Leaderboard
Popular Content
Showing most liked content on 09/19/2024 in all areas
-
12 points
-
6 points
-
5 points
-
3 pointsEarly access soooooon: "Hey everyone! Finally we have a release month! Watch our brand new release announcement trailer. Sea Power is going to be released as Early Access in November 2024!" https://store.steampowered.com/news/...53797709668587
-
3 pointsit is not a problem of ammunition, rather it is a fault damage model of ground objects. In real situation you will have countless situations that bomblets can damage tank one way or another resulting in destroying, or damaging tank - meaning eliminating the threat. In this game, tank in fact is just built as two boxes that represents chassis and turret. We can not have even proper armor zones for front chassis - front top and front bottom. No damage model for tracks - so when damaged or destroyed - tank is literally out of action. Not to mention that ground warfare is poorly modeled too. During the assault of 18 tanks even if half is already destroyed the rest will still push through. Quite simplified as normally the rest would retreat in such situation long ago. There are not disabled ground object, all is binary - destroyed or full throttle. With cluster munitions we should be able to put out of action most of the small vessels as bomblets would probably damage or destroy quite few equipment on the deck, but here we just make nice splashes on the water. So as long damage model is so simplified, you can not do anything about it. Even the best modeled weapon with super pimped parameters will work this way. Another thing that we have to accept at least until we crack open the game.
-
3 pointsDecided "What the hell" and uploaded 5.6 of the Super Hornet Package, changelog when approved: 5.6 - Tweaked ALQ-99G textures to better represent real-life pods - Tweaked ECM values for all of the aircraft, adding power to the internal jammers and enhancing capability. - Fixed [DetectSystem] on the EA-18Gs - Added more numbers for the EA-18G VAQ-140 and VAQ-130 skins, numbers go from 500 to 505. Also fixed the decals.ini file for both skins and updated the numbers.lst files too. - Added the promised VAQ-132 skin for the EA-18G. - Tweaked the Readme, doing some grammar stuff and updated some things - Added more loadout options for the Escort Jammer, Early Warning, and an OIR loadout for the USN EA-18G - Updated the "default" VAQ-130 skin for the EA-18G. - Removed carrier entries for the RAAF aircraft, so they don't spawn on carriers. - "EA-18G" folder has now been renamed to "EA-18G_BlkII" so it doesn't conflict with other EA-18G mods. - Thanks to allenjb42 the aircraft now fold wings on carriers. In a future update, the canopy will stay closed, but for now will be open. - Tweaked radars for the Block III jets, now have improved range. The search range is 137 miles, and the track range is 100 miles. - Block III jets have new cockpits modified by Coupi. Unfortunately due to the lack of a dedicated cockpit modder this is what we can do with the game engine. If Brain32 returns, I will ask him if he can do a more realistic cockpit. - Increased thrust for the Block III jets (all except RAAF) by 20%, in line with real-world engine upgrades - Added an internal sound courtesy of crisisloaner for the internal cockpit sound. - KNOWN ISSUE: Due to the lighting on the 3D mesh of the displays for the Block III cockpit, the NVG (both types) filters by simonmiller416 at night cause the various panels for the cockpit to light up to be unusable. There is no fix for it at this time, so you will have to use a Block II or Block I aircraft if you want to fly at night (Block II EA-18G if you fly it). - Used the AIM-120D texture and 3D model by ravenclaw_007 for it. - Added an AIM-174B air-to-air missile, work done by dtmdragon and original model and texture by WhiteBoySamurai - USN Growlers now can fire the AIM-9X by default - Removed internal ECM for the Growlers (including the RAAF birds)
-
3 pointsDecided "What the hell" and uploaded 5.6 of the Super Hornet Package, changelog when approved: 5.6 - Tweaked ALQ-99G textures to better represent real-life pods - Tweaked ECM values for all of the aircraft, adding power to the internal jammers and enhancing capability. - Fixed [DetectSystem] on the EA-18Gs - Added more numbers for the EA-18G VAQ-140 and VAQ-130 skins, numbers go from 500 to 505. Also fixed the decals.ini file for both skins and updated the numbers.lst files too. - Added the promised VAQ-132 skin for the EA-18G. - Tweaked the Readme, doing some grammar stuff and updated some things - Added more loadout options for the Escort Jammer, Early Warning, and an OIR loadout for the USN EA-18G - Updated the "default" VAQ-130 skin for the EA-18G. - Removed carrier entries for the RAAF aircraft, so they don't spawn on carriers. - "EA-18G" folder has now been renamed to "EA-18G_BlkII" so it doesn't conflict with other EA-18G mods. - Thanks to allenjb42 the aircraft now fold wings on carriers. In a future update, the canopy will stay closed, but for now will be open. - Tweaked radars for the Block III jets, now have improved range. The search range is 137 miles, and the track range is 100 miles. - Block III jets have new cockpits modified by Coupi. Unfortunately due to the lack of a dedicated cockpit modder this is what we can do with the game engine. If Brain32 returns, I will ask him if he can do a more realistic cockpit. - Increased thrust for the Block III jets (all except RAAF) by 20%, in line with real-world engine upgrades - Added an internal sound courtesy of crisisloaner for the internal cockpit sound. - KNOWN ISSUE: Due to the lighting on the 3D mesh of the displays for the Block III cockpit, the NVG (both types) filters by simonmiller416 at night cause the various panels for the cockpit to light up to be unusable. There is no fix for it at this time, so you will have to use a Block II or Block I aircraft if you want to fly at night (Block II EA-18G if you fly it). - Used the AIM-120D texture and 3D model by ravenclaw_007 for it. - Added an AIM-174B air-to-air missile, work done by dtmdragon and original model and texture by WhiteBoySamurai - USN Growlers now can fire the AIM-9X by default - Removed internal ECM for the Growlers (including the RAAF birds)
-
3 points
-
2 points
Version 2.0.0
117 downloads
So basically, this is a skin mod imitating the F-16s that appeared in the video released by the Ukrainian Ministry of Defense not long ago. According to the fuselage details and Local S/N, they should have once served in the Esk727 and 730 squadrons of the Royal Danish Air Force, so I copied some of their other Local S/Ns. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "EX_RDAF" folder into your F-16 mod (AM/BM recommended, as link below); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16AM, the game will automatically read the data. https://combatace.com/files/file/12909-european-mlu-vipers/ -
2 pointsWell it is your choice how you will proceed, but one thing for sure when using so called AI* - you will not gain experience. At least not the same way as making it on your own, or maybe with some new people from another countries, that might become your friends. *(I still refuse to accept it as AI, yes it is very sophisticated program, but very far from intelligence, artificial intelligence). Fortunately era of internet give us tremendous opportunities, in meeting, contacting and cooperating with people from another countries almost instantly. Just need to reach to the right person. I remember some 30 years ago (the days when Internet for me was some mysterious entity) when I was researching some info about CBI theater Mustangs for my yet another scale model Mustang. Few curious questions reach right persons, on right forums and at the end with cooperative research we unearthed many interesting facts about some squadrons, airframes and servicemen in CBI. And thankfully i gained some experience, but what is most important I gained many dear friends, some I never met in person yet still we reach out sometimes just to say simple Hi and "whats new in aeroarchaeology" because there is always something new to discover. .. And same on CA, working on some projects with guys here gave me unforgettable memories - salute to you all- you know who you are,. As for the AI, fun thing is, and very sad that nowadays humans now are so impressed with art created by so called AI. Well, thing is I do not give a damn what software can create - it will be still based on styles created by humans. Yes, the same way as artists influence another generations of artist. But it is us humans who should be creative and most importantly - have time to be creative, have time to explore. While so called AI should do the simple basic things so we humans could find more time for that art and to be creative. Sad thing is that "AI developers" see things different way. This is not the way... skynet way , no way. Anyway.
-
2 pointsHow about we try using English, as it IS the major language here at cA. Thank you.
-
2 points
-
2 pointsnew textures for the AN/ALE-40 chaff / flare dispenser i decided to make the canopy part new , the old one was to edgy and did not look good with the rest of the aircraft old and new the panel lines on the front fuselage are almost done only some minor things are missing but it seams that i have some problem with the mapping , when i started to add the screws to the front fuselage i notice that on some parts of the front fuselage the screws appear larger then on the rest of the front fuselage , the screws on the template have the size of 5 pixels , so to make them smaller is almost impossible , dont know what to do with that mapping problem the new canopy section i mapped now for the 6th time and i´m still not happy maybe i have to let it like it is for the mean time until i find a way to fix this the top rear mirror is new , the mirror has the correct position now and is moving together with the rear canopy the mirror itself is slanted and a bit back in the housing like the original , the cockpit has some new textures as well making this new 4096 x 4096 templates is very time consuming and with each detail i add i get a new surprising result on the aircraft , mostly a very unpleasant surprise that needs a long time to fix and in some cases i even cant find a solution to the problem i just hope that all the work is worth doing one thing i did not expect was that i had to change or remodel so many 3d parts of the aircraft so the overall look is better and i´m scared like hell by just thinking that the wings are next and what surprises they have for me
-
2 points
-
2 points
-
1 point
Version 5.6
13,023 downloads
THIS IS NOT UNDER THE COMBATACE FREEWARE LICENSE ACCORD YOU MAY - Have fun with this mod - Use it as you see fit once you download it, even modify it as you see fit - Create your own textures as you see fit and upload them under your name IF you wish to send me any modified core files (I don't need to review skins as that doesn't affect any core files) please PM me the modified files and I will check them out. There is no exception to this policy given my attitude towards staying out of jail. I will check them out and yay or nay the decision, but if I can edit any files in order to not go to jail, I will inform you and that will be it. I understand you may have information of a sensitive nature that you may have access to and frankly it does not belong in any files of this download. If that bothers you then please don't send me sensitive information, I think I've made it clear that I'm not going to jail in order to appease to players. http://combatace.com...24-my-projects/ Newer skin PSD with Block I ECS (no stacks) now available for skinning needs: http://combatace.com...-skin-template/ - Fixed some glaring errors in the INI files. -
1 pointView File 157FS HAVE Glass V Skin for F-16C Block52(Viper Team) "The F-16 has benefited from a long-running program of improvements to minimize its RCS, under the name Have Glass. With several reports suggesting that a Have Glass V F-16 will, on average, have a 1.2m² radar cross section, compared with about 5m² for an ‘untreated’ F-16, straight off the line." ——info from key.aero This mod only contains the 157FS version. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "157FS_HG5" folder into your F-16C mod (Block 52 recommended); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16CM Block 52, the game will automatically read the data. Submitter simonmiller416 Submitted 09/19/2024 Category F-16
-
1 point
Version 1.0.0
86 downloads
"The F-16 has benefited from a long-running program of improvements to minimize its RCS, under the name Have Glass. With several reports suggesting that a Have Glass V F-16 will, on average, have a 1.2m² radar cross section, compared with about 5m² for an ‘untreated’ F-16, straight off the line." ——info from key.aero This mod only contains the 157FS version. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "157FS_HG5" folder into your F-16C mod (Block 52 recommended); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16CM Block 52, the game will automatically read the data. -
1 point
-
1 pointI will release it once it is done. I am still facing a lot of new problems and it will take time to solve them.
-
1 pointVolker, absolutely looks outstanding. I thoroughly enjoy seeing artist's work with so much love and care and attention to details. It is surprising sometimes how "high-res" textures don't take advantage of the space available to properly craft the details and instead blob out "rivets", decals, etc. when so much more artistry can be applied. I've had the extreme privilege of partnering with a few rare masterful painters like this (working on some current projects right now) and it is a true joy - keep up the wonderful work.
-
1 pointI'm trying to do something like this,in this case I'm open to AI because the Strike Fighters fan base is very small, that's a fact. In my language area, there are very few players, and even fewer people who can voice the characters. So I'll let AI do most of the work.
-
1 point
-
1 pointI couldn't agree more. It's unfortunate that proper artists are losing jobs over sub-par, soulless AI creations. AI should be a very last resort when it comes to making art, it shouldn't replace the artistry of people from all over the world. AI generated images do not give me the same vibes. I have great admiration for modders who create exquisite models and textures, throughout the years they encouraged me to learn more and do something of my own creation. AI generated content does not inspire me to grow and learn more.
-
1 point
-
1 pointI would like to say, that would be great. To have the sound be similar and not jarringly different that happened in StrikeFighters2 NorthAtlantic. Also having adding new voice and contact from wingman's would be great. Please do this maybe I can help.
-
1 point
-
1 point
-
1 pointThat would be a great idea. We already have many languages in speech packs here in CA. But if we can have more it would be even better!
-
1 point
-
1 point
-
1 point
-
1 point
Important Information
By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..