Leaderboard
Popular Content
Showing most liked content on 08/01/2025 in all areas
-
8 pointsHey there, my dear friends! I’m excited to share that I’ve finally finished my treatment! It felt like it took ages, but I’m relieved to be on the other side now. I’m in the recovery stage, which will take about 3 to 4 weeks. After that, hopefully, I can start eating normally again, although I’m still missing my sense of taste, haha! I’ve been taking it easy and, believe it or not, I think I’ve lost around 12 kilograms during this time. It’s been quite the journey, but I’m staying positive and hoping for some great news soon, inshallah. I just want to say a huge thank you to all of you for your incredible support. It means the world to me! Take care and chat soon, Mohamad.
-
7 pointsI had this one in my phone before I came to the UK, so this is my first unofficial comeback lol
-
4 points
-
3 pointsI am really interested to see the outcome of your hard work. I hope it will improve the game. One of the things I would like to see is air refueling. Keep up the digging. I hope you can find the SF treasure box. P.S. Two more things to see: a pilot eject with a parachute and if there is a chance to add more animation IDs.
-
3 points
-
3 pointsHello everyone, the new version of modder resource library v1.1 is uploaded, it is posted on the 2nd post above. Eagle114th
-
2 pointsThe LASUR indicator not only shows the flightpath to intercept the target. Left of the indicator you have 3 lamps which shows the distance to target in kilometers. The "x" lamp on the right signals the order to finish the interception and break away. The lamps above and below have something to do with target position and the use of the weapons. There should be a signal lamp to give the order to attack the target and a second lamp which gives the order to activate the radar. With this informations it was possible to bring a MiG-21 into a perfect fire position without to warn the RWR of the enemy plane.
-
2 pointsSome days ago Wrench send me the files for Udorn RTAFB. I had to simplify it a little bit, because my old computer had the tendency to make a slide show, when i tried a final landing approach. But now it works as it should. And i hope the differences to the original is not to big. It is a very big base. In the background you see the old Udorn RTAB, which was simply a stock airfield. The differences are enormous.
-
1 pointI'm so glad to hear that things are going in the right direction. I will keep you in my thoughts and hope you regain your strength and health as soon as possible.
-
1 pointThis has come up before. To the best of my recollection, the medal system is pretty rudimentary, and may be do to coding limits in the game that OBD doesn't have access to? Don't quote me on that!
-
1 point
-
1 pointGlad you made it through, though since I smoked when I was younger I may be in the same situation, so we'll see, but good to see you're still alive.
-
1 point
-
1 point
-
1 point20 Ampermeter 21 Bremsdruckanzeige 22 Staurohrheizung 23 Einstellung für Warnhöhenvorwähler RW-UM des Funkhöhenmesser >>>>>> Altitude warning system switch for radio altimeter 24 Helligkeit Flutlicht 26 Notabwurf Rumpfanhängung
-
1 pointsomething new I´ve started. will get an complete texture & template overhaul.
-
1 pointTo say it with the words from the movie "Good Morning Vietnam!" Da Da Da Nang!!
-
1 pointDAT guys do not want to share their files other place than theirs site. So out of respect no one here is going to do that. Simple courtesy. If someone here is uploading mod saying no share any other place than CA and play it only on Wednesday afternoons, then be it. It is not about piracy, more like decency.
-
1 pointDos Lobos SHACK quit screwin around 2 doing more by 0730 than most people do all day....
-
1 point
-
1 point" I dont think they like us around here" "Yeah well, some folks are just camera shy"
-
1 pointNext up, the VFA-22 CAG 2015 WIP, just gotta do the tanks and patches and she'll be uploaded.
-
1 point
Version 1.0.0
185 downloads
Fiat G.91T.3 Reduxe for SF2 WHAT´S IN: 4 aircraft with 25 brand new highrez (8K) 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.91T.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 ID(io)T Team: Original Frecce Tricolori Pilot GKABS: original Pilot (reworked for PAF by Soulfreak) Diego: GAF Pilot model Ravenclaw007: GAF Pilot repaint & Weapons. Soulfreak: All paintwork, all decals, Hangar & Loading screens & ini dance Special thanks to the Dornier Museum. They provided me great references (t.O.) ------------------------------------------------------------------------------------------------------------------- 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 24th 2023 Carlo "Soulfreak" Heuer -
1 point
Version 1.0.0
144 downloads
Fiat G.91T.1 & R.1B for SF2 WHAT´S IN: 4 aircraft with 14 brand new highrez (8K) skins I always liked this little bird and so I reworked it a bit for the AMI. ------------------------------------------------------------------------------------------------------------------- Installation: 1st you have to delete earlier Versions of the G.91T.1 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 DenisOliveira: new 3D parts (Nose hole Fix of R.4 model) Spillone104: Part of the original Gina Team ID(io)T Team: Original Frecce Tricolori Pilot GKABS: original Pilot (reworked for AMI by Soulfreak) Soulfreak: All paintwork, all decals, Hangar & Loading screens & ini dance Special thanks to Richard Caruana wo helped me a lot with AMI fonts. ------------------------------------------------------------------------------------------------------------------- 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. Known Issue is that the T.1 has problems with rudder offset from time to time. But I can´t fix it. :-( Schapen, Dezember 23rd 2023 Carlo "Soulfreak" Heuer -
1 point
Version 1.0.0
428 downloads
= For SF2, Any/All (Full 5 Merged RECCOMENDED!) = This is the release of Marcfighters Atlas Impala Mk.2, single seat COIN/Attack jet as used by the South African Air Force. This aircraft has/had languished for a considerable amount of time in that "hangar of forgotten & unfinished mods". I hope that this will correct that. This mod represents the Atlas Impala MK2, single seat attack jets. The mod uses all stock 3W weapons (which may need further research/adjustments). 25 all new historically correct SAAF serial number decals are included, and Randomization is TRUE These decals are used for both included skins. This is the SAAF -ONLY-, non exported version. No user list was created; the aircraft is single nation only. There are 2 skins, and "Early" and "Late"; the late uses the SF2-date switch and starts in 1982 When in-game, you'll see Atlas Impala MK.II (MB-326K SAAF) on the aircraft drop down selection panel. As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. The Uploader takes NO credit for the aircraft itself, only for those edits and adjustment to get it more in compliance with the SF2 Environment (tm). See "Notes" section for full change log and other VERy important statements. = Please Note: is models is released "AS IS". Anything that cannot be corrected/adjusted via ini edits will remain so for all time = Happy Landings! Wrench Kevin Stein ** Important Note: if you install this to the Angola Mod, be advised that there exists an aircraft named Impala Mk.II. This should NOT conflict with it, but you may have some editing to do, as theirs is labeled "Stand In". It is not advised to just drop this one into that mod without further editing. ** UPDATED: 3/7/2019 "Early" skin has been repainted to remove national markings. All have now been replaced with decals. sf2_atlas_impala-mk2_v2_pack.7z -
1 point
Version 2.0
2,359 downloads
___________________________________________ AlphaJet-A Addon for SF2 series Version 2.0 ___________________________________________ General: -------- General: -------- The Dornier AlphaJet-A is the german version (A for Appui Tactique - Close Air Support) of the french / german co-manufactured aircraft. Installation: ------------- Unpack the files, read the AlphaJet_README.txt! Drop all files into your mod folder the way they are setup in this pack. If you are unsure about the way how mods are installed, check the knowledge base at CombatAce! Model features: --------------- + Parking Animation + Switchable Backseat / ECM rack + Rear Canopy (Animation Key 10) + Front Canopy (Animation Key 9) + VERY IMPORTANT: Use the Loadout Screen to switch between ECM / Decoys and Rear Pilot! Always change both stations (Station Group 5 & 6) Known Issues: ------------- + Cockpit model is the old one with minor issues, i lost the source file by accident and there is no chance for an update Credits: -------- + ravenclaw_007 for the GAF Pilot and the weapons -
1 point57th Fighter Interceptor Squadron, NAS Keflavik - The Black Knights of Iceland Northrop F-89C Scorpion, 1953–1962 Convair F-102 Delta Dagger, 1962-1973 McDonell Douglas F-4C Phantom II, 1973–1978 The 87th Red Bulls deployed to Keflavik Iceland in April 1978 to assist the 57th with Alert Duties as that unit transitioned from F-4Cs to F-4Es. McDonell Douglas F-4E Phantom II, 1978–1985 McDonell Douglas F-15 Eagle, 1985-1993
-
1 point
Version 1.1
2,349 downloads
IAF F-16C Series By the Viper Team. Pack Includes: F-16C Barak F-16C Barak II F-16D Barak F-16D Brakeet F-16I Sufa Pit by ravenclaw. (Ok now he has gone too far.....) Models by bpao, modified highly by Jat and ravenclaw. Skins templates by Migbuster and EricJ MFD panel glass by Stary Skins by Wilco, Sony Tuckson, Jat, Migbuster and EricJ Technical adviser, Sony Tuckson (If we got it wrong he cracked the whip!) Avionics by Jat and Crusader (You cant get anything past Crusader, the best MK1 eyeball in SF) Brain32, for FM, Avionics work. Crash test Dummy Dave CadeteBRA for the Sonic Boom effect Raánan Weiss for pictures / material that help me make the SUFA cockpit To install: Drop into your C:\Users\xxxxxx\Saved Games\ThirdWire\StrikeFighters XXXXX This project started with a little mod here and there to make the Vipers more modern. FastCargo started the PM thread on 28 Jul 2011 and here we are 10 months later we have this. This mod is dedicated to Oli (bpao) he started us on this journey and I hope, I really hope, we lived up to his expectations. -
1 point
-
1 point
Version 1.0.0
602 downloads
Third Wire MiG-23MLD update & flyable for SF2 - Made flyable with the MLD cockpit and avionics available here at CA by Stary - Leading edge flaps fixed to now automatically deploy during manoeuvring as they did on the MLD with the type 3 wing. - Radar data and performance is corrected from the S-23MLA radar to the S-23MLA-II radar as fitted in the MLD. - KDS-23 countermeasure dispenser installed in the centreline drop tank pylon. This is a 12 shot chaff/ flare countermeasure dispenser that could be used once the drop tank had been jettisoned. - Ejection seat (from ODS mod) and more suitable pilot added. - Canopy can be opened and closed. - Primary and secondary roles expanded to reflect the evolution of the MLD version of the MiG-23 into a more multi role fighter platform. - Loadouts enhanced and corrected. Some Afghanistan specific ones added. - Used of Kh-25M air-to-surface missile and datalink pod added. - Fuselage AA-8 positions corrected. - Removed ECM jammer. - Updated weapons from the RSSW 099 mod. - Various Soviet- Afghan war skins added. Drop into your main mods folder to install, OVER-RIDE!!! CombatAce fair agreement applies. -
1 point
Version
9,558 downloads
"Strike Fighters 2: Vietnam Air and Ground Expansion Pack" Strike Fighters 2 Vietnam Game Enhancement Package. Works with Strike Fighters 2 Vietnam. by eburger68 and malibu43 V2.1 Final (Gold - Updated) 03.01.10 ------------------------------------------------------------------ What's in this readme: 1. What's Inside 2. Installation 3. Optional Installs 4. Known Issues 5. New Terrain Targets & Targets Areas 6. New Terrain Items 7. Terrain Notes 8. Environment Notes 9. Colors of AAA/Flak Tracers 10. Legal Stuff 11. A Note on Old Diego's Items 12. A Note on the KC-135A Tanker 13. Credits 14. Version 2.1 Change Log ------------------------------------------------------------------ 1. What's Inside: This is intended to be an overall enhancement to the SF2 Vietnam (SF2V) experience without having to hunt for, download, and install some of the "must have" mods for the game. We've also made some great changes and additions to the terrain and campaigns to give users a wider variety of missions types to fly. At the same time we've also made changes to help the user control where they fly. Here's a brief summary of what's new and changed: -Terrain is split into North and South vietnam, with unique target areas for each. -Terrain include dozens of new targets and target areas, using numerous new terrain items. -Three stock SF2V campaigns overhauled and expanded with new units, aircraft, and textures. -Two new campaigns that are centered around fighting in South Vietnam -CA_Stary's "Green Hell 2" Terrain Mod -Brain32's "Re-painted VietnamSEA Tiles" -Pappa Goat's re-painted versions of the GH2/Brain32 tiles -Bananimal's "Re-scaled Trees for Green Hell 2" -Insky/Orsin's "Better Widesky" Environment Mod -Deadlier and more varied flak, AAA, and SAMs -New ground objects, weapons, and effects -New (or newly flyable) aircraft: - A-1H/J Skyraider (flyable) - A-6A Intruder (flyable) - A-6B Intruder (from A-6A) - B-57B Canberra (flyable) - B-57G Tropic Moon III - AC-119G Shadow - AC-119K Stinger - AC-123K Black Spot - AC-130A Spectre - AC-130A Surprise Package - An-2 Colt - B-52F Stratofortess - B-52G Stratofortess - C-123K Provider - C-130A Hercules - C-130E Hercules - Canberra B.mk20 (RAAF) - Cessna180 (RAAF) - EA-6A Electric Intruder - EA-6B Prowler - EB-66C Destroyer - EF-4C Phantom II - F-4D Phantom II (69) (from F-4D_67) - F-4D Night OWL - F-4E 'Rivet Haste' - F-5A Freedom Fighter - F-5B Tandem Tiger - F-5C Skoshi Tiger - F-100D Wild Weasel - F-102A Delta Dagger - F-104C Starfighter - F-105F Wild Weasel - F-105G Wild Weasel - F-111A Aardvark - KA-3B Tanker - KA-6D Tanker - KC-130F Tanker - KC-135A Stratotanker - MiG-17PF Fresco-E - MiG-19SF Farmer-C (sky-blue texture) - O-1E Bird Dog - OV-10A Bronco - RA-5C Vigilante - RB-66C Destroyer - RF-4B Phantom II (from MF RF-4C) - RF-4C Phantom II (MF) - RF-8A Crusader (from MF F-8B) - RF-8G Crusader (from MF F-8C) - RF-101C Voodoo - SP-2H Neptune For a more complete accounting of the changes and additions in this version of the "Air and Ground Expansion Pack" see the "Version 2.1 Change Log" below. Note: this "updated" version of the Expansion Pack is a roll-up package that includes all the updates and fixes previously available in separately released updates (the "Terrain Tiles Update," the "January 2010 Update," and the "February 2010 Update"). ------------------------------------------------------------------------------- 2. Installation: A. PRELIMINARY NOTES We strongly recommend installing this expansion pack to an unmodded SF2V Mod Folder. Installing to a Mod Folder that contains other mods (e.g., new aircraft, weapons, ground objects, etc.) could result in a partially or completely broken installation. The SF2V Air & Ground Expansion Pack can be installed to a standalone install of SF2V or a "merged" install that includes the original SF2 and/or one of the other SF2 titles, SF2 Europe (SF2E) and SF2 Israel (SF2I). Depending on what other SF2 games your "merged" install includes and what patch level you are running, you may have an additional installation step. - Dec2009 & later installs: If you are installing the Expansion Pack to an SF2V installation that has been patched to the Dec2009 level (which includes the "Combo Pack") or later (e.g., the Feb2010 level), then you will have an extra intallation step (see below). - SF2I installs: If you are installing the expansion pack to a "merged" install that includes SF2 Israel (SF2I) but is NOT patched to Dec2009 level or later, then you will have an extra intallation step (see below). At minimum you will need to be at the Nov 2009 Update patch for SF2I available from ThirdWire. All ThirdWire patches and updates should be applied BEFORE installing the Expansion Pack. B. THE MAIN INSTALLATION To install this expansion pack properly: a) Ensure that "Strike Fighters 2: Vietnam" is already installed and patched to the latest level. b) If you have a prior installation of SF2V, rename your existing SF2V Mod Folder. Note: for more guidance on managing "Strike Fighters 2" installations and your Mod Folder, see this discussion at CombatAce: http://forum.combatace.com/index.php?showtopic=40588&st=0&p=289170&&do=findComment&comment=289170 c) Run the game once. The game will generate a fresh Mod Folder with default contents. d) Unpack all four .7z files (SF2V_AG-XP_v2_Part1.7z, SF2V_AG-XP_v2_Part2.7z, SF2V_AG-XP_v2_Part3.7z, SF2V_AG-XP_v2_Part4.7z) to a safe location on your drive. e) Simply drop the contents of the "To_Mod_Folder" into your Strike Fighters 2 Vietnam Mod Folder (NOT the folder that the game installs to). By default your Mod Folder should be located here: Windows XP: \Documents and Settings\[username]\My Documents\ThirdWire\StrikeFighters2 Vietnam\ Windows Vista: \Users\[username]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\ Windows 7: \Users\[username]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\ If you have defined a custom Mod Folder, then drop the contents of "To_Mod_Folder" in that location. f) Download the FOTI A-6A from here: Copy the "cockpit" folder from the .RAR file and drop it into the following sub-directories of the \Aircraft directory in your SF2Vietnam Mod Folder (objects/aircraft): A-6A A-6B EA-6A EA-6B EB-66C KA-6D RB-66C If you are running SF2V are any patch level earlier than Dec2009 and your "merged" install does NOT include SF2I, then your installation process is finished. If you are running at the Dec2009 patch level (which includes the "Combo Pack") or later (e.g., the Feb2010 level), or your "merged" install DOES include SF2I, then you have one last step. g) SF2I & Dec2009 or later patch level users: this is your additional installation step. - If you are running the Dec2009 patch level (including the "Combo Pack") or later (e.g., the Feb2010 level), then open the \For_Dec2009_Patch directory. Drag and drop all the files and folders from within the \To_Mod_Folder to your SF2V Mod Folder, overwriting as prompted. - If your "merged" install includes SF2I but is NOT patched to the Dec2009 patch level or later, then open the \For_SF2I directory. Drag and drop all the files and folders from within the \To_Mod_Folder to your SF2V Mod Folder, overwriting as prompted. That's it. You should be good to go. C. OPTIONAL INSTALLATIONS Optionally, install the items included in the \Optional directory (see the "Optional Installs" section below for more information). You may also install the extra items and other bonus mods included in the \Extras folder. Please see the ReadMes included in those directories for more information. ------------------------------------------------------------------------------- 3. Optional Installs Depending on what Series 2 games you have installed and whether you performed a "merged" install (creating a single Mod Folder for all your Series 2 games), you may need the items included in the \Optional directory. A. M60A1 tank If your SF2V Mod Folder has an \M60A1 directory in \GroundObject, then copy the M60A1_DATA.INI to that directory. If your Mod Folder doesn't have an \M60A1 directory in \GroundObject, then skip this item. B. A-4Bs Not all SF2 games ship with the A-4B and A-4B_65 Skyhawk. (Standalone SF2V installs, for example, will not have either A-4B version.) If you are applying the Expansion Pack to a "merged install" that does include the A-4Bs, you will want to also apply the customized A-4B files from the \Optional directory. First, verify that your SF2V install includes A-4Bs by checking the \Objects\Aircraft directory in your SF2V Mod Folder. If it does include A-4Bs, then copy the two folders from within the \Optional\A-4Bs directory to your the \Objects\Aircraft directory in your SF2V Mod Folder, overwriting as prompted. C. Alternate MiG-17A If you have installed the Expansion Pack to a stand-alone installation of SF2V -- either because you don't have the other SF2 titles or elected not to perform a "merged" install -- then you will need to install the alternate MiG-17A included in the \Optional directory. To install it, simply drag and drop the \MiG-17 folder to the \Objects\Aircraft directory in your SF2V Mod Folder. D. ThirdWire MiG-17PF If you have "Strike Fighters 2: Europe" (SF2E) or "Strike Fighters 2: Israel" (SF2I) installed and you performed a "merged" install (meaning that all your SF2 games share a single Mod Folder), then you may use the ThirdWire MiG-17PF instead of the third-party MiG-17PF that ships with the expansion pack. If you have SF2E and wish to use the ThirdWire model, then do the following: - Remove the existing \MiG-17PF folder from your \Aircraft directory. - Copy the entire \MiG-17PF folder from \Optional to your Aircraft directory. At this point the game should start using the ThirdWire model. Hint: you always can tell what version of the MiG-17PF is currently installed by checking the name of the aircraft. The version shipped with the original Expansion Pack Beta will be identified as the "MiG-17PF Fresco-E." The ThirdWire model is identified as the "MiG-17PF Fresco-D." E. Dec2009 Cockpits In the Dec2009 patch for SF2 ThirdWire changed the way that cockpit poitions are calculated. This change affected the A-6A/B as well as the F-5B. In later patches (starting with the Feb2010 patch) ThirdWire reverted to the old method for determining cockpit positions. If you are running at the Dec2009 patch level (but NOT the Feb2010 or later level), then you should copy the three folders from the \Optional\Dec2009_Cockpits directory to the \Optional\Aircraft in your SF2V Mod Folder, overwriting as prompted. F. Alternate Exhaust Emitters On some systems the custom exhaust emitters used on for the B-52s, F-4s, and the F-104C may cause slowdowns. If you experience severe frame rate drops whenever these aircraft are visible, you might consider switching to versions of the aircraft that use the standard DirtyExhaustEmitter. To install aircraft versions that use the DirtyExhaustEmitter in lieu of custom exhaust emitters, simply copy the folders from the \DirtyExhaust folder (excluding \_CustomExhaust) to the \Objects\Aircraft directory of your SF2V Mod Folder, overwriting as prompted. A copy of the original DATA.INIs with the custom exhaust effects is included in the \_CustomExhaust sub-directory, in case you wish to revert back to the originals. G. Mobile SAM Launchers If you wish to increase the SAM threat in North Vietnam, you can use mobile SAM launchers to boost the number of active SAMs. To install the mobile SAM launchers, simply copy all folders from the \Mobile_SAMs folder to the \Objects\GroundObject directory of your SF2V Mod Folder. Note any mobile SAMs that exist in \Objects\GroundObject will show up in CAS missions in the "Easter Offensive" Campaign. H. Alternate Flak One of our main goals for this expansion pack was to make North Vietnamese air defenses more varied and deadly. We think we've succeeded. If you make it a habit to fly straight and level over Pack 6, you will be walking home. Included in the \Optional\Flak directory are three sets of files that you can use to change the effectiveness of the flak guns (37mm, 40mm, 57mm, 85mm, 100mm, & 130mm): 1_Insane: only those with a masochistic streak should use this flak. Expect to see entire flights blown from the sky. Any campaigns you start are almost guaranteed to be very brief and extremely violent. 2_Deadly: significantly deadlier than the default "Normal" flak (see below). Take care to plot flight paths around flak-infested areas and get out of the target area as quickly as possible. Despite your efforts, chances are high that at least one of your wingmen will not make it home. 3_Normal: the least effective and the default installed with the Expansion Pack. Flak guns are still many times deadlier than in the stock ThirdWire game. Best practices are not to fly straight and level through flak-infested areas and not linger over targets. We recommend sticking with the default "Normal" flak, though you're welcome to test your nerve with the deadlier flak varieties. To change to a different flak level, simply copy the five sub-folders from flak directory you'd like to use to the \Objects\Guns directory of your SF2V Mod Dir, overwriting as prompted. I. Alternate Flak Effects On some lower-end systems the custom flak effects used in this expansion pack may cause severe slowdowns, esp. in large strikes with lots of flak guns opening up on multiple flights of aircraft. If you see large drop in frame rate performance during intense flak bursts, then you may want to use the alternate flak effects available in the \Flak_Effects directory. To install, simply drag and drop the four .INI files from the \LOW sub-directory of \Flak_Effects to the \Effects directory in your SF2V Mod Dir, overwriting as prompted. If you wish to restore the original flak effects, copy over the .INI files from the \HIGH sub-drectory to the \Effects directory in your SF2V Mod Dir. Note that using the alternate flak effects does NOT reduce the effectiveness of flak guns. J. Smoke-Marking Infantry Squads By default most friendly infantry squads (but not individual soldiers) will have their positions marked by red smoke. (The smoke-marking is performed by ENEMY squads -- a key point to remember.) There are several ways to customize this effect: 1) If you would prefer not to have friendly squads's positions marked with red smoke, then you can turn that effect off. Copy the \NVA_Squad & \VC_Squad folders from \Optional\PopSmoke\Non-Smokers to the Objects\GroundObject directory in your SF2V Mod Folder, over-writing as prompted. 2) If you would prefer to change the color of the smoke used to mark friendly squads, then drill down to the \Objects\GroundObject directory in your SF2V Mod Folder. You need to edit the VC_Squad_DATA.INI and NVA_Squad_DATA.INI. At the bottom of each file you will find the data for GunBarrel5: [GunBarrel5] SystemType=GUN GunTypeName=M18_Red_Smoke // GunTypeName=M18_Green_Smoke // GunTypeName=M18_Yellow_Smoke // GunTypeName=M18_Violet_Smoke The commented ( // ) GunTypeNames are disabled. Simply comment out the M18_Red_Smoke line and un-comment the line for the color you'd prefer to use. 3) If you would like friendly squads to mark enemy squads with smoke, then drill down to the \Objects\GroundObject directory in your SF2V Mod Folder. You will need to edit the following files: ARVN_Squad_DATA.INI US_Squad_early_DATA.INI US_Squad_DATA.INI VNMC_Squad_DATA.INI At the bottom of each file you will find the data for GunBarrel5: [GunBarrel5] SystemType=GUN GunTypeName=DUMMY_GUN // GunTypeName=M18_Yellow_Smoke // GunTypeName=M18_Red_Smoke // GunTypeName=M18_Green_Smoke // GunTypeName=M18_Violet_Smoke By default GunBarrel5 for friendly squads uses the "Dummy_Gun," which does not pop smoke. Comment out the Dummy_Gun line and un-comment the line for the color of smoke you'd prefer friendly sqauds to mark enemy troops with. K. BUFF-less Campaigns On some systems B-52 strikes can degrade performance to the point where the game is almost unplayable. If you would like to fly campaigns that include no strikes by B-52s, copy the DATA.INIs included in the \NoBUFFs folder to the appropriate sub-directory in the \Campaigns directory of yur SF2V Mod Folder. For example, CAMPAIGNV1_DATA.INI would go to \Campaigns\CampaignV1, and so on. L. Alternate Terrain Tiles By default this mod package installs Pappa Goat's re-painted versions of the Brain32/Green Hell 2 tiles. If you would prefer to revert to the original tiles by Brain32 and CA_Stary (Green Hell 2) -- which are characterized by a lighter, more blue-ish tint -- you can install those original tiles from the \Optional\GH2_Alt directory. To install, simply copy all the .BMP and .TGA files from top level of the \Optional\GH2_Alt directory to the following locations in your SF2V Mod Folder, overwriting files as prompted: [sF2V Mod Folder]\Terrains\VietnamSEA [sF2V Mod Folder]\Terrains\SouthVietnam The sub-directories of \Optional\GH2_Alt contain alternate air base tiles and differently sized trees that you can also use to tweak the terrains' appearance to your liking. The \_config sub-dir contain an alternate terrain DATA.INI that is designed for use with these alternate tiles. M. Old Diego's Optional Items Old Diego has generously allowed us to use a number of his terrain and ground object models. Most of these are installed by default with the expansion pack. A few ground object items, however, have been left as "optional" installs. Most of these "optional" are additional soldiers. We made them "optional" because we thought not all users would like the way the game will use them for Single Missions (esp. Armed Recon and CAS missions). For example, if you install the USArmyMortar item, you could see entire squads consisting only of mortar-equipped soldiers slugging it out with NVA regulars in CAS missions. These "optional" items from Old Diego could be useful for those building single missions for use with this expansion pack. If you would like to install these other items from Old Diego, simply copy all the folders from the \OldDiego directory to the \Objects\GroundObject directory in your SF2V Mod Dir. Please note that none of Old Diego's items may be re-used or re-distributed outside of this expansion pack without Old Diego's explicit permission. For a complete listing of the items from Old Diego included in this mod, see the section titled "Note on Old Diego's Items" towards the end of this ReadMe. ------------------------------------------------------------------------------- 4. Known Issues A. General Notes - Default CAS loadout for A-1's should include CBU-25's on the outer wing stations, but the AI doesn't know how to use that weapon. So, load them onto your own aircraft, but don't load them on AI! The same holds true for CBU-14's, which are similar to the CBU-25's. - The A-1H/J Attack loadout (used for CAS and Armed Recon missions) specifies LAU-32 rocket pods on the outer wing stations. These will not show in the Loadout screen even though they will be loaded for the mission. - Similarly, in the Loadout screen some USAF F-4 loadouts may show either nothing loaded on the forward AIM-7 Sparrow missile wells or two ECM pods. In the mission itself those weapon stations will carry an ECM pod and a Sparrow respectively. - Due to a bug in the Single Mission engine for SF2 versions patched only to the May2009b level, the game will always choose the SAME ship/boat type to attack for Anti-Ship missions. The type is determined alphabetically -- whatever "Cargo_Ship" type comes first alphabetically in the GroundObject directory will be selected without variation. This bug appears to have been fixed at the June2009b patch level. - The model used for the RA-5C does not have a visible tailhook, though one is present on the aircraft. Thus, you can deploy the tailhook, and it will work -- it just won't be visible in external views. The same holds true for the P-2H Neptune. - The model used for the F-102A does have a visible tailhook, however, it is non-functional. - The F-100D Wild Weasel aircraft is not historically accurate. The first Wild Weasels actually used two-seater F-100F Super Sabres fitted out with special electronic equipment to locate and track the radars associated with the SA-2 Guideline. In mid-1966 they began upgrading to F-105Ds. As there is no F-100F model that we are allowed to re-distribute, we elected to cobble together a single-seat F-100D Wild Weasel to stand in its place. B. A Note on the Dec2009 & Later Patch Levels This updated package includes fixes for problems introduced by the Dec2009 patch for Strike Fighters 2 released by ThirdWire. These problems continue to affect subsequent patch levels, incuding the Feb2010 patch. If you have the "Combo Pack" (available from ThirdWire for a short period of time at the end of 2009) then you are affected. Although we have been able to address most issues introduced by the Dec2009 patch, in at least one case we have been able to offer only a work-around of sorts. The Dec2009 patch changes the way that terrain TGAs with "alpha layers" are rendered, causing weird display issues when viewing 3D trees through clouds at certain distances. We have no real fix for this bit of ugliness (which you'll immediately recognize if and when you see it). The best solution we've been able to come up with is to "disappear" the 3D trees with clear TGAs on the Dec2009 patch level. The terrain itself still looks fantastic, primarily because the terrain tiles created by Brain32 and CA_Stary (and modded by Pappa Goat) are so excellently detailed. We are hoping that ThirdWire will issue a follow-on patch to fix the trees/clouds issue. Until then, we think players will notice the missing 3D trees a lot less than the glaring eyesore of the oddish trees/clouds rendering caused by the Dec2009 patch. ------------------------------------------------------------------------------- 5. New Terrain Targets & Targets Areas This expansion pack adds dozens of new targets and target areas to the North & South Vietnam terrains. In addition to adding a dozen new bridges to the NVN terrain, we've added the following target areas: - Thai Nguyen Thermal Power Plant - Hanoi Thermal Power Plant - Uong Bi Thermal Power Plant - Phu Tho Electric Power Plant - Ben Thuy Thermal Power Plant - Nam Dinh Thermal Power Plant - Lang Chi Electric Power Plant - Haiphong Thermal Power Plant (East) - Haiphong Thermal Power Plant (West) - Haiphong POL Storage (North) - Haiphong POL Storage (South) - Duong Nham POL Storage - Ha Gia POL Storage - Viet Tri POL Storage - Bac Giang POL Storage - Phuc Yen POL Storage - Gia Thuong POL Storage - Ben Thuy POL Storage - Hanoi Air Defense Command & Control Center - Thai Nguyen Steel & Iron Works - Haiphong Cement Plant - Van Dien SAM Support & Vehicle Depot - Gia Lam Machine Tools Facility - Yen Vien Industrial Complex - Kinh No Motor Vehicle Repair Facility - Vinh Yen Industrial Complex - Phu Tho Chemical Plant - Quang Khe - Ha Dong Barracks - Xom Bong Munitions Depot - Hanoi RADCOM Transmitter Facilities - Hanoi Radio - Thai Nguyen Munitions Depot - Trai Ca SAM Storage Facility - Le Pap Electrical Transformer Station - Cat Bi Munitions Dump - Haiphong Electrical Transformer Station - Hai Duong Barracks West - Xuan Mai Insurgency School - Hong Gai PT Boat Base - Hong Gai Electric Power Plant - Loc Chau PT Boat Base - Vinh PT Boat Base - Yen Bai Arsenal - Phu Qui Munitions Depot - Phu Van Munitions Depot & POL Storage - Vinh Son Radar Facility - Vinh Son Army Supply Depot - Vu Con Barracks & Supply Depot - Vinh Linh Radar Station - Bac Long Radar Station - Ta Xa POL Storage - Kep Air Defense Command & Control Center - Yen Son Ordnance & Ammunition Depot - Quang Suoi Barracks - Son Tay Barracks & Supply Depot - Chanh Hoa Barracks & Division HQ - Chap Le Barracks - Dao Quan POL Storage - Hai Duong Warehouse Complex & Marshalling Yard - Phu Ly Transshipment Point - Ai Mo Warehouse Complex - Can Thon POL Storage - Ninh Binh Transshipment Point - Thanh Hoa Transshipment Point - Co Trai - Dong Phong Thong - Kien Trung - Ham Rong - Nam Phong RTAFB - An Bo POL Storage Depot - Xuan Bo Supply Depot - Mu Gia Transshipment Point - Ban Karai Transshipment Point - Ban Raving Transshipment Point - Lang Mo Transshipment Point - Haiphong Rail Yard - Hanoi Rail Yard - Thai Nguyen Rail Yard - Yen Bai Rail Yard - Thach Son Xa We also spent some time working on the dock areas at Vinh, Hong Gai, and Haiphong, adding cranes, ships, and other structures to give the sense of an active port bristling with activity. We do plan to add still more target areas to the two terrains after the Gold release of this Expansion Pack, however, those will be released as separate terrain update packages. ------------------------------------------------------------------------------- 6. New Terrain Items To support and populate all the new target areas, we have added several dozen new terrain objects. These new objects have been drawn mainly from the following third-party add-on terrains for the Strike Fighters series: - DRV Terrain (by Gepard) - Black Sea Terrain (by PFunkWorks) - Libya Terrain (by Wrench) - Norway Terrain (by S.Ansons) Templates for some Target Areas have been adapted from: - Operation Desert Storm (by ODS Group) The new terrain objects that we've added should be familiar to those who have used other third-party add-on terrains, as these objects tend to show up in many different terrains. The majority of objects were originally drawn from these sources: - CA_Stary's Forests & Farms Mod - Polak's Hi-Rise Mod & ObjectsPak1 - JSF_Aggie's Enhanced Runways - RadarDome by Grumpapotamus - HeadQuarters, Control Center, Gas station, & Factory Area by Wingwiner - RailwayStation by Armourdave If you are a modder and we've used one of your terrain items but neglected to give you credit here, please let us know. We would be more than happy to add you to the credits list. ------------------------------------------------------------------------------- 7. Terrain Notes This expansion pack splits the standard VietnamSEA terrain into two different terrains: North Vietnam and South Vietnam. We decided to go with a split North/South scheme in order to impose more control over the different operations in North and South Vietnam. To that end, there are some key differences between the terrains: A. North Vietnam The North Vietnam terrain includes all the target areas that you are familiar with in the stock SF2V terrain. This terrain is designed primarily for Strike missions and the several mission types that support Strikes: Escort, Fighter Sweep (aka MiG CAP or MiG Sweep), and SEAD (Air Defense Suppression) -- in other words, the core mission types for the several air campaigns conducted against North Vietnam. You can also fly Armed Recon and Anti-Ship missions. B. South Vietnam The South Vietnam terrain includes new target areas and target items in South Vietnam, eastern Laos, eastern Cambodia, and the DMZ area. It also includes target areas in North Vietnam up through Route Pack II -- roughly speaking, the Vinh area. This terrain is primarily designed for CAS, Armed Recon, and Anti-Ship missions, though you can also fly Strike and SEAD missions in the lower Route Packs. If you are unfamiliar with the Route Package system used during the air war in Vietnam, see these discussions: http://www.airbattle.co.uk/d_history.html http://www.nationalmuseum.af.mil/factsheets/factsheet.asp?id=1394 Put simply, where the focus in the North terrain is air operations against North Vietnam, the focus in the South terrain is air operations in support of the ground war against the NLF (Viet Cong, or VC) and PAVN (North Vietnamese Army, or NVA) units. Here's another way to think of the differences between the two terrains when you're flying Single Missions: 1. If you want to fly Strike missions against the big targets in North Vietnam, select the North Vietnam terrain in the Single Mission screen. 2. If you want to tangle with MiGs as part of Escort or Sweep missions, select the North Vietnam terrain. 3. If you want to do battle against North Vietnam's formidable air defense network, fly Air Defense Suppression missions with the North Vietnam terrain. 4. If you want to fly CAS missions, choose the South Vietnam terrain. You will be tasked with supporting friendly forces throughout South Vietnam right up to the DMZ area. 5. If you want to fly Armed Recon missions, you can go with either the North or South terrain. With the North terrain, you get armed recon missions along the Northeast and Northwest rail lines down through the lower Route Packs as well as the northern third of the Ho Chi Minh Trail in eastern Laos. The South terrain will give you armed recon missions in the lower Route Packs and the complete length of the Ho Chi Minh Trail from the Mu Gia Pass in the north all the way down through southeast Laos and northeast Cambodia. 6. Anti-Ship missions are similar: you can fly them in both terrains. Northern shipping routes extend from Haiphong down to Dong Hoi; Southern shipping routes extend from Dong Hoi in North Vietnam down to the Go Cong area near the Mekong Delta in South Vietnam. Also, for historical accuracy, we have also imposed limits on the MiG bases that are operational and available to host VPAF squadrons. Early on in Operation Rolling Thunder, MiGs operated from a small handful of bases: Noi Bai, Kep, Gia Lam, Bac Mai, and Hoa Loc, though other airfields in the Haiphong area and the northwest existed. After the end of Rolling Thunder the North Vietnamese began building or renovating other airfields, including those in the southern panhandle of the country. These included: Ben Loi, Bai Thuong, Dong Hoi, Dong Suong, Khe Phat, Quang To, Quon Lang, Vinh. Both terrains impose start dates on this list of airfields that became operational only after Rolling Thunder. Until the start date for each airfield, the runways will not appear. All the other buildings in those target areas, however, will appear, being labeled "barracks areas." ------------------------------------------------------------------------------- 8. Environment Notes For this expansion pack we have implemented several well known terrain and environment mods: - Brain32's SEA Tile Repaint - CA_Stary's Green Hell 2 - Better WideSky (based on Cellinsky's original WideSky) Given that players may have different needs and preferences, depending on their systems and aesthetic inclinations, we have have included a number of files that can be used to tweak the look and performance of these mods. A. Terrains - Trees You will notice several sub-directories in each of the main terrain directories in your SF2V Mod Folder. These contain alternate files that can be used to control the size and complexity of the trees used in the terrains. Tree Complexity/Detail The three "Detail" folders contain files to control the complexity and detail level of the trees. From the ReadMe for "Green Hell 2": Now you'll notice three folders: High Detail, Medium detail and Low Detail. These contain, well, three versions of the mod. Level of detail corresponds to "tree cluster" mesh complexity, NOT the number of trees! - High detail are the "X-type with base" and "X-type" trees, which look best from high angles, - Medium detail are the "X-type" trees, more cartoonish from top view - Low detail are the "fence-type" trees, less buildings in cities Generally try the Medium first, if you have low framerates, try Low, if you have decent system go ahead and try High, there isn't much difference between high and medium in performance hit. And read the section 5 about tips to control draw distance! By default both terrains use "High Detail." To switch to a lower level of detail, simply copy of the files from the appropriate "Detail" sub-directory to the main terrain directory that you wish to modify, overwriting as prompted. Tree Size By default both terrains use the standard "Green Hell 2" trees. Some users may prefer to use Bananimal's "Re-scaled Trees for Green Hell 2," which are smaller and more realistically sized than the original, larger trees, however. You can find copies of both tree sets (large and small) in the last two sub-directories in each terrain. Again, to install, simply copy the files from the appropriate sub-directory to the main terrain directory that you wish to change, overwriting as prompted. B. Terrains - Air Bases We were dissatisfied with the default air base tiles used by SF2V -- those neat, nicely mown squares of green -- not only because they stood out like sore thumbs on the terrain, but also because they took up so much real estate (a precious commodity around Hanoi, which is surround by five air bases). So we developed alternate air base tiles by tweaking several of the default tiles from Brain32 and CA_Stary. These tiles are installed by default with the Expansion Pack. Although we think the new air base tiles look much better (and more realistic), we understand that some users may prefer the original air base tiles from Brain32 and CA_Stary. If you would like to restore the "old" air base tiles, copy the two .BMP files from the \ABs_Old sub-directory in each terrain folder to the main terrain folder for North and South Vietnam, overwriting as prompted. To restore the "new" air base tiles, simply copy the .BMP files from the \ABs_New sub-directory in each terrain to the main terrain folder. C. Environment - Sun & Stars Cellinsky's original "WideSky" included several files to cange the appearance of the sun and stars, especially at sunset. By default, this expansion pack uses the original ThirdWire sun images and Cellinsky's stars. If you wish to change to Cellinsky's sun images, you can find them in the \Widesky sub-directory in the \Flight directory of your SF2V Mod Folder. Simply copy the four "Sun" TGAs from the \Widesky sub-directory to the main \Flight directory. To revert to the original ThirdWire sun and star images, remove the "Sun" and "Star" TGAs from the \Flight directory. D. Alternate Terrain Tiles By default this Expansion Pack installs Pappa Goat's re-painted versions of the Brain32/Green Hell 2 tiles. If you would prefer to revert to the original tiles by Brain32 and CA_Stary (Green Hell 2) -- which are characterized by a lighter, more blue-ish tint -- you can install those original tiles from the \Optional\GH2_Alt directory. To install, simply copy all the .BMP and .TGA files from top level of the \Optional\GH2_Alt directory to the following locations in your SF2V Mod Folder, overwriting files as prompted: [sF2V Mod Folder]\Terrains\VietnamSEA [sF2V Mod Folder]\Terrains\SouthVietnam The sub-directories of \Optional\GH2_Alt contain alternate air base tiles and differently sized trees that you can also use to tweak the terrains' appearance to your liking. The \_config sub-dir contain an alternate terrain DATA.INI that is designed for use with these alternate tiles. ------------------------------------------------------------------------------- 9. Colors of AAA/Flak Tracers This mod package makes changes to the colors of tracers used with AAA/flak guns. As the new default colors may not suit some players, the table below can be used to adjust the colored tracers to personal preferences: Gun TGA File Color --- -------- ----- 12MM_DSHK tracer6.tga orange 14MM_KPV tracer6.tga orange 23MM_ZU23/T tracer2.tga green 23MM_AZP23 tracer2.tga green 37MM_ZP39T tracer4.tga red (solid) 57MM_S68T tracer7.tga purple (solid) n/a tracer.tga orange/yellow n/a tracer3.tga yellow n/a tracer5.tga green (solid) n/a tracer6.tga orange/red The easiest way to adjust the color of tracers for AAA/flak guns is to modify the tracer TGAs in the \Objects directory of your SF2V Mod Folder (as opposed to editing the guns themselves). To change the color of particular tracer, simply rename the existing TGA file to something else, then copy the tracer TGA for the color you want and rename the copy to match the original name of the tracer TGA that you renamed. For example, if you wanted to change the color of the purple tracer used with the 57MM_S68T gun to red, you would: 1. Rename TRACER7.TGA to TRACER7-OLD.TGA 2. Make a copy of TRACER4.TGA 3. Rename the copy of TRACER4.TGA to TRACER7.TGA It's that simple. Note that in some cases two guns use the same tracer TGA, so changing the tracer color using the method outlined above will affect both guns that use that TGA. ------------------------------------------------------------------------------- 10. Legal Stuff We have signed onto the freeware "list" on combatace.com. As such, the work here can be included or used in other mods as along as they aren't payware and credit is given to the creator(s). Thanks, Malibu43 & eburger68 ------------------------------------------------------------------------------- 11. A Note on Old Diego's Ground Objects & Terrain Items Old Diego has generously allowed us to use a number of his models for Ground Objects and Terrain Items. Those items (some of which are located in the \Optional folder) include: Ground Objects: - 51CalPit - NVA - NVAgren - NVASA-7 - NVASmlArms - sampan01 - sampan02 - SampanSail01 - SampanSail02 - SAMsite01 - Sapper - SForces - SForcesLaw - USArmy - USArmyBzka - USArmygren - USArmyM79 - USArmymortar - USMC - USMCm60 - USMCm60up - USMCm79 - VC_bike - VC_bike_2 - VC_bike_3 - VC_hoe - VC_rake - VCmortar - VCrpg - VCSmlArms - VietCong - waterbuffalo - WB_plowTM Terrain Items: - Boxcar - CoalTender - connex20a - connex20b - connex40a - crate rotor - crate01 - crate02 - cratesStk01 - cratesStk02 - DJBridge (mod of RRBridge01) - FlatCarNV - Hut01 - Hut02 - Hut03 - HutS01 - HutS02 - HutS03 - LocomotiveNV - pallet - Rail100 - Rail50 - Rail_45L - Rail_45R - Rail_sweep_100L - Rail_sweep_100R - Rail_sweep_200L - Rail_sweep_200R - Rail_sweep_90 - RDBridge01 - RRBridge01 - SAM_Site - Slum01 - Slum02 - TankCarNV - Train - WaterBuffalo None of Old Diego's models may be freely re-used or re-distributed outside of this Expansion Pack. Those wishing to re-use or re-distribute any of Old Diego's models listed above must contact him to get explicit permission to do so. ------------------------------------------------------------------------------- 12. A Note on the KC-135A Tanker Dave at CombatAce.com has generously allowed us to include bpao's KC-135A Stratotanker, which originally appeared in the NATO Fighters 4+ mod package for SF2. Bpao was the heart of The Mirage Factory, and we are very fortunate to have been given permission to ship this high quality aircraft as part of the Expansion Pack. Needless to say, bpao's KC-135A may not be re-distributed outside of NF4+ or the SF2V/WOV Expansion Pack without Dave's explicit permission. The NF4+ all-inclusive mod for SF2V may be downloaded at CombatAce: http://forum.combatace.com/index.php?app=downloads&showcat=407 ------------------------------------------------------------------------------- 13. Credits This Expansion Pack would not have been possible without the hard work of many modders over the years. We've used the work of the following individuals: ajunaidr Anthony Beardmore ArmourDave Bananimal bpao Brain32 Buggerstein Bunyap Canadair CA_Stary Cellinsky ChampionsVA56 Column5 comrad Coyote David Zurawski Dels Diego Dueces Erikgen FastCargo Fracture Fubar512 gbreuder Gepard Gerald14 Gocad Gramps Grumpapotamus Hawker HrntFixr InSky/Orsin Jat81500 JSF_Aggie Kesselbrut KillerBee krfrge MigBuster Mirage Factory MJ Monty CZ mppd Nicholas Bell NormanKnight Old Diego (see "Note" section above) Ordway Pappa Goat pappychksix Pasko Paul Nortress (Fist of the Fleet) PauloPanz pcpilot PFunkWorks Polak rebel ryder Rhugouvi S.Ansons Signum Spillone104 Starfighter STORM suicidal Sundowner Syrinx Tannethal TeTeT Torno Tracker USAFMTL (Dave) Veltro2K Wingwiner Wpnssgt Wrench Thanks also to the several beta testers who helpfully supplied fixes for various issues, including ravenclaw_007, ericj, and DrArrow. Hopefully we didn't miss anyone. If we did, let us know! ------------------------------------------------------------------------------- 14. Version 2.1 - Change Log Changes from version 1.0: CAMPAIGNS - upgrade campaigns for split North/South terrains & new target areas - expand campaigns w/ additional aircraft, units, & textures - overhaul campaign targeting schedules - revise mission texts for all campaigns - create optional Campaign DATA.INIs w/ no B-52 strike missions - set Steel Tiger campaign to begin 04/03/1965 - revise mission texts for all campaigns EFFECTS - add Deuce's latest effects & explosions - upgrade all effects to SF2 standards - add custom flak effects - add custom SAM launch effect - add custom ship smoke effect - add J-79 exhaust effects to all F-4s - add alternate DATA.INIs w/ DirtyExhaustEmitter for B-52s, F-4s, and F-104C to \Optional folder - add smoke marker effects (by Pappa Goat & krfrge) - add CA_Stary's Ejection Mod 1.0 effect - add custom BULLETOBJECT.INI ENVIRONMENT - swap out original WideSky for hybrid WideSky/BetterWideSky EXTRAS: - include ELH AWNVN docs - include alternate/optional Rattler RWR sounds GROUND OBJECTS - add new air defense collection (AAA/SAMs/radars) - re-name Sampans to force use in anti-ship missions - add Green textures to stock 3W objects where available - add new APCs, Artillery, Squads, Tanks, Troops, & Trucks - add new civilian ships (Small Cargo Ship, Supply Ship, Container Ship, Trawlers) - add tweaked SumnerFRAM2 DATA.INI - add UserLists for M113-ZPU & M113-ZU-23 to prevent these items from showing up in Vietnam - add additional Fansong, Spoonrest, & Barlock variants - add SA-2E model - add ARVN_Squad & VNMC_Sqaud ground objects - correct names for the several "squad" ground units. GUNS - add effects missing effects classes to Guns - add guns necessary for new aircraft & ground objects - boost effectiveness of flak guns WEAPONS - add weapons necessary for new aircraft - add SA-2X Black SAM - add SA-3 Goa - add 15 or so new 'Nam-era aircraft weapons - add custom grey drop tanks for A-1s - add KillerBee's Phantom Recon Camera Mod for RF-4s - change AGM-12s to TV Homing type (EOGR, to let them work with "Hard" Weapons setting) - tweak AGM-45 start dates and Attachment Types - remove Loft values from AGM-78s - tweak base quantities for ARMs (AGM-45s & AGM-78s) & bombs used by B-52s (Mk82s, M117s) - rename Walleyes - remove custom MER & TER items - tweak start dates for AIM-9G - add new AIM-9 model for AIM-9G/H - tweak texture for AIM-9J - tweak performance of most air-to-air missiles NATIONS/SQUADRONLIST - add "U.S. Army" to NATIONS.INI - use expanded SQUADRONLIST.INI SOUNDS - add new sounds as needed for new ships, ground objects, & aircraft TERRAINS - replace single terrain w/ North/South terrains - include Pappa Goat's re-painted SEA tiles for both terrains - restrict mision types for base terrain .INIs - create separate TARGETS.INIs & MOVEMENT.INIs appropriate for each terrain - remove now unnecessary target types from TYPES.INIs - change DATA.INI sea textures (1st two) to HasWater=2 - add MipMapLevels= values to DATA.INI textures w/ water - add Firecan radars to target areas - separate runways and buildings into different target areas & apply start dates on the following airfields: Ben Loi, Bai Thuong, Dong Hoi, Dong Suong, Khe Phat, Quang To, Quon Lang, Vinh - adjust target values for key terrain item types in TYPES.INIs - add dozens of new target areas and bridges, mainly to NVN terrain (see below for more detail) - add dozens of new terrain items to support new targets and target areas (see below for more detail) --------------------------- EXISTING AIRCRAFT - Changes A-1H,A-1J - new hangar & loadout images - add Syrinx's USAF camo texture w/ tail codes & nose art - USAFSilver1 skin - VNAF1 & VNAF2 skins for A-1s - animated canopy/wingfold - landing gear tweaks - correct loadout errors - remove inis_and_bits folders - use A1Engine sound from Eagle114th's sounds pack 1.6v A-4C,A-4C_65 - add AirToAirRefueling loadout - tweak service end dates to A-4C_65 A-4E,A-4E_65,A-4E_67 - add AirToAirRefueling loadout - tweak USMC decals - USNGreen1 skin for A-4E_65 A-4F - add AirToAirRefueling loadout - tweak USMC decals A-6A - new hangar & loadout images - tweak flight model - convert RWR to Vector-type - add RackLimitOutsideOnly=TRUE to inner weapon stations - SF2 ECM data - replace AGM-45s w/ LAU-3As in SEAD loadout - tweaked decals & add Sqname A-7D - WoV A-7 camo texture B-52D - B-52D upgrade 3.0 (lights,exhaust,sounds,bombay mods) - Shark Mouth USAF camo texture - WoV B-52 camo texture - restrict Mission Types B-57B - new hangar & loadout images - F-86F-based cockpit - additional lights - Night Intruder texture - restore RAAF texture from WoV - change Attack loadout B-57G - rename model to B-57G (from MBB-57G) - new hangar & loadout images - F-86D-based cockpit - correct specified Squadron for B-57G textures F-4B,F-4B_65,F-4B_67 - correct Loadout errors - custom USMC Attack loadout w/ SUU-23 - tweak air-to-air loadouts for F-4B_67 - add LAU-3As to SEAD loadout - custom USNGrey3 textures for all F-4Bs - custom USNGrey4 texture for F-4B_67 - VF-51 & VF-161 textures for F-4B_67 F-4C,F-4C_67 - change SUU-23 to SUU-16 in F-4C_67 - remove gunpod from F-4C loadouts - add Mike D. SEA camo texture - add LAU-3As to SEAD loadout - tweak Service end dates - add new TAC tail insignia for F-4C USAFGrey1 texture F-4D,F-4D_67 - add Mike D. SEA camo texture - comvert Sparrow loadouts from 4xAIM-7-E2 to mixed AIM-7E/AIM-7-E2 w/ single ALQ-101 replacing one Sparrow - replace AGM-45s w/ LAU-3As in SEAD loadout - adjust Start/End Dates for F-4D F-4E,F-4E_72 - add Mike D. SEA camo texture - comvert Sparrow loadouts from 4xAIM-7-E2 to mixed AIM-7E/AIM-7-E2 w/ single ALQ-101 replacing one Sparrow - replace AGM-45s w/ LAU-3As in SEAD loadout - adjust Start/End Dates for F-4E F-4J - replace AIM-7-E-2s w/ AIM-7Es - custom USMC Attack loadout w/ SUU-23 - add LAU-3As to SEAD loadout - adjust service years - custom USMCGrey3, USNGrey3, USNGrey4, USNGrey5, & USNGrey6 textures F-8C,F-8C_66 - remove Strike mission role from Loadouts F-8D,F-8D_66 - remove Strike mission role from Loadouts F-8E,F-8E_66 -tweak USMC decals F-100D,F-100D_64,F-100D_68 - restrict mission types - tweak Service end dates for F-100s - remove Shrikes from SEAD loadouts F-105D,F-105D_66 - replace AGM-45s w/ LAU-3As in SEAD loadout - adjust service years for F-105D_66 F-105G - new Loadout.tga - tweak flight model - SF2 ECM data F-111A - new loadout.tga - SF2 RWR data - change ServiceStartYear to 1968 or 1972 - add UserList - restrict Mission Types IL-28 - add NVietnam to UserList.ini - VPAFSilver & VPAFgreen textures - airbrakes - new landing lights J-6 - change NVietnam ServiceStartYear to 1972 - green/silver camo scheme MiG-17 - use MiGBuster's & Fubar512's accurate flight model - add NVietnam to UserList - VPAFmetal & VPAFSilver textures - add Anti-Ship Mission Type & Loadout - tweak start/end dates - correct Export dates MiG-17F - use MiGBuster's & Fubar512's accurate flight model - comrad's VPAF_dCamo texture - add Anti-Ship Mission Type & Loadout - tweak start/end dates MiG-17PF - use MiGBuster's & Fubar512's accurate flight model - add ThirdWire MiG-17PF as Optional install MiG-19S - change NVietnam ServiceStartYear to 1972 - restrict Mission Types MiG-21F,MiG-21MF,MiG-21PFM,MiG-21PFV - restrict Mission Types - add 927_Camo & 927_Green textures to MiG-21PFM General (All) - add destroyed model data to most aircraft - tweak anti-ship loadouts for all aircraft w/ Anti_Ship Mission Type - add tail serial decals for all Navy aircraft as well as the F-4C USAFGrey1 texture & USAF A-1 textures - correct shadow data for a number of aircraft --------------------------- NEW AIRCRAFT - Additions - A-6B Intruder (from A-6A) - AC-119G Shadow - AC-119K Stinger - AC-123K Black Spot - AC-130A Spectre - AC-130A Surprise Package - An-2 Colt - B-52F Stratofortess - B-52G Stratofortess - C-123K Provider - C-130A Hercules - C-130E Hercules - Canberra B.mk20 (RAAF) - Cessna180 (RAAF) - EA-6A Electric Intruder - EA-6B Prowler - EB-66C Destroyer - EF-4C Phantom II - F-4D Phantom II (69) (from F-4D_67) - F-4D Night OWL - F-4E 'Rivet Haste' - F-5A Freedom Fighter - F-5B Tandem Tiger - F-5C Skoshi Tiger - F-100D Wild Weasel - F-102A Delta Dagger - F-104C Starfighter - F-105F Wild Weasel - KA-3B Tanker - KA-6D Tanker - KC-130F Tanker - KC-135A Stratotanker - MiG-17PF Fresco-E - MiG-19SF Farmer-C (sky-blue texture) - O-1E Bird Dog - OV-10A Bronco - RA-5C Vigilante - RB-66C Destroyer - RF-4B Phantom II (from MF RF-4C) - RF-4C Phantom II (MF) - RF-8A Crusader (from MF F-8B) - RF-8G Crusader (from MF F-8C) - RF-101C Voodoo - SP-2H Neptune -------------------- malibu43 & eburger68 16 November 2009 1 March 2010 (updated) -
1 point
Version 1.0.0
100 downloads
This fix is for Florian's AlphaJet-A to improve the cockpit. To use with this addon : Back-up your files first because you may not like it. Reminder : the 3D model source of this cockpit is lost and won't be redone. Read the readme files first. You will have edited files : - the cockpit and avionics ini files - 3 textures for the cockpit folder In the In the AlphaJet_Data.ini file, change to "CGPosition=0.0,0.0,0.0" (because the original entry "CGPosition=0.0,0.0,-0.3" won't give the right position of the cockpit view) -
1 point
Version vers1.2
1,057 downloads
Buccaneer Mk50 SAAF for SF2 includet -------- Buccaneer Mk50_1965 without refuelprobe - optional lods with refuelprobe are includet Buccaneer Mk50_1980 with Chaff/Flare dispenser and refuelprobe Buccaneer Mk50 Cockpit SAAF Weapons Mk6 Ejection Seat Effects the optional lod´s with refuelprobe for the Mk50_1965 are includet because based on the mission this probe could be mounted , so it is up to you wich lod´s you like to use , mostly the Mk50 in the early years was flying without the probe Funktions ---------- - strg+0 = canopy open close - strg+9 = nose and wing-fold - Thrustvector controll = RATO´s on/off the RATO you have to manualy start and stop with your Thrustvector controll if you forget to stop or use the ratos infligth you may soon run out of fuel Installation ------------ for instalations please read the README Note ---- this are high poly models with high-res skins Credits: -------- - original Model by Russouk2004 - Skins and decals by Paulopanz - Loading and Hangar screens by Soulman and Gustav - FM rework by Kreelin,Spillone104,Baffmeister,Cliff11 - Missions by Pureblue and Paulopanz - some weapons in this pack are from Mirage Factory - testcrew ,Dave,Soulman,Crusader,Florian,Slartibartfast,Paulopanz, Baffmeister,76.IAPBlackbird,Hgbn,Pureblue,Thetestpilot,Kelsh002,Cliff11 - 3D work,templates,Skins,weapon´s and cockpit´s by - ravenclaw_007 i hope i did not forget anybody ----------------------------------------------- vers 1.2 CHANGES from 10.oct.2011 ---------------------------------- - working/rotating Bulged bombbay door - BombBay Fuel Tank added - max fuel load for SAAF BUccaneer now 25900lbs - typo error on AOA Indicator fixed have fun ravenclaw_007 -
1 point
Version v2.0
3,360 downloads
Campaigns Updated! Units updated and fictional campaign issues fixed... A few sample Angolan MiG skins added! More available here at CA! Full and Final Angola and South West Afrika terrain! Also includes a few different campaigns set throughout the border war period and after. Menu screens to fit the SAAF Theme they make the name of the Sim, Strike Fighters 2 The Last Domino, after the famous SADF documentary... Also includes working FAPLA Mi-8 and Mi-24, as well as an Impalla Mk2 Stand in and Alouette III for the SAAF. Ground objects from Tiospilotos have also been included so that AAA and SAMs will show up on your install. This terrain is a Massive terrain covering most of South West Afrika with the Caprivi Strip, as well as Almost all of Angola as well as much of Botswana, some of Zambia and a small portion of the Congo. It is meant to cover the entirety of the Border War Conflict between FAPLA, SWAPO and the SADF, UNITA and SWADF. The Terrain covers many types of environments from the Skeleton Coast to the wetlands to the great plains and Bush of Ovomboland. This is meant to be a truly African terrain to fly the assortment of South African Air Force birds available here at CA. Credits: Stratos, Ludo.m54, Jeanba, Pualopanz, Coupi, recently me Spudknocker and even more recently tiospilotos. Here are links to all required aircraft thanks to Emp_Palpatine... Cheetah_E, Cheetah_C, Mirage3R2Z, Mirage3EZ, Mirage3CZ : http://combatace.com...-d-e-superpack/ MF-1AZ http://combatace.com...6-mirage-f-1az/ MF-1CZ http://combatace.com...8-mirage-f-1cz/ MF-1CZ Late http://combatace.com...age-f-1cz-late/ Buccaneer-Mk50_1980 http://combatace.com...0-saaf-for-sf2/ CanberraBI12_Late http://combatace.com...saaf-canberras/ Angolan Flogger skins in Flogger super package A note on campaigns- You may want to fly in Medium flight model mode due to the high altitude of the terrains and the limits of the SF2 AI system Happy Terrorist Hunting!! -
1 point
Version
1,408 downloads
F-16A Netz (87) & F-16C Barak and 2 seat F-16B This mod is a package of every single seat and 2 seat F-16 in service with IDF combat and agressor squadrons since 1987. INSTALLATION: To install simply drop into your SF2(I) folder and allow it to overwrite folder names. Features loadouts by year, so it is necessary that you have the July 2011 patch installed. CREDITS: Aircraft and cockpit models The Mirage Factory Avionics (Barak) Crusader Skins, hangar and loading screens wilco LANTIRN, Litening, Pave Penny, AGM-65, LAU-88A ravenclaw GBU-38 EricJ other weapons 331Killerbee (from the SF2 Weapons Pack) Special thanks to Dave and the members of Team Flying Dragon (ekek, Stick, alex70b and guyran) for their support. Extra special thanks to TK/Third Wire and TMF (a really big thank you) for both the game and the base mods. Without them this mod wouldn't be available. Hangar screen photo by Ofer Zidon. -
1 point
Version 1.0.0
307 downloads
This package represents the CF-100 MK-4B version as used by the RCAF in Europe. It's meant for a "typical" SF-2 installation that includes the GermanyCE terrain. The date range is historic, from November 1956, to December 1962. Skins for the four RCAF squadrons that deployed to Europe are included, with a skin change to the later RCAF/Red Ensign style occuring during 1958. For campaign modders, the CF-100 date range just fits in for the 1956 Red Tide and 1962 Red Thunder campaigns. The skin jpeg's are quite large but I haven't had any frame rate issues on a mediocre Dell I-3 rig. The model does use distance lods. [yay!] ROCKET ISSUES: After much messing around the air to air rockets are best described as "adequate for now." The rocket pods are "No Jettison" because, with jettison-able pods the AI would just drop them prior to engaging any air targets. To get the pods to automatically jettison like the real CF-100, a "RemoveNodeAfterUse" statement is used but the pods disappear when the first rocket is fired. Much work has gone into setting up the rockets with different CEP [spread] settings as well as different engagement ranges being tested. Also much work trying to get the AI to fire a full salvo but so far unsuccessfully. They sometimes fire quite large salvos but we still haven't figured out the "Logic" that's being used by the AI when using air to air rockets. Some rocket settings are quite counter-intuitive. During early testing the AI was consistently firing the rockets below the target. Raising the RocketBoresightAngle didn't help the situation, they still fired too low. Strangely, lowering the RocketBoresightAngle made the AI raise the nose more when firing the rockets resulting in a big improvement in hit percentages. The AI does quite well when attacking IL-28's, less well against fighter sized attack aircraft, and very poorly against TU-16's, which are almost untouchable by the AI. The only AI kills I've seen against the TU-16 is when I maneuvered the formation into a head on attack before giving the engage air command. The results were a couple of collisions and one very lucky kill when an AI aircraft managed to fire one [that's "1"] golden rocket. When player flown it's possible to do a successful one pass attack on the TU-16. Against maneuvering fighters the AI will get only very occasional rocket hits so for CAP missions the rockets aren't included in the load out. Any improvements for the rocket behavior will be passed along through a CF-100 support thread. More information is included in the README. CREDITS: Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research. 1977Frenchie: Skins, decals, hangar and loading screens, research. Baffmeister: Flight model, some ini work, some research, package compilation and readme. Wilches: Beta testing and research. Crusader: Research The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain. This package is subject to the CombatAce Modders Licensing Agreement -
1 point
Version 1.0.0
186 downloads
This package represents the CF-100 MK-5 version as used by the Belgian Air Force in Europe. It's meant for a "typical" SF-2 installation that includes the GermanyCE terrain. The date range is historic, from December 1957, to October 1963. Skins for the three BAF squadrons that used the type are included. For campaign modders, the CF-100 MK-5 [BAF] date range fits in for the 1962 Red Thunder campaign. The skin jpeg's are quite large but I haven't had any frame rate issues on a mediocre Dell I-3 rig. The model does use distance lods. To improve the high altitude performance the CF-100 MK-5 had the gun pack removed and wing tip extensions added. On the real MK-5 the gunsight was removed as well. Considering those real life limitations, and the poor hit percentage of the rockets against maneuvering fighters, the aircraft role has been limited to INTERCEPT only. Some adjustments have been made to the FFAR and pod so if you have the previous MK-4B [NATO] installed you should remove the previous versions and install the new ones. The sounds and ejection seat are unchanged so you can skip that part of the install. After the model was built we found out the MK-5 couldn't carry wing tip tanks with the wing tip extensions installed. Sundowner is too busy to do any model work so the tip tanks have been removed using an ini edit. Bomb and guided missile racks are still available for what if scenarios. Check the ReadMe for a bit more information. CREDITS: Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research. 1977Frenchie: Skins, decals, hangar and loading screens, research. Baffmeister: Flight model, some ini work, some research, package compilation and readme. Wilches: Beta testing and research. Crusader: Research The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain. This package is subject to the CombatAce Modders Licensing Agreement -
1 point
Version 1.6
2,278 downloads
F-16AM/BM By the Viper Team. Pit by ravenclaw. (Another master piece and he isn't done yet.) Models by bpao, modified highly by Jat and ravenclaw. (You guys are one hell of a team) Skins templates by Migbuster (Went back and made even higher res skins...because he could) MFD panel glass by Stary (Did you know he does terrains and clouds too?) Units skins by Jat and ravenclaw (Ok, Jat got me this time and did you know Volker paints too!??) Weapons by ravenclaw and GrinchWSLG (Masters of disaster) Technical adviser, Sony Tuckson (If we got it wrong he cracked the whip!) Avionics by Jat and Crusader (You cant get anything past Crusader, the best MK1 eyeball in SF) Brain32, for FM, Avionics work. (He found that Mach 1 is FAST.) Crash test Dummy, Dave (Thank god he doesn't have a usable brain) CrazyhorseB34, ini work (and the other dummy) To install: Drop into your C:\Users\xxxxxx\Saved Games\ThirdWire\StrikeFighters XXXXX This project started with a little mod here and there to make the Vipers more modern. FastCargo started the PM thread on 28 Jul 2011 and here we are 10 months later we have this. This mod is dedicated to Oli (bpao) he started us on this journey and I hope, I really hope, we lived up to his expectations. -
1 pointJust a suggestion about the Nimitz : What happens if you use : CollisionMesh=Flight_Deck from the Nimitz CVN_CARRIER.LOD I downloaded but never used yet It might be this one (SF1st gen) http://combatace.com/files/file/11760-cvn-68-nimitz/
-
1 point
Version 1.1
501 downloads
AMI/ Italian Air Force F-16A Blk 15 Air Defence Fighter (ADF) In 2003 The Italian Air Force (Aeronautica Militare Italiana) leased 34 F-16A/B (mostly block 15 ADF variants) as a stop-gap solution until delivery of the Eurofighter Typhoon in 2010-12. The F-16 Air Defense Fighter (ADF) was a special variant of the Block 15 optimized for the United States Air National Guard's fighter interception mission. - Updated F-16A ADF 3D model by JAT81500 - New skins using the Team Viper F-16C High Res templates modified to fit the ADF. - Detailed Team Viper F-16 pilot model and ejection seat. - Flight model updated to the standard of the latest Team Viper F-16 flight model. - Third Wire F-16A cockpit and avionics modified to include the real world ADF upgrade (AIM-7/120). - Team Viper effects, sounds, fuel tanks and weapons. - FANATIC MODDER To install: Drop into your Mods folder Credits: - JAT81500 for doing the updated F-16A ADF 3D model - TMF/ Mirage Factory for the original F-16A ADF. - The Viper Team for thier F-16C/AM series. - Ravenclaw for the weapons and SF1 AMI F-16 Skins I used as a base and for the decals. - Migbuster for the F-16C skin templates. Enjoy, Dan (dtmdragon) History Since the early nineties, the Italian Air Force has eagerly been seeking a replacement for its vintage Aeritalia F-104S Starfighters. Its intended replacement is the Eurofighter Typhoon. Since this program has been running behind schedule for a few years, the Italian air force needed a stop-gap solution. Because the AMI possesses a vast number of Tornado IDS planes, they decided to lease 24 Tornado ADV fighters from the RAF for a 10-year period. This lease ended in 2003 so a replacement was sought. At first the AMI opted to extend the lease period with another 10 years. This proved to be too expensive, so the Italian government turned to the US. The requirement was for a fighter that could perform the air defense mission for 5 to 10 years, until the arrival of the Typhoon. Inventory Peace Caesar On March 15th, 2001 the Italian government signed an LoA for a 5-year lease (with an option on another 5 years) of 34 F-16s and four spare airframes, in a deal worth up to $777 million over a 10-year period. The aircraft were delivered between July 2003 and November 2004. In total, 30 F-16A ADFs as well as 1 F-16B ADF and 3 F-16B block 5 & 10's will be delivered. Four more planes will be provided for use as spare parts. Before delivery to Italy, the aircraft are brought out of storage at Davis-Monthan AFB, Ariz. and transfered to the Ogden ALC at Hill AFB, Utah, where they undergo 220 days of refurbishment and upgrades. The Falcons are given a complete refurbishment, which complied with all technical compliance-technical orders that have changed since the aircraft was placed in stasis in Arizona. The depot teams at Hill AFB did structural modifications including Falcon-Up, which replaces particular bulkheads and the structural life improvement program, which strengthens holes around the fuel cell panels and wheel wells by compressing the molecules with 30,000 pounds of pressure. The wings were removed and the bulkhead furthest aft that holds the vertical wing was replaced. The landing gear was refurbished and its bulkhead was also replaced. The flight controls actuators are replaced with new actuators. In addition the computers and instruments that provide the Falcon its technological edge are removed, sent to the appropriate facilities to be tested then repaired if necessary. All equipment that is a time change item and that has less than a full year's worth of service left is changed. Approximately 100 Italian Air Force maintenance officers, instructors and technicians are receiving F-16 maintenance training at Lockheed Martin facilities in Fort Worth, Texas. End of service On May 23rd, 2012 a disbanding ceremony was held at Trapani-Birgi AFB to mark the disbandment of the resident 18 Gruppo, which was the sole surviving F-16 squadron within the AMI. This marked to end of the service life of the F-16 within the Italian Air Force. This means the AMI is the first air force to fly with the F-16 that phases out the type. Modifications & Armament The planes provided to Italy have a standard ADF configuration. All aircraft receive the uprated Pratt & Whitney F100-220E engine and undergo the Falcon-Up structural enhancement program. It is confirmed that a number of weapon systems will be released to the AMI to be used in conjunction with the F-16s, including the AIM-120 AMRAAM missile, -
1 point
Version 1.2
1,082 downloads
Air National Guard F-16A Block 15 Air Defense Fighter (ADF) The F-16 Air Defense Fighter (ADF) was a special variant of the Block 15 optimized for the United States Air National Guard's fighter interception mission. I started this by breathing some new life into the old TMF F-16A ADF but then after posting some screen shots JAT kindly offered to do an updated model so here it is: - Updated F-16A ADF 3D model by JAT81500 - New skins using the Team Viper F-16C High Res templates modified to fit the ADF. - Detailed Team Viper F-16 pilot model and ejection seat. - Flight model updated to the standard of the latest Team Viper F-16 flight model. - Third Wire F-16A cockpit and avionics modified to include the real world ADF upgrade (AIM-7/120). - Team Viper effects, sounds, fuel tanks and weapons. To install: Drop into your C:\Users\xxxxxx\Saved Games\ThirdWire\StrikeFighters XXXXX Credits: - JAT81500 for doing the updated F-16A ADF 3D model - TMF/ Mirage Factory for the original F-16A ADF. - The Viper Team for thier F-16C/AM series. - Ravenclaw for the weapons. - Migbuster fot the F-16C skin templates. - =58=Sprig, Creepn_Death & suhsjake for the old F-16A ADF skins I used some of the decals from. - FANATIC MODDER Enjoy, Dan (dtmdragon) History In October 1986, the USAF announced that operational block 15 F-16A/B aircraft would be converted to air defense fighters for the Air National Guard, and would take over the fighter interception mission, providing the primary defense of North America against bombers and cruise missiles. The first F-16A ADF conversion was completed in February 1989, while a contract was placed for kits to update and modify a total of 270 F-16A/B's at the Ogden Air Logistics Center in Utah. The Block 15 airframes used for the ADF program were all meant to be upgraded to block 15OCU standard, and both programs ran in conjunction. Aircraft entering the Ogden ALC for ADF upgrade also received the Block 15OCU avionics installation. The net result is that all ADF aircraft are Block 15OCU airframes. The last ADF left Ogden in 1992. Structure & Avionics Modifications included Bendix King (now Allied Signal) AN/ARC-200HF/SSB radios with Have Quick II Secure Speech Module and the Teledyne/E Systems Mk.XII Advanced IFF system (APX-109). The APG-66 radar was modified (designated APG-66A) to provide look down/shoot-down capability, enhanced small target detection, and CW (Continuous Wave) illumination for AIM-7 guidance. A 150,000 candlepower night identification spotlight was installed on the port side of the nose (below and in front of the cockpit) to aid in the identification of nighttime intruders. The aircraft were equipped to carry 600 (US) gallon (2,271 liter) external drop tanks, and to carry 6 BVR missiles such as the AIM-7 Sparrow or AIM-120 AMRAAM. Modifications & Upgrades The ADF aircraft can be distinguished from "standard" F-16A/B's by several external identifying features, such as long and thin horizontal bulges on the base of the vertical tail (only A-models), plus a set of four blade antenna, nicknamed "bird-slicer", carried just forward of the canopy (as part of the IFF system). The bulges are caused by the relocation of the Bendix-King AN/ARC-200 high frequency single-sideband radio to the leading edge of the fin. This in turn caused the flight control accumulators, which were installed one over the other, to be relocated to either side of the tail fin. The bulges were installed to provide sufficient room for these accumulators. Note that, since the Bravo-model ADF's do not have the Bendix HF radio, they also don't have the bulges. Production All ADF F-16s are modified airframes. Existing Block 15 models where converted to the Block 15OCU upgrade and to ADF standard at once. In total, 271 airframes, consisting in 246 A-models and 25 B-models have been converted between 1989 and 1992. Minor differences exist between the A-model and B-model as described earlier. Because of the fall of the Berlin wall in 1989 and the opening of relationships between West and East, the program had lost its major reason of existence, being the protection of the North American continent against Russian bombers flying over the North Pole. Although the program was finished and all aircraft stayed into service with the Air National Guard detachments, they were the first to be mothballed at AMARC with the first major restructuring of the USAF. Beginning in 1994, these aircraft began to be replaced by newer F-16C variants. By 2005, only the North Dakota ANG was flying this variant, with these last examples retired by 2007. A lot of these ADF F-16s are a very cheap and quite modern asset for allied countries. These aircraft have relatively low flying hours on their airframes. A lot of them are sold on the second-hand market. Jordan was the first to receive 12 A-models and 4-models under the Peace Falcon program in 1997. Most have since been received the Mid Life Upgrade (MLU). Thailand has acquired another batch of 15 A-models and 1 B-model under the Peace Naresuan IV program. Also the Italian Air Force received 26 A-models and 4 B-models under a 10-year lease agreement called Peace Caesar. -
1 point
Version 1.0
368 downloads
'What if' F/A-16C Blk 30/32 CAS Vipers Background: In the 1980's, the USAF started setting aside F-16s for the planned A-16 modification, a dedicated CAS version. In 1989, the designation block 60 was reserved for the A-16. The A-16 Block 60 was to be equipped with a 30 mm cannon. This project failed because the 30 mm gun would heat up and singe the inner components of the left fuselage. The Block 60 did not go into production and the A-16 became wrapped up in the debate about close CAS. The supporters of the A-16 project wanted the USAF to replace its A-10A Thunderbolt with A-16's, arguing that the A-10 was too slow to survive above a high-tech battlefield. Detractors argued that the A-16 had insufficient range and load-carrying capability to make an effective attack aircraft, and, in addition, it would be too vulnerable to enemy anti-aircraft fire. However the USAF was ordered to retain two wings of A-10 aircraft for the CAS mission. No order for the A-16 was ever placed. When the USAF was forced to opt for the A-10 instead of the A-16, the decision was made to retrofit up to 400 existing Block30/32 F-16C/D's with new equipment to perform the CAS and BAI (Battlefield Air Interdiction) missions, effectively killing the A-16 program. Modifications would include a GPS, Digital Terrain System, system hardening, modular mission computer, and an Automatic Target Handoff System. A prototype Block 30 was based at Shaw AFB and went through numerous physical adjustments. Official designation, was to be F/A-16. In January 1992, this plan too was abandoned in favor of using LANTIRN Block40/42 F-16C/D's. The USAF was reluctant to let the idea of a dedicated CAS F-16 go, and planned to replace its A-10's with F-16s fitted with a version of the Warthog's Avenger cannon. In November 1988, the 174th TFW New York ANG transited from the A-10A to the F-16A/B block 10, becoming the first unit to operate the F-16 in a CAS support role. During Desert Storm, their F-16A/B aircraft were equipped with the GPU-5/A Pave Claw pod on the centerline station. If the tests were successful, there were plans for a fleet of F/A-16C's with the same armament. To demonstrate the concept, the AF installed Pave Penny avionics, 30mm gun pods and European One paint jobs on 7 F-16C's. A single F-16D was given similar treatment with a Falcon Eye system as well. These aircraft flew from Nellis with the 'WA' tailcode. The F-16s from the 174th were deployed to the Persian Gulf during Desert Storm, but the project proved to be a miserable failure. Precision aiming was impossible for several reasons: • The pylon mount isn't as steady as the A-10's rigid mounting; • The F-16 flies much faster than an A-10, giving the pilots too little time approaching the target; • Firing the gun shook the aircraft harshly and made it impossible to control; • Essential CCIP (continuously computed impact point) software was unavailable. Pilots ended up using the gun as an area effect weapon, spraying multiple targets with ammunition, producing an effect rather like a cluster bomb. It took only a couple of days of this before they gave up, unbolted the gun pods, and went back to dropping cluster bombs. And so the F/A-16C plan was quietly forgotten.... BUT...... What if the project was a success? And so I give you the F/A-16C Blk 30/32 CAS Viper: 3 separate aircraft: - F/A-16C Block 30 1986- 1993 (1986 Service date makes it NATO Fighters 5 compatible, 1991 would be more realistic.) - F/A-16C Block 32 1993- 2003 - F/A-16CM Block 30 2003+ Unique CAS loadouts including the Pave Claw 30mm gun pods. There are heaps of extra loadouts if you have a look with the mission editor. All F/A-16C have the Falcon Eye FLIR pod on the nose in front of the canopy. It was slaved to the pilot’s helmet which had a helmet mounted display. Basically anywhere the pilot looked at night he would see the world in infrared. It was also the West’s first HMD with targeting information, weapons cueing, navigation and terrain avoidance ques. There are Euro-one style skins for the early F/A-16C, the latter blocks two have a mix of normal F-16 camo skins and a lighter ghost grey style like on the A-10. To install: Drop into your C:\Users\xxxxxx\Saved Games\ThirdWire\StrikeFighters XXXXX Included in the folder 'NATO Fighters 5' is a modified 1986 Red Storm NATO Fighters campaign that includes the F/A-16. It will show up as an extra campaign and not affect any of the NATO Fighters 5 campaigns. Credits: - The Viper Team for their stunning viper packs. - Ravenclaw_007 for his new weapon packs. - Migbuster fot the F-16C skin templates. - Nato Fighters Team. Enjoy, Dan (dtmdragon) Combat Ace fair use agreement applies. -
1 point
Version 1.0
86 downloads
'What if' Israeli Air Force F-111 skins plus Bonus real life F-111 ECM corrections and F-111D HUD - IDF camo with white underside - IDF camo with black underside - IDF Grey Can be used with any model F-111 but made for the F-111A. I also suggest you add 'ISRAEL' to all the weapon station 'AttachmentType=' statments in the F-111_data.INI BONUS (optional): Also included is the correct working HUD for the F-111D and the correct internal ECM jammers for ALL the F-111 models. These are not 'what ifs'. All the F-111 came with the internal AN/ALQ-94 or AN/ALQ-137 deceptive and noise jammer. Likewise the F-111D had a basic HUD. You will need: http://combatace.com/files/file/15561-sf2-updated-usaf-ef-111aef-combat-lancersaardvarksravens/ http://combatace.com/files/file/10425-f-111-super-vark-pack-version-24/ Credits: FastCargo's Super Vark package 2.4 Slick Cowboy's F-111_improvedskinpack 2.0 viper63a's SF2 Updated USAF E/F-111/A/E/F Combat Lancers/Aardvarks/Ravens -
1 point
Version 1.1
1,691 downloads
Updated default F-16 for SF2 combined install. You must have SF2:Israel to use this mod. Updated Wrench's mod. Fixed decal tail problem with the first number not showing up. To install, drop into your mod folder and fly. Updates Switched to Migbuster USAF skins Added ACES II and adjusted data.ini accordingly Added Modusaf pilot Used new random decal format Updated Number.lst Added AIM-9L/9 Added ALQ-119v16 Added new hanger and loading screens Added 89th TFS "Rhinos" out of WPAFB Credits for the items I used: Wrench Ravenclaw Diego -
1 point
Version 1.0
183 downloads
Bréguet Br1050 Alizé Indian Navy Veltro2K 3D model + initial INI's files work Eole Project coordinator and Other stuff FOXMONTER Cockpit BaffMeister FMs Beta 0.95 JonathanRL Weapon stations edit Torno Pilots PauloPanz Skins, Decals.ini work Nyghtfall Decals, decals tunning RavenClaw_007 Rocket lanchers Unknown others weapons MigBuster R11 Mod 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 -
1 point
Version 1.0
408 downloads
Br.1050_Alize_Early_v1.0 The Breguet Br.1050 Alizé (French: "Tradewind") was a French carrier-based anti-submarine warfare aircraft. It was developed in the 1950s, based loosely on the second prototype Breguet Vultur attack aircraft which had been modified into the Breguet Br.965 Épaulard anti-submarine warfare aircraft. Made with the collaboration of some great people............ Credits: Veltro2K :3D model + initial INI's files work Eole: Project coordinator and other Work: FOXMONTER :Cockpit BaffMeister:FMs Beta 0.90 JonathanRL:Weapon stations edit Torno: Pilots PauloPanz:Decals.ini work Nyghtfall: Decals, decals tunning RavenClaw_007: Rocket lanchers And all who created the other weapons others weapons 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 -
1 point
Version 1.0
465 downloads
The Breguet Br.1050 Alizé (Late) The Breguet Br.1050 Alizé (French: "Tradewind") was a French carrier-based anti-submarine warfare aircraft. It was developed in the 1950s, based loosely on the second prototype Breguet Vultur attack aircraft which had been modified into the Breguet Br.965 Épaulard anti-submarine warfare aircraft. Made with the collaboration of some great people............ Credits: Veltro2K :3D model + initial INI's files work Eole: Project coordinator and other Work: FOXMONTER :Cockpit BaffMeister:FMs Beta 0.90 JonathanRL:Weapon stations edit Torno: Pilots PauloPanz:Decals.ini work Nyghtfall: Decals, decals tunning RavenClaw_007: Rocket lanchers And all who created the other weapons 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 -
1 point
Version 1.0
309 downloads
The Dassault Mirage IIIV was a French vertical take-off and landing (VTOL) prototype fighter aircraft of the mid-1960s. The Mirage IIIV model followed the Dassault Mirage III and featured eight small vertical lift jets straddling the main engine. The design was in response to a NATO specification for a VTOL strike fighter. One of the two aircraft built was destroyed in an accident and the project was abandoned; the surviving aircraft is on public display. Some of the features, do to no Info where inprovised by me. Due to my poor paint skills Template included ,Modders feel free to add skins ,decals and numbers Cockpit: Mirage IIIE..All credit goes to its creator 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 -
1 point
Version 1.1
2,001 downloads
F-16C Blk40/42 Series By the Viper Team. Pack Includes: F-16C Block 40/42 Turkish Blk 40's Block 40/42 Cupid mods Pit by ravenclaw. (Somebody stop him!) Models by bpao, modified highly by Jat and ravenclaw. (You guys are one hell of a team) Skins templates by Migbuster (Went back and made even higher res skins...because he could) Skins: use of JanHas's F4 skins Turkish skins by Pureblue Greek pattern by EricJ Pilots: Base from Florian mod by JAT Loading Screens by ST0RM MFD panel glass by Stary (Did you know he does terrains and clouds too?) Units skins by Jat, Pureblue, Dave and EricJ Weapons by ravenclaw and GrinchWSLG (Masters of disaster) Technical adviser, Sony Tuckson (If we got it wrong he cracked the whip!) Avionics by Jat and Crusader (You cant get anything past Crusader, the best MK1 eyeball in SF) Brain32, for FM, Avionics work. (He found that Mach 1 is FAST.) Crash test Dummy, Dave (Thank god he doesn't have a usable brain) CrazyhorseB34, ini work (and the other dummy) To install: Drop into your C:\Users\xxxxxx\Saved Games\ThirdWire\StrikeFighters XXXXX This project started with a little mod here and there to make the Vipers more modern. FastCargo started the PM thread on 28 Jul 2011 and here we are 10 months later we have this. This mod is dedicated to Oli (bpao) he started us on this journey and I hope, I really hope, we lived up to his expectations. ------------------------------------------------------------------------------------------- -
1 point
Version 1.2
2,020 downloads
F-16C Blk30/32 Series By the Viper Team. Pack Includes: F-16C Block 32 Greek and Turkish Blk 30's Block 30/32 Cupid mods. Pit by ravenclaw. (Somebody stop him!) Models by bpao, modified highly by Jat and ravenclaw. (You guys are one hell of a team) Skins templates by Migbuster (Went back and made even higher res skins...because he could) MFD panel glass by Stary (Did you know he does terrains and clouds too?) Units skins by Jat, Pureblue, Dave and EricJ Weapons by ravenclaw and GrinchWSLG (Masters of disaster) Technical adviser, Sony Tuckson (If we got it wrong he cracked the whip!) Avionics by Jat and Crusader (You cant get anything past Crusader, the best MK1 eyeball in SF) Brain32, for FM, Avionics work. (He found that Mach 1 is FAST.) Crash test Dummy, Dave (Thank god he doesn't have a usable brain) CrazyhorseB34, ini work (and the other dummy)
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..