Jump to content

Leaderboard


Popular Content

Showing most liked content since 08/23/2025 in all areas

  1. 5 points
  2. 5 points
    Busy day at Nellis as F-4s head out for some Red Flag action... But they're not the only ones up there today... ...and the WSO's view...
  3. 5 points
    Hello everyone! The progress mining through the Avionics60.DLL in the language of C pseudocodes of Ghidra have been full of puzzles and it starts to make sense. Here is how it work, based on what I understand: 1) INI reads the token: "SymbolType=(NAME)" 2) Engine normalizes the token (treats "AirspeedScale", "airspeedscale", "AIRSPEED_SCALE" as the same entities). 3) Engine looks it up in a registry (Table), instantiates the matching "avnHUD(NAME)Class". 4) That class owns the **logic + drawing** for the symbol. The way SF2 handle hte string and names from class is wild! Here is list, so you can see an example: This is based on what is found inside the Avionics60 and SF2.exe dump. I want to add more informaiton about LCOS and CCIP adn why they don ot stay within the limtation of HUD rendering area (ViewportTopLeft and ViewportBottomRight): LCOS and CCIP are HUD symbols, BUT they calls the ballistic code within HUD class, resulting in not being fully integrated in HUD codes as another HUD classes do. Another wild bug I also discovered, this is from Avionics60.DLL DUMP FILE: This means if anyonoe uses "TrackMemoryTime" instead of TrackMemroyTime, wil not work. I plan on correcting it by modifying the DLL files via Ghidra and patching the DLL as first step toward modding DLL files after finishing the ini modding information library. Cheers!
  4. 5 points
    One of my most favorite things to do in the entire Universe ..... Since there's no template for the Bis B, have to make one. Simply because I don't like the brown/green camo as used by Syria for Algeria (which apparently used 2 tones of brown). Noted from several photos found the the web. Just LOVE drawing thousands of rivets ---- At least the serials will be right ....
  5. 5 points
    Well, it started out straightforward. Go bomb a bridge. I'm still 22 miles from the target.... And this was at a slow point in the action.
  6. 5 points
    Hello everyone! I am back to working on ghidra and SF2 DLL files digging. This week I am working on extracting all of available sections (Headers), key values, available values that can be used with it, especially examples how to use it. I am quite shocked to see this in Avonics60, example: UPDATE: For now, the list is removed. There was some mistakes. I am continuing to grow skilsl using AI correclty while extracting huge amounts of codes (over 60K lines of codes from Avionics60.Dll). I apologize for the mistakes. Will post more accurate list when I double check them. However, I do not promise that it do work in SF2, but it is what extracted from avionics60 dll Therefore, this week, I am going to get busy building the large database of information for each .ini sections (headers), keys (entries), and values that can be used with each keys. With that, we can experiment if they do work in SF2. Eagle114th
  7. 5 points
    Hello everyone! I have been working LOT on CSF Type 96 optical sight / HUD and is happy with the result. Here is screenshot of improved CSF Type 96: Navigation Mode: AA Mode: AG Mode: The Mirage 5E2's HUD also have been worked on. Navigation Mode: AA Mode: AG Mode: Eagle114th
  8. 5 points
    If you are chasing a MiG ... you should not forget, that the MiG may have a buddy. If so, shit happens.
  9. 4 points
  10. 4 points
    Hello everyone! It have been incredible challenging going through over 60k lines of C-pseudocodes (Decompiled in Ghidra) that follows the logic of C++ (natively written in SF2 DLL files) in Avionics60.DLL file. The interesting thing is, I have noted how each class of HUD calls another HUD class and/or uses string to handle the key and associated keys for each sections. Spent days and many hours working on both HUD and RadarDisplay key extraction that can be used in INI files. I do NOT guarantee that it works, at least it is what is found in the DUMP files. The AIs have been huge help, cutting down the intense DLL DUMP digging. Here are HUD and RaadarDisplay (WIP) INI usage guide. If some codes (INI) does not work, then I apologize. At least I tried! Here are two Avioincs60 INI information: HUD.txt RADARDISPLAY.txt Eagle114th
  11. 4 points
    Hello everyone! I figured out what to do now. I’ve been digging through Avionics60.dll to understand how HUD and avionics are handled before any attempts to modify DLL files. By analyzing the Ghidra dump and .ini files, I created detailed notes on .ini editing for Avionics60.dll, starting with the HUD section. Here is note for a start: HUD.txt This is what I just realized from digging through Avionics60.DLL: Keys (Entries) like LCOS and CCIP are tied to the specific ballistic classes (avnHUDLCOSClass, avnHUDCCIPClass), not the generic HUD class, THERFORE is why LCOS and CIPP goes beyond HUD. Slowly will go through each DLL and extract what I can find (Sections and Keys), to build a comprehensive .ini editing library for modders here. Cheers
  12. 4 points
    Somedays you eat the bear. Other days, the bear eats you.
  13. 3 points
    I would not correct the typos bugs in the dll, because then the old XX.ini, modded but also original ones, will not work. There are other typos like that, but they are known by ini modders: Type=HUD_MODE_INDIDCATOR (cockpit.ini) NoJettisionTank=TRUE (data.ini) and maybe others that do not come to my mind now
  14. 3 points
    Hello everyone! It have been quite epic projects working on CSF Type 96 optical sight / HUD and Cyrano IV-0 for the Mirage 5SDE. While working on Egytpian aircraft, I realized that the Mirage 5SDE actually use Cyrano IV, which makes sense. It is irony because the 'E' of Mirage usually is multi-role. For example, the Mirage IIIC, the 'C" is an interceptor while 'E' (which mean "Equipment"), is multi-role, where the radar (such as Cyrano II) features both air to air and ground mapping. Libyan Mirage 5DE (Note 'E' as well), have multi-role air frame with Cyrano II radar. Egyptian Mirage 5SDE, in other, is also multi-role by nature, BUT uses early Cyrano IV which does not have ground mapping mode. Therefore, is irony but it makes sense. Right after the Six Day war, after devastating losses of hundred of aircraft, it would make sense that Egypt needs equipment that provides more advanced air to air capable for quick intercepting. Going through various references to start working on the radar texture. It is quite tricky because, what I have learned, the Cyrano IV-0 have ground noise background, right where the scanning screen is. Cyrano IV-1, in other hand, is the next version that have 'look down' capable, which means less or none of 'noise' background, I believe. Cyrano IV-2, and later version, in other hand, have the ground mapping and various air to ground radar features. (Please feel free to correct me if I am wrong) Anyway, here is screenshot of Mirage 5SDE's Cyrano IV-0, you will see different layout for different range RANGE MODE: 7 NM RANGE MODE: 15 NM RANGE MODE: 35 NM RANGE MODE: 60 NM BORESIGHT MODE Next screenshots shows the optical sight / HUD. First, I want to give HUGE thanks to the masterpiece of The Mirage Factory for the great work they have done on the CSF Type 96 Optical sight / HUD. It is quite complicated avionics. I am using their excellent work as foundation while improving upon it, such as gunsight, the firing cues, and other symbols. However, this part is still work in progress. NAVIGATION MODE AIR TO AIR MODE AIR TO GROUND MODE Eagle114th
  15. 3 points
  16. 3 points
    It's been a lonnnnnnnnnnnnng time
  17. 2 points
  18. 2 points
    Wishlist (starting "slowly" ): - SymbolType=CLOCK_TEXT - SymbolType=WAYPOINT_TIME_TEXT (time to next waypoint at current speed)
  19. 2 points
    (stares at you in B-52D)
  20. 2 points
  21. 2 points
    As shown on my channel at https://www.youtube.com/@philipsabin1653, I still do most of my tactical air gaming using my own total conversions of air board games, since this allows me to focus in on and savour the formation tactics which are hard to appreciate from the brief flurry of first person aerobatics in real time computer dogfights. When I do play PC air sims, I like to fly entire missions as a wingman and spend most of the time practising formation flying to complement the far shorter and more frenetic experience of combat itself. It is a shame that SF2 and FE2 do not allow the player easy access to this 'wingman experience' as in EAW and some other sims. However, I have just discovered a simple workaround which fits the bill. I am sure that some users have already discovered this, but I thought I would mention it just in case. The first step is to create and save a single mission, either after aborting on the runway in FE2 or from within the mission editor in SF2. Then, exit the sim, open the MSN file in your Third Wire Saved Games folder, and copy the entire block for [AircraftMission001]. Paste it after the final Aircraft Mission, and change its number to the next in sequence. Change the Size in the original Mission 1 to 1, reduce the Size in the new final mission by 1, and in SF2 change the Name at the top of the new mission to an unused friendly call sign. Make any other desired changes, save the MSN file, start the sim and load the amended mission. In FE2, the leader of the new flight should start super-imposed with you and roar ahead as he takes off, allowing you easily to catch and formate with him. In SF2, the new leader begins flying over the airfield, but you just need to take off yourself and then select and padlock the nearest friendly plane, allowing you gradually to climb and catch him at full throttle and join formation. The new AI leaders fly at a stately pace, so you should not be left in prolonged and frustrating long distance pursuit as often happens in EAW. There is more risk of overshooting the leader if you do not cut your throttle as you approach. Formation flying is a fascinating and challenging endeavour in its own right, and it is well worth perfecting it as real combat pilots did as a matter of course during their prolonged journeys to and from the combat itself.
  22. 1 point
    Incredible work, amazing, this is much more complete than the databases we had so far based on accumulated experience. It seems that the outcome has HUD, RADAR, but also COCKPIT functions. For example I have not been able to get "SymbolType=LOW_ALT_INDICATOR" working for the HUD. But the "INDICATOR" part is the clue for me that it is like the cockpit function "Type=LOW_ALT_WARNING_LIGHT" (that works). I am not sure. Unfortunately, a function intended for "RADAR" does not work for "HUD" (or COCKPIT, and vice-versa). A great future outcome of the work could be to get a new "HUD" function (for example) derived from an existing "RADAR" or "COCKPIT" function (because in that case the output data is known existing from the simulation engine, so it is "just" to display it). Some Remarks: "HUD_" in Symbol[XX]=HUD_FUNCTION and [HUD_FUNCTION] entry is not mandatory, just practical legacy naming convention. Any name would work. Same for Radar_ (and most likely VDI_) SymbolType=ALT_LOW_TEXT is an interesting case (not in your list). It works, the defined text will be displayed, but whatever the altitude is. A bug I guess. BORESIGHT alone not sure, but SymbolType=BORESIGHT_CROSS works SymbolType=CLOSURE_RATE_SCALE not sure but SymbolType=RADAR_CLOSURE_SCALE works SymbolType=DEVIATION -> SymbolType=COURSE_DEVIATION SymbolType=FLIGHTPATH not sure but SymbolType=FLIGHTPATH_MARKER works (I have seen your note on alias in the previous release but not tested) G_INDICATOR not sure for HUD, but SymbolType=CURRENT_G_TEXT works SymbolType=GLIDESLOPE -> SymbolType=ILS_GLIDESLOPE SymbolType=LOW_ALT_INDICATOR does not work (see above) MACH_INDICATOR not sure but SymbolType=MACH_TEXT works MasterArm not sure but SymbolType=MASTER_ARM_TEXT confirmed yes SymbolType=MAX_G_INDICATOR -> SymbolType=MAX_G_TEXT works SymbolType=MODE_INDICATOR not sure, and not useful, as any function is called in a known mode so "SymbolType=" makes it (but "Type=HUD_MODE_INDIDCATOR" is valid cockpit function) SymbolType=RADAR_ALT_INDICATOR -> SymbolType=RADAR_ALT_TEXT SymbolType=RADAR_RANGE -> SymbolType=RADAR_RANGE_TEXT SymbolType=RADAR_TARGET_ALT -> SymbolType=RADAR_TARGET_ALT_TEXT SymbolType=RADAR_TARGET_ASPECT -> SymbolType=RADAR_TARGET_ASPECT_TEXT SymbolType=RADAR_TARGET_BEARING not HUD (tbc) but SymbolType=TARGET_BEARING_TEXT works in radar display SymbolType=RADAR_TARGET_HEADING not HUD (tbc) but SymbolType=TARGET_HEADING_TEXT works in radar display SymbolType=RADAR_TARGET_TAS -> SymbolType=RADAR_TARGET_TAS_TEXT SymbolType=RADAR_TARGET_VC -> SymbolType=RADAR_TARGET_VC_TEXT SymbolType=SCALE alone I am not sure (what on the scale ?) SymbolType=TARGET_TEXT alone ? SymbolType=WAYPOINT_ID not ok (checked) -> SymbolType=WAYPOINT_ID_TEXT works SymbolType=WAYPOINT_RANGE not ok (checked) -> SymbolType=WAYPOINT_RANGE_TEXT works SymbolType=WEAPON_COUNT -> SymbolType=WEAPON_COUNT_TEXT Again, great, very promising !
  23. 1 point
    What Wrench says, it's not true that Blue SAMs don't work, they work alright. SAM launchers in the terrain's targets.ini must be added as SAM_LAUNCHER. That's the generic tag that spawns working SAM launchers. You can't tell the game to spawn a specific SAM, this decision must be left to the game engine with the generic tag. Working Blue SAMs are featured in my terrain packages and in the ODS 30AE mod; try flying an Iraqi aircraft towards Saudi/Coalition airbases and you'll be facing AAA and SAMs.
  24. 1 point
  25. 1 point
  26. 1 point
    The work around is to set blue SAMs up as blue AAA. It means that you have to incorporate a radar into each individual blue SAM data.ini.
  27. 1 point
    Lamentablemente muchos de nosotros migramos a otros juegos o simplemente nos convertimos en padres y la vida diaria nos fue dejando de lado del foro. También suma mucho que el juego nunca se modernizó se quedo estatico. Yo comencé en este foro cuando tenia mas o menos 19 / 20 años , hoy ya estoy por cumplir 38, Casado y con 2 hijas. Nunca deje de modelar en 3D , hoy en dia sigo pero con otras herramientas como Fusion 360. Junto con @torno @pato poli @AleDucat Seguimos hablando todos los días , hace 17 / 18 años que somos amigos. Siempre me quedo con la nostalgia y el gran aprendizaje que este Foro y en especial esta comunidad me dio. Aprendí muchas cosas que me abrieron puertas para mejorar en mi vida personal , sobre todo en lo laboral , gracias a las tecnicas que aprendi aqui sobre modelado 3D y diseño grafico. CombatAce es y fue una gran escuela para muchos de nosotros. Saludos Marcos.
  28. 1 point
  29. 1 point
    WTF kind of reasoning is that? That's like the dumbest thing I've ever heard. Why allow Blue SAMs when they don't work?????
  30. 1 point
    Which is weird because REDFOR SAMs have no problem that I've seen fire at me.
  31. 1 point
    View File SF2 MiG-17F "Fresco-C" Algerian Air Force Skin Pack SF2 MiG-17F "Fresco-C" Algerian Air Force Skin Pack 8/24/2025 -For SF2 =ONLY= (Full 4/5 Merged Recommended) Here are 2 new(ish) skins for the stock 3W MiG-17 "Fresco-C", as used by the Algerian Air Force from 1965 thru the early 1980s. Basically, slight 'rebadging' of the stock "QJJSilver1" and "QJJCamo1" (Nile Style), but with corrected serial number decals. I've =not= included any of the bits to make it flyable, but if you have, and use the "read only main ini trick", you'll have to turn that off after adding this skin, even though this does replace the stock one. See "Installation" for more details. All markings are decals, and decal randomization is TRUE. The two sets of Serial numbers are historically correct (ish). You'll have 24 for the NMF, and 18 for the Camo. However, while all the numbers are correct, they should be considered Generic in nature, as I could not find which squadron each served in. Any marked with the cross (or plus sign +) are conjectural, as I could not find any reference to them. The Post 1968 (Camo) skin uses the "FG-**" style. Both skins remain in their 'as issued' BMP format (3w Rez) When on the Loadout Page, you'll see Algerian Silver (1964) Algerian Camo (<1968) This is NOT changed from the original listing on the texture set inis, with the exception of adding specific decal randomization text, and the year tags. I have included a modified data and loadout ini. The data ini gives the aircraft some "hardening" (via aluminum armor), and the loadout ini adds the drop tank for all missions. I've also included a new pilot figure, "RedAir1". The canopy is also activated, it uses the Standard Animation Keystroke (tm), Shift/0 (zero). What I have NOT given you, are the bits and bobs necessary to make it Player Flyable (tm). If you haven't done this, you'll have to root around for the needed cockpit in the CA downloads. (cough - by Stary). I have, however given you the VK-1F engine sound. 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!!! Also, the Notes section has more details on the changes. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 08/27/2025 Category MiG-17  
  32. 1 point
  33. 1 point
  34. 1 point
    I missed the "Phantom Phriday"...
  35. 1 point
  36. 1 point
    I just discovered a simple workaround allowing you to follow another flight leader from takeoff to landing, as in EAW. See https://combatace.com/forums/topic/100042-flying-as-a-wingman/.
  37. 1 point
    Tornados, german nickname "Tony".
  38. 1 point
    resurrection bombing is magic a kangaroo has many ways to kill you
  39. 1 point
  40. 1 point
    I had this one in my phone before I came to the UK, so this is my first unofficial comeback lol
  41. 1 point
    Hello my friend! Excellent questions, and this is steps I am working on: 1) Finish working on compiling the text files with list of Class and function associated with them. 2) Analyze and make the list of already available codes for full reference of usage for each tyipes of .ini for cockpits and avionics related 3) Start experimenting modifying the DLL files and see if it works on SF2. I do not have the team. I hope, eventually someone will start the team. Eagle114th
  42. 1 point
  43. 1 point
    B-61 Show of Force to deter further DMZ incursions in Korea, circa 1982. Can you spot the falling weapon? Hint: look above the hangars....
  44. 1 point
    A flightline of french Thuderstreaks
  45. 1 point
    Una lastima realmente. Es totalmente entendible que los gastos deben cubrirse. Nada es gratis. El foro en español supo tener su época de apogeo hace varios años. Sirvió como punto de encuentro para muchos entusiastas que buscaban un simulador de los combates aéreos de Malvinas y fue punto de partida de un grupo que trabajó bastante para hacerlo mas históricamente preciso. Tuvimos mucha gente con mucho talento que hizo aportes muy importantes, tanto en MODs como en asistencia técnica e histórica, siempre con un muy buen ambiente de camaradería. Hace ya varios años que somos cada vez menos y no puedo sino mirar para atrás con cierta nostalgia. Creo sinceramente (quizás me equivoque) que esta limitación en las descargas va a ser el último clavo al cajón de esta comunidad. Para muchos de los que vivimos en esta parte del mundo se hace muy difícil pagar una suscripción. Quedará entonces eso, los recuerdos y los aportes que entre todos pudimos ir sumando (ni los mejores, ni los peores, los nuestros) para que puedan ser usados y disfrutados por quienes puedan costearlos. El resto.... mirará de afuera, con la ñata contra el vidrio.
  46. 1 point
    View File Have Drill MiG-17F Have Drill skin for Mig-17F This is a simple skinpack for the stock MiG-17F so that you can fly as Included one skin and one decal folder for a USAF Have Drill MiG-17 Required A copy of SF2 with the MiG-17F (i beleieve thats all but North Atlantic) A pit if you want to fly it. One can be found here Credits TK for the original game and stock Syrian skin daddyairplanes skin and decals thank you for downloading this mod, i hope you have fun with it Kevin Unruh aka daddyairplanes 6 Sep 2024 ************************************************************* 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. ************************************************************* Submitter daddyairplanes Submitted 09/06/2024 Category MiG-17  
  47. 1 point
    Me boy a bajar del barco por un tiempo ,tengo que mudar mi PC a Windows 10 y no se que resultará de este cambio, solo espero que no me de problemas. Esto es en lo que estaba trabajando, y mi tiempo para esto ya se cuenta en minutos en lugar de horas como en otros tiempos.
  48. 1 point
  49. 1 point
  50. 1 point
    As I've talked about in another thread,about first attempts in the A-12 project now i'm showing the last updates regarding the whole model prior its 1.0 release. All the people involved are mentioned in the previous thread named groom Lake 196X (Veltro2K,Pappy,and the long list of top secret keepers) waiting also Blackibird/Jat for their FM (anyway I've made my first FM ever for this and it's almost good permitting this beast to reach peak speed in proximity of Mach4) ,the last one in order that I'm gratefully mentioning is Amokfloo for his superb pilots. So now we can take a look of the definitive skins: A) The early in the silver/black finish with USAF markings B) The CIA's operational unit the 1129th S.A.S. "Roadrunners" in both standard white SN and "late" red SN (don't know about the last one,many restored planes show'em and I've included too) C) The early black USAF scheme Note on the skins: 95% Pete's with mine final tuning Note on the markings: My historical decals provide the real SN's for all the 13 (+2) AC's built from Lockheed's Skunk Works and set this plane Black Shield ready just out from the box,just need somebody that build a mission for it. Now we can take a look at the pit: The pit is the basic Pasko's 106 pit,than retouched by ordway for the 102 and now by me for the A-12 I've add and audio only RWR too (SAM security is never enough) I've mention Erikgen too here to help me making the scope that works like on his 101 just pressing the radar cycle button you can hide it or show it This is the Amokfloo part,the pilots: With standard A-12 pressure suit (.bmp visor down) With late SR-71 pressure suit (early white) provided with both .tga visor up and down A special note for the pilots,like the real the helmet is solid to the airtight collar,but the head is moving inside! All if it is up or down has double .tga visor clear and dark (pilot is always zipped inside) Reaching the mach 3+ envelope: The first is circa the normal top service speed,the second is the limit speed. the speed tables of this version of the Habu (yes I've said habu,cause the first plane that sports this name was the A-12 in Okinawa during Nam war earlier before the SR-71) remains classified but this is the fastest version of the whole family,some says that can exceed mach 3.5,so I've set limit to 3.99 and you can do what you want! Last thing before release will be a gift from Nghengo and his team so stay tuned!max 2 weeks,not jocking! As Spectre says in other thread i'm joining him saying: HABU LIVES!


×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..