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  1. 14 points
  2. 8 points
  3. 5 points
    time: 1968 place: Cannon AFB, New Mexico during the Pueblo Crisis, 3 Air National Guard units were federalized, and placed on active duty there. One of these was the 138th TFS of the New York ANG. Here we can see on of their Sabre Hogs heading out to the bombing range for practice
  4. 5 points
    1980's Royal Navy amphibious battle group landing Royal Marines on NATO reinforcement exercises in Norway...
  5. 4 points
    I have uploaded version Beta 0.25 just now. Now an Admin must give his okay. Hope you enjoy the terrain.
  6. 4 points
    allen, you need a couple more serials for the B models? however, i'll leave the rest to you two. crisisloaner; a note: find and download a copy of "USAAF_Stencil" for your tailcodes. will make your USAF planes closer to real, although Iron Eagle wasnt exactly the hieght of accuracy! mandatory screenies, or how to decimate a Soviet Fleet ....... .............and piss off MiGs
  7. 3 points
    Thanks daddyairplanes you are a genius! That worked And if anyone else wants a plain uh-60, just don't look underneath Component[011]=HideBit1 Component[012]=HideBit2 Component[013]=HideBit3 Component[014]=HideBit4 Component[015]=HideBit5 Component[016]=HideBit6 Component[017]=HideBit7 Component[018]=HideBit8 Component[019]=HideBit9 Component[020]=HideBit10 Component[021]=HideBit11 [HideBit1] ParentComponentName=techo_piso_AH-60 ModelNodeName=20mm_barrel DestroyedNodeName=20mm_barrel HasAeroCoefficients=FALSE [HideBit2] ParentComponentName=techo_piso_AH-60 ModelNodeName=20mm_Gun DestroyedNodeName=20mm_Gun HasAeroCoefficients=FALSE [HideBit3] ParentComponentName=techo_piso_AH-60 ModelNodeName=Cannon_panza DestroyedNodeName=Cannon_panza HasAeroCoefficients=FALSE [HideBit4] ParentComponentName=techo_piso_AH-60 ModelNodeName=Box06 DestroyedNodeName=Box06 HasAeroCoefficients=FALSE [HideBit5] ParentComponentName=techo_piso_AH-60 ModelNodeName=Sensores nose sh60 DestroyedNodeName=Sensores nose sh60 HasAeroCoefficients=FALSE [HideBit6] ParentComponentName=techo_piso_AH-60 ModelNodeName=20mm_gun_1 DestroyedNodeName=20mm_gun_1 HasAeroCoefficients=FALSE [HideBit7] ParentComponentName=techo_piso_AH-60 ModelNodeName=_gun_2 DestroyedNodeName=gun_2 HasAeroCoefficients=FALSE [HideBit8] ParentComponentName=techo_piso_AH-60 ModelNodeName=gun_1 DestroyedNodeName=gun_1 HasAeroCoefficients=FALSE [HideBit9] ParentComponentName=techo_piso_AH-60 ModelNodeName=Cilindro cañon DestroyedNodeName=Cilindro cañon HasAeroCoefficients=FALSE [HideBit10] ParentComponentName=techo_piso_AH-60 ModelNodeName=soporte flir DestroyedNodeName=soporte flir HasAeroCoefficients=FALSE [HideBit11] ParentComponentName=techo_piso_AH-60 ModelNodeName=TopLite_Flir 3 DestroyedNodeName=TopLite_Flir 3 HasAeroCoefficients=FALSE
  8. 3 points
  9. 3 points
    You beat me to it by an hour crisisloaner! I think Chappie flew an F-16B too, which would make sense, then either of them could make the rescue of Col. Masters. Unfortunately Chappie never made it to the target, having been hit in a tense dogfight with Bilyan MiG-23s And he was last seen trying to make it back over the Mediterranean.. Time to put on the music... Please can you share the Hades bomb and the Data.ini and Loadout.ini files to get the asymmetrical loadouts?
  10. 2 points
    ok, looking up from an older mod, [BigBlade1] <<<<<<<<<<<<<<<<<<<<<<<<<<< or HideBits ParentComponentName=Wing_R ModelNodeName=Cylinder02 DestroyedNodeName=Cylinder02 <<<<<<<<<<<<<<<<<<<<<<<<< this is the big thing your missing. basically, your turning the part invisible, but it comes back as the destroyed model if you crash DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE show from cockpit and damaage rating seem to be irrelevant
  11. 2 points
  12. 2 points
  13. 2 points
    Okay, thanks for the info. Edit: I removed the Krivaks from Sewastopol Harbour. Additionally i added some stock partolboats to the harbour. Lets see wheter they also cause a SEAD problem or not. Edit: Here the location of the target areas at Crimean Peninsula: More will come.
  14. 1 point

    Version 0.0.40

    815 downloads

    Donbass Beta 0.40 ***************************************************** Southern Ukraine and Crimean Peninsula Terrain THIS IS STILL A BETA VERSION!!!! ============================ ++++++++++++++++++++++++++++++++++++++++++ This terrain is written for SF2E. It works well with SF2NA. +++++++++++++++++++++++++++++++++++++++++ I. Short description: The south and the east of the Ukraine are battlegrounds in mid 2022. At the moment nobody knows how the war will end. This terrain covers the most parts of the Ukraine and some parts of the Russian Federation. But only the southern war theater and the crimean peninsula are included in this terrain so far. Airfields and some other target areas are placed on the map. Further improvements will come. I made the airfields in their shape as realistic as possible. Only 3 airfields are more or less freestyle. At the moment the terrain is made for scenarios around the Crimean peninsula. Offensive operations are more focused for the ukrainian side. In ukrainian strike missions you can fly against airfields, factories, depots, Sewastopol harbour and support facilities and a dense SAM network. For the russian side you can only fly against enemy airfields. At the moment possible mission types are: Sweep, CAP, Escort, Intercept, Recon, Strike and SEAD missions. The terrain is set as NavalMap=FALSE, but it is prepared for NavalMap=TRUE. If you use SF2NA as basic game you may change the setting, so that carrier vs carrier operations will be possible. ++++++++++++++++++++++++++++++++++++++++++++++++ II. INSTALLATION: To run this terrain you need SF2NorthAtlantic or SF2 Israel or SF2 Europe. Unzip all files into your saved game folder ...ThirdWire\StrikeFighters2XXXX Thats it. If you have SF2Europe installed you must do nothing more. If you miss SF2E and have SF2Israel you must open file Donbass.ini with Notepad editor and look for the lines: //CatFile=..\IsraelME\IsraelME.cat CatFile=..\GermanyCE\GermanyCE.cat change the entry into: CatFile=..\IsraelME\IsraelME.cat //CatFile=..\GermanyCE\GermanyCE.cat save the file ++++++++++++++++++++++++++++++++++++++++++++++++++ III. Credits. Tileset is basing on Jan Tumas tiles for First Eagles Shelter1 circular aircraft shelter taken from AirfieldDevKit_v1.1, made by Pureblue EWalls 500,100 and 50 m taken from AirfieldDevKit_v1.1, made by Pureblue SunShelter170m taken from AirfieldDevKit_v1.1, made by Pureblue D_Bunker taken from AirfieldDevKit_v1.1, made by Pureblue ControlTower.LOD made by RussoUK SA-6L i added Ukraine in the Userlist.ini StraightFlush i added Ukraine in the Userlist.ini SA-5 + SquarePair made by FastCargo, taken from SF2_SAMs_Pack, radar modded by me GK-P-14 Tall King Radar, made by GKABS GK-D-30Russia D-30 howitzer made by GKABS ShelterZuRoad made by AmokFloo Base_C.lod round parking area taken from AirfieldDevKit_v1.1, made by Pureblue Base_H.lod small parking area taken from AirfieldDevKit_v1.1, made by Pureblue ZIL-157 Sam Trailer made by ???, taken from SF2_SAMs_Pack, Factories made by Geezer T-72A i added tactical numbers and gave it a Fla-MG BTR-80A taken from eburgers PanzerPack for SF2 Plattenbau_4_Geschosse Made by Wingwiner as BlokW704P, i converted it from bmp to jpg Plattenbau_11_Geschosse Made by Wingwiner as BlokW7010p, i converted it from bmp to jpg Nitka_Ramp Made by Yakarow NitkaRezystorKompleks Made by Yakarow I hope i have not forgotten someone. . ++++++++++++++++++++++++++++++++++++++++++++++++ IV. This Terrain is Freeware. Commercial use is not allowed. And i say it again for the YAP, YankeeAirPirates file thiefs, the usage of this terrain and/or parts of the terrain for commercial use is not allowed!!!!! +++++++++++++++++++++++++++++++++++++++++++++++++ V. For remarks, comments, bugs, etc please use CombatAce forum or send me a PM. Hope you enjoy it. Michael (Gepard) Made in Germany 29. Oktober 2022
  15. 1 point

    Version 1.0.1

    135 downloads

    Texas Falcons: F-16s over the Lone Star State 1990-1999 This mod represents the various models of F-16 that were in service in the Air National Guard and Air Force Reserve during the 1990s. These units include the - 457th Fighter Squadron (Air Force Reserve) at Fort Worth - 704th Fighter Squadron (Air Force Reserve) at Bergstrom AFB - 111th Fighter Squadron (Texas ANG) at Ellington ANGB - 182d Fighter Squadron (Texas ANG) at Lackland AFB These units have utilized a range of F-16 models over the years and a wider range of missions. The 704th deactivated in 1996, and the 111th converted to MQ-1s in 2009. But the 457th and 182d are still going strong as Viper operators today Included Team Viper F-16C Blocks 25, 30, 32 Modified Team Viper F-16A/B Block OCU, F-16D Block 30 new F-16A/B Block 15 ADF, F-16D Blocks 25 and 30 various period specific weapons and pilots various ini edits to match the era new hangar and loading screens NOTE: The D models have very few serial numbers to each unit. most units only had one or two family models. the best use for these is to add on as a member of a flight of single seaters. The load outs are the same so you will be able to load teh same weapons. Other Note: If there is not a two seater assigned to a unit, there will not be a D model skin for that unit. I have checked about a dozen times to be sure I wasnt missing something Credits Viper Team F-16C Blocks 25, 30, 32 ravenclaw_007 new F-16A/B Block 15 ADF, F-16D Blocks 25 and 30templates (C and D) Viper Team/daddyairplanes F-16D Block 30 (derived from the F-16D_B30_Aggressor) killerbee331 original weapons pack that many armaments are drawn from here malibu43 2_LAU-88 mod to carry 4 Maverick rather than 6 daddyairplanes skins, tga work, much research, various ini edits, new TW inspired loading screens test team NightshadeP/R, allenjb42, Niels, bigstone, Wrench, Coupi, Thank you, and I hope you enjoy this mod. daddyairplanes aka Kevin Unruh 11 Aug 2022 ************************************************************* 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. See the original readme documentation, if any, for further allowances and restrictions Any persons wishing to make further modifications, contact me first. Any persons wishing to make further modifications MUST remember to put everyone's name in it. ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEBSITE 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. ************************************************************* ************************************************************* THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR POSTED FOR DOWNLOAD ON ANY OTHER WEBSITE WITHOUT EXPRESS PERMISSION FROM THE COYOTE AEROSPACE TEAM, 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. *************************************************************
  16. 1 point
    Hi All I am trying to hide various parts of Anglep AH-60 BattleHawk to make a plain UH-60 and it's not working. Has anyone else done this and can point out the error I am making? I am thinking its the ParentComponentName, but having tried fuselage, nose and various others I am a bit stumped. Cheers Snapper21 Component[007]=LeftWing Component[008]=RightWing Component[009]=LeftOuterWing Component[010]=RightOuterWing Component[011]=HideBit1 Component[012]=HideBit2 Component[013]=HideBit3 Component[014]=HideBit4 Component[015]=HideBit5 Component[016]=HideBit6 Component[017]=HideBit7 Component[018]=HideBit8 Component[019]=HideBit9 Component[020]=HideBit10 Component[021]=HideBit11 Component[022]=HideBit12 Component[023]=HideBit13 [HideBit1] ModelNodeName=20mm_barrel ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit2] ModelNodeName=20mm_Gun ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit3] ModelNodeName=Base_Cañon ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit4] ModelNodeName=Box06 ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE [HideBit5] ModelNodeName=Sensores nose sh60 ParentComponentName=techo_piso_AH-60 ShowFromCockpit=FALSE DamageRating=NONE HasAeroCoefficients=FALSE This is what I am aiming for
  17. 1 point
    The second Beta is released. Contains now reworked russian airbases at the Crimean Peninsula, a SAM network there, factories as targets, the Sewastopol Harbour and a little bit more. The number of target areas climed from 31 to 54.
  18. 1 point
    dont know about fake rocket pods, but i made the Hound Dog Pylons on the B-52G_89 into gun pods so they could be selected in the dropdown menu. in my case i wanted them to be selected as there was teh shorter HSAB pylon and the longer Hound Dog one not the best examples out there, but you can compare notes and see if you come up with something that helps B-52G_89_DATA.7z AGM28Pylon2.7z
  19. 1 point
    I'm leaving them blank like in the movies. 'USAF' F-16Cs patrolling West of Alaska, 1988.. (We need those weird Russian markings for the 'MiG-29s' to do Iron Eagle II full justice)
  20. 1 point
  21. 1 point
    From the Lightning F1 data.ini: [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=INTERNAL <<<<<<<<<<<<<<<<<<<<<<<< change to external and add in values for drag/ weight of the pylon or keep at 0 and have the values in the fake rocket pod with no rockets. Remove all the bomb bay animations etc AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack <<<<<<<<<<<<<<<<<< use the node name of the F-5 weapon pylon HideNodeName=no_weapon_pack <<<<<<<<<<<<<<<<<<<<<<<< won't need this DoNotDetachPylon=TRUE <<<<<<<<<<<<<<<<<<<<<<<< play around to see what effect this has NoJettision=TRUE <<<<<<<<<<<<<<<<<<<<<< change to False BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP1 <<<<<<<<<<<<<<<<<<<<<<<< change to match what you use for the Fake rocket pod with no rockets. Example of a fake rocket pod with no rockets: [WeaponData001] TypeName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon FullName=LAU-3A Rocket Pod <<<<<<<<<<<<<<<<<<<<<<<< F-5 Weapon Pylon ModelName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove model name Mass=35.299999 Diameter=0.420000 Length=2.350000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,NATO SpecificStationCode= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon NationName=USAF StartYear=1948 EndYear=0 Availability=3 BaseQuantity=50 Exported=TRUE ExportStartYear=1948 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk40_M151 <<<<<<<<<<<<<<<<<<<<<<<<<<< change to anything that is not an actual rocket eg "NO_ROCKET" NumRockets=19 ROF=10.500000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName=Front_Cover <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove RearCoverNodeName= ShowRockets=TRUE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< False Rocket01Position=-0.074000,-0.080000,-0.128000 Rocket02Position=0.074000,-0.080000,-0.128000 Rocket03Position=-0.111000,-0.080000,-0.064000 Rocket04Position=0.111000,-0.080000,-0.064000 Rocket05Position=-0.148000,-0.080000,0.000000 Rocket06Position=0.148000,-0.080000,0.000000 Rocket07Position=-0.111000,-0.080000,0.064000 Rocket08Position=0.111000,-0.080000,0.064000 Rocket09Position=-0.074000,-0.080000,0.128000 Rocket10Position=0.074000,-0.080000,0.128000 Rocket11Position=0.000000,-0.080000,-0.128000 Rocket12Position=0.000000,-0.080000,0.128000 Rocket13Position=-0.037000,-0.080000,-0.064000 Rocket14Position=0.037000,-0.080000,0.064000 Rocket15Position=0.037000,-0.080000,-0.064000 Rocket16Position=-0.037000,-0.080000,0.064000 Rocket17Position=0.074000,-0.080000,0.000000 Rocket18Position=-0.074000,-0.080000,0.000000 Rocket19Position=0.000000,-0.080000,0.000000
  22. 1 point
    My only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). By being empty the AI won't try and use them as an actual rocket pod.
  23. 1 point
    Eureka!!!!!!!!!!!! It dawned on me that the StationGroupID limit of six was not for the game itself but only for the weapon stations that would be "visible" in the armaments selection screen. So what i did was use the StationGroupIDs till number 8 in the data.ini as I had done it originally, but have included the "hidden" entries ID 7 through 8 ( StationIDs 12 through 16) for all the mission types in the loadout.ini! So it appears that 2 birds have been killed with one stone; ..one, the user doesn't have to mess around the arming screen manually adding the "jetisonable" pylons, and two, in-game ctrl-j jettisons both the stores and pylons.. as in the real F-5C!!! Thanks a lot for all your ideas gentlemen!!
  24. 1 point
    Hey daddyairplanes don't forget Doug Masters , he had the hades bomb... hades made quite an impression ... now, taxi for Col.Ted Masters !
  25. 1 point
    1979 Borderwar between China and Vietnam
  26. 1 point
    DisplayWidth=3840 DisplayHeight=1600 3840 divided by 1600 = Aspect-Ratio of 2.4 I got problems with anything above 60Hz refreshrate, but at 60 is works fine.
  27. 1 point
  28. 1 point
    Wow... Talk about a new person to SF2... Welcome to CombatAce Dave, we got plenty of people that can help out. Also don't forget to check out the Knowledge Base since you're new here lol
  29. 1 point
    SitRep: The russian airfields are mostly done. Only the parking aircraft positions must still be fixed. I added some factory and storage areas at the Crimean peninsula, so that if you want to fly strike missions not only runways will be the choosen target. Screenshot: You see Sewastopol Harbor, as far it is already done. In the front is the Black Sea Fleet HQ complex, on the right the northern part of the harbour with some cargoships, warehouses and factories. On the left bank the beginning of the southern part of the harbour. It is not finished yet. If you use SF2NA as basic game you will find some Krivak frigates in the port. I think i will release the next Beta tomorrow.
  30. 1 point
    nother pic from the crew chief's phone...
  31. 1 point
    one half, Misawa Japan
  32. 1 point
  33. 1 point
    It has uhhh been a while since i posted here ignore the grey/white ground objs in first pic its a png issue i think (hmpf)
  34. 1 point
    nah, pretty sure Spinners did a mod on it. plans from the Chinese, license built by Lockheed was gonna post this in the WIP thread, but since i need a screenie.... just waiting the OK. big thanks to ravenclaw and the test team
  35. 1 point
    Since I started playing this game in 2003, I've seen some really weird stuff..... but this one takes the prize!!! I guess we got them for dissimilar air combat training????
  36. 1 point
  37. 1 point
    recently declassified photos of secret operation over Bilya. Until a few years ago, it was stated that COL Ted Masters had been released from internment by the Bilyans after intense negotiating..... (a request someone has been telling me about for a while now)
  38. 1 point
  39. 1 point
  40. 1 point
    I could not resist to play the Vexin Mirage IIIC over its natural terrain : Djibouti :)


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