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Files posted by FastCargo
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B-2A Spirit (Version 0.90)
B-2A (Beta) by FastCargo.
********************** Version 0.90 ***********************
SF2 Version for Jul 2013 Patch.
Original model from tf3dm - 3dregenerator
Modifications to import into TW sims by FastCargo
Textures and most decals by FastCargo
Cockpit, ModPilot, and Aces II seat from B-1B Redux Package by Dels, et al
Included weapons from The Ordinance Shop II by 331KillerBee and FastCargo
Hanger and Loadout screens credited to the respective individuals
Thanks to ST0RM for high res photos allowing me to complete the area around the cockpit
Templates for all textures and decals included
Any errors are mine...
Aircraft include:
B-2A - All 21 tail numbers are included in the Block 30 paint scheme (operational).
Notes:
This release is a beta, and as such, is somewhat incomplete. The cockpit is from the B-1B.
A new weapon has been included, the GBU-57 Massive Ordinance Penetrator (MOP). Big boom...but only one per bay. JASSMs have been slightly modded to have more realistic flight performance. The weapon bay loads have been built to realistically hold the proper number and types of weapons the real B-2A could carry.
The FM has been tweaked to allow the player and AI to fly with reasonable accuracy. There are still a few bugs...mainly the AI likes to be nose down during the approach and landing. Also, there can be weapon bay visual errors when the AI is dropping weapons (ie the bay doors may not open). The weapon bay errors are limitations in the code that can't be fixed...it has to do with more than one weapon station using the same bay door animation slot. We are still working to squash the remaining issues...and one day we will have a proper cockpit for this machine.
Have fun...report any crippling bugs (except trying to use it in SFP1/WOV/WOE/WOI...you're on your own) in the release thread at CA.
FC
07 Jul 14
2,618 downloads
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AT-6B for SF2 Version 2.0
Readme for the Raytheon AT-6B Texan II. For Strike Fighters 2 Series.
Version 2.0
Changelog:
-Cleaned up some areas on the 3d model plus increased the detail in almost all areas including AT-6B specific items plus the addition of extra details. (antennas etc.)
-The skin's texture size and detail has been increased, plus changed to .jpg format.
-Weapon modifications in _DATA & Loadout.ini files.
-Included the AGM-114L as a CGR and added Hellfire rails to the 3d model to overcome the issue of engaging moving targets.
-New hangar and loading screens.
-New cockpit glass reflection texture.
Version 1.5
MAJOR upgrade in cockpit and model by Dels. Much closer to actual AT-6B appearance and specifications.
More weapons tweaking by FastCargo.
Version 1.1
Added Sounds
HUD Fixed
Original model, FM, drop tanks, etc. based on Dels PC-9.
Idea, decals, skins and coordination by Dave.
Addons and weapons by FastCargo.
This version is for the SF2 version of ThirdWire sims only!
Installation:
Copy the Objects directory into your ThirdWire mods folder. Allow overwrites (if any). The only alteration to basic stock or the current SF2 weapons are a slight tweaking of the basic Stinger missile.
Notes on this release:
The FM isn't perfect, but will work pretty good as long as you remember it is not an F-22...don't try to pull like you are one. Also, for some reason, certain racks will only load through the loadout.ini, but not in the pull down menu. Haven't found why this acts this way yet.
Canopy is activated with animation key #10.
Notes on the aircraft, from airforce-technology.com:
http://www.airforce-technology.com/projects/at-6b-light-attack/
"The multirole AT-6 will be capable of performing missions including: net-centric ISR with the ability for precise geo-registration, streaming video and datalinks; light attack including combat search and rescue (CSAR), close air support, forward air control and convoy escort; homeland defence (border security), port security, and counter-narcotics operations; and civil missions such as disaster area reconnaissance, search and rescue, and firefighting.
The AT-6B is equipped with a sensor suite that can include a variety of electro-optical, infrared, laser and hyper-spectral sensors, for example the Wescam MX-15Di. The Boeing joint helmet-mounted cueing system, in service with the USAF and US Navy, can be fitted for targeting.
There are six wing-mounted hardpoints for stores. With its MIL-STD 1760 smart weapons interface, the AT-6 can be armed with a variety of weapons including 0.50 calibre machine gun pod; air-to-ground missiles like Hellfire and Maverick; AIM-9 Sidewinder air-to-air missiles; and munitions including Paveway II / enhanced Paveway II / Paveway IV guided bombs, joint direct attack munition (JDAM), small diameter bomb (SDB) and 2.75in rocket pods."
In short, the AT-6B is a LIGHT attack aircraft, perfect for COIN ops, FAC, etc. Operate it with this in mind you'll find you'll have a lot of fun with it.
Questions, contact us at CombatAce.
Dels, Dave and FastCargo
10 Sep 09
1,207 downloads
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F-15 Super Pack (Version 2.4)
F-15 Super Pack for the SF2 series
****************** Version 2.4 ****************************
Added many skins by JAT to the F-15C_85 and F-15E_04
****************** Version 2.31 ***************************
Minor issues fixed.
****************** Version 2.3 ****************************
F-15E_04, F-15SE, F-15SG updated with proper Sniper Pod model, skin by JAT81500.
****************** Version 2.2 ****************************
Updated to June 2010 Patch standards. Cockpit view issues fixed.
****************** Version 2.1 ****************************
Several early variants of the non-Israeli Eagles added. You will need to have SF2E to be able to have a cockpit for these early versions. The stock F-15A ini files included with SF2E has also been tweaked to take advantage of the 3rd party effects in this aircraft pack.
There may be a way to use the Baz cockpit included in SF2I and/or use the Eagle/Baz cockpits in WOE/WOI...however, we cannot provide support for this due to time constraints.
Additional thanks to USAFMTL for indulging me in my obsessive/compulsive disorder by helping decal every variant...
****************** Initial Release ************************
Version 2.0.
Supersedes every Eagle released for the ThirdWire series with the exception of the stock ThirdWire F-15s and the F-15 ACTIVE.
Includes the F-15C, F-15D, F-15E (2 versions), F-15I, F-15J, F-15DJ, F-15K, F-15S, and F-15SG. Be advised, uncompressed, this file will take up 2 GBs on your hard drive.
Simply drag and drop into your mod directory, allow overwrites, and read the readmes!
Thanks to the following folks:
TK - For the ThirdWire series of sims.
The Mirage Factory - For the nice F-15D MSIP aircraft...in particular Flying Toaster, wpnssgt, and Dave for making the F-15 MAX files available for me to play with.
Kei Nagase - For the awesome skins for the F-15 ACTIVE.
AleDucat - For the nice ACES II ejection seat models.
Deuces - For the F-15 Afterburner and weapon effects.
Diego - For the Modern USAF Pilot skins.
Fubar512 - For the FM work.
JimmyBib - For the F-15C cockpit flight control textures.
MoonJumper - Avionics work.
Sundowner - Textures.
USAFMTL/Dave - Decals.
Wpnssgt - Models, Textures.
Kesselburt - Original F-15C cockpit.
Kout - Loading and Hanger Screens.
Kct - Textures and decals for the F-15SG.
Brain32 - Improved/new textures for F-15C cockpit.
Mago - F-15E Cockpit.
331KillerBee - SF2 Weapons Pack (basis for some of the weapons included).
Lexx Luthor - Siberian Sky Experimental 3-D Rocket Exhaust
JAT81500 - F-15E Cockpit avionics and HUD work.
To my fellows at Combatace for helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
FastCargo
12 Jan 10
7,521 downloads
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F-5B/T-38A Skin Templates
Skin Templates for F-5B (and derivatives) plus the T-38A.
Done by 331KillerBee...thanks Marine!
Any skins created using these templates are for freeware only.
FastCargo
13 Jan 13
125 downloads
0 comments
Submitted
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Super Why! Flying Game Mod (beta) for SFP1/SFG
By FastCargo in User Made Missions
Super Why! Mod authored by FastCargo
********** Version 0.9 Beta ***********
Be advised, this is a complete modification to Strike Fighters:Project 1 or Strike Fighters Gold (SFP1 or SFG). It has NOT been tested with Wings Over Vietnam, Wings Over Europe or Wings over Israel (WOV,WOE,WOI), but it should work with them. It is meant to be a 'stand alone' mod, and as such is not guaranteed to be compatible with any additional mods or changes. Using anything from this mod, or adding anything to this mod, may 'break' the mod or the mod you are transferring stuff to.
In short, use it as a stand alone mod and don't screw with it!
************ Credits ***************
Mission concept, 3d Model, texturing and overall mission work - FastCargo
Terrain - Based on the 'American North West - 4 Seasons Rebuild', with work by Major Lee, Wrench, Doghouse, CA_Stary, and Dueces.
Because I cribbed from a few sources, I'm pretty sure I got everyone properly credited. If I did not, let me know and I will fix it right away.
Acknowledgements:
TK - For the ThirdWire series.
My wife and kids - For letting my OCD take over to get this mod done.
Various public domain sources for some of the pictures and artwork.
PBS and Out of the Blue Enterprises LLC
Likenesses and Super Why! artwork are property of their respective copyright holders. Myself, CombatAce, and ThirdWire are in no way associated with PBS and Out of the Blue Enterprises, LLC. This mod is not to be considered an official product of PBS Kids or Out of the Blue Enterprises and cannot be used for any monetary gain.
*************Notes************
After the startup video, the main screen should be fairly easy to navigate. The center lets you 'fly', the door is to exit, and the computer is the options screen. Basically, the menu simply restricts you to fly Instant Action only...there are no other options available.
The flying itself consists of flying Super Why around the sky, looking for clouds with various words at the top. You can 'shoot' the clouds, which will then fade away. That's pretty much it...there is no 'score' per se.
The Options screen is the stock SFP1 screen, however, I'm pretty sure most of the Gameplay options are disabled. You can try to mess with them, but the effect may be unpredictable.
The genesis of this project was noticing how my young (at the time) autistic son liked Super Why (a kid's show that encourages reading), airplanes, and technology. So I thought how I could adapt a combat sim into a kid's sim. The problem was my son outgrew the speed I was working on the project...by the time I got it to a state of playability...he no longer needed it. So it has been hanging on my hard drive.
It is a pretty good mod at this state, but is kind of boring, since there are no debrief screens, and not much happens other than flying around, reading and 'shooting' clouds. There are things that could be done to make it more complete, but time has erased the need, and the engine has moved on. It's uploaded here for anyone to use or build on for their kids.
Enjoy!
13 Oct 12
FastCargo
76 downloads
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Avro Arrow - CF-105 Mark II
By FastCargo in What If Hangar
This is the SF2 version of the CF-105 Mark II.
For SF2, SF2V,SF2E,and SF2I. It has not been tested with SF2NA.
Please refer to the included readme for instructions, credits, and operation/development notes.
Templates are included.
FastCargo
29 Aug 12
789 downloads
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Republic F-103A Thunderwarrior
By FastCargo in What If Hangar
Republic F-103A Thunderwarrior by FastCargo
********************** Version 1.0 (Initial Release) ***********************
SF2 Version for Jan 2011 Patch and later.
Aircraft Model - FastCargo
Aircraft Textures/Templates - EricJ
Decals - Wrench
F-106 Cockpit - Kesselbut from Pasko F-106 package
Some textures and FM work - FastCargo
Weapons - Bunyap, adapted for SF2 by 331KillerBee
Any errors are mine...
Information on XF-103:
http://en.wikipedia.org/wiki/Republic_XF-103
The Republic XF-103 Thunderwarrior was an American project to develop a high speed interceptor aircraft to destroy Soviet bombers. Despite a prolonged development, it never progressed past the mock-up stage.
In 1949, the USAF issued a request for an advanced supersonic interceptor to equip the Air Defense Command. Known formally as Weapon System WS-201A, but better known informally as the "1954 Interceptor", it called for a supersonic aircraft with all-weather capability, intercept radar and air-to-air missile armament. Republic was one of six companies to submit proposals. On 2 July 1951, three of the designs were selected for further development, Convair's scaled-up XF-92 that evolved into the F-102 Delta Dagger, a Lockheed design that led to the F-104 Starfighter, and Republic's AP-57. AP-57 was an advanced concept to be built almost entirely of titanium and capable of Mach 3 at altitudes of at least 60,000 ft (24,400 m).
A full-scale mock-up of the AP-57 was built and inspected in March 1953. A contract for three prototypes followed in June 1954. Work on the prototypes was delayed by continued problems with the titanium construction, and more notably by continued problems with the proposed Wright J67 engine. The contract was later reduced to a single prototype. In the end, the J67 never entered production and the aircraft it had been chosen for were forced to turn to other engine designs, or were cancelled outright. Republic suggested replacing the J67 with the Wright J65, a much less powerful engine. The project was eventually cancelled on 21 August 1957 with no flying prototypes ever being completed.
The design was given a brief reprieve as part of the Long-Range Interceptor - Experimental (LRI-X) project that led to the XF-108 Rapier. Part of this project was the development of the advanced Hughes AN/ASG-18 pulse-doppler radar and the GAR-9 missile. Republic proposed adapting the F-103 as a testbed for these systems, although it wouldn't be able to come close to meeting the range requirements of LRI-X. Some work was carried out adapting the mockup to house the 40 inch antenna, which required the nose section to be scaled up considerably. Nothing ever came of the proposal, and testing of the ASG-18/GAR-9 was carried out on a modified B-58 Hustler instead.
Information on F-103A (this release):
This aircraft is based on heavily on the mockup at the time of cancellation, with 6 of the smaller AIM-4 Falcons and 36 FFAR rockets.
Performance is based on reasonable speculations and closely matches what was in the offical USAF proposed Standard Aircraft Characteristics document.
Some specific things to note include -
This is a point interceptor...designed to give you enough gas for maybe two passes at bomber type targets. It is recommended to be between 250 and 500 knots indicated for your attacks, as your FFARs and AIM-4s will tend to aim exactly at what the nose is pointing at within those speeds (this includes the AI).
To activate the front 'viewport', cycle through your radar modes...be advised while you are using the 'viewport', the radar will not work.
To extend the periscope on the external model, use the 'Arresting Hook' key.
The front missile bays are automatic, the rear missile bays/FFAR pods are manual...you must open them with the 'Bomb Bay' key before you can fire either the rear missiles or FFARs.
This model uses the newest ThirdWire exporter, and as such, the LOD files (except for the lowest 2) are not compatible with any version of the sim older than Jan 2011 (Exp 2 with the Jan 2011 patch). You have been warned...
This will be a difficult aircraft to fly and be successful on a regular basis in 'Hard' mode. If you want an air-to-air challenge, this aircraft will give you one.
Good luck and report any 'serious' issues (ie game crashing or grevious errors) to me at CombatAce.
FC
12 Feb 11
769 downloads
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Classified Mission Mod (Version 1.1)
By FastCargo in User Made Missions
Classified Mission Mod authored by FastCargo
********** Version 1.1 ***********
Updated to be compatible with the Jan 2011 patch.
********** Version 1.0 ***********
This is a small mod designed around ONE mission. It's footprint is relatively small, but all encompassing and everything is designed to execute this one mission. Make sure you read the "INSTALL INSTRUCTIONS - READ ME FIRST.TXT" file and follow the instructions explicitly, or you will mess something up!
This is a complete modification to the Strike Fighters 2 sim (any of the SF2 series), and as such, is not guaranteed to be compatible with any additional mods or changes. Using anything from this mod, or adding anything to this mod, may 'break' the mod or the mod you are transferring stuff to.
In short, use it as a stand alone mod and don't screw with it!
************ Installation *************
What you will need:
1. Any of the Strike Fighters 2 series (SF2, SF2V, SF2E, SF2I or merged) patched to the June 2010 level.
*************Notes************
1. This mod's effect is based heavily on surprise, so I would recommend not reading anything in the 'To Read AFTER The Mission' until, well, after you've flown the mod. The mod quite deliberately restricts several things on the sim in order to increase the effect...nothing has been permanently disabled or broken. So don't post that I broke your sim...
2. Enjoy it, look for some easter eggs, and definitely read the notes in the 'To Read AFTER The Mission' for some background information, disclaimers and credits...a lot of folks helped in making this mod.
7 Feb 11
FastCargo
625 downloads
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F-111 Super Vark Pack (Version 2.4)
Super Vark Pack by FastCargo
************************ Version 2.4 ******************************
Added - Proper serial numbers for Aussie F-111s by Dels. Compatible with SF2E Expansion Pack 2 and Jan 2011 Patch.
************************ Version 2.31 ******************************
All F-111s are considered to be at Version 2.31 (Compatible with the SF2 June 2010 patch).
Works for all current versions of SF2/V/E/I as of the June 2010 patch. Due to significant changes, readme was combined, revised and simplified.
Note on the F-111A, F-111C(Early) and F-111K: These three variants could carry an interal gun mounted in the BombBay. However, if you mount the gun, you cannot have bombs or a forward ECM pod. If you load bombs you can have a forward ECM pod as well, but no gun. Be aware of this when customizing your loadout screen.
Note on the F-111A, F-111D, F-111F, EF-111A: These versions have been crafted to be specifically compatible with the SF2V Expansion Pack and NatoFighters 4 mods in their current state (as of 7 Nov 10). They should be able to directly replace the versions currently in those mods. Their capabilities have also been adjusted to reflect real world capabilities, which may affect gameplay. If you decide to use them in the mods, make sure to backup your old versions first! I've been testing them and they seem to work just fine, but obviously I can't say that it will work on every install. To use them, just copy the specific aircraft directories, specific aircraft decal directories, and everything in the Weapons folder (except for the AGM-69A).
Various parts of this super pack done by the following folks:
Skins - JAT81500, Nicky, Spinners, EricJ
Decals - USAFMTL, Sundowner, Nicky, Spinners, Dels
FM - Column5
MODUsaf Pilot - Deigo
Pit - NormanKnight
Original model by Paco and Wpnssgt
Updated models by FastCargo
Initial SF2 Upgrades (including RWR)- USAFMTL and STORM
Avionics and Gunsight - MJ and The Mirage Factory
Sounds - The Mirage Factory
Hanger/Loading Screens - USAFMTL, FastCargo, Nicky, Spinners, Sundowner
Drop Tank Tweaks - Sundowner
Because this is a large and inclusive pack, there may have been things missed. Please post if you find something.
FastCargo
06 Feb 11
3,256 downloads
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B-70 Valkyrie Beta (Version 0.97)
By FastCargo in What If Hangar
B-70 Valkyrie (Beta) by FastCargo and friends.
********************** Version 0.97 ***********************
(Note, this release includes the XB-70 beta released in November 2010)
SF2 Version for Dec 2010 Patch.
Models, some decals, most ini adaptions by FastCargo
Textures and most decals by Sundowner
Dyess AFB serial numbers by Dave from B-1B Redux
3D Rocket Effects by Lexx_Luthor (Lord of the Analog)
B-1B Cockpit by Dels
Engine Effects by Deuces, Fubar512
Any errors are mine...
Package contains:
XB-70 aircraft in prototype markings for AV/1 and AV/2.
B-70A aircraft in 28BMS and 62BMS markings
RS-70B aircraft in 337BMS markings
B-70C aircraft in 9BS markings
High Resolution versions of the textures and bump maps
Original Readmes
This readme
Notes:
This release is a beta, and as such, is somewhat incomplete. The cockpit is from the B-1B, and there are no damage textures. However, almost all other features of a full release have been included.
Aircraft include:
XB-70 - The original research aircraft in it's actual configuration...not really set up for warfighting.
However, this set also includes semi fictional versions of operational aircraft:
B-70A - This is most probable version of the Valkyrie that would exist had it gone into production. It is done in 2 paint schemes, the high altitude anti-flash white, and a version painted in an odd silver coating designed to reduce the IR signature (as proposed by the USAF). This version also includes the wing pylons for the Skybolt ALBM, and projected pylons for the smaller nuclear gravity weapons available at the time.
RS-70B - Proposed version of the Valkyrie in an attempt to save it from the budget axe. Similiar to the B-70A in capability, but with additional reconnaissance ability similiar to SR-71. This is simulated by an internal camera window taking the location of the forward weapons bay. I projected that the RS-70B would come into existence during the late part of the Vietnam war, using the camera bay to carry the targeting laser, and dropping PGMs since conventional bombing at 80000 feet and Mach 3 would be very inaccurate. As a result, the first LGB drops in Vietnam are done by the RS-70B, not the F-4.
B-70C - Completely fictional version of the Valkyrie. In the history where the Valkyrie was produced, most of the B-52 fleet was retired very soon after the Vietnam War, only the G and H models remained to carry the AGM-86B cruise missile. The B-1 was never proposed, with the B-70A being the main gravity nuke delivery system and the RS-70B being the PGM bomber. The F-111 and FB-111 remained as the medium range, low altitude conventional and nuclear penetrator. The B-2 was designed at the outset to be a low altitude penetrator, avoiding the costly redesign the actual B-2 went through, bringing unit cost down. As it was, the B-70 and RS-70 were expected to be retired at the beginning of the 1990s as high altitude, high speed SAM systems became more and more lethal. However, after Desert Storm, the lesson was learned that big, long range SAM systems are vulnerable and expensive, but anyone can have AAA...so the doctrine was adjusted for more medium/high altitude operations with PGMs. So all Valkyries underwent a modernization to the B-70C standard, with the ability to carry all PGMs, including the JDAM, JSOW, JASSM for employment in regional conflicts.
There are a few bugs that we haven't been able to solve and may not be solvable due to simulation limitations. The main one is the AI will not take advantage of the high speed and altitude capabilities of the aircraft. Even if you create an actual mission with waypoints dictating altitudes and speeds, it will not fly those parameters (tends to fly a maximum of Mach 1.7). We are still working to squash the remaining issues...and one day we will have a proper cockpit for this machine.
This is a long range aircraft, you can hit a few of the 'walls' on several of the stock maps so give yourself plenty of turning room when planning your flight.
Have fun...report any crippling bugs (except trying to use it in SFP1/WOV/WOE/WOI...you're on your own) in the release thread at CA.
FC
20 Dec 10
1,589 downloads
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Northrop 2 seaters for SF2 (Version 2.0)
Readme for the Northrop 2 seater aircraft.
********************************* Version 2.0 Release ********************************
This release combines all previous Northrop 2 seaters into one package and updates them to Jun 2010 standards. Only aircraft not included is T-38C due to lack of a suitable cockpit. Several enhancements to all aircraft have been added, including available bump mapping, new F-5A cockpit enhancements, various other tweaks and fixes.
Thanks to the following folks:
331KillerBee - For the skins, additional information and hanger/loadout/loading screens, SF2 weapons pack.
ChampionsVA56 - For his early T-38A paint scheme.
Deigo - For his very nice MODusaf pilot skin!
EricJ - Textures, loading screens, readme construction.
JAT81500 - For most of the avionics work on which the Saeqeh avionics are based.
JSF_Aggie - Range addition for the NATIONS.INI.
Jug - Flight evaluation and assistance.
Lexx_Luthor - For the Airshow Smoke effect for the Thunderbird T-38A (borrowed from his missile exhaust effects).
PappyChkSix - For the original skins, which unfortunately were lost when the models were remapped.
Soulfreak - Reference materials.
Sundowner - Tips, advice and help.
The Mirage Factory - For allowing me to use the cockpit, effects, damage textures and sounds from the F-5A and F-5E FM based off of Mirage Factory F-5A and F-5E.
TK - For the ThirdWire series of sims.
USAFMTL - For beta testing and advice.
Vampyre - Technical assistance.
Wrench - Reference materials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Strike Fighters 2/Vietnam/Europe/Israel patched to Jun 2010 standards. This is not for Generation 1 ThirdWire sims.
Optional:
JSF_Aggie's SF2 Series Range Terrain for the AT-38B single missions. http://combatace.com/files/file/11067-sf2-series-range/
What is in this archive:
1. This readme (duh!) and the Readme folder.
2. Effects, Objects, Sounds, Flight folder.
3. Alternate Hanger/Loading screens in the F-5B Vietnam Hanger Screens folder.
4. AT-38B missions in the Missions folder.
Instructions:
1. Read and understand this entire readme FIRST!
2. Copy the Effects, Objects, Missions, and Sounds folders to your SF2/V/E/I mod directory. Allow directory merging and overwrites (anything overwritten either belongs to me, is part of the SF2 Weapons Pack or is the exact same as the Mirage Factory F-5 effects and sounds).
3. Optional step: Copy the 2 files located in the F-5B Vietnam Hanger Screens directory to your mods/Objects/Aircraft/F-5B directory and overwrite.
4. Optional step: Copy the Flight folder to your SF2/V/E/I mod directory. Contains a NATIONS.INI file that changes Iran from Friendly to Enemy and adds the Range nation. If you have a modded NATIONS.INI already, you may want to insert the proper entry by hand. You will NOT need the Range NATIONS.INI.
5. Optional step: Download and install the SF2 Series Range.
6. That's it! You should see the aircraft in your selection screen.
Aircraft Information:
Consult the various readmes included here for specific variant information.
Notes and Limitations:
This uses the 'Open Cockpit' method to place the cockpit model 'inside' the external model. This also allows the ability to add flight controls to the cockpit, which originally didn't have them modeled for the F-5F. Downsides are the that during inclement weather, it will appear 'foggy' inside the cockpit.
Capable of being flown from either seat through editing of the main aircraft ini file. Simply uncomment the lines that have the seat you want to fly in, and comment out the lines with the seats you don't want to fly in. The default is the front seat.
The gunsight is new and part of the aircraft. You will not have a gunsight if you fly without a cockpit. Also, the gunsight has an ability not normally available to ThirdWire aircraft...use your thrust vectoring control to activate it (make sure your thrust vectoring control is in the neutral position before you start the mission).
The FM is reasonably 'close' to the real thing...but defaults to being 'fun' vs being 'perfect numbers'. It gives a reasonable impression on how the aircraft actually flies...but don't expect to hit all the 'numbers' perfectly.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Released IAW the freeware accords at CombatAce.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
10 Jul 10
1,583 downloads
0 comments
Updated
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F-35A/B/C Lightning II V 2.5 for SF2
F-35 A/B/C for the 2nd Generation ThirdWire sims...beta Version 2.1.
Very similar to Version 2.0, reformatted to SF2 standards with Weapons, Guns, Decals.
Also, several bugs fixed in all 3 models, including nozzle animations, carrier operations, etc.
Please contact us at CombatAce if you have issues not addressed in the readme or previous releases.
23 May 09
FastCargo
Version 2.2
The weapon editor for SF2 did not like the naming convention for the F-35 drop tanks. So I changed the names, edited the data.inis and now they are fixed. Also there is an avionics fix in there that goes in each versions folder as well.
Delete the old drop tanks in your SF2 weapons folder and drop these in. Then drop the data.inis and the avionics.inis in each version of the F-35 and overwrite.
F-35C sound fixed.
Various ini fixes by Crusader
Dave (USAFMTL) 29 May 2009
Version 2.3
Fixed gun naming issue.
Dave (USAFMTL) 3 Jun 2009
Version 2.4
Feb 2010 Updates By Jat
Version 2.5
Apr 2010
RWR fix
F-35A Engine Sound Fix
7,030 downloads
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F-107 Ultra Sabre for SF2/V/E
By FastCargo in What If Hangar
F-107 Version 2.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap - The original modder who created the F-107 MAX file and released it to Dave.
Dave - For providing the original model to me, decals, texture updates, loading screens
Klavs81 - Original textures
dwcace - For providing me with additional reference material
EricJ - F-107C textures
Gerwin - F-16 decals
BPao,MoonJumper,Swede,Wpnssgt - F-16 cockpit, avionics
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
For the F-107A:
Strike Fighters 2/Vietnam/Europe - One of these are needed to provide the wing fuel tanks, some decals, and an F-105 cockpit.
(Optional) Strike Fighters Project 1/Strike Fighters Gold/Wings Over Vietnam/Wings Over Europe to provide the F-104 cockpit.
The F-107A will currently not work properly with Strike Fighters 2:Israel or Wings Over Israel (13 Jan 10) due to lack of a compatible cockpit, some decals, visual effects, sounds, ejection seat and fuel tanks from the F-100D.
For the F-107C:
Strike Fighters 2/Vietnam/Europe/Israel patched to Dec 2009.
Aircraft Information (F-107A):
From Wikipedia: http://en.wikipedia.org/wiki/North_American_F-107
The North American F-107, nicknamed "Ultra Sabre", was North American Aviation's entry for a United States Air Force tactical fighter-bomber design competition of the 1950s. The F-107 incorporated many innovations and radical design features, and was based on the F-100 Super Sabre. The competition was eventually won by the F-105 Thunderchief, and the F-107 prototypes ended their lives as test aircraft.
The F-107A was originally designed as a tactical fighter-bomber version of the F-100, and was entered into a competition sponsored by the Air Force. Originally designated F-100B, the aircraft featured a recessed weapons bay under the fuselage, as well as an all-moving vertical fin and a control system which permitted the plane to roll at supersonic speeds.
The aircraft's most distinguishing feature is its Variable Area Inlet Duct, mounted in an unconventional position directly above and just behind the cockpit, which automatically controlled the amount of air fed to the jet engine. The air intake was moved from the chin position (an arrangement later adopted for the F-16) to the unusual dorsal location as the USAF had required the carriage of an underbelly semi-conformal nuclear weapon. The original chin intake caused a shockwave that interferred in launching this weapon. The implications this had for the survivability of the pilot during ejection were troubling. It also severely limited view to the rear, although this was not considered terribly important for a bomber aircraft, it is notable during an era when it was assumed air combat would be via guided missile exchanges outside visual range.
Extensive design changes resulted in its redesignation from F-100B to F-107A before the first prototype flew.
The F-107 was never given an official name, but was sometimes informally called the "Ultra Sabre," referring to North American's earlier fighter designs, the F-86 Sabre and the F-100 Super Sabre. The flight crews referred to it as the "Man Eater," in reference to the position of the air intake directly above the cockpit.
The designation "F-107A" was the only one assigned to the aircraft, though "YF-107A" is often used in publications.
(F-107C):
The F-107A had been chosen for development vs the F-105 and had started to be used extensively in Vietnam in 1967.
Israel does not do the preemptive strike as originally planned in 1967, and therefore what would have been the SiX-Day War instead draws out into a much bloodier conflict.
During that conflict, a nuclear weapon is detonated, touching off a small exchange of nuclear weapons, contained within the middle east area.
As a result, most of the oil fields are contaiminated, and the global economy suffers a depression as a result.
The US government is unable to generate the revenue needed to fully fund the F-14/F-15/F-16 programs. Instead, it invests in technological and engine improvements to existing designs, resulting in the F-107C instead of the LWF program, with the F100 engine, a new canopy and avionics.
Notes and Limitations:
Part of the SWOTUSAF series of aircraft.
Because the real aircraft never proceeded beyond the prototype stage, loadouts, mission capabilities and operational paint schemes are projections only.
3 skins are provided for the F-107A the original prototype scheme, a natural metal scheme, and a Vietnam era scheme. An F-16 style scheme was designed for the F-107C.
Because this aircraft was in competition with the F-105, we projected that it would have taken over the Thud's role in Vietnam, in addition to the air superiority/interceptor role the original F-100 was designed for. So loadouts reflect this.
The aircraft refers to some decals, visual effects, sounds, ejection seat and fuel tanks from the F-100D. The cockpit is based on a single engine fighter with a radar using the J75...either the F-104 or F-105 works fine...it defaults to the F-105 cockpit. You will have to install any other cockpit yourself.
The FM is mainly based on the F-100D, and so shares that FMs limitations. The real test article reached 2.35 Mach...this model has gone up to 2.2 Mach in level flight.
Animations for the canopy and air refueling probe use Animation control keys 1 and 2. Check your Controls page to figure out what keys you need to hit.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
13 Jan 10
971 downloads
0 comments
Updated
-
Northrop T-38A Talon (ThunderBirds) for Gen 1 ThirdWire Sims
Readme for the ThunderBird T-38A for Gen 1 ThirdWire Sims.
********************************* Version 1.0 Original Release ********************************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
PappyChkSix - For the original skins, which unfortunately were lost when the model was remapped.
The Mirage Factory - For allowing me to use the cockpit, effects, damage textures and sounds from the F-5A. FM based off of Mirage Factory F-5A.
331KillerBee - For the skins and hanger/loadout/loading screens. And the tweaks to make the seperate ThunderBird version.
Lexx_Luthor - For the Airshow Smoke effect for the Thunderbird T-38A (borrowed from his missile exhaust effects).
USAFMTL - For beta testing and advice.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Strike Fighters Project 1/Strike Fighters Gold/Wings Over Vietnam/Europe/Israel. This is not for Generation 2 versions of ThirdWire sims.
What is in this archive:
1. This readme (duh!)
2. Effects, Objects, Sounds folder.
Instructions:
1. Read and understand this entire readme FIRST!
2. Copy the Effects, Objects and Sounds folders to your SFP1/SFG/WOx directory. Allow directory merging and overwrites (anything overwritten either belongs to me or is the exact same as the Mirage Factory F-5 effects and sounds).
3. That's it! You should see the aircraft in your selection screen.
Aircraft Information:
From Wikipedia: http://en.wikipedia.org/wiki/T-38_Talon
The Northrop T-38 Talon is an American supersonic jet trainer. It was the world's first supersonic trainer and to date, is also the most produced. It remains in service as of 2009 in air forces throughout the world including the United States Air Force (USAF), which remains its largest user.
In the 1950s Northrop began studying lightweight and more affordable fighter designs. The company began with its single-engine N-102 "Fang" concept. The N-102 was facing weight and cost growth, so the project was canceled and the the company N-156 project was began.
Although the United States Air Force had no need for a small fighter at the time, it became interested in the trainer (N-156T) as a replacement for the T-33 Shooting Star it was then using in this role. The first of three prototypes (designated YT-38) flew on 10 March 1959. The type was quickly adopted and the first production examples were delivered in 1961, officially entering service on 17 March that year, complementing the T-37 primary jet trainer. When production ended in 1972, 1,187 T-38s had been built. Since its introduction, it is estimated that some 50,000 military pilots have trained on this aircraft. The USAF remains one of the few armed flying forces using dedicated supersonic final trainers, as most, such as the US Navy, use high subsonic trainers.
The T-38 is of conventional configuration, with a small, low, long-chord wing, a single vertical stabilizer, and tricycle undercarriage. The aircraft seats a student pilot and instructor in tandem, and has intakes for its two turbojet engines at the wing roots. Its nimble performance has earned it the nickname "White Rocket". In 1962, T-38s set four time to climb records.
In addition to USAF pilots, T-38s are also used by NASA astronauts, the U.S. Naval Test Pilot School (other T-38s were previously used as USN aggressor aircraft), other NATO pilots under a joint training program, and some under civilian ownership.
Notes and Limitations:
External nozzles don't work...not sure why. Investigation continues.
ThunderBird Version skins included...resized to 1024x1024 for faster multiplayer.
Afterburner nodes and travel pod commented out in data.ini for ease of installation.
This uses the 'Open Cockpit' method to place the cockpit model 'inside' the external model. This also allows the ability to add flight controls to the cockpit, which originally didn't have them modeled. Downsides are the that during inclement weather, it will appear 'foggy' inside the cockpit.
Capable of being flown from either seat through editing of the T-38Atb.ini file. Simply uncomment the lines that have the seat you want to fly in, and comment out the lines with the seats you don't want to fly in. The default is the front seat. In the ThunderBird version, if you fly in the front seat, there will not be a rear seater (as in airshows, the aircraft was typically flown that way).
The FM is reasonably 'close' to the real thing...but defaults to being 'fun' vs being 'perfect numbers'. As a pilot with 3000+ hours in the aircraft, it gives a reasonable impression on how the aircraft actually flies...but don't expect to hit all the 'numbers' perfectly.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part. Released IAW the freeware accords at CombatAce.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
2 Jul 09
828 downloads
-
Strike Fighters 2: Vietnam Patch Apr 2009
By FastCargo in SF2 Patches
=========================
Strike Fighters 2 Vietnam
Readme File
=========================
-----------------
Table of Contents
-----------------
1. Update Notes
2. Troubleshooting
3. Contacting Customer Support
---------------
1. Update Notes
---------------
This patch is for Strike Fighters 2 Vietnam, and it works on both
stand-alone install and merged install with Strike Fighters 2.
If you have installed any mods to the game, please check the list
of updated files to see any data files you've extracted have been
changed. You must manually delete and/or updated these files, or
the patched game may not run correctly.
List of changes in this Update include:
Apr 2009b
---------
* 3d model for Mk 84 bomb not displaying is fixed.
* F-105D tail hook not being animated is fixed.
* Internal ECM and chaff dispenser are removed from A-7D.
* Damage textures on A-1 not appearing correctly is fixed.
* Serial numbers and squadron decals for A-7D are added.
* A-4F assigned wrong engine data is fixed.
* ECM pods are added to default loadout for later model F-4s.
* F-4D (67)'s RWR not displaying correctly is fixed.
* F-4E's radar now have additional range setting of 5 nm.
* Bridge spans not aligned in height is fixed.
* Hull number decals not showing up on aircraft carrier is fixed.
* Squadron pilots roster screen not showing the number of missions
flown is fixed.
* Campaign missions always attacking the same runway is fixed.
* Campaign end screen not displaying correctly is fixed.
------------------
2. Troubleshooting
------------------
Troubleshooting Tips
Before installing the game, please try the following:
- Close all other applications.
- Verify that your system meets the minimum system requirements.
If you are experiencing difficulties in getting the game to run,
please try the following solutions:
- Obtain the latest drivers for your video and sound card.
- Obtain the latest version of Direct X from:
http://www.microsoft.com/downloads/details...6A-9B6652CD92A3
- Install the latest update for your game from:
http://www.thirdwire.com/downloads_sf2.htm
- Run scandisk and defragment your drive.
------------------------------
3. Contacting Customer Support
------------------------------
To obtain further technical assistance regarding this product, please
send an e-mail to:
support@thirdwire.com.
Please be sure to include the following information in your e-mail:
· Processor type and speed
· Operating System version
· Memory (RAM)
· DirectX Version
· Video Card type
· Error messages encountered and where/when you saw them.
Or visit our forums at
http://bbs.thirdwire.com/phpBB/
and leave us a message.
For all other comments or suggestions, you can contact us by sending
an e-mail to:
info@thirdwire.com
--
279 downloads
0 comments
Updated
-
F-107 'Ultra' Sabre for SFP1/SFG/WOV/WOE
By FastCargo in US Air Force Aircraft
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap - The original modder who created the F-107 MAX file and released it to Dave.
Dave - For providing the original model to me, decals, texture updates, loading screens
Klavs81 - Original textures
dwcace - For providing me with additional reference material
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Strike Fighters Project 1/Strike Fighters Gold/Wings Over Vietnam/Wings Over Europe - One of these are needed to provide the wing fuel tanks, some decals, and either the F-104 or F-105 cockpit.
This addon will currently not work properly with Strike Fighters 2 or Wings Over Israel (19 Jan 09).
Aircraft Information:
From Wikipedia: http://en.wikipedia.org/wiki/North_American_F-107
The North American F-107, nicknamed "Ultra Sabre", was North American Aviation's entry for a United States Air Force tactical fighter-bomber design competition of the 1950s. The F-107 incorporated many innovations and radical design features, and was based on the F-100 Super Sabre. The competition was eventually won by the F-105 Thunderchief, and the F-107 prototypes ended their lives as test aircraft.
The F-107A was originally designed as a tactical fighter-bomber version of the F-100, and was entered into a competition sponsored by the Air Force. Originally designated F-100B, the aircraft featured a recessed weapons bay under the fuselage, as well as an all-moving vertical fin and a control system which permitted the plane to roll at supersonic speeds.
The aircraft's most distinguishing feature is its Variable Area Inlet Duct, mounted in an unconventional position directly above and just behind the cockpit, which automatically controlled the amount of air fed to the jet engine. The air intake was moved from the chin position (an arrangement later adopted for the F-16) to the unusual dorsal location as the USAF had required the carriage of an underbelly semi-conformal nuclear weapon. The original chin intake caused a shockwave that interferred in launching this weapon. The implications this had for the survivability of the pilot during ejection were troubling. It also severely limited view to the rear, although this was not considered terribly important for a bomber aircraft, it is notable during an era when it was assumed air combat would be via guided missile exchanges outside visual range.
Extensive design changes resulted in its redesignation from F-100B to F-107A before the first prototype flew.
The F-107 was never given an official name, but was sometimes informally called the "Ultra Sabre," referring to North American's earlier fighter designs, the F-86 Sabre and the F-100 Super Sabre. The flight crews referred to it as the "Man Eater," in reference to the position of the air intake directly above the cockpit.
The designation "F-107A" was the only one assigned to the aircraft, though "YF-107A" is often used in publications.
Notes and Limitations:
Part of the SWOTUSAF series of aircraft.
Because the real aircraft never proceeded beyond the prototype stage, loadouts, mission capabilities and operational paint schemes are projections only.
3 skins are provided - The original prototype scheme, a natural metal scheme, and a Vietnam era scheme.
Because this aircraft was in competition with the F-105, we projected that it would have taken over the Thud's role in Vietnam, in addition to the air superiority/interceptor role the original F-100 was designed for. So loadouts reflect this.
The aircraft refers to some decals, visual effects, sounds, ejection seat and fuel tanks from the F-100D. The cockpit is based on a single engine fighter with a radar using the J75...either the F-104 or F-105 works fine...it defaults to the F-104 cockpit. You will have to install any other cockpit yourself.
The FM is mainly based on the F-100D, and so shares that FMs limitations. The real test article reached 2.35 Mach...this model has gone up to 2.2 Mach in level flight.
Animations for the canopy and air refueling probe use Animation control keys 1 and 2. Check your Controls page to figure out what keys you need to hit.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
19 Jan 09
1,899 downloads
0 comments
Updated
-
Cockpit Photo Addon for the ThirdWire Series
By FastCargo in SF/WO* Utilities/Editors
Version 1.0
This mod will allow you to add a personalized photo attached with a piece of tape to just about any cockpit.
Things you will need:
1. Any version of a ThirdWire sim patched to Oct 08 or newer.
2. A graphics editing program (Gimp, Paint.net, Adobe Photoshop, etc) that can work with .bmp files.
3. (Optional) CAT Extractor, located here: http://forum.combatace.com/index.php?autoc...mp;showfile=343
*********************CAUTION CAUTION CAUTION*********************************
This mod will change how the cockpit interacts with the external model. You may need to do multiple adjustments depending on how they relate to each other. If you are NOT willing to be ready to do this, DO NOT install this mod.
The technique used is similiar to what was done in this thread (and can have the same pitfalls): http://forum.combatace.com/index.php?showtopic=32148
*********************CAUTION CAUTION CAUTION*********************************
Notes:
This still relies on the FE Open Cockpit method to make outside parts visible inside the cockpit.
The 'photo' will be visible externally as well, but only for a very short distance...in other words, you won't see it outside unless you're very close up.
Questions? Contact me at CombatAce.
FastCargo
8 Dec 08
503 downloads
0 comments
Submitted
-
FakePilot addon for pilot method of addon parts
By FastCargo in SF/WO* Utilities/Editors
Version 1.0
Thanks to JimmyBib for the original suggestion.
This is a mod to help add 'parts' to aircraft using the pilot method.
What this does is solve the problem of add-on parts 'disappearing' when an aircraft is a static display. Instead, you must add the parts as ejection seats, so you need a pilot model. However, normally you would have to find a way to make the pilot hidden from view. This file solves that problem.
It's a 0.1 meter box that is totally clear, so it can be mounted anywhere. In addition, the polycount is minimal, so your frame rates won't be affected.
Instructions:
1. Copy the Fakepilot.LOD and CompletelyClear.TGA to your Objects/Aircraft directory.
That's it. It's now ready to be used for any 'addon' parts you decide to add.
Instructions on how to add external parts to an aircraft.
Basically, we are going to make a new new pilot position, with your 'addon' part as the ejection seat.
An example from the A-4L_data.ini.
First, determine what you want to call the new mounting area...for the A-4L, I decided to call it the AvionicsHump
Second, add this line (as an example) to a component section (Nose, Fuselage, etc): SystemName[XXX]=AvionicsHump
Now, go to the Pilot section and add the following:
[AvionicsHump]
SystemType=PILOT_COCKPIT <---- Will always be this
PilotModelName=FakePilot <----- Will always be this name
Position=0,0,0 <----- Doesn't matter where...it's a clear box
SeatModelName=A4LAH <---- Model name of the pylon/hump/canard
SeatPosition=0.0,3.82,0.825 <---- Coordinates where you want it to show
SeatID=2 <---- Used to determine which pilot model 'disappears' when in cockpit view. Make sure it's something other than SeatID=1
Save the new data.ini.
Make sure the LOD of your hump/pylon/canards is in the Objects/Aircraft directory.
That's it.
Advantages of this technique:
Idiot proof...you can't unselect them, you can't jettison them, they will ALWAYS load with your aircraft.
Don't need to make weapondata.ini entries (no fake weapons).
As a bonus, no other aircraft could use them either.
FastCargo
298 downloads
-
Su-33 mod for the TW series.
By FastCargo in Modern Soviet Aircraft
THIS MOD DOES NOT HAVE ANY AIRCRAFT IN IT - YOU MUST HAVE THE LISTED AIRCRAFT TO BE ABLE TO USE THIS MOD!!!!
Su-33 mod readme for the TW series.
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Marcelo - For the excellent Su-27.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Copy of SFP1/WOE/WOV patched to the latest standard (as of 28 Jan 08)
Marcfighters excellent Su-27 located here: http://marcfighters.combatace.com/Aircrafts.htm
Drdoyos Navy Flanker Skins (Optional): http://forum.combatace.com/index.php?autom...p;showfile=5241
Notes and limitations.
These are only visual changes, no changes were made to the flight model other than the addition of independent control thrust vectoring.
The Su-33 loadout.ini wasn't changed (I didn't have time), but the data, cockpit and avionics inis have been changed to allow the carrage of AG weapons, including the Moskit ASM missile.
The canards and pylons will pattern their colors after the bmps you put in the Aircraft folder...which means they won't change if you use a different texture and so might look weird.
This whole thing was done as a lark, to take a break from my T-38 and weapons work. As such, I am pretty much done with dealing with it...so don't expect a whole lot of support from me for this one.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute this file only, everything else belongs to someone else and is not freely redistributable.
FastCargo
08 Sep 08
3,443 downloads
-
F-15 ACTIVE for the ThirdWire Series
By FastCargo in F-15 Eagle
F-15 ACTIVE readme for the TW series.
Version 1.0
*************************************NOTE!!!!!****************************
If you have my old F-15 Active mod (using addon canards) this will totally replace that directory. I would recommend deleting the old F-15 ACTIVE directory so as to not cause conflicts.
Though this has a lot of stuff from the Mirage Factory, it is NOT a Mirage Factory product as it doesn't meet their standards. If there are problems, it's my fault, not theirs.
*************************************NOTE!!!!!****************************
Thanks to the following folks:
TK - For the ThirdWire series of sims.
The Mirage Factory - For the nice F-15D MSIP aircraft...in particular Flying Toaster, wpnssgt, and Dave for making the F-15D MAX file available for me to play with.
Kei Nagase - For the awesome skins for this aircraft...you rock!
To my fellows at Combatace and the Mirage Factory for helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
This archive file (duh!).
Copy of SFP1/WOE/WOV/WOI patched to the latest standard (as of 06 Sep 08)
The Mirage Factory MSIP F-15 Eagles (you will need them for the cockpit): http://forum.combatace.com/index.php?autom...p;showfile=5865
The WeaponEditor appropriate for your install. You NEED to know how to use it to get the properly colored external tanks.
Notes and limitations.
The F-15 ACTIVE (originally the F-15 S/MTD) is a modification of a preproduction F-15B used to test various technologies to increase short field abilities, manuverability, and enhanced flight control systems.
More information can be found here: http://en.wikipedia.org/wiki/F-15S/MTD
Two LODs are included, the F-15a.LOD (in use) and the F-15ad.LOD, which is for those computers that can run it...it's mainly used to smooth out any decal issues if you decide to customize later. But be warned, it can crash computers that can't handle it.
This model was modified from wpnssgts F-15D, which in turn came from Flying Toaster's original F-15 model. As such, it also means that the skins for the MF F-15D will pretty much work normally, except for the canards. I'll leave it to you to figure out where the mappings are for those.
The following modifications have been made to the visual model:
1) Canards
2) Movable nozzles for thrust vectoring
3) Drooping ailerons when flaps are extended
4) Minor cosmetic changes
5) I did NOT add the pitot boom...mainly because that's a test aircraft thing only...and I can see future mods coming from folks showing the ACTIVE in service. Plus, I just didn't like it.
The flight model incorperates the following:
1) Independent thrust vectoring (NOT pitch linked). Range is 20 degrees nose up to 2 degrees nose down. Done this way due to limitations of sim and AI.
2) Canards, including increased pitch up authority and increased yaw ability (symmetric and asymmetric movement)
3) Drooping ailerons with flaps for better short field performance.
As of right now, the AI will not take advantage of this increased ability, mainly due to my relative newness to the FM world.
The handling is overall similar to the F-15D Eagle, however, your alpha and yaw abilities at low airspeed are significantly better. However, that also means that you can put yourself into a corner if you are not careful. Also, in Hard mode, a low to high rapid alpha pull will induce a right bank...this does not happen in Normal mode. Yaw (rudder) must be applied with discretion...the aircraft will depart if you leave it in too long.
Finally, because the aircraft has increased alpha ability, it will happily stay at 60 degrees pitch below 100 knots all day...right into the ground. Don't be thinking you can do a loop on immediate takeoff and just keep the stick back the whole time...
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Because this file has a lot of stuff that is not mine, it is not currently freely redistributable. This is an exception to my normal policy. I hope to change that condition soon...in the meantime, please honor the requests of the folks who contributed to this mod to not redistribute it without getting permission first.
FastCargo
06 Sep 08
1,770 downloads
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Ruler Tool for the ThirdWire sims
By FastCargo in SF/WO* Utilities/Editors
Readme for Ruler tool for the TW series.
********************************* Version 1.0 Original Release ********************************
Version 1.0
Notes:
This tool is for use in trying to find the coordinates for the a object model where you don't have access to the original MAX file.
The large one is 20 meters in length and 1 meter in 'tallness'...each large number a meter, each small number a decimeter, and each 'tick' mark the thickness of a centimeter. It may be slightly off by about 5 millimeters due to the thickness of the 'O' tickmark.
The small one is 2 meters in length...basically scale the large one down by a decimal point.
The idea is to use the big one to get you close, then use the small one to get the exact position you need...taking screenshots to help remember what the measurement was.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
29 Mar 08
469 downloads
0 comments
Updated
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ASAT for Wings Over Israel
By FastCargo in Single Ordnance Files
Readme for ASAT for WOI (Version 1.0)
********************************* Version 1.0 Original Release ********************************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Wings Over Israel (as of 29 Mar 08) - This mod will ONLY work with WoI at this time.
Mirage Factory's F-15C MSIP - http://forum.combatace.com/index.php?autoc...p;showfile=5865
Bunyap's Range - http://forum.combatace.com/index.php?autoc...p;showfile=2658
Wrench's Range Upgrade - http://forum.combatace.com/index.php?autoc...p;showfile=6164
Optional to increase fidelity:
USAFMTLs F-15C Skin for the 57th FIS - http://forum.combatace.com/index.php?autoc...p;showfile=1572
Lexx_Luthor's 3-D rocket exhaust - http://forum.combatace.com/index.php?autoc...p;showfile=5998
Notes and limitations:
The 'Tselina ELINT Satellite' is a real satellite that existed in the 1980s. It was used as a target because I was able to find decent photos of it to build off of.
The ASAT missile was test fired once (and had a successful intercept), but was never approved for production.
I have not found any way to incorperate the satellite into a campaign and have it be designated as a target in a mission.
However, if anyone that's good at building single missions wants to incorperate it into a single mission, feel free to do so.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
29 Mar 08
834 downloads
-
JSOW for the TW series
By FastCargo in Single Ordnance Files
Readme for JSOW for SFP1/WOV/WOE (Version 1.0)
********************************* Version 1.0 Original Release ********************************
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 28 Jan 08)
Notes and limitations:
Your aircraft will need to have EOGB on the weapon station in order to be carried. Also, the JSOW is 4 meters long, so you may need to check your weapon station limitations to make sure you can carry it.
The JSOW is a GPS guided glide bomb with about a 75km max range at altitude. It comes in 3 versions - the A model which is a cluster munition, mainly against soft targets, the B model which is anti armor cluster, and the C model which has a 500 lb class explosive warhead.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
1,034 downloads
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GermanyCE Terrain Mod Combo INI files
Readme for combining Gepard's 8 New Airfields and JSF_Aggie's Highway Airfields mods.
These files are simply replacements for your GERMANYCE_TARGETS.INI and GERMANYCE_TYPES.INI files.
What you will need first:
Wings Over Europe with the GermanyCE terrain (Duh!)
Gepard's 8 New Airbases for WOE:
http://forum.combatace.com/index.php?autom...p;showfile=5078
JSF_Aggie's Highway Airfield Mod:
http://forum.combatace.com/index.php?autom...p;showfile=2950
Instructions:
1. Backup your GERMANYCE_TARGETS.INI and GERMANYCE_TYPES.INI files first (if they have been extracted)!
2. Install both mods...don't worry about overwrites, we'll be fixing those later.
3. Copy the GERMANYCE_TARGETS.INI and GERMANYCE_TYPES.INI files from this archive into the "WOE"/Terrain/GermanyCE directory. Allow the overwrites.
4. That's it!
As a bonus, I've included several areas you can use to base carriers out of.
These files should work with other mods of the WOE terrain (Deuces or JSF_Aggie's tree mods, etc).
However, they will erase any mods that have already altered the GERMANYCE_TARGETS.INI and GERMANYCE_TYPES.INI files.
Enjoy your new airfields. Big thanks to Gepard and JSF_Aggie for giving me permission to combine their airfield inis...all the work was theirs, I just wanted them both at the same time!
FastCargo
428 downloads
0 comments
Submitted
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Improved Small Diameter Bomb (SDB) and Rack
By FastCargo in Single Ordnance Files
Readme for the Small Diameter Bomb (SDB) for SFP1/WOV/WOE
Version 1.0
Thanks to the following folks:
TK - For the ThirdWire series of sims.
Bunyap and Wpnssgt - For the original Weapons Pack.
Mustang - For the great video tutorials.
To my fellow Combatace moderators - For helping me beta test and work out bugs.
Any errors or mistakes are entirely mine.
What you will need first:
Bunyap's Weapon's Pack - http://forum.combatace.com/index.php?autom...p;showfile=2672
Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
Copy of SFP1/WOE/WOV patched to the latest standard (as of 10 Jan 08)
Notes and limitations:
I have included the reference materials I used to make the weapons. And for advanced modelers, I have also included the skin templates if you want to make your own or improve on mine.
Aircraft weapons stations must have EOGR,TLR to be able to carry the SDB and use the BRU-61 rack.
The GBU-40 (SDB II) is a improved model that has an infrared sensor to help attack mobile targets. Also, it has a proposed terminal phase booster to maximize kinetic penetration. This booster will not engage until 1 minute after drop. So, if you want it...you gotta get some range first.
Paint schemes are approximations. The SDB has a LOT of different varients in schemes, so I went with the most reasonable. Early SDBs were orange for test, but more modern versions are gray variants.
For multi-pack carry, if the TW engine finds a multi-rack that is listed eariler in the Weapondata.ini that can carry the missile, it will use that rack instead. You WILL HAVE to fiddle with your loadout.ini files to get it to use the right rack.
This is FREEWARE only, NO money is allowed to be made on the contents of these files, in whole or in part.
Feel free to redistribute, as long as the original authors are given appropriate credit.
Questions? Contact me at Combatace.
FastCargo
10 Jan 08
838 downloads
0 comments
Submitted