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Showing most liked content on 07/14/2021 in all areas

  1. 6 points

    Version 1.0.0

    127 downloads

    SF2 Nord 2501 Noratlas Pack by Coyote Aerospace 7/7/2021 -For SF2 =ONLY= (Full 4/5 Merged Recommended) We at Coyote Aerospace are happy and pleased and proud to bring you the Nord 2501 Noratlas transport aircraft. This mod comes with 2 skins: ET 6/4, French Armée de l'Air No.103 Squadron "Elephants", Israeli Air Force (1956 start date) Serial numbers are 100% historical, and decal randomization is TRUE. Be Advised, however, with less than 6 Level 2 decals (AdlA), randomization is sporatic, or not working. The IDFAF has 18 serials. Sounds for the engines and incidentals are also included. When in-game, you'll see: Nord 2501 Noratlas On the Aircraft selection drop down panel. 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. PLEASE read them, before installing!!! The template for skin creation will be uploaded seperatly, so other texture artists can have a shot at the other export users. Happy Landings! Coyote Aerospace "We Aim Higher"
  2. 5 points

    Version 1.1

    592 downloads

    NovaLogic Terrains July 13th, 2021 (1st Release) by Menrva and gerwin >For Strike Fighters 2, Recommended Full-5 Merged This package was born after the discovery of similarities between the terrain engine of Strike Fighters and that of NovaLogic's flight sims from the late nineties. Upon my initial idea, gerwin helped make it true with his incredible programming skills; without him, these terrains wouldn't even exist for use on Strike Fighters. This package features not one, not two, but all thirteen terrains converted from all NovaLogic's flight sims. Due to differences between game engines, these terrains are smaller in scale in Strike Fighters compared to how they are in NovaLogic's games. Here below a summary of what's included: NL01_IslandGreen (Region: Meadow) from F-22 Lightning II NL02_IslandSnowy (Region: Tundra) from F-22 Lightning II and F-22 Raptor NL03_Desert1 (Region: Arid) from F-22 Lightning II and F-22 Raptor NL04_Jungle1 (Region: Forest) from F-22 Lightning II and F-22 Raptor NL04_Jungle2 (Region: Jungle) from F-16 Multirole Fighter and MiG-29 Fulcrum NL05_Savannah1 (Region: Woodland) from F-22 Raptor NL05_Savannah2 (Region: Savanna) from F-16 Multirole Fighter, MiG-29 Fulcrum and F-22 Lightning 3 NL06_Desert2A (Region: Brush) from F-22 Raptor NL06_Desert2B (Region: Desert) from F-16 Multirole Fighter and MiG-29 Fulcrum NL07_Steppe (Region: Steppe) from F-16 Multirole Fighter and MiG-29 Fulcrum NL08_Scrub (Region: Scrub) from F-16 Multirole Fighter, MiG-29 Fulcrum and F-22 Lightning 3 NL09_Glacial (Region: Glacial) from F-16 Multirole Fighter, MiG-29 Fulcrum and F-22 Lightning 3 NL10_IslandJungle (Region: Tropical) from F-22 Lightning 3 These terrains feature 500m resolution heightmaps and original low-res tilesets (tweaked for the Strike Fighters engine). Each terrain is meant to represent a generic region of the world. Nations are properly limited to ones coherent with each setting, and island terrains enable the use of naval fleets and aircraft carriers. As such, these terrains are meant to be used in a full-5 merged mod folder of all SF2 titles. At this stage very few target areas have been added to each terrain, providing basic support for all mission types, so just enjoy quick missions against the enemy; hopefully these terrains will be completed with more details one day. About development, gerwin took care of reverse engineering NovaLogic's files and converting them to SF2 format, plus writing the tools for that. Me and him manually fixed most water alpha channels and adjusted colors in few tiles. Design choices such as target areas, routes, terrain height and surroundings, are mine; if you have any suggestions about this package, contact me. >Credits (in no particular order): -gerwin, for converting these terrains to the Strike Fighters game engine and for expanding his awesome tools with new features. I included his very nice Airfield 7+8 Addon Pack, too. -Wrench, for permission to upload this package which is based on outdated assets from old games. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This mod may NOT in any way, shape or form be used in any payware additions.
  3. 4 points
    "LADIES AND GENTLEMEN, SKYBLAZER SOLO WITH THE SUPERSONIC SNEAK PASS...."
  4. 3 points
    Man, so glad to see CA still alive and well after all these years. Some names I recognize, many are new. Good on ya all. I thought it dragging out SF2 and reinstalling it all again, but I'd be so lost now. Maybe... Cheers! Storm
  5. 3 points
    Bitburg Wing King in 1986. i believe it has to do with American German Tricentennial (still wrapping my head around that one) i think i got it close, but would like to get it better. Esp since DCS didnt bother with it
  6. 3 points
    Ever thought about a career as a Sports commentator.
  7. 3 points
    I need Canadian CH-124 for ODS30 helicopters pack to keep all these helos in Jarek's high standart. CH-124 is very similar to HAS.5, so you can expect this version as one of 1st . I'll also publish templates, so ... skin is your problem .
  8. 2 points
    Solar "Wings" over the Moon !
  9. 2 points
    View File SF2 Nord 2501 Noratlas Pack by Coyote Aerospace SF2 Nord 2501 Noratlas Pack by Coyote Aerospace 7/7/2021 -For SF2 =ONLY= (Full 4/5 Merged Recommended) We at Coyote Aerospace are happy and pleased and proud to bring you the Nord 2501 Noratlas transport aircraft. This mod comes with 2 skins: ET 6/4, French Armée de l'Air No.103 Squadron "Elephants", Israeli Air Force (1956 start date) Serial numbers are 100% historical, and decal randomization is TRUE. Be Advised, however, with less than 6 Level 2 decals (AdlA), randomization is sporatic, or not working. The IDFAF has 18 serials. Sounds for the engines and incidentals are also included. When in-game, you'll see: Nord 2501 Noratlas On the Aircraft selection drop down panel. 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. PLEASE read them, before installing!!! The template for skin creation will be uploaded seperatly, so other texture artists can have a shot at the other export users. Happy Landings! Coyote Aerospace "We Aim Higher" Submitter Wrench Submitted 07/14/2021 Category Other  
  10. 2 points
  11. 2 points
    Working on this project has been awesome and the terrains are, as always, incredible! I hope to find some more time to continue doing 3D space models for it :)
  12. 2 points
    Udorn AB, Thailand. Someone, somewhere came up with a hell of a doozie. The primary was over Haiphong, but get this, they wanted it at night! Could you imagine that? Somehow i got involved in all of this and when i took a look at the track that was involved, i fought like hell to do it solo. I was to come in from over the hills at 5000 ft, then pass south of Hanoi, cross the Red River, turn SE and fly over Hai Durong and Haiphong before heading SW over Thai Binh and heading back over the hills passing N of Ninh Binh. They said something about not much to worry about AAA at night. The only good advice i got was from a Major that had experience in Korea. It was "Don't worry about tracers unless they are coming from right on your nose." Ok, Sir. I took my time getting things just right as i drifted down from the heights to mission altitude and then went to full military power to begin the run just past the hills. It seems like scarcely that i did so when the AAA started coming up. I knew it had the potential to be rough but it went past that in an instant. The ground fire was thick and heavy, lots of 57mm in particular. It was so bad, that i was easily able to read the instrument panel from the light of the shell bursts. For any gunner along the flight path, it couldn't have been too hard not to know some aircraft was coming along soon due to all the flashes. As bad as it all seemed, it was fine (all things considered) until the aircraft was S of Hanoi in the vicinity of Bach Mai. 57mm tracer from 11 o'clock coming virtually straight up just missed the cockpit and then the port wing was hit short seconds after. As I went through the systems checks, another hit on the port side came about 30 seconds after. By then the Master Caution was on and i had to decide on a course of action after overflying the primary. Everyone wants to win the big one but my bird was already hurt and i haven't even made the main leg yet. That came soon after. In all that time the groundfire barely skipped a beat. Over Hai Durong the possibility of an emergency deviation from the plan became a reality. Too much AAA, bird hit twice that i know of, Master Caution is telling me something, etc, etc. So i zoomed over Haiphong and just kept right on going on the current heading until i was feet wet. Even then i was still drawing fire from Cat Ba but it wasn't as bad. Even under those lasts bursts of fire i knew exactly what to do. Once a decent distance offshore was achieved , it was then a matter of turning S and getting some altitude. Compared to all the action earlier it might have seemed anti-climatic, but one never knows in these situations. I heard two calls on the radio of other planes going down when all should have been out of relative danger. So i kept flying S until i was sure i was past Vihn then turned W to pass over this area called "The Garden" and get back over the hills in the direction of home. All was quiet and calm except i noticed the bird had problems holding a fixed altitude. To make a long story short, it was just a matter of cutting back on the throttles and putting the nose slightly down and losing altitude enough to get situated for landing in a handy manner.
  13. 2 points
    Freaking Awesome! Is there a SpaceFighters 2 campaign?
  14. 2 points
    OMG!!!! Finally....do you know how long I've been waiting for this?! Now we need some space ships\squadrons! SpaceFighters2! Thanks!
  15. 2 points
    Mod package has been updated to Version 1.5; read the change log for further details.
  16. 2 points
    If you ever feel useless, remember I was meant to escort B-58s with this.
  17. 1 point
    "Mamba.. you are leaving my airspace" ... immersion killer
  18. 1 point
    I'm testing the IRST function with the MiG-29UB. I started from the Crazy method. Basically these are the data of the AA-8. I've created a fake IRST Loadout. I need to increase the IR detection range...
  19. 1 point
    LOL! It reminded me of this show by Trevor Noah. The difference between European and American sports commentators...
  20. 1 point
    Photo of a patch: http://usmilitarypatches.com/gallery/albums/userpics/10004/36tfw_f100_sb_2~0.jpg
  21. 1 point
    View File Outer Space Terrains Outer Space Terrains July 13th, 2021 (1st Release) by Menrva and nuni >For Strike Fighters 2, Recommended Full-5 Merged This package was born out of fun while working on the realSKY Environment enhancement mod. It features two experimental terrains, Moon and Mars, each with own environment data files which allow different gravity acceleration values and custom skies. Due to various hardcoded factors of the stock game, the Moon terrain shows contrail effects at very high altitude like any other terrain, as well as overcast/inclement weather layers which cannot be disabled in any way; enjoy these custom environments by taking such and other game engine limitations into account. It is suggested to install the realSKY Environment mod, since the custom environment data references extra details from that package. Both terrains feature fresh new 250m resolution heightmaps (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall they provide each terrain with a better look. Given that these are extraterrestrial terrains, different types of source data had to be used in their creation; for this and other limitations, altitudes of geographical features are inaccurate. The Moon terrain spans from 2040 to 2070, while Mars is available from 2060 to 2090; both are designed for fictional clashes between Red forces (Russian Space Forces and People's Liberation Army Strategic Support Force) and Blue forces (United States Space Force and French Space Force). Both terrains contain only two bases, one for Friendly forces and one for Enemy forces, fully populated with custom objects created by nuni. Few target areas have been added so that users can easily discover features such as craters, plateaus and valleys. At this stage, only the Recon mission type is available, so just have fun by flying over these barren terrains. Off Map bases have been added to both terrains and long range AI flights could be generated from them. An Orion MPCV created by nuni in three different variants has been added as a flyable aircraft as well as a terrain object in points of interest. In addition, custom skins have been created for it so that all AI-only space forces spawn with at least one terrain-specific aircraft; I would have liked to include other feasible and realistic spacecraft, but none are available at this stage. If you wish to contribute to this end, just contact me. The idea is to create plausible space warfare and exploration scenarios, so alien and sci-fi stuff should not be involved. Of course, you're free to alter the original scenario for your own personal use. >Credits (in no particular order): -nuni, for creating the Orion MPCV and all featured space terrain objects. -gerwin, whose TFDtool has proved to be essential in today's terrain making. -mue, for the improved shaders he made and for the tools he made for SF2 modding. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 07/13/2021 Category Full Terrains  
  22. 1 point
    <cough> Cowboy Bebop <cough>
  23. 1 point
    here is a picture of 1:32 decal set showing the same logo and an other drawing from the right side showing on the inlet the 36th TFW logo
  24. 1 point
    Hello ! Super mod and super project ! Thanks a lot Menrva and nuni !!! P.
  25. 1 point
    And I who believed that I was the last one who made this step. Welcome to the club friend. LOL PS - As Wrench instructed, pay attention , in the KB, especially about how to move your installation to another partitions, in order to block the tendency of the game to return to the default settings, bringing default planes , paintjobs etc back, making you wondering why the hell are they still here if I already deleted them. :) It would save you a lot of headaches. There is a tutorial , a very good one, written by MIGBuster.
  26. 1 point

    Version 1.1

    191 downloads

    Outer Space Terrains July 13th, 2021 (1st Release) by Menrva and nuni >For Strike Fighters 2, Recommended Full-5 Merged This package was born out of fun while working on the realSKY Environment enhancement mod. It features two experimental terrains, Moon and Mars, each with own environment data files which allow different gravity acceleration values and custom skies. Due to various hardcoded factors of the stock game, the Moon terrain shows contrail effects at very high altitude like any other terrain, as well as overcast/inclement weather layers which cannot be disabled in any way; enjoy these custom environments by taking such and other game engine limitations into account. It is suggested to install the realSKY Environment mod, since the custom environment data references extra details from that package. Both terrains feature fresh new 250m resolution heightmaps (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall they provide each terrain with a better look. Given that these are extraterrestrial terrains, different types of source data had to be used in their creation; for this and other limitations, altitudes of geographical features are inaccurate. The Moon terrain spans from 2040 to 2070, while Mars is available from 2060 to 2090; both are designed for fictional clashes between Red forces (Russian Space Forces and People's Liberation Army Strategic Support Force) and Blue forces (United States Space Force and French Space Force). Both terrains contain only two bases, one for Friendly forces and one for Enemy forces, fully populated with custom objects created by nuni. Few target areas have been added so that users can easily discover features such as craters, plateaus and valleys. At this stage, only the Recon mission type is available, so just have fun by flying over these barren terrains. Off Map bases have been added to both terrains and long range AI flights could be generated from them. An Orion MPCV created by nuni in three different variants has been added as a flyable aircraft as well as a terrain object in points of interest. In addition, custom skins have been created for it so that all AI-only space forces spawn with at least one terrain-specific aircraft; I would have liked to include other feasible and realistic spacecraft, but none are available at this stage. If you wish to contribute to this end, just contact me. The idea is to create plausible space warfare and exploration scenarios, so alien and sci-fi stuff should not be involved. Of course, you're free to alter the original scenario for your own personal use. >Credits (in no particular order): -nuni, for creating the Orion MPCV and all featured space terrain objects. -gerwin, whose TFDtool has proved to be essential in today's terrain making. -mue, for the improved shaders he made and for the tools he made for SF2 modding. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This mod may NOT in any way, shape or form be used in any payware additions.
  27. 1 point
    the only one i was able to find is this one here http://miprofiles.unblog.fr/2018/03/27/f-15-eagle/ the side is in french
  28. 1 point
    I'm Gene Hornwell. I'm a pilot in the United States Air Force. Aged 24. I'm from Albuquerque, New Mexico, though i was born in New York City. My father moved us down here after the war. He was here during the war too. First training as a Bombardier and then as an instructor when he came back from England. We are about the same age when we first stated flying in combat, though i do have to say that his debut being in the famous Ploesti raid does have my experience beat by far. When i was 15 i decided i wanted to fly jets and so here i am. After UM, OTS, BFT and the rest. Got honed at the 29th TRS (Photo-Jet) flying the Long Nose recce bird and then it was orders overseas to Thailand.
  29. 1 point
    Wow this is cool! Looking forward to exploring these.
  30. 1 point
    dude! good to see you again yes, go ahead and reinstall -- you know it'll be worth it!!!
  31. 1 point
    Two more skins are ready, here they are. There are just two more to go, a special one from an airshow and a request for Paran forces (yeah, you are welcome). Thank you for your patient, you'll see, it will be worth it ;)
  32. 1 point

    Version 1.0.0

    493 downloads

    Hawaii, Central Pacific (1959-2028) Terrain December 13th, 2020 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This is a complete remake of the Hawaii terrain. Unlike the original one released by Wrench, which is not in full Real World scale, this new terrain was made and tiled from scratch, and it features all the main Hawaiian islands in full scale, with more cities and pretty accurate elevation details. A better looking and more complete tileset has been added. Numerous target areas, such as small civilian airports, have been added in order to expand playability, targets of opportunity and year range. This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look. The terrain spans from August 21, 1959 (when Hawaii officially became the 50th American State) to December 31, 2028; it is designed for fictional clashes between Red forces (namely Russia and China) and all of the American services (USAF, USN and USMC). The island of Kauai is added to Red Side for better gameplay; imagine it as the first step of a hostile invasion of Hawaii. All mission types are available, including CAS and Armed Recon. Targets reflect Real World events as accurately as possible; for instance, some airfields will appear only after a certain year, according to historic changes. If you have SF2NA, naval fleets will spawn in the Pacific Ocean. Also, Off Map Airbases have been added and long range AI flights can be generated from them. All main targets have been placed accurately in their Real World locations. Ground Objects are not included. You can obtain the most needed from Wrench's original Hawaii terrain release. >Credits (in no particular order): -Wrench, for his permission to use his target areas from the original, smaller scale Hawaii terrain. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs, and for allowing me to include his exclusive Pearl Harbor Memorial 3d model (which you cannot redistribute). -gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too. -mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding. -luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting! -JSF_Aggie, for his great Hi-Res Runway Textures v2.0 which I included. -Stary, for the hi-res Okinawa tileset he made, which I have reworked and expanded. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included. Because this terrain re-uses some of the original target area layouts by Wrench from his previously released Hawaii terrain, I included the ReadMe files from his original package, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions.
  33. 1 point
  34. 1 point
  35. 1 point
    Tagging target with retractable LP. Wingman with LGBs hitting from high altitude. (1968 hypothetical yet fun AF!)
  36. 1 point
    Had a few hours of free time and looked back at some airshow photos and had the will to do this : RCAF 2017 DEMO TEAM skin
  37. 1 point
  38. 1 point
  39. 1 point
    Sukhoi Su-7BMK - 'Red Lion' Fighter Regiment, Parani Air Force, 1968
  40. 1 point
    But IRST is totally passive, while radar is not. Nice method to add it into the game Crazy!
  41. 1 point
  42. 1 point
    In my opinion, the problem is not (or will not) be Windows... the problem is the lack of follow-up of the Thirwire project (W10 SF2), TK no longer communicates !
  43. 1 point
    Third Wire has not released updates even for mobile games for quite some time, so I have no idea about what you're talking about. TK definitely is in a difficult situation, his latest tweets date back to March, to announce the opening of new forums in a Discord server. The suggestion box in the Discord forum is still there. TK probably couldn't afford to pay for all servers, and moved the forum ones to Discord. Simply put, the situation is even worse. It's not like TK doesn't want to move forward with the PC series, we were promised a Win10 updated funded mostly thorough loans, since the kickstarter failed. The fact he is not even active on the mobile games shows how bad the economic situation might be. I wish this... I wish that... The reality is that many players always suggest things and features which sometimes are not even feasible for triple A developers. I'd like to see a brighter future for the Strike Fighters series, which IMHO carries lots of unexpressed potential; however, complaining like that brings us nowhere, it's like beating a dead horse. In all modesty, I think I've done more to support TK in the way of working on a high quality total conversion together with an awesome team of active modders, than by asking countless times about air refueling like many end-users do (in a game which by design has scaled 60% terrains, just to be precise). I'd love more communication with TK, but by the time I've become a more active modder together with a few others, damage was already done.
  44. 1 point
    in the sense that Thirdwire is not updating it anymore or adding more features and concentrating on the Mobile versions. Even the thirdwire suggestion forum was removed
  45. 1 point
    For ships it does not work. For groundobjects like tanks or so it was working in WOE. So i guess it should work in SF2 too. But this has to be tested. EDIT: Seems to be that i was wrong. The NATION in texture.ini does not work with ground objects. BUT it is possible to place insignias and numbers on the tanks. Screenshot: czech and polish T-54


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