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ndicki

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Everything posted by ndicki

  1. View File Fokker D.VIII Jasta 36 Fokker D.VIII, Jagdstaffel 36, Emerchicourt, France, August 1918 In the final months of WW1, Jasta 36 flew a mixture of Fokker fighters, including some of the very rare D.VIII "Flying razors". Skin for Stephen1918's Fokker D.VIII. Credits as per the original read-me. This skin assumes you have already installed the original Fokker D.VIII and its attendant files. Installation - place directly into your FokkerD8 folder, or make a stand-alone. Bear in mind that this is only a quickie, meant to bring a bit of colour into the game. Not for redistribution, modification, or any other kind of messing about. Not subject to the CA re-use agreement. You will also find included an updated wing texture for Theo Osterkamp's aircraft (MFJ2) It would appear that this aircraft had the wing undersurfaces painted the same olive green colour as the uppersurfaces. Simply drop it into your Fokker_DVIII_MFJ2 skin folder and allow it to overwrite the existing file. Submitter ndicki Submitted 09/09/2026 Category Fokker Skins  
  2. Version 1.0.0

    12 downloads

    Fokker D.VIII, Jagdstaffel 36, Emerchicourt, France, August 1918 In the final months of WW1, Jasta 36 flew a mixture of Fokker fighters, including some of the very rare D.VIII "Flying razors". Skin for Stephen1918's Fokker D.VIII. Credits as per the original read-me. This skin assumes you have already installed the original Fokker D.VIII and its attendant files. Installation - place directly into your FokkerD8 folder, or make a stand-alone. Bear in mind that this is only a quickie, meant to bring a bit of colour into the game. Not for redistribution, modification, or any other kind of messing about. Not subject to the CA re-use agreement. You will also find included an updated wing texture for Theo Osterkamp's aircraft (MFJ2) It would appear that this aircraft had the wing undersurfaces painted the same olive green colour as the uppersurfaces. Simply drop it into your Fokker_DVIII_MFJ2 skin folder and allow it to overwrite the existing file.
  3. View File Fokker D.VIII Osterkamp Fokker D.VIII, Leutenant Theo Osterkamp, C.O. Marine Feld Jagdstaffel II, Belgium, 1918. Skin for Stephen1918's Fokker D.VIII. Credits as per the original read-me. This skin assumes you have already installed the original Fokker D.VIII and its attendant files. Installation - place directly into your FokkerD8 folder, or make a stand-alone. Bear in mind that this is only a quickie, meant to bring a bit of colour into the game! In actual fact, only Osterkamp's aircraft was painted this way, as far as anybody actually knows. Submitter ndicki Submitted 09/01/2026 Category Fokker Skins  
  4. Hi Kevin - It's only a quickie to bring a bit of colour into late 1918 fighting. Not up to my usual standard! Anyway, it's just gone in for approval. Then there's this as well... Still needs finishing, but I'll upload it when it's done.
  5. Version 1.0.0

    13 downloads

    Fokker D.VIII, Leutenant Theo Osterkamp, C.O. Marine Feld Jagdstaffel II, Belgium, 1918. Skin for Stephen1918's Fokker D.VIII. Credits as per the original read-me. This skin assumes you have already installed the original Fokker D.VIII and its attendant files. Installation - place directly into your FokkerD8 folder, or make a stand-alone. Bear in mind that this is only a quickie, meant to bring a bit of colour into the game! In actual fact, only Osterkamp's aircraft was painted this way, as far as anybody actually knows.
  6. Found the problem. It was indeed linked to IObit Malware Fighter - the anti-ransomware engine was blocking the texture files for any non-stock or modified stock aircraft, you tell me why. Anyway, I whitelisted FE2 and now we're back to normal. Don't tell me though that I'm going to have to whitelist all the modified stuff on this computer........... In-between times, I thought the Fokker D.VIII looked a bit sad, straight out of 'the box'. Anybody interested?
  7. Weird. The stock aircraft appear normally, but any stock aircraft that I re-skin with a stock skin to appear as a stand-alone, no further changes made, is black. The stock aircraft continue to appear normally, so it's only stand-alone stock and third party aircraft that don't work. Very odd.
  8. Migbuster - I've just done that, and it worked correctly. Good thinking. Now how to fix it? Daddyairplanes - I've been using IObit for years as well, sometimes pro, sometimes free/expired. Never any trouble before, which is why I don't think that's it either.
  9. Bit foxed here. When I run FE2, which has been performing nicely up until now, the aircraft show up as black. No textures, no decals, just black. The other textures - ground, clouds, etc are unchanged. Only DDS texture files work on objects; BMP, JPG and TGA including decals do not. I installed a number of IObit products this morning - system care, etc - but I don't see how they could have interfered with the sim. Any thoughts?
  10. Thanks, Mechman - I found it!
  11. Thanks, Kevin. Now why couldn't I find that yesterday? Weird.
  12. Thank you all - problem solved!
  13. I've got FE Gold, which ran nicely until I moved up to W10, and apparently I'm not the only one to find it runs badly in W10. So the logical move is to get FE2 - except TW isn't selling it any more. Does anybody have any suggestions? Thanks!
  14. There you are then! While I was looking for one thing, I've just found another equally useful thing! Thanks.
  15. Tactics go a long way to make up for inadequate equipment. When I'm playing red side - fairly often - I stay as low as I can in order to get behind the NATO formation without being picked up and locked on radar. Needless to say, my wingmen don't do as they are told and pay the price, but I can usually get myself a couple of Phantoms before having to run for it! OK, just noticed MAF 1247 has said much the same thing. Well, there you are - it works.
  16. Well, it was worth asking... I suppose if someone had found a way to do it, they'd have made sure everybody knew!
  17. That is REALLY incredible work - I don't think I've ever seen anything so precise.
  18. Been away for a while, so I'm trying to catch up! A question I've always had is this: is it possible to model an SF2 aircraft in such a way that the player can control the gun turret while leaving the piloting to an AI pilot? Admittedly this isn't going to be much use in many post-WW2 aircraft, but it is one thing which prevents SF2 from being as good as CFS3 or IL-2 for WW2 combat...
  19. In that case, you are right. Anyway, I've got it now - Ravenclaw's sent me the lot.
  20. Thanks - got it now! There's a TW SF1 version which is freeware - it may be that one that's in YAP, no idea.
  21. Agreed - only the original screenshot I uploaded it with has disappeared. It's the same with most of my other mods too. Incidentally, there are a lot of my own mods I'd also like to download - no backup - except at the rate of 2 per day, it's going to take a while...
  22. Mailbox may have been full. I've just emptied it, so worth a second try! Failing that, I'm on Faceboox. Dave Slavens knows me...
  23. Hello chaps! After a long absence, I'm slowly trying to put my SF2 folders in order following a hard drive crash in which I lost pretty well the lot. One which I don't have backed up is the beautiful Overkill payware O-1D which is about the only non-TW payware aircraft ever, and I've lost it. Does anybody know where I can get it from? I did genuinely buy it at the time, and I did a few skins for it with the approval of the "manufacturers." That should prove my right to it. If anybody does still have this on their hard drive and is prepared to pass it on, I'd be very grateful! Here's a link to one of my skins:
  24. In CFS3, we managed to create player useable ground vehicles and AA guns. It was easier admittedly because CFS3 allows you to take control of aircraft gun turrets, so if the tracked part of the SPAAG is the "pilot's" position as driver with a modified FM file, the air gunner's position simply functions the same way as it always does. It provides a bit of fun from time to time - you can drive round, and you can engage aerial or ground targets. So much for CFS3. But what of SF2? Admittedly, turrets are out because SF2 does not support player-operated turrets, but what about SAMs? Is there a way to adapt of model a player-operated SAM launcher, even if it is static? Could the FM file allow the launcher to tilt upwards somehow, without its changing place? Thinking jets and brakes for example - if the brakes are applied and the engine thrust increased, the attitude will change... I'm sure there must be a way to do this with some creative thinking, but I don't know my way round well enough... Merry Christmas, in the meantime!
    The file appears to be corrupt...
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