME-V2 Kh-38MLE V2
  16. 1 point
    my memory is really hazy and I'm not sure if this was SF1 or SF2 but I think I recall someone long ago adding the deck aircraft on YAP carriers as "missile launchers" or "guns" and having them rotate into the deck? I think they limited the travel of these "launchers" so that they couldn't move . I'm just throwing this out there in case someone has a better recollection than me. I don't know if it even worked.
  17. 1 point
    A LOD in the Mod folder will, as we all know, be used by the sim ahead of the original in the CAT file, that is one of the fundamental bases of modding, but TK locked the CAT files in Gen2 for the very reason that he didn't want LODs extracted from them. So it is probably piracy to extract and use (and certainly to post or distribute) LODs from a Gen2 CAT file (even if anyone knew how to do it, which I have never seen mentioned).
  18. 1 point
  19. 1 point
    It seems that TK wanted to implement a function to add deck object variety for his stock carriers, though it does not appear to work. There are entries in the stock SCB-125_Data.ini which seem to serve this purpose (to no avail, apparently): [Cargo1] SystemType=CARGO NodeName=tractor_01 RandomChance=60 In theory, it might be logical to set the RandomChance value to 0 to make the node in question disappear. I tested it a couple of times several years ago but, unfortunately, it did not seem to work. You might test it again, maybe I simply missed something back then. (PS: Needless to say, you have to define these among the SystemName[...] entries in the [Hull] section, e.g. SystemName[011]=Cargo1.) (PS2: 'seaking01' is the node name for the chopper on the elevator.)
  20. 1 point
    The problem with that, I think, is that Gen2 LODs cannot be extracted from the ObjectData CAT file (ObjectData026.CAT for these carriers), and unless you can extract them I don't think you can hex-edit them. Unless, of course, someone has worked out how to find and then hex-edit the CV-63 LOD inside the CAT file, without extracting the LOD, but that risks screwing up the entire CAT file, which has a heap of other ships and aircraft in it. Alternatively, if you have SF1 (Gen1) you could extract the CV-63 LOD and use it instead of the Gen2 version - it has a bare deck, with no Sea Kings on it.
  21. 1 point
    Try to convert the skins to .TGA via HEX and then make them invisible. Am I clear? Should work, I believe...
  22. 1 point
    You can't. Unlike with aircraft, it's not possible to hide nodes of the 3d model for ground objects. Only a 3d model edit could fix that, but those are stock LODs. Unless someone makes new ones from scratch, we're stuck with the SH-3 on them.
  23. 1 point
  24. 1 point
    How I fell right now.. (Do someone willing to share, if there's any CH-46 AircraftData.ini? It's for my 4TB "School Project")
  25. 1 point
  26. 1 point
    An F-84E of the 10th Air Force.
  27. 1 point
    Six Days War - DiD Mission 01
  28. 1 point

    Version 1.0.0

    29 downloads

    The Great Waldo Pepper Fokker Dr.1 skin for First Eagles 2 __________________________________________________________________________________________________________ What you will find in this Fokker Dr.1 skin Pack: - A skin to FokkerDr1 by Third Wire Productions used by The Great Waldo Pepper film. - Fokker Dr.1 flown by the character Ernst Kessler. - I did Optional hangar screens for Ernst Kessler character. They are in 1920x1200 size. You will find this in the "HANGAR SCREEN". - You will find also an optional Normal map (DR1_6_BUMP.bmp) figure which works best with the new Spandau machine gun I painted. __________________________________________________________________________________________________________ INSTALLATION INSTRUCTIONS: FE2 INSTALLATION - This skin do not uses decal files, so will be easy install. (SKIN) - Drop or copy the inside contend of the folder "FokkerDr1" to your "FokkerDr1" folder. *ATTENTION* In order to work properly on your loadout menu option, this following lines, must to be COPIED into your "FokkerDr1".ini file. [TextureSetXXX] Directory=Ernst Kessler Name=Ernst Kessler Nation=GERMANY Squadron= Specular=1.800000 Glossiness=1.000000 Reflection=0.100000 Replace the (XXX) in the [TextureSetXXX] top line, with the appropriate number following your "FokkerDr1.ini" file order for others skins that you have already installed before. __________________________________________________________________________________________________________ INSTALLATION INSTRUCTIONS FOR THE HANGAR SCREEN: - To use it, you must drop or copy the jpg file of your choice from the "HANGAR SCREEN" folder. in your "FokkerDr1 aircraft main folder", next, edit your "FokkerDr1.ini" file and add this line: As an example: [AircraftData] HangarScreen=Kessler-HANGARSCREEN 01.jpg <------ add this line __________________________________________________________________________________________________________ INSTALLATION INSTRUCTIONS FOR THE Optional Normal map (DR1_6_BUMP.bmp) figure: - Drop or copy the inside contend of the folder "FokkerDr1" (DR1_6_BUMP.bmp) to your "FokkerDr1" folder. That's all. __________________________________________________________________________________________________________ Credits: - Julio Junqueira texture skins for Fokker Dr1 and hangar screens. - Third Wire Productions for the Fokker Dr1 model. __________________________________________________________________________________________________________ - special thanks to Third Wire Productions for the excellent FokkerDr1 model. - special thanks to CombatAce.com hosting the files. __________________________________________________________________________________________________________ These textures are freeware; you are allowed to use it as you wish, but The names of all contributors listed here, must be added in any new released readmes. These textures may not in any way, be used in any payware additions. __________________________________________________________________________________________________________
  29. 1 point
  30. 1 point

    Version 1.07

    1,544 downloads

    Iraq, Western Asia (1980-2003) Terrain February 13th, 2017 (1st Release) by Menrva >For Strike Fighters 2, Recommended Full-5 Merged This is a complete remake of the DS/IR terrain released long time ago by Wrench. The entire map has been retargetized and retiled using a whole new tileset, combining tiles from JSF_Aggie, Stary, Centurion-1 and my bad transition tiles. All major water bodies, lakes and some minor rivers have been hand-tiled. The Caspian Sea coast had to be hand-tiled as well. Numerous target areas have been added in order to expand playability, targets of opportunity and year range. This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look. The terrain spans from September 22, 1980 (the beginning of the Iran/Iraq War) to May 1, 2003 (the end of major combat operations of Operation Iraqi Freedom); it is designed for the Iran/Iraq War, Operation Desert Shield, Operation Desert Storm, Operation Desert Fox and Operation Iraqi Freedom. Iraq is Enemy, Iran is Friendly, other countries are Friendly as well. Due to limitations in the terrain engine, and not wanting to make three different terrains, I opted to set Iran as Friendly together with other countries such as Saudi Arabia. While you might see US planes spawn in Iran during Single Missions even if the 1979 Iranian Revolution already happened, it's up to the users to play with missions in the editor to fix any historical oddities. Targets reflect Real World events as accurately as possible; for instance, after the invasion of Kuwait by Iraq, Kuwaiti airfields are set as Neutral, enemy targets appear inside Kuwait, etc. Some airfields won't be available after a certain date and/or will change name according to historic changes. Various Operation Desert Storm expeditionary bases and FOBs have been added, and will appear only during Operation Desert Storm dates. All main targets are in their Real World locations (I tried to be as accurate as possible, to such a level that even surpasses ThirdWire's stock terrains). Shiraz Int'l Airport and Prince Sultan Airbase are beyond the Wall. However, if you have SF2NA, long range AI flights can be generated from such airbases. Ground Objects are not included. You can obtain most of them from Wrench's original Iran-Iraq terrains, or from other mod packages. >Credits (in no particular order): -Wrench, who reworked the original terrain and provided the CombatACE community with plenty of mods and scenarios to play with. He gave me invaluable advise, the tools I needed and introduced me to the beautiful, exhausting world of terrain modding/making. Thank you, sir! -swambast, who offered to build two high quality 3D models (Mosul Dam and Mosul Grand Mosque), featured for the first time in this terrain, it's an honor! He also provided major help in tracking and fixing common and uncommon bugs. If the terrain is stable (no CTDs), it's his merit! -Nyghtfall, for creating 3d models of the Kuwait Water Towers and Kuwait Freedom Towers. -tiopilotos, for providing reworked .tga tiles with new alpha channels. Much appreciated! -Spudknocker, who helped me complete the 1980-2003 beta version of the terrain, providing additional target areas. -gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too. -MigBuster, I have included some of his great hi-res textures for runways. -mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding. -luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting! -Crusader, who provided me with the info I needed about ODS and other stuff related to targets. -JSF_Aggie, for his high quality DS tileset, which I have expanded with my horrible transition tiles. -7eleven, who directed me to a website filled with Desert Storm related info. -Centurion-1, since I used some tiles from his Desert 4 Mountain Regions+ Addon. I tried to contact you for permission, but it seems RL got in your way. Your WIP mod about the Iran/Iraq war gave me the motivation to complete this terrain. The least I can say is thank you. Best of luck, mate! -Stary, because his tilesets are pure art. I borrowed a few TODs and tiles from his excellent IsraelME tileset. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -Stratos, who supported me support during the terrain's development. -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included. I am totally sure I missed someone, especially because the terrain was born from Wrench's original ones. So I also included Wrench's original readme files from his IR and IR2003 terrains to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions.


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