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Showing most liked content on 02/26/2019 in all areas

  1. 12 points
    Found in the storage archives ... needs a lot of work to get SF2 ready. It'll be out when it's out. So don't go whining
  2. 9 points
  3. 7 points
    If I remember it right, i did some new temps for Bunyap´s old T-6.... Looks like I have to dive into my backups…. I still got em, if anyone is interested...
  4. 4 points
    BAC Thunderstrike GR.4 - 'Operation Granby', Royal Air Force, 1991 Skin Credit: Sundowner
  5. 4 points
  6. 4 points
    "Though I fly through the Valley of Death, I shall fear no evil, for I am at 80,000 feet and climbing..."
  7. 3 points
    Over the years I've heard rumors that the reason there were so many MiG-17's is because they reproduce through mitosis. Here's a picture of the process:
  8. 3 points
    Last screens then at least 1 month break from Tonka ;-)
  9. 3 points
    yah, I did them. They're in the KAW aircraft packs edit: looking over the archived KAW mods folder (still haven't finished rebuilding everything after the HD crash in December), it looks like I had started to assemble a package from just the AT-6Gs. Maybe, if you're really lucky, and ask really nice , I'll try and finish putting it together in the next few days.
  10. 2 points
    Has someone the FW-187 Falke as WIP? Much faster and much more agile than the Bf-110 it could have been the game changer in the Battle of Britain. Some planes were built. (Less than 10) A fistfull was used in Norway and the Luftwaffe crews preferred the Falke to the Bf-110. Göring was not amused, he preferred the Messerschmitt and ordered to phase out the Falke. The planes were then used in a "private" squadron of the Focke-Wulf company to defend the Focke-Wulf plant.
  11. 2 points
    Great, let's destroy a Lybian chemical factory:
  12. 2 points
    View File F-4E(F) Air Superiority Fighter (Luftwaffe) Proposed F-4E(F) Air Superiority Fighter (Luftwaffe) addon for the F-4F Pack by ravenclaw_007 and team. Based on the official McDonnell Douglas report/ sales pitch dated September 1970 detailing the specifications for the proposed F-4E(F) Air Superiority Fighter for the West German Luftwaffe: Included: - F-4E(F) Gameplay notes: - Due to its lower empty weight this aircraft is slightly faster, more maneuverable, has quicker acceleration and a lower stalling speed than a standard statted or hard wing F-4E. - It has a slightly lower (according to McDonnell's specifications,) stalling speed than the F-4F. - The radar (APG-120) is the same model as on the F-8E Crusader so has a lower performance than the radar on the F-4E/F with no AIM-7 capability. Cockpit radar display and radar range lights have been changed match the APG-120 radar. - Rear cockpit is empty with no WSO or controls etc. If you read the McDonnell report the ability to fit the cockpit controls, displays and ejection seat was to be retained if required. The the glass would not have been faired over etc. Animation / Function - Canopy - Hook - Gun Vent ______________ automatic when gun is fired or as soon as the landing gear is deployed - Brake Chute____________ works with the Air Brake below 150kts NOTE: You MUST have the F-4F pack installed for this to work: Hangar and Loading screens are in 1920 x 1080 Installation: - Drop all files into your mod folder the way they are setup in this pack and overwrite if ask to - If you are unsure about the way how mods are installed, check the knowledge base at CombatAce! Credits for F-4F Pack: - original model by TW , BPAO , Crab_02 - cockpits from TW - Testpilots , Fanatic Modder , Soulfreak , Crusader - new updated model , textures and weapons by ravenclaw_007 Submitter dtmdragon Submitted 02/26/2019 Category What If Hangar  
  13. 2 points
    25 February 1975. Brigadier General Charles E. Yeager of USAF made his final flight as an active duty Air Force pilot, flying YF-4E 65-0713 named Glamorous Glennis. 10,131.6 flight hours were accumulated by him during his service. He retired a few days later 1 March 1975. after 12 222 days of service.
  14. 1 point

    Version 1.0.0

    152 downloads

    Rafael Advanced Defense Systems (RADS) SPYDER-SR The SPYDER (Surface-to-air PYthon and DERby) is an Israeli short and medium range mobile air defense system developed by Rafael Advanced Defense Systems with assistance from Israel Aerospace Industries (IAI) The SPYDER is a low-level, quick-reaction surface-to-air missile system capable of engaging aircraft, helicopters, unmanned air vehicles, drones, and precision-guided munitions. It provides air defense for fixed assets and for point and area defense for mobile forces in combat areas.The SPYDER launcher is designed to fire Python-5 and Derby surface-to-air missiles which share full commonality with the air-to-air missiles This model uses an Electro-Optical turret for target acquisition with a maximum range of 15 km for the Pyhton 5 missile and 40 for the DERBY. Instalation: ------------------------------------------------------------- Put the content of the objects/groundobject/SpyderSR_L folder in your mod folder. The game must replace with this system older AAA systems, so be aware. Also, you need to have the Python5 and Derby missiles from Ravenclaw_007 WeaponPack in the Objects/Weapons folder. You could find them here https://combatace.com/files/file/13929-weapons-pack-2/ Crédits : -------------------------------------------------------------- 3d Model: angelp Python5 and Derby Missiles: Ravenclaw_007 This addon is and will in all cases remain freeware, and is only allowed to be available here in Combat Ace Released under Combat Ace Fair-Use terms
  15. 1 point
    Pretty cool, from MArcfighter's vault? Mandatory pic... In Korea!
  16. 1 point
    You've definitely earned a break. When you feel refreshed you should do something completely different... like the F.3
  17. 1 point
  18. 1 point

    Version 1.0.0

    95 downloads

    Proposed F-4E(F) Air Superiority Fighter (Luftwaffe) addon for the F-4F Pack by ravenclaw_007 and team. Based on the official McDonnell Douglas report/ sales pitch dated September 1970 detailing the specifications for the proposed F-4E(F) Air Superiority Fighter for the West German Luftwaffe: Included: - F-4E(F) Gameplay notes: - Due to its lower empty weight this aircraft is slightly faster, more maneuverable, has quicker acceleration and a lower stalling speed than a standard statted or hard wing F-4E. - It has a slightly lower (according to McDonnell's specifications,) stalling speed than the F-4F. - The radar (APG-120) is the same model as on the F-8E Crusader so has a lower performance than the radar on the F-4E/F with no AIM-7 capability. Cockpit radar display and radar range lights have been changed match the APG-120 radar. - Rear cockpit is empty with no WSO or controls etc. If you read the McDonnell report the ability to fit the cockpit controls, displays and ejection seat was to be retained if required. So the glass would not have been faired over etc. Animation / Function - Canopy - Hook - Gun Vent ______________ automatic when gun is fired or as soon as the landing gear is deployed - Brake Chute____________ works with the Air Brake below 150kts NOTE: You MUST have the F-4F pack installed for this to work: Hangar and Loading screens are in 1920 x 1080 Installation: - Drop all files into your mod folder the way they are setup in this pack and overwrite if ask to - If you are unsure about the way how mods are installed, check the knowledge base at CombatAce! Credits for F-4F Pack: - original model by TW , BPAO , Crab_02 - cockpits from TW - Testpilots , Fanatic Modder , Soulfreak , Crusader - new updated model , textures and weapons by ravenclaw_007
  19. 1 point
  20. 1 point
    North American Shark FGA.2 - No.54 Squadron, No.38 Group, RAF Air Support Command, 1968
  21. 1 point
  22. 1 point
    View File Tornado GR.1 RAF and RSAF Tornado GR.1. version 1.1 ------------------------------------------------------------------ Standart RAF and Saudi strike version. Feb 24th 2019. Version 1.1 notes: ------------------------------------------------------ New strike GR.1 plane is v.1.1, however it's 1st release (just for order, comparing to older planes). In TUTORIALS folder you will find: - how to use bombing radar - baffmeister's flight model notes - L I S T O F W E A P O N S I N P A C K ! INSTALLATION: ------------------------- If you want to save some place on disc I recommend to delete older versions of Tonka_xxx, same as weapons. You haven't to do it, but install can be cleaner. CAUTION !!!! -------------------- Base LOD is using specular maps. They can really drop fps on slower GPUs [like my GTX 460 ;-)]. If you have this problem, there is archive of LOD without them in plane folder called : xxx faster_no_specular_LOD Unpack and use this one. CAUTION 2: ------------------- 3 aircrafts in this pack: - RAF GR.1 batch 2 with mk.101 engines - later RAF GR.1 with Mk.103 engines - Saudi GR.1 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, BOZ, pylons yakarov79 - skinning lessons, testing, damages crusader - documentation, testing, avionics, HUD, air search radar baffmeister - flight model 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 viper63 - testing, skins, pilots durasoul, logan4 - help with weapons, testing florian - some parts and ideas I used in my model from his German Tornado strahi - RSAF skin menvra - testing spinners - hangar and loading screens, green/grey camo corrections svetlin - testing stratos - testing paulopanz - 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 02/23/2019 Category Tornado  
  23. 1 point
  24. 1 point
    You don't need to be able to mod FE or FE2 to be able to fly several times the number of planes in OFF or WoFF (and in different theatres, not just the Western Front). Just how to install other people's mods :) The drill is different between FE and FE2 but second nature after doing it once or twice, just get a mod with a decent readme covering installation. Gets a bit more complicated only if you need to install an FE mod in FE2 or vice-versa, but nothing more complicated than moving files in Windows Explorer or editing an file in Wordpad. The benefits of making the effort to learn the drill speak for themselves... IIRC, in FE or FE2, Alt+N 'warps' you to the waypoint before your target area (which waypoint you can drag about in the briefing map, to give you a longer run-in if you wish).
  25. 1 point
    All updated planes. LINKS: GR.1, early GR.1, RSAF GR.1 AMI IDS, AMI IDS 'Locusta' GR.1 Desert Storm GR.1A GR.1B
  26. 1 point
  27. 1 point
    ضرب البرق مرتين على ركوب السجاد السحرية I'd forgotten just how much of a monster these things are when you throw them around... Engaged a flight of Egyptian MiG-21's at about 5000ft... I extended to re-position and when I checked my altimeter after what felt like a few seconds I was suddenly by myself at 35,000 ft
  28. 1 point
    In the shop for a double delta tune-up.
  29. 1 point

    Version 1.0.0

    68 downloads

    Hello and thank you for downloading my work. What's included: all my file should include the Strike Fighters 2 Series game file (.old) and the texture required. Installation: Copy all the files to Terrains folder and the falowing to _TYPES.ini file [TargetTypeXXX] Name=City BuildingGK1 FullName=City BuildingGK1 ModelName=GK-Building1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=600 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 [TargetTypeXXX] Name=City Building GK2 FullName=City Building GK2 ModelName=GK-Building2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=600 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 [TargetTypeXXX] Name=City Building GK3 FullName=City Building GK3 ModelName=GK-Building3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=600 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 [TargetTypeXXX] Name=City Building GK4 FullName=City Building GK4 ModelName=GK-Building4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=600 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 [TargetTypeXXX] Name=City Building GK5 FullName=City Building GK5 ModelName=GK-Building5.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=600 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 If you need any further help please read the knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: GKABS for creating the model and the skins Credit goes to https://www.textures.com as a use a lot of their photos to create the skins. And finally not to forget the wonderful site of https://combatace.com and all the nice member's and their dedicated support for this game. If you need any assistance please contact me at gkabs@gkabs.net https://gkabs.net
  30. 1 point
  31. 1 point
  32. 1 point
    ..almost Finish....! [ manny part's from the other sub...]
  33. 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!
  34. 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!
  35. 1 point

    Version 1.1

    294 downloads

    The Farragut class was the second destroyer class of the United States Navy to be named for Admiral David Glasgow Farragut. The class is sometimes referred to as the Coontz class, since Coontz was first to be designed and built as a guided missile ship, whereas the previous three ships were designed as all-gun units and converted later. Ten Farragut-class ships were ordered between 1955 and 1957. Each ship displaced 5,800 tons under full load, with a length of 512 feet (156 m), a 52-foot (16 m) beam and a top speed of 33 knots (61 km/h). Originally commissioned as guided missile frigates (DLG), they were redesignated as guided missile destroyers (DDG) under the fleet realignment in 1975. They were also the only redesignated ships to be renumbered as well under the realignment, with the first unit changing from DLG-6 to DDG-37 and all subsequent vessels being renumbered upwards in order. All ships of the class were decommissioned between 1989 and 1994 and subsequently scrapped. What's in: - a whole working escort class SF-2 ready for Vietnam era scenarios - numbers/names decalset (*) You need YAP to grab the lod file CREDITS: - Yankee Air Pirate (needed) - Paulopanz SF-2 porting & new decals - Colmack for missiles put in place INSTALL: - extract the rar - take Coontz2.lod in GroundObject/DLG-9 folder from your Yap WoV install - put it inside GroundObject/Coontz extracted folder - put all in your main mod folder enjoy @paulopanz
  36. 1 point

    Version 1.0

    219 downloads

    Compatible with Strike Fighters 2 Series of games. One thing that has bugged me about the Strike Fighters series is the object icons are both large and opaque. Compound this with the fact that they cannot be filtered, and it makes for difficult mission planning over areas of dense activity. This mod reduces the icon size by 25% and makes the icons semi-transparent, which allows you to easily see the enemy and friendly forces while still seeing the map underneath the forces. This is especially useful for runway strikes, where you will want to know the orientation of the runway prior to setting up your Initial Point. Specifically, his mod converts the BMP object icons to TGA and adds an alpha channel that ranges from 50% to 75% opacity. Likewise, this mod updates the PLANNINGMAPSCREEN.INI in order to call the new TGA files as well as reduce the Object Icon Size from 32 pixels to 24 pixels. Easy Installation (if you are not running any other menu mod) Copy the included Menu folder into your SF2 mods folder Manual Installation (if you have an existing menu mod) As long as your menu mod doesn't change the PLANNINGMAPSCREEN.INI file, you should just be able to copy these files to your SF2 Mods folder. If you do use a custom PLANNINGMAPSCREEN.INI, then in addition to copying the TGA files to your [sF2 Mods]\Menu folder, you will need to make the following changes to PLANNINGMAPSCREEN.INI: [MapData] <...> FriendlyAircraftIcon=FriendlyAircraftIcon.tga <-------change these from BMP to TGA FriendlyGroundForceIcon=FriendlyGroundForceIcon.tga FriendlyNavalUnitIcon=FriendlyNavalUnitIcon.tga FriendlyRadarIcon=FriendlyRadarIcon.tga EnemyAircraftIcon=EnemyAircraftIcon.tga EnemyGroundForceIcon=EnemyGroundForceIcon.tga EnemyNavalUnitIcon=EnemyNavalUnitIcon.tga EnemyRadarIcon=EnemyRadarIcon.tga <...> ObjectIconSize=24 <---- change this from 32 <...> You can resize the ObjectIconSize to whatever you like, but the included HighlightIcon.tga is set for a 24 pixel Object Icon. If you wish to keep the ObjectIconSize at 32, you can do so; just remove the HighlightIcon.tga from your [sF2 Mods]\Menu folder and the default icon from the CAT file will be used. If you wish to use any other size icon, you will need to make changes to HighlightIcon.tga yourself. If you know of a way to change this in the INI file, please let me know so that I can put it in my next update. Future Compatibility Issues In order to ensure compatibility with future official SF2 patches, you may need to extract PLANNINGMAPSCREEN.INI from the MenuData.CAT file and compare the files to ensure compatibility. You can quickly find my changes in the sections bracketed by //. For support, please post in the corresponding File Announcement thread at CombatAce.
  37. 1 point

    Version 1.02

    952 downloads

    18 Water maps for enabling ships on your seas! ************************************************ How to Install. Copy the BMP file for the terrain you want into the terrain map. e.g. DBS_Water.bmp into the DBS folder. Make sure that in the DBS.INI the line "WaterMap=DBS_Water.bmp" (WITHOUT THE QUOTES!!!) is there under the [Terrain] section! Also under the [Terrain] section make sure you have: NavalMap=TRUE If all that is done, and that's all to it, then you should be able to take off in your F-14 from the carrier on the sea on that map. (I hope this is clear) My best regards, Kodiak.


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