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Showing most liked content on 03/31/2024 in all areas
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9 pointsSo sorry, I just couldn't resist...some quick low res screenies right from the viewport... Seriously though Wrench, PM or email me some high-res photo references on what you really want (front, rear, side, top views, etc.) and I'd be happy to make one for you.
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8 pointsI'm back to the Polish-Russian war. Finally started working on some new planes - Ansaldo Ballila for the Kosciuszko squadron.
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5 pointsyou know, i wonder if anyone has a Comanche in game. mandatory screenie
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4 pointsA-6A Early Intruder 1.0.1 was uploaded just waiting for approval. - added LAU-34 and LAU-7 Rails and fixed the loadout - AGM-12B, AGM-12C_A and AGM-12E missiles - bonus- A-6A with fuselage air brake LOD
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2 pointscool, but available where? dunno why but the Stealth Hawk made me think of a SF2 porting of this for now i'll just settle for whatever TC can wrangle up.....
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2 pointsIn two years of playing this game, on and off, I've focused totally on mud moving, all within the Vietnam War campaigns. I'm not very good (as my constant requests for help in other threads prove!) but it's fair to say I've watched Devin Horner play more full missions than I've played myself. I generally change aircraft, to learn a new one, upon a campaign ending; up to now this has always been due to KIA/POW, and always shot down attacking well defended targets. At the start of this week I decided I'd play my first ever F-4 campaign, Rolling Thunder, 43rd TFS. My first mission was a very long overflight of Thailand and Laos to rendezvous with some B-52s plastering a target in RP1. Red Crown called out contacts but they were, as to be expected, far to the north and didn't bother us. A nice milk run which allowed me to learn flight parameters and cockpit dials for myself. Mission 2 was going to be a strike mission in RP6A, but upon loading in, my HOTAS wasn't recognised. A further attempt (and a restart) and still it didn't work. Luckily I had recently backed up my mod folder so copied over my previous controls.ini and tried again. Briefing this time was for another escort, this time a flight of Thuds from a western Thai base. Shame, I thought, I'm a mud mover at heart, and I was looking forward to bombing a bridge. Anyway, I suited up and headed for the flight line, and this time everything worked. The mission was to RP2, and my flight of 4 F-4 in standard A2A configuration made the rendezvous bang on time after a very long flight from the southern coast. At the IP we started to extend on the bombers (as a Thud driver at heart I was disappointed they were so high and slow), but while I was deciding whether or not to circle back to them the scope started to get busy; a flight of Scooters from Yankee was inbound to the target area, but there was a definite separation with a gaggle left of the nose at 30 miles. With switchology complete for a Sparrow shot, I waited until the IN RANGE light came on and bagged my first Fresco (it worked off the rail!) As our flights merged I realised we were facing two flights, seven bogeys left. My flight was instructed to engage and we got into it. The furball was glorious, and boy, did I put into practice what I'd learned from watching Devin. I chose a Fresco, and went in close, following him as best I could with this pig of a "dogfighter". These bad guys were good, and after two pretty perfect trail shots - and lots of high yo-yos and throttle control - with heaters were defeated with high G turns, I realised I'd have to try something else. My wingman was instructed to pin him and I extended about 5 miles, before setting up another Sparrow for kill number two. Red Crown reported mission complete as my wingman bagged his second shortly after, and I gathered the boys for the long trip home. I called Red Crown one final time for a picture of the battle space, expecting to hear that the remaining MiGs were heading north with their tails between their legs, only to hear that at least one was close. I looked at the maps and saw one turning with a straggler A4, and broke off to engage him, while telling the flight to mop up. I picked kill number three out of the clutter, and sent him home by truck. The A-4 departed back to Yankee and one of my guys got our 6th of the morning. These are my first air-to-air kills in the game, and I was (and am) totally buzzing with the adrenaline. The F-4 is not an easy plane to fly at 6kft, 325 knots, in a turn with a MiG-17 while AA explodes all around, but I managed to come out on top. Wish I had a gun - at one point I could read one of their tail numbers!
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2 pointsBack to some serious work...decided to leverage same tug texture to add some variety, so created a trailer version...like so. FYI I'm a little lazy, so this is a screenshot right from the viewport.
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2 pointsnow we just need some AT ATs, and those little land speeder deals or we could make it interesting
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1 pointStill heavy travel days for me and appreciate Gepard’s incredible patience; happy to share I’m putting the final touches on the redux McDonalds model for him. Now we get to go from a “stand in” model to something more compelling. It was pretty fun working on this, acquired an excellent base model and then spent a lot of time detailing out with mesh enhancements and certainly texture work. Also, want to fully acknowledge up front all credit for the base figures goes to Geezer (I am grateful to be trusted with his source models, these I rigged up in new poses and textures). As-is often my problem, spent too much time dinkering around with adding in details...LOL. Anyway, should finish off soon, thanks Gep for your patience and allowing me to create this for you. I know I still owe you and several others updates on other requests and they are all still in-progress. From this: To this:
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1 pointHello, concerning the incident over Syrte in the year1981 it is not clear if the Su-22 or Su-22M were armed with either the R-3S or the more advanced R-13M. It can be that an R-3s was fired by mistake or that an R-13M was fired with an “limited” head-on look. If the seek of an R-13M were close to the heat source it could be possible to look on head-on. But the distance was normally too close as that the missile could guide properly. Therefore, the term “Limited” Head-On capability. To solve the problem in game I propose: a Give the missile an all-aspect capability, reduce the "max. Launch Range" and/or the "max Seeker Range", reduce the "Seeker Gimble Limit", reduce the "Max Turn Rate" & reduce the "Seek Track Rate". The exact values must be determined by “try and error”. Since the Su-22 and the Su-22M don’t have a proper aiming system for air-to-air combat with missiles, you have to archive an look-on via PKI (boresight). Attached may some additional information about the FON over Syrte.
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1 pointI would say yes. I mean the scenario you talked about was more or less a not so qualified pilot wishing to take a shot trying to down an American plane. He probably thought he could get a kill but that's for me to speculate, but yes they fire all-aspect (the AI does).
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1 pointIn the weapons editor change guidance type to what you want. I suggest you look at some parameters that you may like to change, eg accuracy, max sensor range, min sensor range. Then click accept. Then click save. The missile is now changed in the Cat file. NB take a phone pic in case you want to change back. Each aircraft have several weapon stations which you can easily edit by adding another weapon class to that station. So you can type IR or SAHM and now that type of missile can be loaded on that station. Open Mig23 ini, go down to the Weapon station that holds missiles and add SAHM or whatever. Note; possibly the weapon station may already be able to carry a SAHM but if not listed then just add it. Going to sleep now. I can help tomorrow if you have more Qs.
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1 pointNo, it just changes the parameters of the missile, but I think there's a field to change the weapon station anyway if needed. It's pretty straightforward as csb says. It's really not that hard once you check it out.
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1 pointHi Guys, The default livery (or "skin") we decided to use in WOTR was R4118 a Battle of Britain survivor. This small video is well worth a watch:
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1 pointHave you used the 3W Weapons Editor? Open it, choose a missile and it will open a page with all the parameters of that missile; most can be changed. Click Guidance Type and a drop down list appears. You can change the missile to any other guidance type. However, changing missile guidance type may prohibit that missile from being loaded to its usual weapon Station. Weapon stations (located in the aircraft's ini iirc) are specific to missile types but can be easily edited. Also can change many launch parameters.
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1 pointI would think using the weapon editor or whatever to create a new AA-2 that is all aspect but has a hit chance of zero or something like that.
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1 pointAs previously mentioned, finished up the utility ground tug for hangar eye-candy, looks good to me but let me know of any proposed changes.
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Version 1.0.0
98 downloads
SF2 TMF Mirage IIICZ (SAAF) by PCG Upgrade/Remod Pack 3/24/2024 -For SF2, Any and All-(Full 5 Merged Suggested) Found in the Archives! Didn't even know there WAS a TMF version! But here it is!!! :) This is a full upgrade/remod pack for The Mirage Factory's Dassault Mirage IIICZ by PCG as used by the South AFrican Air Force. Even though there is =NOT= a stock 3W Mirage IIICZ per se, this is set up and labeled to cause =NO= conflicts with any (other) Mirages available for the game (including the version built by Ludo M.54 from a stock 3W Mirage). Skins remain in their original bmp format. All necessary items are provided, weapons, pilots, seats, sounds, effects, and so forth (most weapons used ARE stock 3W items, with few exceptions). This is a "nationalized" single-user only aircraft. This aircraft is supplied with 3 skins: "NMF"- as originally delivered "Camo1" - Tan/Green (<1971) "Lo-Viz" - 2-tone Blue & Grey (~1982) All 16 CZs served with No.2 Squadron, “Flying Cheetahs”. All skins use the same 'pool' of 16 ID/serial numbers. As can be expected, the SF2 Date Switch (tm) is active, and the LoViz skin starts in 1982 (best guess! based upon Ludo's Mirage F1CZ_Late). Also, the Date Switch is used on the Loadout ini, as newer missiles become available. When in-game, on the Aircraft Selection Dropdown you'll see: Mirage IIICZ (TMF) So you can't mistake them for anything else but TMF Birds (tm). As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. All original readmes, when discoverable, are included. The 'Change Log' is, as always, in the Notes section below. As an Extra Added Bonus (tm), I've included a bunch of PDFs I found online, documenting the Development & History of the Mirage III & its variants in SAAF service. They are OUTSTANDING docs, and were the basis for some of the changes I've implemented here. Well worth the read! Happy Landings! Wrench Kevin Stein For Oli and The Mirage Factory -
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1 pointwingtip speed brakes were added at BuNo 149940 and soon after delivery to operational squadrons fuselage mounted speed brakes were deactivated. 149940 was the 26th Intruder built. Even after deactivation, it was still possible to open fuselage speed brakes - only on the ground for maintenance and other stuff that needed access through the brake well. The fuselage speed brake was entirely deleted from production from BuNo 154170 those are airframes that at some point had operational fuselage speed brakes (1st and 2nd contracts went mostly for modification prototypes EA-6,KA-6 etc..) most from the rest of the list were converted into KA-6D. 1st contract. 147864 147865 147866 147867 2nd contract. 148615 148616 148617 148618 3rd contract 149475 149476 149477 149478 149479 149480 149481 149482 149483 149484 149485 149486 4th contract. 149935 149936 149937 149938 149939 149940 On the inboard flap, there is a circular cutout to provide clearance above 300gal tank. So something is wrong with the model. Either flaps should extend more...or pylons are slightly too high. Or both ..or Something needs to be determined. It would be extremely COOL if you could add to the main model various A/A37B-6/5 ejector racks. Ravenclaw has a marvelous model. I am sure that something can be arranged. Built-in MERs/TERs can give us countless mix loadout options - known for this bomb truck. Also, specific launch rails for Shrikes, Standard ARM, winders etc. would be great. This would give a significant advantage over the stock Thirdwire model. So we do not have to screw around with fake pilot pylons, rails etc.
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1 pointA Pukin' Dog over the North Atlantic (with slightly corrected tail decals).
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1 point
Version 1.0.0
152 downloads
Heinkel HE-100D1 The Heinkel He 100 was a German pre-World War II fighter aircraft design from Heinkel. Although it proved to be one of the fastest fighter aircraft in the world at the time of its development, the design was not ordered into series production. Approximately 19 prototypes and pre-production examples were built. None are known to have survived the war. aircraft model by Veltro2k: destroyed model by Capun: cockpit by Kesselbrut: FM, decals and texture by Charles unzip ad folders to their appropiate places...have fun -
1 point
Version 1.0
220 downloads
The Bloch MB.130 and its derivatives were a series of French monoplane reconnaissance-bombers developed during the 1930s. They saw some limited action at the beginning of World War II but were obsolete by that time and suffered badly against the Luftwaffe. After the fall of France, a few were pressed into Luftwaffe service. 3D Model and Bombs: (Veltro2k) Textures and FM: (Charles) Cockpit: (Kesselbrut) Best Sim : Thirdwire unzip ad folders to their appropiate places...have fun 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. IN ACCORDANCE WITH THE COMBAT ACE MODDERS AGREEMENT
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