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Files posted by baffmeister
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CF-100 MK-4B NORAD 1958 SKINS
By baffmeister in Other Origin
Additional CF-100 MK-4B NORAD skins for 1958-1962 ERA.
INSTALLATION: Add the skin folders to the CF-100_Mk4B[NORAD] aircraft folder. 419,423,440 and 445 squadrons were in Europe during this time frame so they aren't included in this North American pack.
CREDITS: 1977Frenchie
51 downloads
0 comments
Submitted
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CF-100 MK-4B NORAD SKINS
By baffmeister in Other Origin
Three additional skins that didn't fit in the CF-100 MK-4B NORAD upload.
INSTALLATION: Add the skin folders to the CF-100_Mk4B[NORAD] aircraft folder.
CREDITS: 1977Frenchie
This package is subject to the CombatAce Modders Licensing Agreement
65 downloads
0 comments
Submitted
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SF2 CF-100 MK-4B NORAD
By baffmeister in Other Origin
This package represents the CF-100 MK-4B version as used by the RCAF in North America. The squadrons/skins were based in Canada so this pack isn't a good fit for a typical install and should only be used in a North American centered installation.
The date range runs from March, 1955, until December, 1962.
NOTE: Due to the large size of this upload 3 additional skins will be uploaded as a separate package.
I'm using the NORAD suffix to avoid any confusion with the European versions although the CF-100 MK4 service introduction pre-dates NORAD by about 3 years.
The skin jpeg's are quite large and I've noticed some frame rate issues when flying over Hi Res terrains but no issues over the stock terrains. The model does use distance lods.
INSTALLATION:
Normal installation, just copy and past the files into the appropriate mod folders. If you already have the MK-4A installed you can skip the sounds, decals, pilots [seat] and weapons except the CF-100_RP which has had a not required jpeg removed, or just remove the jpeg from the rocket pod that was included in the MK4A upload.
Additional information in the ReadMe.
CREDITS:
Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research.
1977Frenchie: Skins, decals, hangar and loading screens, research.
Baffmeister: Flight model, some ini work, some research, package compilation and readme.
Wilches: Beta testing and research.
Crusader: Research
Paulopanz: Loadout TGA [Thanks!]
The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain.
This package is subject to the CombatAce Modders Licensing Agreement
146 downloads
0 comments
Submitted
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SF2 CF-100 MK-4A NORAD
By baffmeister in Other Origin
This package represents the CF-100 MK-4A version as used by the RCAF in Canada. The squadrons/skins were based in Canada so this pack isn't a good fit for a typical install and should only be used in a North American focused install.
The date range is a bit of a guess but considering the start up dates for some of the squadrons, the weapon trials that were required, as well as aircraft deliveries to operational training units, I think the introduction to front line service was around June, 1954.The higher thrust MK4B was introduced around March,1955, and I'm assuming any front line MK4A's would have been upgraded with the more powerful Orenda 11 engines during heavy maintenance checks so the MK4A gets phased out one year after the introduction of the MK-4B. With the short date range for the MK4A not all the CF-100 Squadrons are represented with this package but they will be when the MK-4B and MK-5 packages are released.
I'm using the NORAD suffix to avoid any confusion with the European versions although the CF-100 MK4 service introduction pre-dates NORAD by about 3 years.
The skin jpeg's are quite large and I've noticed some frame rate issues when flying over Hi Res terrains but no issues over the stock terrains. The model does use distance lods.
CREDITS:
Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research.
1977Frenchie: Skins, decals, hangar and loading screens, research.
Baffmeister: Flight model, some ini work, some research, package compilation and readme.
Wilches: Beta testing and research.
Crusader: Research
The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain.
More information and installation instructions included in the ReadMe.
This package is subject to the CombatAce Modders Licensing Agreement
183 downloads
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SF2 CF-100 MK-5 [BAF]
By baffmeister in Other Origin
This package represents the CF-100 MK-5 version as used by the Belgian Air Force in Europe. It's meant for a "typical" SF-2 installation that includes the GermanyCE terrain.
The date range is historic, from December 1957, to October 1963. Skins for the three BAF squadrons that used the type are included.
For campaign modders, the CF-100 MK-5 [BAF] date range fits in for the 1962 Red Thunder campaign.
The skin jpeg's are quite large but I haven't had any frame rate issues on a mediocre Dell I-3 rig. The model does use distance lods.
To improve the high altitude performance the CF-100 MK-5 had the gun pack removed and wing tip extensions added. On the real MK-5 the gunsight was removed as well. Considering those real life limitations, and the poor hit percentage of the rockets against maneuvering fighters, the aircraft role has been limited to INTERCEPT only.
Some adjustments have been made to the FFAR and pod so if you have the previous MK-4B [NATO] installed you should remove the previous versions and install the new ones. The sounds and ejection seat are unchanged so you can skip that part of the install.
After the model was built we found out the MK-5 couldn't carry wing tip tanks with the wing tip extensions installed. Sundowner is too busy to do any model work so the tip tanks have been removed using an ini edit. Bomb and guided missile racks are still available for what if scenarios.
Check the ReadMe for a bit more information.
CREDITS:
Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research.
1977Frenchie: Skins, decals, hangar and loading screens, research.
Baffmeister: Flight model, some ini work, some research, package compilation and readme.
Wilches: Beta testing and research.
Crusader: Research
The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain.
This package is subject to the CombatAce Modders Licensing Agreement
182 downloads
0 comments
Submitted
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SF2 CF-100 MK-4B NATO
By baffmeister in Other Origin
This package represents the CF-100 MK-4B version as used by the RCAF in Europe. It's meant for a "typical" SF-2 installation that includes the GermanyCE terrain.
The date range is historic, from November 1956, to December 1962. Skins for the four RCAF squadrons that deployed to Europe are included, with a skin change to the later RCAF/Red Ensign style occuring during 1958.
For campaign modders, the CF-100 date range just fits in for the 1956 Red Tide and 1962 Red Thunder campaigns.
The skin jpeg's are quite large but I haven't had any frame rate issues on a mediocre Dell I-3 rig. The model does use distance lods. [yay!]
ROCKET ISSUES:
After much messing around the air to air rockets are best described as "adequate for now." The rocket pods are "No Jettison" because, with jettison-able pods the AI would just drop them prior to engaging any air targets. To get the pods to automatically jettison like the real CF-100, a "RemoveNodeAfterUse" statement is used but the pods disappear when the first rocket is fired.
Much work has gone into setting up the rockets with different CEP [spread] settings as well as different engagement ranges being tested. Also much work trying to get the AI to fire a full salvo but so far unsuccessfully. They sometimes fire quite large salvos but we still haven't figured out the "Logic" that's being used by the AI when using air to air rockets. Some rocket settings are quite counter-intuitive. During early testing the AI was consistently firing the rockets below the target. Raising the RocketBoresightAngle didn't help the situation, they still fired too low. Strangely, lowering the RocketBoresightAngle made the AI raise the nose more when firing the rockets resulting in a big improvement in hit percentages.
The AI does quite well when attacking IL-28's, less well against fighter sized attack aircraft, and very poorly against TU-16's, which are almost untouchable by the AI. The only AI kills I've seen against the TU-16 is when I maneuvered the formation into a head on attack before giving the engage air command. The results were a couple of collisions and one very lucky kill when an AI aircraft managed to fire one [that's "1"] golden rocket. When player flown it's possible to do a successful one pass attack on the TU-16. Against maneuvering fighters the AI will get only very occasional rocket hits so for CAP missions the rockets aren't included in the load out. Any improvements for the rocket behavior will be passed along through a CF-100 support thread.
More information is included in the README.
CREDITS:
Sundowner: Aircraft model, cockpit model, various ini work, some skin work, research.
1977Frenchie: Skins, decals, hangar and loading screens, research.
Baffmeister: Flight model, some ini work, some research, package compilation and readme.
Wilches: Beta testing and research.
Crusader: Research
The Canberra_2 engine sound and Mk3 ejection seat are included but not sure who made them. There is also a CF-100windsound which I might have made but don't remember for certain.
This package is subject to the CombatAce Modders Licensing Agreement
299 downloads
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SF2-WW2 Battle of the Bulge Terrain
By baffmeister in Full Terrains
The terrain is set up to use the GermanyCE.Cat file but there are not that many ThirdWire objects in use and no ThirdWire tiles so it may work OK with other Terrain.cat files but hasn't been tested.
This is a very narrow focused terrain with the emphasis on fighter bomber operations in the Ardennes region in late 1944 and early 1945. The main intent of this project was to make a semi-historical Battle of the Bulge campaign but as usual with the SF series, things are taking much longer than expected so I'm going to release this unfinished beta 0.9 version for testing and hopefully get the final version with a campaign released in about 6 months.
The towns along the front line are in place but I still have quite a few to add further behind both the US and German lines. Most targets are of the tactical variety such as supply dumps, fuel caches, storage barns, command/communication trucks, fuel trucks, high value tanks and local command buildings.
Most target areas are focused on the Ardennes region with the exception of airfields and hangars. The area to the east of the Rhine river is considered off limits to allied fighter bombers so the five German airfields located there have zero points for runways and hangars. There are two German airfields on the west side of the Rhine that can be assigned as strike targets during single missions. The seven Allied airfields and their hangars can be targets during Luftwaffe strike missions.
NOTES:
The terrain has some artillery positions and the plan is to use the artillery as a force multiplier during the campaign. The artillery is very one sided in areas that saw quick German break outs but the northern and southern shoulders of the battle area saw very little movement so those areas have artillery positions for both sides.
The terrain is meant for fighter bomber operations only so all airfields are classed as SMALL to try and minimize the number of large aircraft that might show up in single missions. There are three types of runways in use, two use a version of my quicker take off mod and one uses the FE style sequential take off.
All the add-on tanks, vehicles, guns, etc. have had adjustments made to things like hit boxes, engine power, on and off road speed, armor protection, gun range, rate of fire, visual range, etc. They aren't perfect but I thought it best to take a consistent approach. Although they weren't always widely available, all the tank guns use AP rounds with no explosive in the warhead. All the guns and ground objects included have a suffix for "Bulge" or "Baffmeister', take your pick.
There is an optional folder that contains some AAA pieces. If you are happy with your present WW2 AAA set up it can be ignored but my WW2 install was a real mess regarding the AAA so I took the opportunity to improve things. For now, the German 88mm, US 90mm and British 3.7inch time fused flak use the same gun and cover the entire WW2 date range. This is a gross simplification but I'm still experimenting with overly large explosive rounds for the time fused flak so it remains as is.
ISSUES:
The seven allied airfield positions are relatively accurate although I had to move them a bit to fit within the GermanyCE terrain tods. The Luftwaffe airfields are just using some of the stock ThirdWire locations. Two of the Luftwaffe airfields have a second airfield/runway attached to give two airfields at one location. None of the airfields are a good representation of the actual WW2 airfields. Also, I haven't had a chance yet to sort through some new objects so they are very plain looking.
I tried to organize the ground objects a bit so they all have Green, Tan and for this terrain White texture folders. Some of the objects had some dedicated winter textures I could use but others I had to make myself by just messing with colors, brightness and saturation. Lots of room for improvement! The same holds true for winter roof textures I did for some building objects. Geezer's objects all have good textures!
While scouting out town locations I found a great spot on the GermanyCE terrain for Elsenborn Ridge and guesstimated the other town locations off that point. The result is inaccurate town locations too far south. It doesn't really affect game play unless you try and fly with a real map but it's a done deal at this point.
The ThirdWire GermanyCE terrain doesn't really do the Ardennes region justice. None off the rivers that were a big part of the Battle of the Bulge are modeled and neither are most of the roads but trying to do a dedicated terrain would have added years to the project.
I tried using a very tight date range for this terrain but it seems to default to 1944 or 1945. For single missions you will want to choose 1944 because, at certain target areas, some US objects get removed from the terrain starting 17th December, 1944.
TERRAIN CREDITS
ThirdWire: GermanyCE terrain and city TODs.
Stary: GermanyCE Hard Winter tiles and countryside TODs and TOD textures. Some TOD textures taken from Rends GermanyCE terrain.
STATIC BUILDING AND EQUIPMENT OBJECTS CREDITS
Geezer: Too many objects to name individually! They are being run from individual folders within the terrain folder. The credits are included within the object folders. Objects include urban blocks, farm houses, town houses, churches, barns, light industrial buildings, warehouses, static vehicles, soldiers, horse drawn carts,tents and a supply dump. Some hangars included as well. Thank you Sir!
Polak and Wrench: Some objects from Object Library 1.
Gepard: Burg_Colditz, Pfalzgrafenstein, airfield ramps, taxiways and a runway with modified textures.
WingWiner: Many town buildings and destroyed models, most with modified textures.
Stary: str_han1, 4, and 8 with modified textures. Also, some Stary textures being used on a couple of ThirdWire hangars.
Sundowner: Road grader.
Closterman: Tactical Control Centre.
Monty CZ: Static version of his Opel_Blitz_Com vehicle and a landing strip model with modified textures.
Mitch: halle3_close
Stephen1918: SmallChurch.
Unknown: FH-Trees, Tree3A, Tree3B and Tree3C.
Unknown: Fort Gatehouse, Fort HQ Building, Fort Turret, Fort Wall and Fort Wall Destroyed, all with modified textures.
GROUND OBJECT CREDITS
Geezer: 105mm German and US artillery, M5 anti tank gun, PanzerWerfer-42, motorized versions of his M3 half track, GMC canvas truck, Dodge WC51 light truck, and a PanzerIVh model that is still a work in progress.
Geo: M3 half track, M36 tank destroyer, Panther tank, Sdkfz251 half track, Sdkfz251 flak, TigerII tank, Sherman M4A3 and E8 tanks, M16 Quad AAA, and Opel Blitz Canvas/Open trucks.
Raven: TigerI tank and the SturmTiger rocket launcher.
Monty CZ: 88Flak36Emplaced, 88mm Flak36Towed[used as AT gun], and I think, the 20mm FlakVierling [quad].
Nicholas Bell: Bofors L60
ThirdWire: US 90mm AAA. [uses KS-19 Lod.]
Unknown: British 3.7inchAAA.
SPECIAL THANKS TO MUE! Without his Target Area Editor I would not have even attempted this project!
INSTALLATION:
Instructions included in the package.
WAIVERS:
Geezer's PanzerIV-h model is still a work in progress and may not be re-distributed in any way. It's included mainly for testing and as a favor to me. It includes some copy/paste textures from RussoUK's PanzerIV-j but that's just a temporary test for now.
Geezer's other building/vehicle/troop etc. objects can be used, with appropriate credits, for freeware projects only, no commercial use permitted. The new objects are contained in individual folders within the BotB Terrain folder and can be easily viewed with Mues lod viewer. You can then do a search through the BotB_Types.ini to see the way I've set them up, which might not be the best way. Keep in mind, this isn't a formal object pack upload and not all summer textures are included.
The terrain is still WIP and may not be re-distributed or modified, except for personal use.
To the best of my knowledge, other objects included in this package are subject to the CombatAce fair use agreement.
401 downloads
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Geezer CR-42 SF-2 MTO
By baffmeister in Italian Origin
Here is Geezer's excellent CR-42 model set up for SF-2 use.
This CR-42 represents an early production version with no bomb racks. Future plans include an Italian fighter/bomber version, export versions, and one with a tight date range for Battle of Britain use.
Make sure to check the included README regarding installation.
CREDITS:
Geezer: CR-42 model, Skin, Italian Pilots, Hangar Screen, Loading Screen
Baffmeister: Flight Model and Ini Edits.
Crusader: Gunsight tga.
Wrench: CR-42 Loadout bitmap
Not sure who made the original PW_R1830-90 engine sound but a modified version is included.
ISSUES:
The cockpit is WIP with non functional gauges.
WAIVERS:
This file is for freeware use only, commercial use is not permitted.
205 downloads
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Geezer Sea Gladiator for SF-2, MTO and ETO
By baffmeister in Other
Here is a great looking Sea Gladiator built by Geezer and set up for StrikeFighters2. The default installation is for MTO but also included are a few additional files that can be added for ETO use.
The installation is quite straight forward but make sure you READ the included README to understand the sound file installation. It's a small but additional hoop to jump through.
CREDITS:
Geezer: Sea Gladiator model, Cockpit, RAF Pilots, Hangar Screen, Loading Screen
LloydNB: Skins and Decals
Baffmeister: Flight Model and Ini Edits.
AvHistory: Engine sound, modified by Baffmeister.
Crusader: Gunsight tga.
Wrench: Gladiator Loadout bitmap
227 downloads
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Update pack for Geo's F7F Tigercat
By baffmeister in Allied Fighters
This package is for SF-1 final patch level. It requires Geo's Tigercat upload available HERE.
The update includes a new FM, some new drop tanks, and a modified F-86D cockpit by Cliff11. The FM is getting further development for SF-2 but the included FM will work fine in SF-2 if you want to do your own conversion.
CREDITS:
1.] Geo! For making the Tigercat models. They still look good to me. As per his wishes, I haven't included the lods etc. with this update.
2.] Cliff11, for putting together the modified F-86D cockpit. Also Lex Luther, SabreDog Team, and Zura for previous work.
3.] Cliff11 again for putting together the new 150Gal drop tanks.
4.] FM credits: Baffmeister, Cliff11, Charles for the original, a lot of which is still there, and ThirdWire.
WAIVERS: The items contained in this package can be used for freeware projects only.
197 downloads
0 comments
Updated
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Desert Target Zone Campaign-1965 "All In!"
By baffmeister in User Made Campaigns
For SFP1/Gold and SF2.
Final version of this campaign. Tested in SFP1 but did a quick CTD check in SF-2 and it seemed OK. Not sure if the "All In" concept is a good way to go with campaigns. Probably better to have some re-supply to generate more variety. This is a simple campaign using stock aircraft but it's quite easy to modify campaigns with different dates and aircraft so check out the CombatAce knowledge base for more info. To run this you will need either the original Desert Target Zone, available here, or the SF2 version here.
Player flyable aircraft are the F-4b[Marines], A-4C[Marines], A-4b[Dhimari Foreign Air Legion, aka MERC] or the F-100D[MERC also]. Non flyables are the MiG-19S, MiG-21F, MiG-17F and SU-7BM for Paran.
MAIN FEATURES: Easy Install, Real time missions possible in about 30 minutes, and quite a bit of mayhem in a small area!
ISSUES:
Frame Rates: You will probably have to reduce your usual graphics settings.
Mercs: I haven't enabled the money feature but some instructions included if you want to try it out.
Front Line: I noticed a corrupted front line during the quick SF-2 check but it went away after a couple of missions.
CAMPAIGN SCENARIO: With increasing oil wealth, the Empire of Paran has been purchasing increasing amounts of Soviet made tanks and aircraft. The Kingdom of Dhimar has been slow to respond. The Royal Dhimari Air Force has mercenary [Dhimari Foreign Air Legion] as well as regular force pilots. The DFAL has one squadron of F-100's and one of A-4B's. The regular force has two squadrons of F-100's.
Shah Komar believes the time to attack is now. His main concern is the U.S./Dhimar defence pact of 1943. Since that time the U.S.A. has kept a permanent air contingent in Dhimar. Presently, that task is being carried out by the United States Marine Corps. To neutralize the U.S. threat, Shah Komar has struck a back room deal with the Soviets. They will blockade the Gulf of Paran, claiming to the world that it is to "contain" the conflict. Surrounding countries will be threatened with attack by Paran if they allow resupply flights. No replacement tanks, no replacement aircraft, both countries are "All In!".
WAIVERS: You can do what you like with this file on a freeware basis.
273 downloads
0 comments
Updated
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Desert Plus
By baffmeister in Full Terrains
FOR SFP1, SFGOLD, and SF2.
This mod adds 2 more fictional countries to the stock desert terrain. The new countries are the Republic of Dohar, allied with Paran, and the Sultanate of Sharnak, allied with Dhimar. The mod adds some new airports, cities and towns in the unoccupied western section of the desert terrain, as well as border posts, lookout towers and some new oil fields for Dhimar and Paran. This version is likely the final one.
Main Features:
1. Easy install that won't affect the stock terrain.
2. 3 time zoom map showing new border areas.
3. a few new attack and truck routes added for CAS and Armed Recon missions
CREDITS: Thanks to Whiteknight 06604 for making the Dohar and original Sharnak decals.
Changes for version 2.2:
1. Terrain leveled at Canopic airfield.
2. The airfield at Fasala has been moved and the terrain leveled at the new location.
3. Some seldom used terrain tiles have been repainted so the airfields at Shalabar and Al'Aranak are on greenspace.
4. Optional textures for the SF-2 dirt runway included.
NOTES: Still working on a new terrain for the four fictional countries but it won't be ready for a loooooooong time.
1,105 downloads
0 comments
Updated
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Desert Target Zone
By baffmeister in Terrains
For Strike Fighters Project 1 / Gold.
Built for real time game generated strike missions. Shouldn't take more than 30 minutes to do a round trip strike mission. Paran and Dhimar get 4 airports each and the front line is relocated to what used to be central Dhimar. Main Features:
1. 141 target areas including 10 SAM sites for Paran.
2. Easy install.
3. Many "Freeware" building objects being used.
4. Quicker Take Off mod pre-installed, with customized parking spots and parking for C-5A sized aircraft.
5. Contains Ground Attack, Truck, and Ship routes so you can fly CAS, Armed Recon and anti-ship missions.
6. Has a 3X zoom map from an older version of SF that shows desert and green spaces better.
7. Installation won't affect your stock "Desert" terrain.
8. Negative points awarded if you cause collateral damage.
CREDITS: Thanks to these folks for creating and allowing freeware use of their building objects:
1. This project uses some objects from MITCH's "Factory Place" project. There seems to be a consensus within the Strike Fighters community that it's OK to use these objects for FreeWare projects.
3. WRENCH, for hosting the "Factory Place" objects at his website. And for the cool "Shipwrecks!"
2. GEPARD, for some objects I lifted from his DRV terrain.
4. PASKO, for the round tents, now used by the Bedouins.
5. GRUMPOTAMUS, for the Radar Dome.
6. WINGWHINER, for the new Factories, Headquarters Building, Gas Station, Tactical Control Center, and Control Tower H1.
7. STARY, for the new Hangars.
8. FUBAR512, for the Pecco Crane.
New for this version:
9. WINGWHINER again for some buildings from his epic 43 buildings pack.
10.JULHELM for some industrial silo's/buildings
11.RussoUK and Gepard for the Oil Rig.
12.EZLead for the formation take off mod.
13. TK and ThirdWire for creating such an interesting flight sim / hobby.
Changes for the final version: Mostly some new objects with a few other minor changes. EZleads formation take off mod is a perfect fit for this terrain, give it a try!
1,083 downloads
0 comments
Updated
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Pasko JU-87B-R SF2 Update [ETO]
By baffmeister in Other
Updated Ju-87 with B and R versions for ETO installs. It includes an updated FM and revised cockpit ini for Kesselbruts Ju-87 pit as well as a new Euro Splinter skin by Wrench. The original Pasko model and decals are unchanged. An MTO version is in the works.
CREDITS:
1.] Pasko: JU-87B model and decals.
2.] Kesselbrut: JU-87 Cockpit. Revi gunsight tga and some cockpit ini edits by Crusader. Additional edits by Baffmeister.
3.] Wrench: New Euro Splinter skin. I got the SC bombs, drop tanks, Luftwaffe pilot and the Gunner from Wrench but not sure who made them.
4.] AvHistory: The Jumo 211 sound. It's been edited a bit to get rid of a "hiccup" in the loop.
5.] FM/Data.Ini credits: Baffmeister, Starfighter, Wrench, Crusader and ThirdWire.
WAIVERS: The items contained in this package can be used for freeware projects only.
297 downloads
0 comments
Submitted
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F7F-1 Tigercat SF-2 Update
By baffmeister in F4F / F6F / F7F / F8F
An SF-2 update for Geo's F7F-1 Tigercat with original Lods, skin and decals.
Also includes a choice of two cockpits, Geo's WW2 navy pilot, an aircraft specific Tiny Tim rocket, a new FM and a few other odds and ends.
CREDITS:
1.] Geo, for the Tigercat model, skin and decals as well as the 300gal drop tank and the WW2 Navy pilot.
2.] Zurawski, for the original Sabre pit.
3.] TMF, for the F4U pit and probably for the F4U-7 engine sound.
4.] Cliff11 for some new gauges and ini edits used in the modified Sabre pit. Also for putting together the 150gal drop tanks.
5.] Baffmeister, Cliff11, Charles and ThirdWire for the FM.
Install instructions included in the readme.
WAIVERS: For freeware use only, commercial use not permitted!
397 downloads
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Yak-3 SF-2 Update
By baffmeister in Soviet Origin
A basic update for Pasko' s Yak-3.
Included:
The original Normandie-Nieman skins for WW-2 use and the original Yugoslav skins for post war use, both changed to JPEG format.
The original Klimov engine sound.
The original Yak-3 pit with some ini edits.
A Soviet WW-2 Pilot.
A new SF-2 compliant FM. The FM will probably work in SF-1 installs at the final patch level but hasn't been tested.
CREDITS:
PASKO for the model and skins.
KESSELBUT for the Yak-3 cockpit.
BAFFMEISTER, STARFIGHTER and THIRDWIRE for the Flight Model.
I got the Soviet WW-2 pilot from WRENCH but not sure who made it.
Install instructions and more info included in the Read Me.
WAIVERS: For freeware use only, commercial use not permitted!
341 downloads
0 comments
Submitted
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KAW F7F-3N Tigercat
By baffmeister in Other
An updated SF-2 version of Geo's F7F-3N Tigercat with the original Lod's, Skins, and decals.
One of the aircraft that has been getting worked on by the KAW team. It includeds a new FM, a choice of two cockpits, both blue and black drop tanks, and a type specific TinyTim as well as a few other odds and ends.
Credits:
1.] GEO! For making the Tigercat models, skins and decals!
3.] TMF for the Corsair NF cockpit. [i think]
2.] Cliff11, for putting together the modified F-86D cockpit. Also Lex Luther, SabreDog Team, and Zura for previous work.
3.] Cliff11 again for putting together the new 150Gal drop tanks.
4.] FM credits: Baffmeister, Cliff11, Charles for the original, a lot of which is still there, and ThirdWire.
WAIVERS: This package is for freeware use only!
The Tigercat in Korea - A brief History
VMF-542 Squadron left San Diego for Japan in late August, 1950, the Tigercats being hoisted aboard the small aircraft carrier USS Cape Esperance. After arriving in Japan, the squadron was based at Itazuke AB for a short period but probably didn't operate over Korea at that time. More likely they were just placed on alert status to counter any potential inbound threats.
After the invasion at Inchon on September 15, VMF-542 began deployment to the newly captured airfield at Kimpo [K-14]. They flew their first combat missions from Kimpo on September 20. Operations from Kimpo were in support of the 1st Marine Division as it attacked northward. VMF-542 likely operated from the frozen Chosin Resevoir during that campaign. During this phase most operations were day and night interdiction, combat air support and armed recon but there is an interesting account of a VMF-542 Tigercat escorting a PR Tigercat [VMJ-1?] all the way to Vladivostok and back.
In January, 1951, VMF-542 moved back to Itazuke, Japan. From there the Tigercats conducted long range armed recon missions as well as doing some spotting for naval gunfire.
During February, 1951, VMF-542 was back in Korea, operating from Pusan [K-1] airfield.
In March, 1951, VMF-542 returned to El Toro, California, to begin training on the F3D Skynight. VMF-542's Tigercats and some pilots were transferred to VMF-513, making VMF-513 a composite squadron with both Tigercats and Corsairs. At some point after being transferred to VMF-513 the Tigercats recieved their rather famous flat black paint jobs. With VMF-513 the Tigercats were flown from Pusan mainly at night with the Corsairs operating in the day time. During the night missions the Tigercats would sometimes team up with flare dropping R4D's and PB4Y Privateers.
In June, 1951, VMF-513 moved to Kangnung [K-18], on the east coast of Korea. It was at this point the Tigercats scored there only aerial victorys, shooting down one PO-2 Biplane in June and another PO-2 in July, both shot down during night operations. From Kangnung the Tigercats also flew long night time patrols protecting the valuable radar station at Cho-do. On the return leg the Tigercats would engage any targets of opportunity. Another task was night time ground controlled radar bombing. The Tigercats would be called in by forward air controllers but the bombing run was calculated and directed by ground controlled radar operators. Yet another task was escorting B-26 Invaders during night time interdiction missions.
At the end of March, 1952, VMF-513 moved to Kunsan [K-8] airfield. The front line was quite static at this time allowing a very heavy concentration of anti-aircraft guns to be built up. For night time combat air support operations, a system was devised were two crossed searchlight beams would be used as a reference point while a FAC would give targeting directions to the Tigercat pilot, based on the position of the crossed seachlight beams. After the first Napalm bombs were dropped the FAC would give directions for further drops by referencing the position of the fire from the first drop.
In late summer, 1952, VMF-513 received twelve F3D SkyKnight fighters and the last of the Tigercats were phased out shortly after.
590 downloads
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Desert Target Zone - SF2
By baffmeister in Full Terrains
For Strike Fighters 2.
Built for real time game generated strike missions. Shouldn't take more than 30 minutes to do a round trip strike mission. Paran and Dhimar get 4 airports each and the front line is relocated to what used to be central Dhimar. Main Features:
1. 141 target areas including 10 SAM sites for Paran.
2. Easy install.
3. Many "Freeware" objects being used.
4. Quicker Take Off mod included with customized parking spots. Large aircraft parking will accept C-5A sized aircraft.
5. Contains Ground Attack, Truck, and Ship routes so you can fly CAS, Armed Recon and anti-ship missions.
6. Has a 3X zoom map from an older version of SF that shows desert and green spaces better.
7. Installation won't affect your stock "Desert" terrain.
8. Negative points awarded if you cause collateral damage.
CREDITS: Thanks to these folks for creating and allowing freeware use of their building objects:
1. This project uses some objects from MITCH's "Factory Place" project. There seems to be a consensus within the Strike Fighters community that it's OK to use these objects for FreeWare projects.
3. WRENCH, for hosting the "Factory Place" objects at his website. And for the cool "Shipwrecks!"
2. GEPARD, for some objects I lifted from his DRV terrain.
4. PASKO, for the round tents, now used by the Bedouins.
5. GRUMPOTAMUS, for the Radar Dome.
6. WINGWHINER, for the some Factories, Headquarters Building, Gas Station, Tactical Control Center, and Control Tower H1.
7. STARY, for the his hangar pack.
8. FUBAR512, for the Pecco Crane.
New for this version:
9. WINGWHINER again for some buildings from his epic 43 city buildings pack.
10.JULHELM for some industrial silo's/buildings
11.RussoUK and Gepard for the Oil Rig.
12.EZLead for the formation take off mod.
13. TK and ThirdWire for creating such an interesting flight sim / hobby.
Changes for this version: Unless a patch does something really bad to this terrain, it is the final version. Using some buildings from WingWhiners 43 city building pack finally gave me the variety I was looking for. Check out EZleads included formation take off mod, it's a perfect fit for this terrain!
906 downloads
0 comments
Updated
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SF-2 Runway Center Line Fix
By baffmeister in Base Mods
This file fixes the runway center line issue in SF-2 Desert. I think the same textures are used in the other titles as well but your on your own. The runway edge lines still have issues but they aren't as obvious as the center line so I left them alone.
116 downloads
0 comments
Submitted
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Quicker Take Offs for Strike Fighters/WOV
By baffmeister in Ini Edits
THIS FILE IS OBSOLETE. NEWER VERSIONS THAT WORK WITH LATEST THIRDWIRE UPDATES ARE AVAILABLE AT THIS SITE.
[includes fixes to airfield lighting. Fixes done by "Piett", "Sidewinder86", "Eightlein", "Comrpnt", and a few by myself.]
This mod should decrease the time required to get aircraft airborne by at least 50%. The mod involves putting 2 aircraft on the runway at the same time as well as tightening the spaceing on the next few aircraft on the taxiway. Third Wires aircraft are quite well behaved when taxiing under AI but some add on aircraft tend to bounce a lot and others don't like to turn. I used 2 "bouncers" in the test program and it took lots of adjustments on the taxi waypoints to get them to work. I think this mod should work OK with most aircraft but can't guarantee it. If you have large bombers installed in your game there is an optional file available for the large airport. It has increased spaceing for the taxi waypoints but is still quicker than the stock version. It was tested with the TU-16 Badger and the B-47. This mod works OK with the DRV terrain and probably many others. To use this mod in WOV just change the file names from DESERT_AIRFIELD"X" to VIETNAMSEA_AIRFIELD"X" and copy them into the WOV terrain folder. Regards.
CHANGES FOR VER 2.1 : Now includes "Comprnt's" fixes for the missing taxiway lighting on the big airport.
1,259 downloads
0 comments
Updated
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Quicker Take Offs for WOE
By baffmeister in Ini Edits
THIS FILE IS OBSOLETE. NEWER VERSIONS THAT WORK WITH LATEST THIRDWIRE UPDATES ARE AVAILABLE AT THIS SITE.
This mod will decrease your take off times by at least 50%. This is done by placing 2 aircraft on the runway and decreasing the separation between the first few aircraft on the taxiway. A couple of issues:
1. Third Wire aircraft seem to work well with this mod but some third party aircraft can tend to miss the waypoints due to "bouncing" and they may end up wandering around the airport.
2. Due to the reduced taxi and take off separation, large player flyable aircraft may overlap with the A.I. aircraft and explode on the runway. There are 2 optional files for the large airports that were tested with the TU-16 Badger but they may not work with the B-52 which hasn't been tested. If you have A.I. only large aircraft you shouldn't have a problem.
This mod uses basic runway and taxiway lighting that includes some fixes done by "Sidewinder86", "Eightlein", "Piett" and last but not least, "Comrpnt", who did the tricky fix on the large airport taxiway. Thanks Gents!
604 downloads
0 comments
Updated
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Alternative FM for TW F-104G
By baffmeister in Ini Edits
This file is totally obsolete. Updates to TW FM's have eliminated all the issues I have tried to address. There may be a few items in the readme that may be of interest to newb's.
An attempt at making Third Wires F-104G a bit more user friendly, and hopefully A.I. friendly. The changes made to the data.ini don't reflect any actual aerodynamic numbers, but have been done to make the F-104G a bit nicer to fly. Consider it "Effect Modeling" as compared to actual "Flight Modeling". I did try to stay true to the "Goes fast, turns bad" concept, however. [it does turn a bit better than stock] No plans to give this treatment to any other aircraft, the F-104G is a bit of a "Special" case. More info in the read me.
Changes for version 1.1: Made the pitch response less 'Linear' and more effective at high speed and high altitude. Improved roll response at high angles of attack. Added a couple more degrees to the stalling angle. For general game usage, this FM is essentially performing the way I wanted it to. It may get the occasional update.
186 downloads
0 comments
Updated
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Fuel Gauge for TW Hunter FGA-9
By baffmeister in Jet Cockpits
Quick fix to get an internal fuel gauge into Third Wires Hunter FGA-9. It uses the cabin pressure altitude indicator located on the lower righthand side of the front panel. I think the real ones were located on the righthand side panel but might not be possible to put gauges there. The gauge shows internal fuel only, about 3000lbs. No more excuses for running out of fuel!
This is the READ ME: Put the HUNTERFGA9_COCKPIT.ini into the HunterFGA9 aircraft folder. Thats all.
186 downloads
0 comments
Submitted