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Showing most liked content on 08/16/2025 in all areas
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2 pointsAs shown on my channel at https://www.youtube.com/@philipsabin1653, I still do most of my tactical air gaming using my own total conversions of air board games, since this allows me to focus in on and savour the formation tactics which are hard to appreciate from the brief flurry of first person aerobatics in real time computer dogfights. When I do play PC air sims, I like to fly entire missions as a wingman and spend most of the time practising formation flying to complement the far shorter and more frenetic experience of combat itself. It is a shame that SF2 and FE2 do not allow the player easy access to this 'wingman experience' as in EAW and some other sims. However, I have just discovered a simple workaround which fits the bill. I am sure that some users have already discovered this, but I thought I would mention it just in case. The first step is to create and save a single mission, either after aborting on the runway in FE2 or from within the mission editor in SF2. Then, exit the sim, open the MSN file in your Third Wire Saved Games folder, and copy the entire block for [AircraftMission001]. Paste it after the final Aircraft Mission, and change its number to the next in sequence. Change the Size in the original Mission 1 to 1, reduce the Size in the new final mission by 1, and in SF2 change the Name at the top of the new mission to an unused friendly call sign. Make any other desired changes, save the MSN file, start the sim and load the amended mission. In FE2, the leader of the new flight should start super-imposed with you and roar ahead as he takes off, allowing you easily to catch and formate with him. In SF2, the new leader begins flying over the airfield, but you just need to take off yourself and then select and padlock the nearest friendly plane, allowing you gradually to climb and catch him at full throttle and join formation. The new AI leaders fly at a stately pace, so you should not be left in prolonged and frustrating long distance pursuit as often happens in EAW. There is more risk of overshooting the leader if you do not cut your throttle as you approach. Formation flying is a fascinating and challenging endeavour in its own right, and it is well worth perfecting it as real combat pilots did as a matter of course during their prolonged journeys to and from the combat itself.
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1 pointTo be even more specific, SF2NA is the one giving me fits. And no, ODS30AE is unaffected. I'm still looking for a culprit, and it doesn't appear anyone else is seeing this, so it must be something on my end.
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1 pointAll fine on my end with the latest 580.97 Nvidia drivers. Make sure in the game's options that you're using the Nvidia GPU. SF2 has a bad habit of selecting the integrated GPU instead, and I used to have such crashes with Intel's integrated GPU.
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1 pointHello everyone! Sorry for being absence for almost two weeks. It have been quite hectic weeks! Real life caught me, so I had to put projects down for time being. Aat the same time, i needed a short break, a fresh breath and many ideas for bothSF - CAP and Advanced modding (DLL editing). There is one video that shocked me, let me show you: X-wing: Tie fighter, got modernized through reverse engineering, which bought improved graphic, VR suports and other amazing feats! And please note, this sim is from 1993! This shows me that it is definely possible. However, what I have realized is that, as stated, by using Ghidra to reverse engineer and looking at the pseudocodes, there is one extra challenges: As stated, the SF2 engine is natively written in C++, not C. So therefore, by editing the C Pseudocodes, we nbeed to carefully codes while remain in the loop of SF2 with the calls and imports, so it will rrun well in SF2. But atleast, C and C++ are somehwere close toe ach other. C++ is deviated from C, so we have to use extra C codes that work the same way what C++ codes intended to doin SF2. Nextw eek I am going back working on SF2 - CAP and further exploring advanced modding. I will post an additional i nforamtion on what tools I use and how I managed to extract the codes out, so you can view it and edit it as well. I use the tool known as Ghidra 11.4 and scripts to help me extracting the codes. Cheers!
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1 pointView File SF2 F-86F-40 Sabre, Portuguese Air Force Skin Pack SF2 F-86F-40 Sabre, Portuguese Air Force Skin Pack 8/7/2025 -For SF2, Any and All (Full Merged Recommended) This is a NEW skin for the F-86F-40 Sabre. It is designed to be used on the SF2 F-86F-40 pack available here at CA. This set represents Portuguese Air Force (Forca Aerea Portuguesa) # 51 Squadron (later renumbered to 201) in approx. 1958, when they started receiving their Sabres. You get 24 historically accurate decals; all have been positively identified as having served in 51/201 Squadron (excepting the very last 2; they're generics). The skin is in jpg format, and decal randomization is TRUE. All markings are decals, excepting the painted squadron color bands on the wingtips, stab tips, and vert fin. The SF2 date switch is NOT used, however the "startdefaultdate=" is set to 1958. Hopefully it works as advertised. On the skin selection menu, on the Loadout Page, you'll see: Esq 51 (201) Falcons As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 08/11/2025 Category F-86
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1 pointView File New Skin in 4k for Yak9P "Korean War" Hello To use this set, YOU MUST HAVE the Yak 9P 3d model by Cocas !!! -2 units during The Korean War: 56thIAP "Guard Taejon" (NKPA) and unit "unknown" PLAAF -NEW textures in 4k .jpg -NEW normal map -NEW specular map Simply extract the file into the folder "StrikeFighter2" Enjoy Submitter Lacsap Submitted 08/10/2025 Category Soviet Origin
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1 pointView File New skin in 4k for Sea Fury [sb] from Skippybing Hello To use this set, YOU MUST HAVE the Sea Fury FB11 by SKIPPYBING !!! -2 units during The Korean War: 802 Sqn FAA and 805 Sqn RAN -NEW textures in 4k .jpg -NEW normal map -NEW specular map Simply extract the file into the folder "StrikeFighter2" Enjoy Submitter Lacsap Submitted 08/10/2025 Category Other
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1 pointView File SF2 A-7P Corsair II (TMF) FAP Pack SF2 A-7P Corsair II (TMF) FAP Pack 8/4/2025 -For SF2, Any and All (Full 5 Merged Suggested) This is a rebuild of TMF's A-7A Corsair II to the A-7P versions as used by the Portuguese Air Force's No. 302 Squadron "Falcons". This, like the Real Life (tm) version, uses the "A" body upgraded with "E" bits. This includes the cockpit and avionics. That is to say, I've (re)used the TMF A-7E cockpit and avionics for this mod. If, for whatever reason, you dislike the TMF cockpit, I've provided the inis and instructions herein to switch over to the stock 3W A-7E_78 cockpit and avionics inis. So, you'll need whichever SF2 game version gave us the A-7E_78 (disremember which one) This mod is set up and labeled to cause =NO= conflicts with the 3rdWire DLC A-7P, as this carries a unique name (see below). Skins remain in their original bmp format, in their original size and resolution. All markings are decals. Decal Randomization is TRUE. The skin is provided with 18 historically correct serial number decals. The necessary items provided are drop tanks and pilot seat. Weapons used are all stock in-game items. If I missed anything, PLEASE let me know and I'll try to get it fixed. . The canopy operates with the Standard Animations Keystroke (tm), Shift/0 (zero). The wing fold is operated by Shift/9 (nine). The refueling probe operates with the Shift/3 (three) keystroke. When in-game, on the Aircraft Selection Drop down you'll see: A-7P Corsair II (TMF) So you can't mistake it for anything other than what it is. This will also differentialize THIS one from the Third Wire DLC, if you happen to have it. As always fairly easy to follow, yet detailed install instructions are included. So, please read them. The original readme is included. The 'Change Log' is, of course, in the Notes section below. Good Hunting & Happy Landings! Wrench Kevin Stein For Oli Submitter Wrench Submitted 08/04/2025 Category A-7
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1 pointIt is astonishing how good our old, twenty years old game, can be on a good computer. When it starts we were happy with texture files in the size of 256x256 pixel for the plane skins or for terrain tiles. Today we have 1024x1024 or even 2048x2048 pixel skins and with a modern computer the game runs better and faster then in it's starting times 20 years ago.
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