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Showing most liked content on 02/26/2019 in Files

  1. 1 point

    Version 1.0.0

    151 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
  2. 1 point

    Version 1.0.0

    250 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
  3. 1 point

    Version 1.0.0

    126 downloads

    Hello and thank you for downloading my work. What's included: all my file should include the Strike Fighters 2 Series game file (.LOD) 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
  4. 1 point

    Version 1.1

    349 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
  5. 1 point

    Version 1.0

    246 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.
  6. 1 point

    Version 1.02

    1,060 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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