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Fubar512

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Files posted by Fubar512

  1. Yak-38M_85


    Yak-38M Beta Version



    by: Krizis


     
     
    This model represents the "improved" variant of the Yak-38 Forger, the Yak-38M.
    Work on the '38M began in 1982, with an eye towards minimizing, if not eliminating, the deficiencies of its predecessor.
    By the time of its introduction in June of 1985, the improvements included a more potent power plant, the Soyuz-Tumansky R-28-300, as well as more powerful lift engines (2 x Rybinsk RD-38 turbo-jets). A steerable nose wheel, an increased load-carrying capacity on all wing hard points, and enlarged intakes rounded out the list.
    All the improvements resulted in a marked improvement in the aircraft's reliability and overall performance, and some of the earlier models were rebuilt to the updated standards of the 'M.
     
    TO INSTALL:
     
    Simply drag the two supplied folders, "Sounds" and "Objects", into your User Name/Saved Games/Thirdwire/SF2x folder.
     

    RELEASE NOTES:
     
    This model will not by available in any in-game missions or campaigns until late June of 1985, and will be unavailable after July of 1991.
    The loadout provided is as correct as I could make, given the limitations of the series, and the availabilty of some models (namely multiple ejector racks and missile guidence pods)
    The flight dynamics model is based on the Thirdwire flight model, with a few tweaks to reflect the up-rated capabilities of the M-model, as well as tweaks in thrust placement, thrust values, and flap values to allow for a smooth transition from vertical to horizontal flight, even under hard mode. Despite this, I recommend using a full HOTAS in conjunction with rudder pedals, or at least a HOTAS with a "twist" rudder axis.
     
    KNOWN ISSUES:
     
    1) There is no wing-fold, nor canopy animation for this model, as Krizis never sent me a completed LOD file with animation IDs defined for those features. Hopefully, he will see this release and come back to finish the model.
     
    2) The Cockpit, which was provided by Stary, presently lacks a working gunsight. This may be resolved sometime in September of 2014, as which point I'll release a revised model.
     
    3) The model is set up by default for SF2NA, which considers strike missions to be anti-ship missions. Otherwise, electing an "anti-ship" mission in SF2NA, may result in a game crash. The loadout.ini file that is provided with this release is configured for easy editing, so that you can enable conventional strike and anti-ship missions in the other SF2 titles.
     
    4) The AI in this series will not use the VTOL capabilities of any aircraft model, so this aircraft is equipped with a virtual tail-hook to allow it to land on the 1143-series aviation cruisers (Kiev, et all). CA-member Snailman has a fixed data ini for the Kiev in our uploads section, that simulates a VTOL "launch".
     
    CREDITS:
     
    Krizis: 3D model and grey texture-set.
    Stary: Cockpit
    Fubar512: ini work and sound effects.
    Lindr: Kh-23 ASM model.
    The Trooper: Red7001 pilot model
     
    This model is freeware, and may not be redistributed for profit without the express consent of its owner, Krizis

    861 downloads

       (16 reviews)

    7 comments

    Submitted

  2. Carrier Deck Illumination


    Carrier Deck Illumination Beta 1.0


     

    Effects and .ini work: MiGbuster and Fubar512
    Placement: MiGbuster
    Technical Consultant: SidDogg


     
    This mod DOES NOT contain the carrier models. It requires that you have Sf2V and/or SF2NA, and preferably both, installed on your system. The SCB-125 and CVA-63 models are native to SF2V. They are also included in SF2NA, which adds the CVN-68. We have included files for all three types.
     
    To install: Simply drag the contents of the zip file, which are the two folders, "effects and groundobject", into the mod (saved games) folder of the desired title. For example, using SF2NA, the default path would be "YOUR NAME/Saved Games/Thirdwire/StrikeFighters2NorthAtlantic"
     
    Note that this is a Beta, a work in progress, and as such, it is not perfect. Deck illumination is on all the time. The Optical Landing System is not-functional. These are currently due to the limitations of the series.

    645 downloads

       (11 reviews)

    5 comments

    Updated

  3. Yak-141 Flight Model Upgrade

    Yak-41 Upgrade.
     
    This package contains an upgraded FM, and an effects package for Gabilon's Yak-41. It does not contain the aircraft itself, which you must have installed FIRST.
     
    Gabilon's YAK-41 can be downloaded at:
     
    http://forum.combatace.com/index.php?autom...p;showfile=4212

    1,588 downloads

       (7 reviews)

    0 comments

    Updated

  4. CVN Ulyanovsk


    CVN Ulyanovsk



    by



    Julhelm


     
    This model represents the Soviet Project 1143.7 CVN Ulyanovsk, as it probably would have appeared had the project had been carried through to completion.
     
    I won't go into the actual history of the ship, as it's just as easy for anyone so inclined to perform an online search and dig up all the relevant details on the vessel.
     
    This model was designed and optimized for SF2:NA, and that means Windows Vista, Windows 7, or Windows 8. At the very least it requires the latest SF2 series patch for its systems and DX10 visual effects to work properly.
    To install this package, simply place the folders located inside the .RAR archive into the mod folder of whichever SF2 title you desire the ship to appear in.
     
    Additional work may be required on your part to ensure that the ship's TEWS RWR symbol (SkyWatch) is added to the RWR list of any aircraft so equipped. Instructions on how to do this, can be found on the SF2 knowledge base, courtesy of EricJ:
    http://combatace.com/topic/44441-making-a-custom-tga-for-tews-radar-warning-recievers/
     
    Sound effects will also require editing of the soundlist.ini file in order to work.
     
    I’ve included a modified soundlist.ini file, for those who do not have it extracted.
     
    Warning: Be careful if you already have an existing custom soundlist.ini file, as it will be overwritten. In that case, simply add the following lines (shown below), taking care to follow the existing numbering sequence (the soundlist.ini will reside in your flight folder). Use the supplied soundlist.ini as a guide.
    SoundFileXXX=Underway
    SoundFileXXX=ReductionGear
    SoundFileXXX=CIWS
     
    [underway]
    Priority=Normal
    3DSound=TRUE
    DopplerEffect=TRUE
    Looped=TRUE
    NumBuffers=2
    MaxDist=250.000000
    MinDist=10.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=100
     
    [ReductionGear]
    Priority=NORMAL
    3DSound=TRUE
    DopplerEffect=TRUE
    Looped=TRUE
    NumBuffers=4
    MaxDist=2000.000000
    MinDist=10.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=100
     
    [CIWS]
    Priority= Normal
    Looped=TRUE
    NumBuffers=2
    3DSound=TRUE
    DopplerEffect=FALSE
    MaxDist=2000.000000
    MinDist=50.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=100
     
    Known issues:
     
    1) The supplied SA-N-11 Kortik SAMs are not precisely scaled, so they were placed in the center of each Kashtan's missile tube cluster. They also do not have a defined booster stage in their model file, so don't expect booster separation. Also, the actual SA-N-11 is guided by an optical tracking system in real life. Again, this is not supported by the series, so they were given high counter-measure rejection and probability of intercept values, to compensate.
     
    2) As of the present date (October 7 2012) Third Wire does not support a PROPER VLS system on a vessel that's also equipped with mutiple SAM types, on slewable mounts. To put it simply, one can have a working VLS system and nothing else, or one can have working Kashtans. I chose the latter option, though the nodes and missiles are supplied if this situation were to change in the future.
     
    3) Third Wire has not made provisions for a working "ski-jump", so virtual bow catapults are used instead, and aircraft thus launched will appear to fly through the bow ramp.
     
    Credits:
     
    Ulyanovsk model, SA-N-9 model, and Textures for both, by Julhelm
     
    SA-N-11 missile model and textures, based on the SA-19 by Gabilon.
     
    Sound & Visual effects, and all data.ini work, by Fubar512
     
    Testing by Dave, Wrench, Brain32 and Crusader.

    1,231 downloads

       (7 reviews)

    3 comments

    Updated

  5. Julhelm's Container Ship


    Julhelm's Container Ship for SF2


     

    Model and Textures: Julhelm



    Effects and .ini work: Fubar512


     
     
    This mod is designed and optimized for the SF2 series, and may not work properly in SF1.
     
    To install: Simply extract the contents of the 7z archive file into the mod (saved games) folder of the desired title. For example, using SF2NA, the default path would be "YOUR NAME/Saved Games/Thirdwire/StrikeFighters2NorthAtlantic"
     
    Note that model's running lights will be on all the time. This is currently due to the limitations of the series.
     
    To enable the included sounds, you must have access to the soundlist.ini, which can be extracted from the flightdata,cat file. It must then be placed into your game's flight folder, and the following edits should be made to it (note, if you have a custom soundlist.ini already, simply add the following lines in their appropriate numerical order. Don't forget to edit the XXX entries to match your existing sequence).
     
    SoundFileXXX=Underway
    SoundFileXXX=MarineDiesel
     
    [underway]
    Priority=Normal
    3DSound=TRUE
    DopplerEffect=TRUE
    Looped=TRUE
    NumBuffers=2
    MaxDist=250.000000
    MinDist=10.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=0
     
    [MarineDiesel]
    Priority=LOW
    3DSound=TRUE
    DopplerEffect=TRUE
    Looped=TRUE
    NumBuffers=2
    MaxDist=250.000000
    MinDist=10.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=0

    383 downloads

       (7 reviews)

    2 comments

    Submitted

  6. MiG-17A & C flight models

    These are flight dynamics (Flight Model, FM, etc.) files ONLY. They do not contain models, skins, cockpits, or any other files, other than the FM itself.
     
    They were developed using Kreelin's AeroConvert, and data from the USAF's "Have Doughnut" tac evaluation, performed in 1969.
     
    The FM's are somewhat of a compromise, in that, while they are tailored to both mimic the real aircraft's performance in turn rate, sustained G, landing and takeoff speeds,(etc.) as much as possible, they do not impose unreasonable limits on the aircraft under AI control.
     
    In short, their stall behavior is somewhat benign, yet, they can enter an almost unrecoverable spin, if you insist on flying them in a ham-fisted manner.
     
    The only issue I have with them, is one imposed upon me by time-constraints. And that is, I feel that they are about 25-30 knots too slow when flying just above sea-level, at full military power (not in afterburner).

    284 downloads

       (6 reviews)

    0 comments

    Submitted

  7. Enhanced Cloud Top Layer

    The default overcast and inclement cloud top bitmaps in any of the Thirdwire series (SF, WoV,WoE, FE, and now WoI), always seem to lack "depth". So, this is my attempt at rectifying that issue.
     
    Installation is quite easy. Simply extract the four bmp files contained in this zip archieve (CloudLayerTop2-CloudLayerTop5.bmp), into your sim's "Flight" folder. And that's it!
     
    To test, simply fly above the cloud deck under either overcast or inclement weather conditions.
    To remove, just delete them and the game will revert to using it's original (and protected) cloudlayertop bitmaps.
     
    Cheers,
     
    Fubar512 and Brain32

    935 downloads

       (6 reviews)

    0 comments

    Submitted

  8. Illuminated Tracers

    Illuminated Tracer Smoke Emitter
     
    by: Fubar512
     
    Tested on every ThirdWire sim up to (and including), Wings over Israel with patch 1.
     
    To install: Simply drop the TracerSmokeEmitter.ini file into your ThirdWire Sim's effects folder
     
    To uninstall: Delete the TracerSmokeEmitter.ini, and the sim will revert to using its original tracer smoke emitter.
     
    Notes:
     
    To adjust the distance at which the tracer illuminates objects, adjust the following value
     
    [EmitterType001]
    LightRange=100.0<---ADJUST
     
    It's in meters, I've found that a value of 100.0 meters seemed to be the best compromise in terms of realism and visibility.
     
    Also, you'll notice that I've modified the smoke emitter itself. Tracers now leave undulating smoke rings, or "snakes" (as they're referred to by those who've been on the receiving end).

    689 downloads

       (6 reviews)

    0 comments

    Submitted

  9. Aviation Cruiser Kiev illuminated deck mod.


    Kiev Add-on for SF2NA


     

    Effects and .ini work: MiGbuster and Fubar512
    Placement: MiGbuster


     

    requires Carrier Deck Illumination Beta 1.0



    &



    SF2NA


     
    This mod is written as an add-on to the Carrier Deck Illumination Beta 1.0 package.
    It does not conatin a working model of the Kiev, which is only available if you have a copy of SF2NA.
    It also requires the aforementioned carrier deck illumination package, which can be downloaded at: http://combatace.com/topic/81708-carrier-deck-illumination/
    To install: Simply drag the contents of the zip file, which is the "groundobject" folder, into the mod (saved games) folder of the desired title. For example, using SF2NA, the default path would be "YOUR NAME/Saved Games/Thirdwire/StrikeFighters2NorthAtlantic"
     
    Note that this is a Beta, a work in progress, and as such, it is not perfect; We have taken a bit of a guess as to the decklight positioning on the Kiev, and it is probably not accurate. Also, the deck illumination will be on at all times. This is currently due to the limitations of the game engine, and our work-around to the illumination issue.

    225 downloads

       (6 reviews)

    2 comments

    Updated

  10. WoE Shader Effects 1.0

    INSTALLATION:
     
    Assuming you have WoE (ie., "Wings over Europe"), the process is simple...just extract and place the folder named "Terrain" into the your Wings Over Europe Folder, and you're ready to go.
     
    In all other titles, extract the watereffect.fx and the waternormaldot3 into the Terrain subdirectory of your choice.
     
    In Strike Fighters, that would be "Desert". In Wings over Vietnam, it would be "VietnamSEA. In WoI, it's "IsraelME".
     
    This effect is optimized for use with Brain32's WoE terrain using Cellisnsky's widesky 1.0 mod.
     
    *NOTE*: I cannot guarantee that it will work to everybody's satisfaction with other ThirdWire titles, terrain sets, or environment mods.
     
    KNOWN ISSUES: Cards that lack FULL DX9.0C support, such as ATI Radeon 9x -X1K series and the nVidia GeforceFX(5) series, may experience pixelation issues when close to the "water's" surface. The only workaround is to either turn off the shaders, or to break down and purchase a card that supports DX9.0C.
     
    This effect is all but unusable in Windows Vista, due to its poor DX9 support.
     
    The .FX files contained in the zip archive based on ThirdWire's original's, and re-compiled & debugged using ATI's RenderMonkey.

    2,918 downloads

       (5 reviews)

    0 comments

    Submitted

  11. Wings Over Europe September 2008 Update

    =============================
    Wings Over Europe / Sep 2008
    Readme File
    =============================
     
    -----------------
    Table of Contents
    -----------------
     
    1. Update Notes
    2. Troubleshooting
    3. Contacting Customer Support
     
    ---------------
    1. Update Notes
    ---------------
     
    This Update contains all the fixes from previous patches, and it can
    be applied to any version of the game. Earlier patches do not need
    to be applied.
     
    This Update also raises the mimimum system requirement for the game to
    the following:
     
    OS: Windows 2000/XP
    Processor: 1.0 GHz
    Memory: 1.0 GB RAM
    Hard Drive: 1.2 GB free space
    Video Card: 128 MB DirectX 9.0c
     
    After installing this Update, the game may require newer version of
    DirectX to run correctly. Please visit the Microsoft website at
     
    http://www.microsoft.com/downloads/details...6a-9b6652cd92a3
     
    to download and install the latest version of DirectX.
     
    We highly recommend you install this update over a clean install of
    the game - uninstall the game first, manually delete the folder to
    remove any mods not uninstalled, reinstall the game from original CD,
    then apply the Update.
     
    Many previous mods are not fully compatible with this Update. If
    you find any mods not working correctly, please check with mod-makers
    to provide you with updated version of their mods.
     
    List of changes in this Update include:
     
    Sep 2008
    --------
     
    * Updated Nations list and additional insignia decals are included.
     
    * Using the zoom controls on in-flight map will no longer zoom the
    view after exiting the map.
     
    * Air-to-ground gunsight is only depressed when unguided bombs
    are selected.
     
    * Shadow option is changed to adjust distance as well as the types of
    object casting shadow. Low: No shadows are cast. Medium: Aircraft
    cast shadow only in external view and only at close range. High: Aircraft
    and some ground objects cast shadow. Unlimited: All objects cast shadow
    at furthest distance.
     
    * Rear view (Shift+F5 by default) and Engine On/off toggle (Ctrl+I)
    are added.
     
    * Better support for dual-analog sticks on gamepads are added.
     
    * Version numbering system has been changed to show month and year
    in less ambiguous format.
     
    * View limits are adjusted correctly for widescreen and Matrox
    surround gaming display.
     
    * Shadows can now be cast using more detailed geometry model.
     
    * Airfields in Single Mission and Campaign play now include randomly
    placed parked aircraft.
     
    * B-52D 3d model has been re-scaled to a more correct size.
     
    * Flight model and AI have been further tweaked.
     
    * And numerous other minor fixes and changes to enhance the overall
    gameplay experience.
     
    ------------------
    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_wov.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
     
    --

    3,543 downloads

       (5 reviews)

    1 comment

    Updated

  12. Enhanced SAM trails

    As per post: http://forum.combatace.com/index.php?s=&am...st&p=270301
     
    Enhanced SAM Trails
     
    by Fubar512
     
    This mod attempts to give the user a bit more situational awareness, by adding an enhanced flare and exhaust flame effect to large SAMs, making them visible for miles, during both day and night missions. It also replaces the default exhaust trail with a whispier, more prominent trail (which should allow for a slight improvement in frame rate when multiple SAMs are in the air)
     
    To install: Simply drop the LargeSAMTrailEffect.ini into your effects folder. That's all that's required.
     
    To uninstal: Just delete the LargeSAMTrailEffect.ini, and the game will revert to using the original.
     
    Known issues: The "rocketflare" effect may appear larger on all objects that use it, though this is not necessarily objectionable. To test that, launch an air to air missile, and see if you find the flare effect too prominent.
     
    If you do find it to be an issue, open the LargeSAMTrailEffect.ini in Windows Notepad, and edit the following lines:
     
     
    [EffectType001]
    Element[03].ElementName=RocketFlareEmitter<----edit to RocketFlareEmitter2
     
    [EmitterType003]
    Name=RocketFlareEmitter<------edit to RocketFlareEmitter2
     
    Save the edits when prompted, and the LargeSAMTraileffect will continue to use the enhanced rocketflare by itself, with absolutely no impact on other files.

    863 downloads

       (5 reviews)

    0 comments

    Submitted

  13. Kresta II Version 1.0


    Kresta II Class Cruiser



    by



    Julhelm


     
    This model represents the Soviet Project 1134A Kresta II class anti-submarine cruiser, which served with the Soviet and Russian Fleets from the late 1960s into the early 1990s.
     
    http://en.wikipedia.org/wiki/Kresta_II_class_cruiser
     
    This model was designed and optimized for SF2:NA, and that means Windows Vista, Windows 7, or Windows 8. At the very least it requires the latest SF2 series patch for its systems and DX10 visual effects to work properly.
    To install this package, simply place the folders located inside the .ZIP archive into the mod folder of whichever SF2 title you desire the ship to appear in.
     
    Additional work will be required on your part to ensure that the ship's TEWS RWR symbol (TopSail) is added to the RWR list of any aircraft so equipped. Instructions on how to do this, can be found on the SF2 knowledge base, courtesy of EricJ:
    http://combatace.com/topic/44441-making-a-custom-tga-for-tews-radar-warning-recievers/
     
    The SA-N-3 model that’s included, is a high-poly version, that will replace the default Third Wire version. It does not adversely effect frame rates, and will work well on the SF2:NA Kiev model, as well.
     
    The supplied sound effects will require editing of the soundlist.ini file in order to work.
     
    I’ve included a modified soundlist.ini file, for those who do not have it extracted.
     
    Warning: Be careful if you already have an existing custom soundlist.ini file, as it will be overwritten.
     
    In that case, simply add the following lines (shown below), taking care to follow the existing numbering sequence (the soundlist.ini will reside in your flight folder). Use the supplied soundlist.ini as a guide.
     
    SoundFileXXX=Underway
    SoundFileXXX=ReductionGear
    SoundFileXXX=CIWS
    SoundFileXXX=SAMLaunch
    SoundFileXXX=AK725
     
    [underway]
    Priority=Normal
    3DSound=TRUE
    DopplerEffect=TRUE
    Looped=TRUE
    NumBuffers=2
    MaxDist=250.000000
    MinDist=10.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=100
     
    [ReductionGear]
    Priority=NORMAL
    3DSound=TRUE
    DopplerEffect=TRUE
    Looped=TRUE
    NumBuffers=4
    MaxDist=2000.000000
    MinDist=10.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=100
     
    [CIWS]
    Priority= Normal
    Looped=TRUE
    NumBuffers=2
    3DSound=TRUE
    DopplerEffect=FALSE
    MaxDist=2000.000000
    MinDist=50.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=100
     
    [sAMLaunch]
    Priority=Normal
    3DSound=TRUE
    NumBuffers=2
    MaxDist=10000.000000
    MinDist=100.000000
    InsideConeAngle=360
    OutsideConeAngle=360
    ConeOutsideVolume=0
     
    [AK725]
    Priority=Low
    Looped=FALSE
    NumBuffers=4
    3DSound=TRUE
    DopplerEffect=FALSE
    MaxDist=1000.000000
    MinDist=50.000000
    InsideConeAngle=360
    OutsideConeAngle=360
     
     
    Known issues:
     
    1) The main radar antenna (Top Sail) doesn’t have a double-sided mesh, so as it rotates, you will notice that the face of the antenna loses its “grid”. This will be rectified in a later release, when the developer manages to catch a break from his busy schedule.
     
     
    Credits:
     
    Kresta II model and textures, by Julhelm
     
    SA-N-3 missile model and textures, by Krizis
     
    Sound & Visual effects, and all data.ini work, by Fubar512
     
    Testing by Dave, Wrench, Brain32 and Crusader.

    589 downloads

       (5 reviews)

    1 comment

    Updated

  14. Buff Beta 2

    A flyable B-52D.
     
    For Wings Over Vietnam (WoV) only!
     
    This is the second beta, and features several refinements and fixes (taxi issue resolved, nav lights work, new skin set, etc)

    2,525 downloads

       (4 reviews)

    0 comments

    Updated

  15. JetPit

    A replacement for the default "wind loop" sound in SF/WoV/WoE. This is the speed-dependent sound that one hears in the cockpit, during flight above 150 knots IAS. The supplied sound is closer to what one might hear in-cockpit during flight in a real jet aircraft.
     
    A demo of it in action: http://forum.combatace.com/index.php?autom...si&img=2224

    920 downloads

       (4 reviews)

    0 comments

    Submitted

  16. Yak38M Cockpit Hotfix


    Yak-38M Gunsight Hotfix



    by: Fubar512


     
    This is a Hotfix that resolves the Yak-38M’s missing gun sight, and adjusts the aircraft’s gun aim angle to take advantage of the gun sight’s positioning.
     
    TO INSTALL: "Objects", into your User Name/Saved Games/Thirdwire/SF2x folder, overwriting the originals when prompted.
    It will replace the cockpit folder, the avionics, cockpit, and the Yak-38M_85 data ini files.
     
    CREDITS:
    Paladrian: Mira overlay
    Tomcat74: Setka
    Fubar512: A2A sight and ini work
     
    And thanks to...
     
    KJakker: For the idea and the inspiration.

    322 downloads

       (4 reviews)

    1 comment

    Submitted

  17. NATO Fighters


     
     
     
    Details here:
     
    http://www.column5.us/natof.shtml
     
     
    The release notes:
     
     
    Installation
    ----------------
     
    IMPORTANT: It is highly recommended that you apply this package to a clean installation of Wings Over Europe. Some existing files will be overwritten during the install process! Also, make certain that the 8/30 patch for WOE is installed BEFORE you install NATO Fighters.
     
    Unzip the archive you downloaded above and run nfsetup.exe. You will be prompted for the location to install NATO Fighters. MAKE SURE that this is your clean WOE installation. If you install NATO Fighters over an already modded copy of WOE, it WILL break some or all of the mods.
     
    The NATO Fighters installation is completely automatic. Once the installation is complete, you are ready to play.
     
     
    Description
    -----------------
     
    Thanks for downloading Wings Over Europe: NATO Fighters! This is a collection of some of the best NATO-themed mods released over the past four years for the Strike Fighters series. I think you will find the expansion of flyable aircraft types, the addition of more allied nations, and the inclusion of numerous environment and visual mods to be a great enhancement to your copy of Wings Over Europe. All new aircraft and nations are fully integrated into the three campaigns, and no additional configuration is necessary to enjoy these enhancements after you install.
     
    I must stress that all of the mods included in this pack are already available. This series of expansions simply brings them all together in one place, fully integrates them into the campaigns and makes installation a snap. The goal is not to include every NATO squadron, but a representative selection of units to allow players to fly for nations other than the US, Great Britain and West Germany.
     
     
    New Aircraft:
     
    Canadair Saber Mk.6
    F-84F Thunderstreak
    F-86K Saber
    F-104G Starfigther
    Lightning F6
    Mirage 5BA
    Su-15TM Flagon
    Su-17M Fitter
     
     
    Campaign Updates:
     
    1962
     
    - Added Belgian No. 3 Squadron in F-84F
    - Added Canadian No. 444 Squadron in Canadair Saber Mk.6
    - Added Danish Esk 730 in F-100D
    - Added West German 1/JB36 in F-84F
    - Added West German 1/JG72 in Canadair Saber Mk.6
    - Added West German 1/JG74 in F-86K
     
    1968
     
    - Added Belgian No. 2 Squadron in F-84F
    - Added Belgian No. 31 Squadron in F-104G
    - Added Danish Esk 723 in F-104G
    - Added Danish Esk 730 in F-100D
    - Added RAF No. 11 Squadron in Lightning F6
    - Added RNLAF 311 and 322 Squadrons in F-104G
    - Added West German 1 and 2/JG71 in F-104G
    - Added West German 1 and 2/JG74 in F-104G
    - Added West German 1/JBG35 in F-104G
    - Added West German 1/JBG36 in F-104G
     
    1979
     
    - Added Belgian No. 1 Squadron in Mirage 5BA
    - Added Belgian No. 350 Squadron in F-104G
    - Added Canadian No. 421 Squadron in F-104G
    - Added Danish Esk 723 in F-104G
    - Added Danish Esk 730 in F-100D
    - Added RAF No. 11 Squadron in Lightning F6
    - Added RNLAF 311 and 322 Squadrons in F-104G
    - Added two Soviet SU-15TM units as adversaries
    - Added two Soviet SU-17M units as adversaries
     
     
    General Mods:
     
    - column5's WOE Environment Mod
    - Deuces' Effects Pack 3
    - Deuces' Enhanced WOE Terrain
    - Deuces' Water Mod
    - JSF_Aggie's High-Resolution Airbase Tiles
    - JSF_Aggie's WOE Treemod
     
     
    Contributors:
     
    - Armourdave
    - Boopidoo
    - BPAo
    - Bunyap
    - column5
    - Deuces
    - Fubar512
    - Fuchs
    - Gramps
    - Jet-Z
    - JSF_Aggie
    - Kreelin
    - Missionneur Team
    - RussoUK2002
    - Sony Tuckson
    - Soulfreak
    - Sundowner
    - The Mirage Factory
    - ThirdWire
    - Tim Canada
    - Tiwaz
    - USAFMTL
    - Zur

    1,812 downloads

       (3 reviews)

    1 comment

    Submitted

  18. RWR Symbology

    RWR Symbology and Sounds for Third Wire Sims
     
    by: Fubar512
     
    crash test dummies: Jarhead1 and USAFMTL "Dave"
     
    NOTE, these are not totally representitive of the RWR symbology that one might find in real combat aircraft. They are meant to make it somewhat easier to identify threat type (ground or airborne), and threat level (search, track, lock), for ease of game play. The symbols are set up as follows:
     
    S = ground based search radar
    Diamond with "T"=ground based radar in track mode
    Diamond with 'L"=ground based radar in acquisition mode
    Inverted 'V" with "S" below it=Airborne search radar
    Inverted 'V" with "T" below it=Airborne radar in track mode
    Inverted "V" with "L" below it=Airborne radar in acquisition mode
     
    The colored icons further help identify threat modes, as follows
     
    Green =Search Mode
    Yellow =Track Mode
    Red = Acquisition mode
     
     
    Instructions:
     
    Copy the RWR sub-folder of your choice (Green or Colored) and its contents into the aircraft's cockpit folder. The aircraft must have an RWR display to begin with, of course!
     
    Next, you must edit the following entries in that aircraft's avionics.ini to denote the path to the RWR symbol.
     
    (Please note that In the case of TW default aircraft, you will have to extract the avionics.ini from the objectdata.cat file, and place it in the aircraft's folder in order to edit it. You must download and use the SFP1E extraction utilty in order to do so.)
     
    [RWR]
    Type=3_RING
    AirSearchTexture=Cockpit/RWR/AirSearch.tga<---Note path statement
    AirTrackTexture=Cockpit/RWR/AirTrack.tga<---Note path statement
    AirLockTexture=Cockpit/RWR/AirLock.tga<---Note path statement
    GroundSearchTexture=Cockpit/RWR/SurfaceSearch.tga<---Note path statement
    GroundTrackTexture=Cockpit/RWR/SurfaceTrack.tga<---Note path statement
    GroundLockTexture=Cockpit/RWR/SurfaceLock.tga<---Note path statement
    SearchPosition=0.90
    TrackPosition=0.55
    LockPosition=0.15
    SearchSize=0.125<---adjust size to fit RWR display
    TrackSize=0.125<---adjust size to fit RWR display
    LockSize=0.125<---adjust size to fit RWR display
    SearchFlash=FALSE
    TrackFlash=TRUE
    TrackFlashRate=0.5
    LockFlash=TRUE
    LockFlashRate=0.1
    TrackSound=RWRTrack2.wav<----Sounds (optional)
    LockSound=LaunchWarn.wav<----Sounds (optional)
     
    Note the path statement in the Texture statement. This must be followed or the model will default to using the standard texures (icons).
     
    The Size statement is a variable that must be set by the user. I find that a size value of 0.125 is perfect for the F-15 series, and a size of 0.20 works well with the F-14, F-16, and F-18's display. You may need to experiment.
     
    Last, but not least, RWR sounds. I've included two extremely annoying ones for your enjoyment. You can use whatever sounds you want, by simply placing said sounds in the "Sounds" folder, and setting the statement as noted above. Note that sounds must always be monoaural .wav format. MP3 files, and stereo .wavs will not work in any TW sim.
     
    I've included a modified avionics.ini for the default Thirwire F-15A, as found in WoE and WoI, to help you understand what's involved, and to allow those of you who already have those sims to get up and running right away.
     
    USING THIS MOD UNDER "EASY AVIONICS"
     
    by: WarlordATF
     
    Now, When i installed it, It didn't work. I re-checked everything,re-read the readme and everything was done exactly right.
     
    But, I use Easy Avionics! Its simple to fix and i just wanted to provide instructions on how to make it work with Easy mode.
     
    All you have to do is...
     
    Copy the new TGAs, not the RWR folder, Just the new TGAs to your Flight folder and extract the EASYAVIONICSDATA.INI from the Flightdata.cat and edit it like this...
     
    [RWR]
    Type=3_RING
    AirSearchTexture=AirSearch.tga
    AirTrackTexture=AirTrack.tga
    AirLockTexture=AirLock.tga
    GroundSearchTexture=SurfaceSearch.tga
    GroundTrackTexture=SurfaceTrack.tga
    GroundLockTexture=SurfaceLock.tga
    SearchPosition=0.90
    TrackPosition=0.55
    LockPosition=0.15
    SearchSize=0.15<---Set Size to your preference
    TrackSize=0.15<---Set Size to your preference
    LockSize=0.15<---Set Size to your preference
    SearchFlash=FALSE
    TrackFlash=TRUE
    TrackFlashRate=0.2
    LockFlash=TRUE
    LockFlashRate=0.1
    TrackSound=RWRTrackSound.wav
    LockSound=RWRLockSound.wav
     
    And your done, this will give you a fully functional RWR and All RWRs will use the new symbols!

    545 downloads

       (3 reviews)

    0 comments

    Updated

  19. ErikGen's Nike Hercules site

    ErikGen's Nike Unit
     
    To install:
     
    Simply extract the contents of the objects folder, into your Wings Over Europe\Objects\GroundObject folder, taking care to ensure that the folders do not become "nested" (named folder within a like-named folder). The following sub-folders should be visible within the groundobjects folder.
     
    4xMIM-14
    TTR_T
    HIPAR
    LoPAR_T
     
    Then, extract the MIM-14 folder from .RAR archive, and drop it into your Wings Over Europe\Objects\Weapons folder
     
    Next, add the following data to your Weapondata.ini (which should reside within, or should be extracted from its CATalog file, and into your weapons folder), and then save it with the weapons editor that's appropriate to the patch level that you're using. (ie, Oct 2008 patch = Weapon Data Editor V02.20.08). Adjust the [WeaponDataXXX] number entry as required, so it follows the existing sequence (ie, if the last one was [WeaponData144], the next one would be [WeaponData145]).
     
    [WeaponDataXXX]
    TypeName=MIM-14
    FullName=MIM-14 Nike Hercules (T45 WH)
    ModelName=MIM-14
    Mass=5040.000000
    Diameter=0.844000
    Length=12.379000
    SubsonicDragCoeff=0.120000
    SupersonicDragCoeff=0.222000
    AttachmentType=
    SpecificStationCode=
    NationName=USAF
    StartYear=1959
    EndYear=2004
    Availability=2
    BaseQuantity=18
    Exported=TRUE
    ExportStartYear=1962
    ExportEndYear=2004
    ExportAvailability=2
    WeaponDataType=1
    RailLaunched=FALSE
    RocketPod=FALSE
    Retarded=FALSE
    FinStabilized=TRUE
    SpinStabilized=FALSE
    HasGrowl=FALSE
    EffectClassName=LargeMissileEffects
    ReleaseDelay=20.000000
    WarheadType=0
    Explosives=273.000000
    FusingDistance=25.000000
    ClusterBomblets=0
    ClusterDispersion=0.000000
    GuidanceType=11
    Accuracy=85
    MaxTurnRate=20.000000
    MaxLaunchG=2.000000
    LockonChance=80
    LaunchReliability=95
    ArmingTime=3.000000
    SeekerFOV=180.000000
    SeekerGimbleLimit=180.000000
    SeekerTrackRate=90.000000
    SeekerRange=140000.000000
    MinLaunchRange=10000.000000
    MaxLaunchRange=140000.000000
    Duration=120.000000
    CounterCountermeasure=50.000000
    NoiseRejection=50.000000
    CapabilityFlags=0x100000a2
    LoftAngle=0.000000
    DescentAngle=0.000000
    MaxLoftAltitude=0.000000
    CLmax=14.000000
    MinFreq=0.000000
    MaxFreq=0.000000
    BoosterStart=0.000000
    BoosterDuration=3.400000
    BoosterAccel=25.000000
    BoosterEffectName=LargeMissileFireEffect
    BoosterSoundName=Missile
    BoosterNodeName=booster
    BoosterPosition=0.000000,-5.761000,0.000000
    SustainerDuration=28.000000
    SustainerAccel=8.000000
    SustainerEffectName=MissileFireEffect
    SustainerSoundName=Missile
    SustainerPosition=0.000000,-1.885000,0.000000
    InFlightEffectName=LargeSAMTrailEffect
    InFlightSoundName=MissileEngine
    ReleaseAnimationID=1
    ReleaseAnimationTime=0.000000
    ReleaseAnimationDelay=0.000000
    EODisplayFlags=0
    CEP=0.000000
     
    Finally, place the GERMANYCE_TYPES.INI, the GERMANYCE_TARGETS.INI, the ground_platte2.LOD, and the ground_platte2.tga files, in your Wings Over Europe\Terrain\GermanyCE folder. And then you're done!
     
    Just in case you're wondering, the placement I used is close to the historical site of the Hohenkirchen and Rodenkirchen (Stadland) Nike sites, near the coast and not far from Bremerhaven.
     
    To test: Fly an anti ship mission (yes, you read that right) in a Soviet aircraft, between 1962 and 1997. If you attain a height of 3300 meters (or about 10,000 feet), you will attract the attention of the Nike site's radars. By the way, since they're e data-linked, they can guide one another's missiles (which the Nike system was capable of, in real life), so don't be surprised if you see a radar tracking yo at the nine o'clock position, but get slammed from a Nike Hercules approaching from your one o'clock.
     
    NOTE* Some of the more experienced among you may question the ground object roles that I used for the various units...trust me, that's the only way to make sure that you don't wind up sowing Nike launchers and radars all over the countryside. And, they work just fine the way that they are.
     
    Nike Missile, Launcher, and Radars, by ErikGen
    Ground Platte courtesy of Mitch (from his "Factory Place" mod)
    Offset coordinates and structure placement by the Wrench
    Data.ini and terrain placement by yours truly.

    391 downloads

       (3 reviews)

    0 comments

    Submitted

  20. Montz CZ's S-300/SA-10 SAM syste,

    SA-10/S-300 system by Monty CZ
    Installation:
     
    All Titles: Place the SA-10L and Flap Lid folders into your Objects/Groundobjects folder. The system will place them using the standard Third Wire SAM site arrangement, by date (post 1979)
     
    Next, drop the SA-10 folder into your Objects/Weapons folder, locate the Weapondata.ini, and add the following data entry to it, editing the Weapon Data number to maintain the existing number sequence (note, this step is NOT NECESSARY in SF2 and its derivatives):
     
    [WeaponDataXXX]
    TypeName=SA-10
    FullName=SA-10 Grumble
    ModelName=SA-10
    Mass=1480.000000
    Diameter=0.450000
    Length=7.000000
    SubsonicDragCoeff=0.120000
    SupersonicDragCoeff=0.222000
    AttachmentType=
    SpecificStationCode=
    NationName=SOVIET
    StartYear=1979
    EndYear=2008
    Availability=2
    BaseQuantity=4
    Exported=TRUE
    ExportStartYear=1979
    ExportEndYear=2008
    ExportAvailability=2
    WeaponDataType=1
    RailLaunched=FALSE
    RocketPod=FALSE
    Retarded=FALSE
    FinStabilized=FALSE
    SpinStabilized=FALSE
    HasGrowl=FALSE
    EffectClassName=LargeMissileEffects
    ReleaseDelay=2.000000
    WarheadType=0
    Explosives=85.000000
    FusingDistance=15.000000
    ClusterBomblets=0
    ClusterDispersion=0.000000
    GuidanceType=12
    Accuracy=90
    MaxTurnRate=40.000000
    MaxLaunchG=1.000000
    LockonChance=95
    LaunchReliability=95
    ArmingTime=2.000000
    SeekerFOV=150.000000
    SeekerGimbleLimit=180.000000
    SeekerTrackRate=60.000000
    SeekerRange=150000.000000
    MinLaunchRange=1000.000000
    MaxLaunchRange=150000.000000
    Duration=180.000000
    CounterCountermeasure=95.000000
    NoiseRejection=85.000000
    CapabilityFlags=0x10000028
    LoftAngle=0.000000
    DescentAngle=0.000000
    MaxLoftAltitude=0.000000
    CLmax=14.000000
    MinFreq=0.000000
    MaxFreq=0.000000
    BoosterStart=0.000000
    BoosterDuration=0.200000
    BoosterAccel=100.000000
    BoosterEffectName=Smokeless
    BoosterSoundName=Missile
    BoosterNodeName=
    BoosterPosition=0.000000,-2.650000,0.000000
    SustainerDuration=30.000000
    SustainerAccel=24.000000
    SustainerEffectName=LargeMissileFireEffect
    SustainerSoundName=Afterburner
    SustainerPosition=0.000000,-2.650000,0.000000
    InFlightEffectName=LargeMissileFireEffect
    InFlightSoundName=SAMinFlight
    ReleaseAnimationID=-1
    EODisplayFlags=0
    CEP=0.000000
     
     
    Next, save the edits, and then using the appropriate Weapon Editor for your game's patch-level, save it again.
     
     
    SF2 and it's derivatives: Simply drop the the SA-10 folder the your Objects/Weapons folder located in the game's main folder,located in the"My Documents" folder, and that's it!

    692 downloads

       (3 reviews)

    0 comments

    Submitted

  21. MiG-29A Grey Scale Arctic Camo (Fictional)

    A fictional "Arctic Camo" skin set for the MiG-29A. It weighs in at 1024x1024 pixels, so you might want to make sure that you have a 128 meg video card (at the very least!).
     
    You can resize it to 512x512 if necessary, without a major loss of detail.

    560 downloads

       (2 reviews)

    0 comments

    Updated

  22. Paved_Airfield_03.zip

    A replacement for SF's default
    unpaved desert airfield. Works well with Deuces Euro Terrain mod.

    940 downloads

       (2 reviews)

    0 comments

    Updated

  23. AeoConvert

    A neat little utility created by Kreelin, that allows you to input data (wingtip and centerline chord, wing sweep angle, wing area, etc.) and will calculate CL, CLa, mac and Ymac for you.
     
    FYI, TK from Thirdwire uses Mach 0.4 as a reference speed.
     
    This file is available as is, without documentation.

    494 downloads

       (2 reviews)

    0 comments

    Submitted

  24. MiG-21MF Flight Model V1208

    MiG-21MF Flight Model V1208
     
    This represents a minor tweak of the default ThirdWire MiG-21MF flight model. I've found the lastest version to be quite accepatable as an AI-only model, and therefore limited any changes to areas that were just a tad-short on realism from a player's perspective.
     
    A big "Thank You" goes out to Jug, for providing feedback and helping me debug the FM.
     
    Enjoy!
     
    Click here to download this file

    403 downloads

       (2 reviews)

    0 comments

    Submitted

  25. Strike Fighters 2 Israel Patch: June 2010

    =================================
    Strike Fighters 2 Israel Jun 2010
    Readme File
    =================================
     
    -----------------
    Table of Contents
    -----------------
     
    1. Update Notes
    2. Troubleshooting
    3. Contacting Customer Support
     
    ---------------
    1. Update Notes
    ---------------
     
    This update is for Strike Fighters 2 Israel without the Expansion
    Pack 1 installed, either stand-alone or merged to other Strike
    Fighters 2 games.
     
    This update contains all the fixes from previous updates, and
    it can be applied to any version of the game. Earlier updates
    do not need to be applied.
     
    If you have installed any mods to the game, please check the
    ChangeList.txt for a list of updated files. If 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.
     
    Previous campaign saved data may not load after an upgrade.
     
    List of changes in this Update include:
     
    Jun 2010
    --------
     
    * Mission timing after Alt-N has been further tweaked.
     
    * Campaign front line handles neutral boundary better.
     
    May 2010-B
    ----------
     
    * Alt-N sometimes causing bombers to not show up on time is fixed.
     
    * Speech subtitle not displaying correctly is fixed.
     
    * Messages not displaying even on Normal or Easy HUD mode is fixed.
     
    * Some campaign crash bugs have been fixed.
     
    * Campaign now ends properly when the player squadron has less than
    4 active pilots.
     
    May 2010
    --------
     
    Strike Fighters 2 Expansion Pack 1 Initial Release
     
    Mar 2010
    --------
     
    * Radars on early A-4H versions not working is fixed.
     
    * Texture resolution of the cockpit mirror has been increased.
     
    * Terrain objects cast shadows correctly.
     
    * Target friendly keys not working is fixed.
     
    * Aircraft are made eaiser to spin on Hard Flight Model option.
     
    Feb 2010
    --------
     
    * Water textures not rendering correctly on some graphics cards
    is fixed
     
    * F-4M models missing some detail pieces is fixed.
     
    * Service selection drop down has been added to the Single
    Mission screen.
     
    * Save mission button has been added to the Debriefing screen.
     
    * Screenshot sound effect is no longer muted by pausing the game.
     
    * Earlier sub-versions of A-4H, with more limtied weapons options,
    are added.
     
    Dec 2009
    --------
     
    * Terrain missing tiles on some graphics cards is fixed.
     
    * Sound is now turned off when the game is paused.
     
    * The game not recognizing some display settings as TripleHead2Go
    Surround Gaming is fixed.
     
    * HUD flight information window now shows speed in Mach number when
    current speed is more than Mach 0.9.
     
    * Support for Force Feedback effects has been added.
     
    * A-7D Squadrons have been added to On Strike Fighters 2 Europe
    1979 campaign.
     
    Nov 2009-B
    ----------
     
    * Speech subtitle is now color coded - red indicates warning against
    the player, yellow indicates other speeches to/from player's flight,
    and blue indicates all other radio chatter.
     
    * Less messages are displayed when HUD option is set at Hard setting.
     
    * Overcast sky is rendered correctly in cockpit mirror.
     
    * Reduced some graphical artifacts showing on horizon with Effects
    setting at Unlimited.
     
    * V-sync is enabled by default in DX10 mode.
     
    * Full-screen anti-alisasing now defaults to a lower-quality (and
    better performance) setting.
     
    * Version number displaying incorrectly on the Main Screen is fixed.
     
    Nov 2009
    --------
     
    * Runway lights not working when using DX10 shader is fixed.
     
    * Blackout/redout not working when using DX10 shader is fixed.
     
    * Maverick view not working when using DX10 shader is fixed.
     
    * ForceDX9= option to manually fallback to DX9 rendering is added to
    the Options.INI.
     
    Oct 2009-B
    ----------
     
    * Third-party add-on terrain not loading textures is fixed.
     
    * A-4H Ahit (73)'s RWR not working is fixed.
     
    * Ammo weight showing up as 0 lb and ammo drop down being greyed out
    on the loadout screen is fixed.
     
    * The View Medal screen displays background JPG correctly.
     
    Oct 2009
    --------
     
    Strike Fighters 2 Israel Initial Release
     
    Jun 2009b
    ---------
     
    * The game occasionally crashing to desktop when running on Windows XP
    has been fixed.
     
    * A-10A fuel gauge not working properly is fixed
     
    * Weapons on multiple weapons rack not mounting at correct angle is fixed.
     
    * Harrier's altimeter counter not working properly is fixed.
     
    * Hunter's alitmeter missing the 1000ft needle is fixed.
     
    * Hunter's 1000 RPM needle not moving is fixed.
     
    * Hunter's cockpit missing the light texture .tga is fixed.
     
    * A-10A's pitch control authority has been increased.
     
    * F-100's squadron marking decals not showing correctly is fixed.
     
    * Additonal nation specific skins and decals are included.
     
    Jun 2009
    --------
     
    Strike Fighters 2 Europe Initial Release
     
    May 2009b
    ---------
     
    * Screenshot format can now be selected by editing Options.INI,
    supported formats are: BMP, JPG and PNG.
     
    * The installer updates DirectX correctly now.
     
    * Original Strike Fighters 2 missions are no longer listed on Load
    Mission Screen unless the game is merged with Strike Fighters 2.
     
    * Fixes problem where the original Strike Fighters 2 would no longer
    start on some merged install configuration.
     
    * Later versions of A-7B/C with updated TF-30-P-408 engine are added.
     
    May 2009
    --------
     
    * Screenshot format can now be selected by editing Options.INI,
    supported formats are: BMP, JPG and PNG.
     
    * The installer updates DirectX correctly now.
     
    * Original Strike Fighters 2 missions are no longer listed on Load
    Mission Screen unless the game is merged with Strike Fighters 2.
     
    * Fixes problem where the original Strike Fighters 2 would no longer
    start on some merged install configuration.
     
    * Later versions of A-7B/C with updated TF-30-P-408 engine are added.
     
    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.
     
    * Bridge spans not aligned in height is fixed.
     
    * Hull number decals not showing up on aircraft carrier is fixed.
     
    * Campaign missions always attacking the same runway is fixed.
     
    * Campaign end screen not displaying correctly 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.
     
    * Squadron pilots roster screen not showing the number of missions
    flown is fixed.
     
    * New updated cockpit model for F-100D is included.
     
    * F-100D is separated into two sub-versions, original (56) and (64)
    versions. Original 1956 version lacks centerline pylon and other
    armament options.
     
    Apr 2009
    --------
     
    Strike Fighters 2 Vietnam Initial Release
     
    Feb 2009
    --------
     
    * Mach indicator on F-4 cockpits not moving past M1.1 is fixed.
     
    * Joystick settings is less likely to be lost even if the joystick
    is unplugged.
     
    * Screenshots are now saved in .JPG format.
     
    * F-4C (67) cockpit air threat indicator always being ON is fixed.
     
    * A-4B and C altimeter not working is fixed.
     
    * Some of the new 3d models for weapons not showing up is fixed.
     
    * Missing Sidewinder rails textures on A-4 is fixed.
     
    * One of the F-4D/E (75)'s decoy dispensers not working is fixed.
     
    * Create New Pilot pop-up dialog now displays correctly.
     
    * F-4E (72) and (75)'s service entry dates have been corrected.
     
    * "Desert Fury" campaign having wrong start dates for USN and
    USMC squadrons have been fixed.
     
    * Font sizes have been adjusted to fit better on different resolutions.
     
    * Some of the campaign CTD have been fixed.
     
    * Aircraft prices when playing Mercenary campaign have been adjusted
    to better account for small differences in their ECM capabilities.
     
    * Starting weapons supply has been increased for Mercenary campaigns.
     
    * The game no longer searchs for decals outside Decals folder, all
    decals must now be placed under Objects\Decals folder.
     
    * A-4 and F-100 drop tanks have been added to the external models
    so they use individual texture set.
     
    Dec 2008
    --------
     
    Strike Fighters 2 Initial Release
     
    ------------------
    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.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3
     
    - Install the latest update for your game from:
     
    http://www.thirdwire.com/downloads.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
     
    --

    895 downloads

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