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Flanker562

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Everything posted by Flanker562

  1. And the Warhammer, one of my favorites..
  2. I'm not sure if it's reading skins is the issue, but methinks the ODS team made it for WOE due to the fact that WOE's plane set supported the teams intent.
  3. Well it's not so much like USAFMTL's inititative, but on the similar vein, i.e. if someone's not going to do it, I'll do it. I always like help too...
  4. Have to say I likey this plane, gave it a quick spin and while not blown away, definitely a keeper
  5. Starstreak complete.
  6. 381 downloads

    Original done by winterhunter Starstreak is a British short range surface-to-air missile manufactured by Thales Air Defence Limited (originally Shorts Missile Systems), in Belfast. It is also known as Starstreak HVM where HVM stands for "High Velocity Missile". After launch the missile accelerates to approximately Mach 3.5, at which point it launches three laser beam riding submunitions. The use of three submunitions increases the likelihood of a successful hit on the target. Starstreak has been in service with the British Army since 1997. (Source: http://en.wikipedia.org/wiki/Starstreak_missile) Now in version V1.1 with some small corrections (SF1/WoX): + The optronics turret does not "crash" into the missile turret anymore. + The visual detection range has been somewhat bettered. + The thrust curve of the missile has been tweaked to improve the Pk. + The seeker FOV has been enlarged to ensure more frequent engagements in high angular velocity conditions. SF2 adaptations: -Had to redo the whole missile system, which works. -Edited for SF2 EricJ
  7. View File The British Starstreak SAM and the Alvis Stormer HVM launcher SF2 Original done by winterhunter Starstreak is a British short range surface-to-air missile manufactured by Thales Air Defence Limited (originally Shorts Missile Systems), in Belfast. It is also known as Starstreak HVM where HVM stands for "High Velocity Missile". After launch the missile accelerates to approximately Mach 3.5, at which point it launches three laser beam riding submunitions. The use of three submunitions increases the likelihood of a successful hit on the target. Starstreak has been in service with the British Army since 1997. (Source: http://en.wikipedia.org/wiki/Starstreak_missile) Now in version V1.1 with some small corrections (SF1/WoX): + The optronics turret does not "crash" into the missile turret anymore. + The visual detection range has been somewhat bettered. + The thrust curve of the missile has been tweaked to improve the Pk. + The seeker FOV has been enlarged to ensure more frequent engagements in high angular velocity conditions. SF2 adaptations: -Had to redo the whole missile system, which works. -Edited for SF2 EricJ Submitter Flanker562 Submitted 07/16/2009 Category Ground Object Mods  
  8. F-5F and the WoX version is in the downloads section, this is a WIP screenie for the tanks.
  9. That's another good reason not to fly the friendly skies sans wingnuts... And great stuff KB And a couple shots of mine:
  10. No problem man, thanks for the heads up
  11. Or you can PM Silverbolt and he probably send you something...
  12. No problem! Only issue with the Starstreak is that I have to actually recreate the missile. Importing it into SF2 turns it into a bomb. It tracks right, but it can't launch a bomba
  13. http://forum.combatace.com/index.php?s=&am...st&p=315331
  14. rebel_ryder's SA-9 uploaded, and working on the Starstreak.
  15. Nice.
  16. Yes, since like me the Super Hornet was from SF1/WoX, the tutorial by MigBuster is how to go from there to SF2.
  17. Well... no offense people you can't please everybody, but the template is there, enjoy everybody
  18. Yeah.. I wasn't really sure how it was displayed in real life, so I had to do the best I could....
  19. In conjunction with MigBuster's Tutorial (http://forum.combatace.com/index.php?showtopic=44026) on conversion of older series aircraft to the TEWS system, it's briefly mentioned that right then custom .tga files aren't able to be done. Well with help from Fubar512, it's actually pretty simple. Since we're all trying to grasp new technologies and new ways of doing things, here's how to add a custom .tga to your TEWS RWR: 1. First create a "Flight" (if you didn't from the above tutorial) in User\Saved Games\Thirdwire\SF2 Game folder. 2. Go through the above tutorial and create your RadarFamilyName, and since I just did it, the RDY radar for the Mirage 2000D, naming it "RDY" 3. Use the little template .tga that can be downloaded (just below the text) and in either Photoshop or Paint Shop Pro, edit the Alpha channel, putting "RDY" in the center of the box. It's preferred to use small fonts (14 is a good size) as the game engine will resize it on the RWR display. 4. Save the .tga file as 32-bit and name it "RWR_RDY.tga" and save in the Flight folder. Ensure your "xxx_RWR.lst" has this: RDY=RWR_RDY.tga 5. Save and when your aircraft detects the RDY, "RDY" will be displayed as appropriate on your RWR screen. RWR_RDY.zip
  20. Just be advised I'm going to tweak it some more... Add some TEWS stuff and the like...
  21. 201 downloads

    Weapons from MGunny 331Killerbee's Weapons Pack: http://forum.combatace.com/index.php?autoc...p;showfile=8921 Main changes is the USERLIST, and the removal of the radar. The actual SA-9 does not have a radar (or an active one, purely passive only), and it will fire at you still (from the rear). It's just been tweaked and changed slightly to reflect the fact it has no radar. Original here: http://forum.combatace.com/index.php?autoc...p;showfile=8921
  22. rebel_ryder BRDM SA-9 View File Weapons from MGunny 331Killerbee's Weapons Pack: http://forum.combatace.com/index.php?autoc...p;showfile=8921 Main changes is the USERLIST, and the removal of the radar. The actual SA-9 does not have a radar (or an active one, purely passive only), and it will fire at you still (from the rear). It's just been tweaked and changed slightly to reflect the fact it has no radar. Original here: http://forum.combatace.com/index.php?autoc...p;showfile=8921 Submitter EricJ Submitted 07/15/2009 Category Ground Object Mods
  23. It'll take shorter than that to get it finished. If you have the actual data... then fix it, but most of my edits are off his tutorial so you can run with the basics and still have it work. Most of it is just simple copy and paste. I think it took me like 15 minutes total time to figure it out.
  24. No probs, felt I shouldn't be mixing in different aspects in your topic. Gabilon's SAMs uploaded.
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