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Showing most liked content on 02/17/2019 in all areas

  1. 11 points
    I know they are terribly incorrect and maybe even wrong... but I just needed more colour for my F-5 aggressors... ;-)
  2. 8 points
    Operazione Locusta (It's just not cricket)
  3. 8 points
    Tornado full flap "heavy mass" take-off.
  4. 7 points
    And screen that won competition for loading screen for AMI 'Locusta' version . Also Spinner's job.
  5. 7 points
  6. 7 points
    Indeed, let's NOT post real-life (tm) photos/pictures in a SCREENSHOT thread. They will be edited ---------- required screenshot
  7. 6 points
  8. 5 points
  9. 4 points
    Have been tweaking the environsys and flight engine files further for a future ver. 10.0 FM update pack gents. Screenies below of some tweaks...was able to install the top/bottom cloud layer files available for SF2 over here, in FE2 too: https://combatace.com/files/file/11836-alternative-overcast-layer-for-the-sf2-series/ In order for those cloud files to work well, download my tweaked environmental system files below, and also further improved flight engine files (only a high-alt cloud and low wind variant are included below for now, for FE2 and SF2). Cloud thicknesses, heights, and widths have been slightly modified for the SF2 variant, also slightly lowered are inclement weather clouds for both FE2 and SF2, so that they're not cut through by the bottom cloud layer in the link above. Other tweaks, in the flightengine files, include higher texture limits and better mesh/horizon distances, etc. For SF2, don't forget to enable 32-bit for the "z buffer layer" in your options.ini file (since 32 bit has also been enabled in the flightengine file for SF2 - for FE2, enabling of 32 bit offers micro stuttering on occasion but no benefits...leave at 24 bit (default) in the flightengine for FE2). Also tweaked were other numbers in the environsys files for both SF2 and FE2, so that the lighter horizon band transitions naturally into the bottom cloud layer for overcast/inclement conditions, without ugly lines or boundaries present. Happy flying, Von S EDIT: The environsys files included in the link below have dx10 shader calls enabled...the particlesys and individual effect ini files currently included with the ver. 9.7 FM update pack have dx10 shader calls, but the environsys files that control the weather/clouds are only for dx9, for now (you can of course add the relevant shader calls by comparing with the environsys files included in this post...although I will eventually include newer dx10 enabled environsys files based on the tweaks in this post, for a ver. 10.0 update pack). The bottom cloud layer, by the way, with dx10 enabled, is about 5 to 10% darker than in dx9 mode. Will test further to see how the effects look with dx9 only. EDIT: File removed, will be included in mini ver. 9.9 update of the FM pack under the relevant thread (this thread).
  10. 4 points
  11. 4 points
    You simply a cannot make a comparison between the nature of air combat during the cold war and the Luftwaffe seal clubbing their way around Europe in the early 1940's... Nor can you make a comparison between he careers of those who served tours of a set duration and those whom through circumstance were forced to fight for the duration.
  12. 3 points
    Rafales in 2018, on a runway denial mission over the Timor terrain in inclement weather. There were a pair of Australian F-111's, a flight of F-15c's, a flight of F-16's, and some RAAF F-18's all flying in the same area on different taskings. I still have no idea of who nuked the base in the distance as I was going by.
  13. 3 points
  14. 2 points
    'Run, rabbit, run, rabbit, run, run run...' Still seeing no escorts around, I waste no further time and curve in after the retreating Heinkels. a As I come in, the bombers make another turn to the left. This sends me wide and I end up going for the group in the centre instead of the left-hand bunch. As a result I come under fire from both ahead, and to my own left. I break off my attack without doing much damage, leaving it for now to others who are queuing up behind me to have a crack, including one keen chap who is trailing smoke but not ready to give up. As I pull up, the right-hand group of bombers is slipping in from the side... ...and then sliding out of sight underneath. I take some hits, but nothing stops working. No more charging into the middle of things for me! The Huns are now settled on a steady course to the south, so I decide to have another crack at the fellows on the left of their formation, where things should not be just so hot. Aiming between an engine and wing root often seems to pay dividends! I make another pass at the fellow on the right of this one, just as the formation makes another turn... ...but have to break off when I finally run out of ammunition. I take some more hits as I overshoot - in the fin and rudder as it happens. So I pull up sharply at full throttle, to get out of everyone's way. I fly a parallel course to the withdrawing bombers until they reach the coast, seeing them off the premises as it were. I'll find out later just how hard hit Manston actually was, but there's no doubt at all that the Huns paid a hefty price for whatever damage they managed to do. The battle has definitely stepped up a couple of gears today, giving me what feels like an authentic sense of the tension ramping up as the Luftwaffe turns its attention from the convoys to RAF airfields. This campaign has got its hooks into me and doesn't want to let go!
  15. 2 points
    No hay problema. Ultimamente no tengo mucho tiempo para trabajar en el proyecto, esto es lo que hay hasta ahora. Mapeo casi a un 90% listo y comence a trabajar con las animaciones. No problem. Lately I don´t have much time to work on this, the mapping is ~90% ready and i'm working with animations...
  16. 2 points
  17. 1 point
    Salve a tutti, utenti italiani di CombatACE! Riguardo un terreno dei Balcani, c'era questo vecchio thread https://combatace.com/forums/topic/60560-parlando-di-bagatelle-e-facezie/ Anziché "resuscitarlo" ho preferito crearne uno nuovo. Chissà quanti utenti italiani sono ancora attivi su CombatACE... Il terreno è ancora in alto mare in fase WIP. Chi ha già giocato con alcuni scenari che ho rilasciato per SF2, sa che ci tengo alla qualità e alla precisione. Con un po' di tempo e pazienza, arriverà. La passione per il terrain modding non mi manca di certo. Enough chit-chat, ecco giusto due immagini per incominciare: Mancano ancora tanti aeroporti, etc. etc., lo so! Perché ho tagliato fuori la Sicilia? Scelte di design e gameplay; la Sicilia è già rappresentata nell'altro terreno che ho rilasciato, sulla Libia; inoltre, così do' priorità a combattimenti al Nord e sull'Adriatico. Niente aerei Jugoslavi sulla Sicilia! Ah, dimenticavo: ci saranno due versioni del terreno, una che coprirà gli anni 1963-1991 (prima dello scioglimento della Jugoslavia) e uno dal 1992 fino ad oggi, con i nuovi Stati dell'area Balcanica. Che ne dite?
  18. 1 point
    View File Tornado GR.1 Desert Storm Feb 7th 2019 ============= GR.1 Desert Storm variant ; version 1.00 ---------------------------------------------------------------- Tornado GR.1 Gulf War 1991. CAUTION !!!! -------------------- This is 1st plane version with working specular maps. They can really drop fps on weaker GPU [like my GTX 460 ;-)]. If you have this problem, there is archive of LOD without them in plane folder called : GR1 DS faster_no_specular_LOD Unpack and use this one. CAUTION 2: ------------------- DECALS: Planes that have ** before name (in planes list) were historicaly capable to use ALARM missiles . Keys: --------- SHIFT+1 -> canopy open SHIFT+2 -> fuel probe SHIFT+3 -> weapon operator cockpit So, the most important part ... CREDITS: Fantastic five 1st. Nothing wouldn't be possible without these guyz : ------------------------------------------------------------------------------------------------------------- ravenclaw_007 - weapons, documentation, 3d lessons yakarov79 - skinning lessons, testing, damages crusader - documentation, testing, avionics, HUD, air search radar baffmeister - flight model, some avionics 76_IAP - 3d lessons Then Godfather of project: ------------------------------------------ fanatic modder - testing, documentation, flight model, engine datas, inspiration And last not least .. ------------------------------- coupi - hit boxes, damages, testing, GR.1B 12sqn decals and 617 Sqn decals. viper63 - testing, skins, loading and arming screens, pilots durasoul, logan4 - help with weapons, testing florian - some parts and ideas I used in my model from his German Tornado soulfreak - 2nd Sqn camo citizen67 - AM loadouts (for later use on Italian Tonkas) svetlin - testing stratos - testing .. and all previous Tonka creators. THANK YOU ALL VERY MUCH. guuruu - all bugs ************************************************************************************************************ This is freeware; it CANNOT be distributed unless permissions are granted by myself. The original readmes, if any, and all other pieces of the package MUST remain intact. The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes. This package and any part of it may NOT in any way, shape or form be used in any payware additions. ************************************************************************************************************ THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEB SITE WITHOUT MY EXPRESS PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF OR WITH ANY OTHER FILES OR MODS. ************************************************************************************************************ Have fun Wojtek Submitter guuruu Submitted 02/07/2019 Category Tornado  
  19. 1 point
    The Luftwaffe switches targets in my RAF 'commander' campaign! It's lunchtime on 20th July 1940. For the last ten days, the Germans have been attacking coastal convoys. This was how events unfolded in the Operations Room, as recently as the day before - a typical day, until then. A new raid, Hostile 201, 70-plus, is being plotted, likely target a convoy off Ramsgate. The convoy's air cover, 79 Squadron, is still at Hawkinge to the south-west, but should be on station in time. Elsewhere, it's fairly quiet. Twenty four hours later and it's a different story. Raids are coming in thick and fast - slightly smaller, but more of them. And they're going mainly for our outermost airfields. I spent the morning feeling increasingly overwhelmed. Then I decided to do something about it. When the first lunchtime raid came in, heading for the airfield at Tangmere (ringed red, left centre of the screen in the pic below) I diverted a patrol from convoy escort, and another one that was covering an outer London airfield. Three squadrons hit the raid, overwhelming the escorts and inflicting heavy losses on the Heinkels. It didn't stop them bombing and heavily damaging Tangmere, but they paid a big price for it. You can see the raid, Hostile 101, in the pic below, as it withdraws to the south-east across the Channel, still harried by three RAF squadrons. This is me a little earlier, flying as Green 1 with 234 Squadron... ...and here I am, making my contribution to the war effort, attacking Hostile 101 as it heads for its target. But the Huns weren't giving us any respite. Or even a break for lunch, for that matter! By about 12:30, another raid, Hostile 201, thirty plus, was being plotted coming north from France, you can see it near the lower right-hand corner, in the second the Ops Room pic above. Except there was no longer a convoy target there! It looked to be headed for the exposed fighter base at Manston. And I had shot my bolt, with few squadrons ready to intercept it. First off were 605 Squadron's Hurricanes, and I opted to leave the Ops Room and fly as Green Section leader when they spotted the enemy. They are above us, about thirty bombers in three wide wedges. Somebody called out fighters, but all I can see were the Heinkels, and it is those that the boss orders us to attack. It was going to be a race to catch them, before they bombed. As we close from astern, the Huns start turning to port, and with a sinking heart I know we have lost the race. Down below, Manston paid the price! But the Huns would now have to run the gauntlet, and there was still no sign of an escort. A loose pack of Hurricanes was now fast closing in on them as they levelled out and headed back south. ...to be continued!
  20. 1 point
    Hi community, Now, I have gone full circle with the sim. I've played all, modded up the wazoo, and had a blast. But now I have a simple question to ask please. I decided to install the original Strike Fighters 2 again, and I would like to play through the campaign, but what I would like to know, are there any repaints for the aircraft for the fictitious countries (Paran?) or must we play as United States? I'm especially interested in whether there are any desert type camouflages to suit the stock aircraft? Perhaps I've been looking in the wrong area of the site? It seems weird being over the desert and having European type cam on an aircraft. I've already added the Desert 3 mod, and it looks awesome, so is there anything else that you guys add? In the next few days, I will also make the MiG's flyable. Thanks in advance, as usual. AJ.
  21. 1 point
    thank you for the update. I just fell in love with this the first time I saw it.
  22. 1 point
    there are several Dhimari skins out there, as well as Parani skins. Spinners also has a squadron unit badge set for the different units. this guy that skins jumbos even made a Dhimari C-17 iirc of course, there is also the classic call to make your own, in which case look for the template for the aircraft in question or again make your own.
  23. 1 point
    'Shoot him! Shoot him!' I waste no time in cutting the corner on the bombers' turn and taking the advice coming over the R/T to let them have it. Starting with this fellow, on the left of the formation. There's a fair bit of tracer flying about from return fire, some of it a bit wild... ...some of it not, like the round you can see in the pic below, which looks like it's about to hit me in the face! I break left and my victim goes down in a steep diving turn with an engine on fire. No doubt about that one! In the pic below you can also see the smoke beginning to clear from the rows of bomb craters left by the raid. While the hangars have been hit, many bombs have fallen into what looks like open countryside to the west of Manston. You can also see that Red Leader, the boss, is on the air announcing some hits of his own. The list here says that 'Charlie' was actually 611 Squadron's callsign and that 605's was 'Turkey'. There is still no sign of escorts so I roll right to come in for another go. By this time, the enemy's left-hand squadron seems to be taking a bit of a pasting. You can see a Hurricane slicing through the centre of this group, another couple out front after making their own passes, and a couple of Heinkels falling away, with others smoking. At this point, having turned about 90 degrees to port, the Huns are flying roughly west-south-west, down the wide outer reaches of the Thames Estuary. This view from the cockpit, taken just seconds later, shows a bomber crew bailing out, while more Hurricanes come in to make stern attacks. As I come in for my own second pass, the Heinkels are slipping into and out of the upper reaches of some cloud. This doesn't stop me from knocking another bomber out of formation... ...but it does produce an interesting moment when, coming out into the clear, it looks as if I have taken his place in the formation. Needless to say, I get out of there, sharpish! Again I slide off to one side and take stock. The Heinkels are still the only enemy aircraft that I can see, and their numbers continue to be whittled down, even as I watch. I just hope the boys who were under the bombs back at Manston can see some of this! I'm not sure how much ammo I have left, but it's time to put what there is, to good use! ...to be continued!
  24. 1 point
    Anyone remember Rowans' Flying Corps? Those high clouds remind me of it.
  25. 1 point
  26. 1 point
    Hello ! Any news about this great update project ? Best regards, Coupi.
  27. 1 point
    Would that be the Tasmanian Sea by any chance? The "poor man's" Tom-Kitty:
  28. 1 point
  29. 1 point
    16 kills. A hero? Maybe in America. In the Luftwaffe he would be allowed to lead a formation of two planes. The real aces started with 100 kills, the normal ones with 20. BTW it is a screenshot thread here, not a photo picture thread.
  30. 1 point
    The german single seater Phantom would have looked like this: It would have been a simple remove of the backseater cockpit and seat and replaced them with an additionally fueltank. No air to air refuel capbility and the radar of the F-104G.
  31. 1 point
    Hello everybody, Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we'd like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 "Sherman" and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content. The main areas of the Tank Crew development at this moment are: 1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we're making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and 'simple', non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We're beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field. 2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one. 3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access. 4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we'll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we'll tell you more about these scenarios. All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can't get anywhere else. To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update: The map of the southern part of the Kursk salient you'll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km): KV-1S crew: PzKpfw III Ausf.M impact shot demonstrating the improved damage modeling with certain parts detaching: M4A2 "Sherman" interior renders: PzKpfw III Ausf.M interior renders: You can discuss the news in this thread
  32. 1 point
  33. 1 point
    Got snowed in, so I worked on some SCW stuff. These 1930's aircraft are a long term project, and I will return to WW1 stuff shortly.
  34. 1 point
    View File [Fictional] Supermarine Spitfire F.Mk22 'Norway' Supermarine Spitfire F.Mk 22 - Royal Norwegian Air Force This is a very simple mod of the stock Third Wire Spitfire F.Mk 22 to give a fictional Norwegian Spitfire F.Mk 22 with markings for the following squadrons; No.331 Squadron RNoAF in standard RAF Camo. No.332 Squadron RNoAF in NMF/Silver finish. No.91 Squadron RAF in standard RAF Camo (not a real world user). This mod requires AI Plane Pack 2 and should not conflict with the stock Third Wire Spitfire F.Mk 22. I have elected NOT to make this Spitfire F.Mk 22 nation specific for the RNoAF but have kept it as RAF so as to allow other future skins to be dropped in. INSTRUCTIONS 1. From the AIRCRAFT folder drag and drop the SpitfireF22 folder into your main Aircraft folder. 2. From the DECALS folder drag and drop the SpitfireF22 folder into your main Decals folder. At this point it might be a good idea to change the pilot to whatever you've got in your install suitable for the early post-war period. CREDITS Thanks to Third Wire for a great little game/sim. Special thanks to Kesselbrut for the Spitfire cockpit (an oldie but goldie). And thanks to everyone in the wider Third Wire community. Regards Spinners Version 1 - 15/02/19 Submitter Spinners Submitted 02/15/2019 Category What If Hangar  
  35. 1 point
  36. 1 point
  37. 1 point
    View File Tornado IDS (guuruu's) templates Guuruu's Tonka IDS AMI templates v.1.00 ------------------------------------------------------------ Download is really big cause the most of templates are 4096. In this pack you have all templates for complete reskin of whole plane. CREDITS: yakarov79 - skinning lessons Wojtek Submitter guuruu Submitted 02/13/2019 Category Skin Templates  
  38. 1 point
    @bazillius To answer to your question made in the review, have a look at this other mod I made: https://combatace.com/files/file/16900-strike-fighters-wings-over-world-menu-screens/ You'll find the sound file you want to silence in the Flight folder, it should be Loading.wav. With my mod, the loading sound is still that of a jet engine, but a longer one.
  39. 1 point
  40. 1 point
    New thing, working WSO weapons panel. It's very simple, but better than nothing ;-)
  41. 1 point
  42. 1 point
    CF-107C Thunderstrike - No.416 Squadron, Royal Canadian Air Force, 1975
  43. 1 point
  44. 1 point
  45. 1 point
    these are the cockpits and they only have the basic instruments modeled
  46. 1 point
    A slightly different take on the Spanish Civil War - Alas Rojas Squadron. Equipped with 9 Br.19s, 4 Nieuport 52s, 1 Fokker F.VIIB, 1 DH89 Dragon Rapide and a mix of civilian aircraft.
  47. 1 point
    Thanks mate! I'll give it a try. In the meantime, I've nearly finished a Belgian Br19 (Ecole d’aéronautique). Just need to do some decals for the "Br19A2B2" and aircraft numbers for the tail.
  48. 1 point
    I've managed to move the loadout to under the fuselage but can't get rid of the wing bomb racks. I've forgotten so much while away. Maybe a Greek Skin next.
  49. 1 point
    Well, that's a start on the fuselage. Now on to the wings.
  50. 1 point
    Actually, the Br.19 is by Stephen1918 and is available on the FE downloads. As the Belgian Br.19s were mainly built as recon (A) or bombers (B) I'm still tossing up whether to paint in bomb bay doors, an aiming portal for the pilot and changing the loadout to include 50kg of small bombs carried vertically.


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