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Showing most liked content on 12/21/2024 in all areas
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12 pointsShe starts looking good .Long way to the end ofc .... Carriers are really annoying with files and testing ...
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3 pointsgot this tightened up just a little too late for Phantom Phriday... (back to my roots too, all same skin)
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2 pointsIs Stonehenge aligned properly, so the solstice sun rises over the correct stones??? (I'll show myself out now ....) also, we have the Pink Floyd Pig Balloon, too (have to look and see which terrain I put it on. I mean, if you're adding Easter Eggs)
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2 pointsStonehenge has now textures. Thx mate. You know whom i mean. Some days ago someone askes, whether Mc Donalds is a strategic target in BoB1960th terrain. Lets say, it is a target, which you can attack. Here the screenshot:
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2 pointswhat you worried about? given the scale, it either missed or was a SAM for shooting at ants meanwhile, due the ongoing dispute along the Inner German Border the USAF has decided to terminate access to Deutscher Fernsehfunk. Zweites Deutsches Fernsehen programming will continue for the time being... (plain English for the non history nut: bye bye East Berlin TV tower)
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2 pointsSame to me. I have 5+2 merged version.I think this problem are (probably) after aktualization to my OS to WIN 11.24 (64b). Before aktualization is all right. I found in my HDD mods using CGN-36 textures,copying this files to all CGN-36 folders solve this problem.
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1 pointThat's been my opinion the whole time this discussion has been going on. I think the model is shit, and amariani is doing things right, just that the model is borked. SF2NA hasn't been total quality since it came out.
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1 pointas a side note, the number of decals per mesh decreases by one if you have assigned specular maps in the 3d model and another one for bumps.
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1 pointmr nose gunner sir, could we maybe not wave at teh kids on the bus? yankee air pirates ruining the day
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Version 1.0.0
22 downloads
SF2 CAC CA-28 Sabre "What If" Skin & Ini Tweeks Pack 12/14/2024 -For SF2, Any and All (Full Merged Recommended) Herein you'll find 2 new skins for Yakarov's CA-28 'Sabre Dingo' What If aircraft. If you don't already have it, you can find the aircrft at the following URL: https://combatace.com/files/file/18369-what-if-raaf-ca-28-sabre-dingo/ Historically, the Real World (tm) CA-27 Sabres were exported to the Indonesia Air Force (TNIAU) and the Royal Malasian Air Force (AURI). Following that logic, this is what this package does. On the skin selection menu, on the Loadout Page, you'll see: No.14 Sqdn TNIAU Royal Malaysian Air Force (unlike the CA-27 "Avon" Sabre, the RMAF units here are NOT repainted from NMF to OD camo. Both aircraft remain in Natural Metal Finish. No squadron was assigned for the RMAF aircraft) The SF2 'date switch' is active, even though these skins have a 1978 (Indonesia) and 1968 (RMAF) start dates. These are also defined in the new userlist ini. The skins are in jpg format, all markings are decals. Decal Randomization is "TRUE". Both aircraft's serial number presentation follows historic Real World (tm) style. TNIAU gets 16 aircraft, and RMAF gets only 8. The number sequence is extrapolated from the existing Real World (tm) serials. Several other small changes have been made to various other items, and they're listed in the Change Log. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. The Change Log List is also in the Notes section. Happy Landings! Wrench Kevin Stein -
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1 pointIs there possibly a difference between british and american english by using "grid" or "map square"? Sit rep screenshots. Two new powerstations
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1 pointFlying to Amesbury, near RAF Boscombe Down, to check possibility of weekend activities. Stonehenge, checked. Dinner, checked. The Mc's is better than the average british meal. I hate cooked boar in a delicate peppermint sauce. Okay, the base is there, where it should be. Okay, lets go home.
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1 pointUpdate: I just installed a new update for my laptop and the USS California textures now show up fine. The textures only showing up as black previously may have been a software bug in my laptop.
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1 pointSome eyecandy for Battle of Britain 1960th terrain Not perfect so far, texture of Stonehenge is missing. But say it with Bob the Builder "Yeah, we fix it!" I hope that i can release BoB1960th till X-Mas.
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1 point9 June 1982 - A pair of Syrian MiG-23MF armed with AA-2 and AA-7 missiles prepare for take off for air patrol over Syrian-Israeli border.
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1 pointEngine : The code that makes the game run, interprets assets Assets : The content, planes, textures, terrains, menus, anything that is not code File Format : The specific way content is stored and organised to be read properly by the engine To clarify what OP intends as I read it : Important, IANAL, I'm just stating generalities not specific to any country, based on commonly used laws, enforceable EULAs and existing similar efforts OP apparently intends to provide a new engine, not using TK's intellectual property, not distributing TK's content, but compatible with its file format, meaning that if you own SF2, you would move SF2 assets to the new engine, and the game could then use them; likewise, any mods would be compatible. IF OP provides a clean engine, developed legally, without including TK's code, it would be legal. (TA Spring IIRC is an example of this) IF OP does so by reverse-engineering TK's code for reference and rewriting it, it would be legal in most countries. (ScummVM, OpenRCT and modern OpenTTD are good example of this) IF OP does so by reverse-engineering TK's code but not rewriting it, it would be illegal in most countries. (Early OpenTTD is a bad example of this, it's been fixed since) IF OP distributes any of TK's assets without a licence and his authorisation, it would be illegal. (I don't have any example of project behaving that way) IF OP distributes the engine without assets, requiring the user to use his own legally owned copies, it would be legal (TTD Patch, OpenTTD, OpenRCT, ScummVM, TA Spring, Falcon BMS and so many other projects work that way, provide a new engine, or engine patch, but require original files for assets). IF OP distributes the engine along community assets, following the rules of the assets' licence, it would be fine. IF OP distributes the engine along community assets, without following the rules of the assets' licence (asking for and obtaining the creator's consent, properly crediting creators etc), it would be an issue. Some mods are under a pretty liberal licence, other under a rather restrictive one, some have no clear licence, almost none have an industry standard licence (which isn't good but hey, that's how it works here and does so mostly fine for this community), the rule of thumb would be to make sure to follow the licence, and even if not required, inform and obtain the consent of the creator. The question is whether the file formats are proprietary, someone's intellectual property that OP can't use without a licence, or are a free format that doesn't require a licence, allowing OP to freely have their engine interpret it. The "key" file formats would be : - The CAT format, which is the main archive storage for assets, but AFAIR it's a rather basic concatenation of files and is not proprietary, besides extraction/creation tools have been provided by TK and the community for decades so it's likely not an issue. CatPack by Gerwin in extract-write mode and CAT Extractor by Mue in extract-only exist as tolerated precedents. - The LOD format, which is used to store 3D models, it might be specific to TK in its implementation, but he provided tools to export to LOD and allowed community tools to exist provided they are read-only, his objections were to being able to extract the models for modifications. LOD Viewer by Mue exists as a read-only precedent. - The TFD and HFD formats, which are used to store terrain tiling and height map data, likewise, they are rather generic and TK provided tools to manipulate them and never objected to third party tools. TFDTool by Gerwin exists as a read-write precedent. - The TOD format, which is used to place non-physicalised objects on tiles, is not standard to my knowledge. TOD Editor by Mue exists as a read-write precedent. Anything else is a rather standard and non-proprietary affair. As you can see, even if these formats are proprietary, their use has been tolerated by the community and TK for decades at this point, so the only issue might be if the intent is to extract assets for IP infringement, or for a commercial use. As you might have guessed, the people to contact to understand how to manipulate these file formats would be Gerwin and Mue (but be polite and patient, they already contributed a lot, have a life of their own, they might not be willing and able to help as much or as fast as you'd hope, but if you ask nicely, I'm sure they'll do their best, just don't harass them). You would also need a FM and avionics guru as these are non-trivial and have their peculiarities. This would mean that decades of work on the Strike Fighters series could get a new life on a new flight simulation engine, which could, once on par with the original, fix and even extend the damn thing. This would be the best way forward, provided the file formats are not proprietary. BUT... this is a monumental task (well, getting things in a workable state is "easy", getting it working as intended, polished, stable, scalable, with decent framerates, bug-free is the monstrous task), requiring a lot of time, possibly money, and expertise. IF such a project were to happen, I would suggest it to be non-commercial, possibly open-source, and community-managed to avoid issues. Having it be a CombatAce project would provide an existing structure, community, possibly financing, access to knowledgeable people, and above all, people able to tell you that some things would be unethical by the community's standards if you were to take shortcuts the community isn't at ease with. Also, a pool of people who have played these games for decades and can thus test things for you, tell you exactly how to make it behave as intended and how to improve what we've been dying to see improved for years can't hurt. It would be important for the project to be source-available at the very least, to allow TK to independently check whether any of his code found its way into it, for the coders among us to offer advice and criticism without having to commit time to the project. Open source with an adequate licence would be even better, allowing anyone to contribute to the project without getting more involved than they can afford, or allowing the community to pick the project up should real-life force you to abandon the project at some point. It would be good for trust, transparency and long-term sustainability of such a project.
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1 pointView File R 91 FS Charles de Gaulle 1.What inclued: 1x aircraft carrier, R91 Charles de Gaulle the aircraft carrier is the flagship of the French Navy,I don't think I need to introduce too much about such a famous ship; 2.Note: According to available information, the most "obvious" defenses on the R 91 are several VLSs that launch Aster15, so I reserved their launch positions, but you need to get them(I mean the missile) from Whiteboysamurai's work such as "Horizon Forbin class", because he is not under Freeware license, so I will not include his work here; As for the remaining 20mm machine guns, I did not add them because their role in SF2 is very limited; 3.Usage: Unzip and copy Objects folder to where your game is installed; 4.Credits: (1)Sameh Aransa(offsite user): Original models and textures; (2)ME: port models to game add a lot of detail objects,do a lots of animation and texture works; Submitter simonmiller416 Submitted 11/13/2024 Category Aircraft Carriers
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