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FastCargo

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Files posted by FastCargo

  1. ALARM for SFP1/WOV/WOE (Version 1.1)

    Readme for ALARM for SFP1/WOV/WOE (Version 1.1)
     
    ********************************* Version 1.1 Update List *************************************
     
    1. Texture updated and resized.
     
    2. If you already have the previous version of these files, just copy the Objects directory into your SFP1 install as per Instruction step 3, allowing overwrites.
     
    3. Reference materials included.
     
    ********************************* 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 03 Oct 07)
     
     
    Notes and limitations:
     
    The ALARM is a BAe Systems Anti-Radiation missile designed to kill SAM/AAA radars. The real missile has a 'up and over' capability that allows it to descend on a parachute to wait for a radar to light up.
     
    The ALARM uses it's own specific pylon...you will see them on the pylon until you fire, then the pylon will disappear.
     
    The paint scheme is 'best guess', based on the few pictures available.
     
    The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM.
     
    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
    6 Oct 07

    2,102 downloads

       (4 reviews)

    1 comment

    Updated

  2. 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

    7,475 downloads

       (21 reviews)

    10 comments

    Updated

  3. Ruler Tool for the ThirdWire sims

    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

       (7 reviews)

    0 comments

    Updated

  4. UCAVs Version 1.1

    ************************************************************************
    ************************ UCAVs 1.1 Update *****************************
    ************************************************************************
     
    Updates to the X-45C / X-47C to make them more 'combat ready'.
     
    Extra equipment includes:
     
    Internal ECM
    Expendables
    Laser Designator
     
     
    Weapons adjustment:
     
    Weapons fit into the bays properly...which limits what you can carry.
    Multiple weapons will sequence properly as well when dropped or fired.
     
     
    Aircraft adjustment:
     
    Aircraft now have manual weapon doors.
     
     
    Remaining issues:
     
    No cockpit. Drop in your own...think of it as a synthetic pit for a
    future UCAV pilot.
    Missiles don't drop, but fire as if off a rail. It has to do with the
    type of weapon...most small missiles fire off rails. So, unless you
    alter all the missiles a UCAV can carry...or the LODs are altered to
    make trapeze weapon rails, its one of those things...
     
    Use them for support on your missions, or drop in a cockpit and fly it
    yourself. Get ready for the future...
     
    Alterations by FastCargo

    2,424 downloads

       (5 reviews)

    3 comments

    Updated

  5. ALCMs (AGM-86B and C)

    Version 1.0
     
    Thanks to the following folks:
     
    TK - For the ThirdWire series of sims.
    Bunyap and Wpnssgt - For the original Weapons Pack.
    Cylix - For the original ALCM for SFP1.
    Mustang - For the great video tutorials.
    Capun - For helping me fix the ALCM animation issues...I owe you one!
    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
     
    Nuclear Weapons Effects - http://forum.combatace.com/index.php?autom...p;showfile=5271
     
    Thirdwire Weapons Editor - http://www.thirdwire.com/downloads_tools.htm
     
    Copy of SFP1/WOE/WOV patched to the latest standard (as of 22 Sep 07)
     
    Notes and limitations:
     
    Aircraft weapons stations must have NUC,CGR to be able to carry a nuclear ALCM, and EOGR to carry the convential ALCM. The nuclear ALCM uses INS guidance, and the conventional ALCM is GPS/INS (similiar to JDAMs).
     
    Paint schemes are notational...I wasn't ever able to determine the actual paint scheme for real ALCMs. Most pictures I saw were of display models or test articles. The nuclear ALCM paint scheme is based on pics I saw of ALCMs on B-52s in the older Euro Camo scheme. The conventional scheme is based on ALCMs I saw on racks on newer Gunship Grey B-52s...basically all over solid grey with no external markings.
     
    The ThirdWire sim engine does not support terrain following profiles. So these missiles will basically fly a straight line in a slow altitude decrease. So either launch them high...or make sure there aren't any mountains in the way... Also, because they come in at such a shallow angle due to their range...accuracy is an issue.
     
    The nuclear explosive yield (for the AGM-86B) was direct caluation (300Kt x 100 (kilo) x 2000 (ton))...but doesn't seem destructive enough. Tweak if you want.
     
    I have included a B-52G_DATA.INI and a B-52G_LOADOUT.INI modified to change the B-52G into an ALCM carrier. This will OVERWRITE your B-52G_DATA.ini weapon stations and B-52G_LOADOUT.INI. SO BACKUP THOSE FILES FIRST!!!! Be advised, because the visual model doesn't have the right external rails, and the internal bombbay is not the right size, you will see some visual anomalies. But only if you look real close...:). Also, ALCMs that are mounted at an angle will 'fly' at an angle after launch...this is a limitation on how the TW engine treats missiles.
     
    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.

    870 downloads

       (2 reviews)

    0 comments

    Submitted

  6. Vietnam PGM Pack (Pave Knife and GBU-12 Paveway I)(Version 1.1)

    *********************************** Version 1.1 Update Changelog ***********************************
     
    1. Texture for Pave Knife improved.
     
    2. Textures resized to save disk space.
     
    3. Pave Knife LOD file changed with additional laser sensor detail.
     
    4. Reference JPGs included.
     
    5. Nose.TGA included for transparent part of laser sensor.
     
    6. If you have already installed the initial version of this release, all you need to do is Step 4 of the Instruction block (Copying the Objects directory allowing all overwrites). No other changes are needed.
     
    7. Changed to RAR compression format to save upload/download bandwidth.
     
    ************************************ Version 1.0 Initial Release ***********************************
     
    Version 1.0
     
    Thanks to the following folks:
     
    TK - For the ThirdWire series of sims.
    Bunyap and Wpnssgt - For the original Weapons Pack and their GBU_USAF.bmp file from which the GBU-12 paint scheme is derived.
    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 14 Nov 07)
     
    Notes and limitations:
     
    Aircraft weapons stations must have LGB to be able to carry the GBU-12, and LP to carry the Pave Knife. Also, note the Pave Knife was available for only a very few years and was daylight capable only (which can't be simulated in the TW engine).
     
    Dimensions and capabilities for the Pave Knife are notational. Detailed information on the Pave Knife pods was VERY hard to find, so the external model size/dimensions/sensor window size/paint scheme is a lot of TLAR (That Looks About Right). Also, this paint scheme was the first skin I've done from scratch...so there will be errors (hopefully, small ones).
     
    In reality, only a few F-4Ds and A-6s were wired to carry the Pave Knife. So it's a lot easier to get them in game than reality would specify.
     
    The GBU-12 Paveway I model is based on the picture I was able to find on designation-systems.net. It was VERY difficult to find good information on the 500 lb class Paveway I model...most info concerned the 'folding fin' model, which is a Paveway II. I decided to redo the model differently from the stock Thirdwire one, because I felt the stock model was too short and had wrong fin diagrams to be correct. However, the paint scheme was a guess (using the Weaponspack GBU_USAF.bmp as a basis).
     
    Speaking of GBU-12 models, this one's fins, because they are bigger, will cause visual conflicts if mounted with one on the center station on a TER. Best thing to do is carry them one to a pylon.
     
    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.

    906 downloads

       (5 reviews)

    0 comments

    Updated

  7. AGM-136A (Tacit Rainbow)(Version 1.1)

    *************************************** Version 1.1 Update List ************************************
     
    1. LOD file smaller to reduce disk usage.
     
    2. Pylon reconfigured to more plausible dimensions.
     
    3. Switched to RAR format to reduce upload/download bandwidth.
     
    4. Included reference materials.
     
    5. If you already have the previous version of this file, just copy the Objects directory as per Step 3 in the Instructions, confirming all overwrites.
     
    *************************************** 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 03 Oct 07)
     
    Notes and limitations:
     
    The AGM-136A was prototype for a cruise missile that was designed to loiter over a battlefield, then attack a SAM radar when it lit up. Basically, it was a combination a cruise missiles range/duration time, and the AGM-88 HARM ability to kill SAM radars. It however did not proceed beyond prototype stage before being terminated in 1992.
     
    The paint scheme is 'best guess', based on the few pictures available.
     
    The TW engine does not support a 'loiter' type missile...so best way to use this weapon is like a standard ARM...except with more range.
     
    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
    3 Oct 07

    868 downloads

       (2 reviews)

    0 comments

    Updated

  8. HellFire and BrimStone for SFP1/WOV/WOE (Version 1.1)

    ******************************** Version 1.1 Updates *****************************
     
    1. Readme Updated.
     
    ******************************** 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:
     
    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 11 Oct 07)
     
    Optional: A hex editing program and/or a graphics editing program (Paint Shop Pro, GiMP, etc)
     
    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.
     
    Here is which racks go with which weapons:
     
    Brimstone - Brimstone 3-pack
    AGM-114A - M-272, M-279, M-299
    AGM-114F - M-272, M-279, M-299
    AGM-114L - M-272L, M-299L
     
    The reason the L model needs a different rack is that ATRs cannot carry EOGR weapons, so I had to make TLR versions of those racks. Don't mix them up when building your loadout files.
     
    Aircraft weapons stations must have ATR,LGR to be able to carry the AGM-114A and F models...and have TLR,EOGR to carry the AGM-114L and BrimStone missiles. The A/F models require a laser, while the L and Brimstone are radar (we use GPS as a substitute) guided.
     
    Paint schemes are approximations. The HellFire has a LOT of different varients in schemes, so I went with the most reasonable. Early HellFires were very olive drab...however, recent pictures show almost a blue/black appearance. Brimstone test articles were very bright colored...the real thing seems almost an off white.
     
    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 may have to fiddle with your loadout.ini files to get it to use the right rack.
     
    The BrimStone racks appear to angle down...the pictures of it I saw on the Tornado showed different angles...and some other mountings showed parallel. So I compromised and gave it a slight downward slant so it won't look real odd on different aircraft.
     
    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
    11 Oct 07

    2,034 downloads

       (3 reviews)

    0 comments

    Updated

  9. MOAB for SFP1/WOV/WOE (Version 1.1)

    ***************************** Version 1.1 Notes ****************************
     
    BLU-82 has been deleted.
     
    Improved texture and animation for GBU-43 (MOAB).
     
    Readme changed.
     
    ****************************************************************************
     
    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 22 Oct 07)
     
    Notes and limitations:
     
    The MOAB (GBU-43/B) is a very LARGE weapon. More than likely, it will not fit (without serious visual clipping issues) inside of any bomber. In reality it are dropped from cargo aircraft, specifically the C-130.
     
    You will have to adjust the weapon station inside the cargo aircraft you want to drop from to 'fit' the weapon. Look specifically at the following limitations:
     
    LoadLimit=
    DiameterLimit=
    LengthLimit=
    AllowedWeaponClass=EOGB
    AttachmentType=USAF
     
    These limits MUST exceed the dimensions of the weapon you want to load...otherwise, it won't show up! The dimensions are spelled out very clearly in each weapon's weapondata.ini entry.
     
    Also, if you have a problem with a weapon showing up, make sure you are within the years the weapon was used, and that your carrying aircraft is USAF...because I made these weapons non-exportable. Now, if you want to use it in another nation's aircraft, just change the Exported=FALSE (in the weapondata.ini) to Exported=TRUE. The other option is to change the aircraft's data.ini entry to NationName=USAF...like I did with Dels excellent Aussie C-130J.
     
    Since weapons are 'hung' in the TW engine, coordinate systems to mount the weapons in the bay should not be based on where the 'floor' of the bay is...rather the floor plus the height (thickness) of the weapon is where it is mounted.
     
    I've provided my WeaponsStation for the MOAB as an example using Dels C-130J:
     
    [MOABStation]
    SystemType=WEAPON_STATION
    StationID=1
    StationGroupID=1
    StationType=INTERNAL
    AttachmentPosition=0.05,-2.1,0.4
    AttachmentAngles=0.0,0.0,0.0
    EjectVelocity=0.0,-35.0,1.5
    LoadLimit=9600
    LengthLimit=9.2
    AllowedWeaponClass=EOGB
    AttachmentType=USAF
    BombBayAnimationID=3
    BombBayOpenTime=5.0
    BombBayCloseTime=5.0
     
    Both weapons 'slide' out of the back using an extraction parachute. You should use the EjectVelocity numbers...they help prevent the weapon 'dropping' through the floor.
     
    You WILL have to fiddle with your weapon stations quite a bit to make it look right when it sits in the cargo bay. I can't help you with that...but the knowledge base at Combatace and the PDF file with the latest WeaponsPack will help out a lot.
     
    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
    22 Nov 07

    1,218 downloads

       (4 reviews)

    0 comments

    Updated

  10. P-270 Moskit (SS-N-22 Sunburn)

    Readme for the P-270 for SFP1/WOV/WOE
     
    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 22 Oct 07)
     
    Notes and limitations:
     
    The Moskit is a LARGE air to ground missile, but is also a ground to ground missile that can be fired off ships. It is known in NATO as the SS-N-22 Sunburn and is used to attack ships. This version is the non-nuclear warhead.
     
    The air to ground version is meant to be mounted on the advanced variants of the Flanker family. For that reason I built 2 versions, one with an inbuilt plyon, one without a pylon to be used later in other applications (ships, advanced Flanker releases, etc). It also means that the missile is currently classfied as a EOGR, not a ASM.
     
    Because the current Flanker (Su-27) does not have a large centerline pylon, or Anti-Ship capabilities, I added the following to the Su-27_data.ini.
     
    Under the [Fuselage] entry I added:
     
    SystemName[029]=LargeCenterlineStation
     
    Under the // Weapon Stations I added:
     
    [LargeCenterlineStation]
    SystemType=WEAPON_STATION
    StationID=11
    StationGroupID=4
    StationType=EXTERNAL
    AttachmentPosition=0.0,-2.7,0.1
    AttachmentAngles=0.0,0.0,0.0
    EjectVelocity=0.0,0.0,-1.0
    LoadLimit=4200
    AllowedWeaponClass=EOGR
    AttachmentType=WP,SOVIET
    ModelNodeName=
    PylonMass=86.18
    PylonDragArea=0.02
     
    This is sort of a 'Band-aid' to allow you to use the Moskit to attack ground targets, however, you will need to add an Anti-Ship loadout to the loadout.ini AND add the ANTI_SHIP mission to the data.ini to be able to be targeted against ships.
     
    You can also make the nuclear version of the missile by changing the warhead yield and effects type, or make new weapondata.ini entries that use the current missile models.
     
    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
    25 Nov 07

    694 downloads

       (3 reviews)

    1 comment

    Submitted

  11. 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

       (3 reviews)

    0 comments

    Submitted

  12. Su-33 mod for the TW series.

    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

       (10 reviews)

    4 comments

    Updated

  13. JSOW for the TW series

    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

       (3 reviews)

    1 comment

    Updated

  14. F-15 ACTIVE for the ThirdWire Series

    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

    1,765 downloads

       (4 reviews)

    4 comments

    Updated

  15. Cockpit Photo Addon for the ThirdWire Series

    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

    502 downloads

       (1 review)

    0 comments

    Submitted

  16. F-107 Ultra Sabre for SF2/V/E

    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

    966 downloads

       (6 reviews)

    0 comments

    Updated

  17. 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

    3,229 downloads

       (10 reviews)

    2 comments

    Updated

  18. 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

    1,562 downloads

       (3 reviews)

    0 comments

    Updated

  19. Classified Mission Mod (Version 1.1)

    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

    622 downloads

       (6 reviews)

    2 comments

    Updated

  20. B-70 Valkyrie Beta (Version 0.97)

    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

    1,574 downloads

       (3 reviews)

    2 comments

    Submitted

  21. Republic F-103A Thunderwarrior

    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

    764 downloads

       (3 reviews)

    1 comment

    Submitted

  22. Avro Arrow - CF-105 Mark II

    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

    785 downloads

       (6 reviews)

    5 comments

    Updated

  23. Super Why! Flying Game Mod (beta) for SFP1/SFG

    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

    75 downloads

       (2 reviews)

    3 comments

    Updated

  24. 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

    123 downloads

       (1 review)

    0 comments

    Submitted

  25. 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

    2,568 downloads

       (17 reviews)

    5 comments

    Updated

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