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HomeFries

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Files posted by HomeFries

  1. 2/17 Cavalry Vietnam Skin Pack

    This is a collection of five skins representing the Second Squadron, 17th Cavalry Regiment, 101st Airborne Division in Vietnam (1969). The skins included represent five Troops (the cavalry name for "companies"):
    Headquarters Troop (has a guidon by the pilot's door)
    A Troop (Identified by the red band on the tail boom)
    B Troop (White band)
    C Troop (Blue Band)
    F Troop (Orange Band)

    Note: The B Troop skin in this pack is slightly different from the 2/17 B Troop skin in my Medal of Honor Skin Pack. Be sure to get that pack as well if you want even more varied skins for the 101st Airborne Division.
     
    All reference imagery was taken from
    http://vietnam-hueys.tripod.com/2-17th%20Cav%20page.htm
     
     
     
    Skinner's Philosophy:
     
    Because the 3D models used for the aircrew utilize modern flight gear I have chosen to model the skins as "modern aircraft with nostalgic patterns", as opposed to actual Vietnam era skins.. The significance of this is that I have chosen to skin the aircrew in contemporary flight uniforms, including ACUs for the door gunners. I felt that this was more fitting in a setting that involves modern orders of battle, and is also less of an immersion-killer than seeing Vietnam era "uniforms" on clearly modern equipment.
     
    A note about the Crew Chiefs & Door Gunners:
     
    Since enlisted US troops don't wear rank/rate insignia on flightsuits, their rank/rate is displayed on their nametag. Since there are no specific nametag textures for the crew chief/door gunner texture, I have added a nametag to the velcro on the chest armor (as is standard practice).
     
    In choosing names for the textures, I opted for US servicemembers who received the Medal of Honor. SFC Paul Smith received the Medal of Honor posthumously in the Global War on Terror, and represents the United States Army in these skins. Here is his Medal of Honor Citation:
     
    Sergeant First Class Paul R. Smith distinguished himself by acts of gallantry and intrepidity above and beyond the call of duty in action with an armed enemy near Baghdad International Airport, Baghdad, Iraq on April 4, 2003. On that day, Sergeant First Class Smith was engaged in the construction of a prisoner of war holding area when his Task Force was violently attacked by a company-sized enemy force. Realizing the vulnerability of over 100 soldiers, Sergeant First Class Smith quickly organized a hasty defense consisting of two platoons of soldiers, one Bradley Fighting Vehicle and three armored personnel carriers. As the fight developed, Sergeant First Class Smith braved hostile enemy fire to personally engage the enemy with hand grenades and anti-tank weapons, and organized the evacuation of three wounded soldiers from an armored personnel carrier struck by a rocket propelled grenade and a 60 mm mortar round. Fearing the enemy would overrun their defenses, Sergeant First Class Smith moved under withering enemy fire to man a .50 caliber machine gun mounted on a damaged armored personnel carrier. In total disregard for his own life, he maintained his exposed position in order to engage the attacking enemy force. During this action, he was mortally wounded. His courageous actions helped defeat the enemy attack, and resulted in as many as 50 enemy soldiers killed, while allowing the safe withdrawal of numerous wounded soldiers. Sergeant First Class Smith's extraordinary heroism and uncommon valor are in keeping with the highest traditions of the military service and reflect great credit upon himself, the Third Infantry Division 'Rock of the Marne,' and the United States Army.
     
     
    Updating from Version 1.01 or earlier:
     
    DCS World 1.2.7 changes the pilot and gunner texture files, so the textures have been updated accordingly in this file. In order to clear out the obsolete files, go to the individual folders and remove the following files:
    Gunner_UH1_*.dds

    Installation Instructions:
    Copy the folders (except for TempTextures; see below) to your Liveries\uh-1h folder (either in DCS World\Bazar or Saved Games\DCS).
     
    Optional:
    I have included files that have (IMHO) improved the textures of the pilots and door gunners. They now wear the standard green and grey nomex flight gloves and have pencil pockets on their left sleeves, similar to my USN and USMC uniform textures.
     
    To enable these textures, just copy the contents of the _Optional\TempTextures folder to your DCS World\Bazar\TempTextures folder. To disable the textures, just delete them from TempTextures and the default textures will be used instead.
     
    Optional:
    The release of DCS World 1.2.4 added the ability to add texture paths using the file "autoexec.cfg" in your Saved Games\DCS\Config folder. This will allow you to save hard drive space as long as the skin filenames are unique. My skins support this, so any DDS file with the same name will be identical.
     
    In order to enable this feature, add the following line to autoexec.cfg (be sure to create the file if it doesn't exist):

    table.insert(options.graphics.VFSTexturePaths, "C:/Users/<username>/Saved Games/DCS/Textures")
    You can use any path (even a different drive), but you must use forward slashes for your path. Backslashes won't work here.
     
    Then, you can move all of the DDS files from each of the skin folders to this new folder you've added to your path. Allowing overwrites is not a problem, as I use unique names for each file. Finally, be sure to go into each description.lua file and change all "false" entries to "true."
     
     
     
    Special thanks to upuaut for assistance with the more "exotic" material names, as well as the assistance with custom rotor colors.
     
    You are free to use any of the textures (e.g. 101st door gunner) in other skins or projects as long as proper credit is provided in the readme file.
     
     
     
     
    -Home Fries

    24 downloads

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    Updated

  2. 335th AHC Vietnam Skin Pack

    335th Assault Helicopter Company Vietnam Skin Pack
     
    "A" Company of the 82nd Aviation Battalion (82nd Airborne Division) deployed to Vietnam in April 1965 in support of the 173rd Airborne Brigade. In September 1966, A Company was decommissioned and recommissioned as the 335th Aviation Company (months later redesignated the 335th Assault Helicopter Company). The 335th AHC was returned stateside and decommissioned in November 1971.
     
    This is a collection of eight skins representing the 335th AHC in Vietnam (1966-70) as well as A Co., 82nd AvBn in 1965-66.
    Glossy black of A Co. 82nd AvBn in 1965 (#648)
    Two Tone camouflage of A Co. 82nd AvBn in 1965-66 (#625)
    Two Tone camouflage of the 335th AHC in 1966 (#561)
    Two Tone camouflage of the Gunship Platoon "Falcons" in 1966-67 (#928)
    "Horse Thief", a designated recovery helicopter used by the Maintenance Platoon (1966-67). The four-color camouflage scheme was unique.
    1st Platoon "Ramrods" green paint scheme in 1968-70 (#373)
    1st Platoon "Ramrods" green paint scheme in 1968-70 (#572)
    2nd Platoon "Mustangs" green paint scheme in 1969-70 (#252)

     
     
     
    All reference imagery was taken from
    http://vietnam-hueys.tripod.com/335th%20AHC%20home%20page.htm
     
     
    Skinner's Philosophy:
     
    Because the 3D models used for the aircrew utilize modern flight gear I have chosen to model the skins as "modern aircraft with nostalgic patterns", as opposed to actual Vietnam era skins.. The significance of this is that I have chosen to skin the aircrew in contemporary flight uniforms. I felt that this was more fitting in a setting that involves modern orders of battle, and is also less of an immersion-killer than seeing Vietnam era "uniforms" on clearly modern objects.
     
    Note: the camouflage patterns are not historically accurate, but rather are based on the US DOS pattern by Belsimtek. If anybody can provide me with the patterns for the two tone scheme and/or "Horse Thief" I would be happy to redo the camouflage pattern to historical accuracy. That said, in this case I would rather use an existing pattern rather than "make up" 3/4 of the pattern in both cases.
     
     
    A note about the Crew Chiefs & Door Gunners:
     
    Since enlisted US troops don't wear rank/rate insignia on flightsuits, their rank/rate is displayed on their nametag. Since there are no specific nametag textures for the crew chief/door gunner texture, I have added a nametag to the velcro on the chest armor (as is standard practice).
     
    In choosing names for the textures, I opted for US servicemembers who received the Medal of Honor. SFC Paul Smith received the Medal of Honor posthumously in the Global War on Terror, and represents the United States Army in these skins. Here is his Medal of Honor Citation:
     
    Sergeant First Class Paul R. Smith distinguished himself by acts of gallantry and intrepidity above and beyond the call of duty in action with an armed enemy near Baghdad International Airport, Baghdad, Iraq on April 4, 2003. On that day, Sergeant First Class Smith was engaged in the construction of a prisoner of war holding area when his Task Force was violently attacked by a company-sized enemy force. Realizing the vulnerability of over 100 soldiers, Sergeant First Class Smith quickly organized a hasty defense consisting of two platoons of soldiers, one Bradley Fighting Vehicle and three armored personnel carriers. As the fight developed, Sergeant First Class Smith braved hostile enemy fire to personally engage the enemy with hand grenades and anti-tank weapons, and organized the evacuation of three wounded soldiers from an armored personnel carrier struck by a rocket propelled grenade and a 60 mm mortar round. Fearing the enemy would overrun their defenses, Sergeant First Class Smith moved under withering enemy fire to man a .50 caliber machine gun mounted on a damaged armored personnel carrier. In total disregard for his own life, he maintained his exposed position in order to engage the attacking enemy force. During this action, he was mortally wounded. His courageous actions helped defeat the enemy attack, and resulted in as many as 50 enemy soldiers killed, while allowing the safe withdrawal of numerous wounded soldiers. Sergeant First Class Smith's extraordinary heroism and uncommon valor are in keeping with the highest traditions of the military service and reflect great credit upon himself, the Third Infantry Division 'Rock of the Marne,' and the United States Army.
     
     
    Installation:
    Copy the folders (except for TempTextures; see below) to your Liveries\uh-1h folder (either in DCS World\Bazar or Saved Games\DCS).
     
     
    Optional:
    I have included files that have (IMHO) improved the default textures of the pilots and door gunners. They now wear the standard green and grey nomex flight gloves and have pencil pockets on their left sleeves, similar to my USN and USMC uniform textures. Additionally, I included a 1st Cavalry patch that blocks the alpha channel for the First Sergeant rank, which removes sleeve rank insignia from the gunners' flightsuits (enlisted troops in the US services don't wear rank insignia on flightsuits).
     
    To enable these textures, just copy the contents of the _Optional\TempTextures folder to your DCS World\Bazar\TempTextures folder. To disable the textures, just delete them from TempTextures and the default textures will be used instead. As of version 1.21, the US Army skins no longer use the default aircrew textures, but they are still improvements over the defaults. In either case, using the revised default 1st Cavalry texture is highly recommended.
     
     
    Optional:
    The release of DCS World 1.2.4 added the ability to add texture paths using the file "autoexec.cfg" in your Saved Games\DCS\Config folder. This will allow you to save hard drive space as long as the skin filenames are unique. My skins support this, so any DDS file with the same name will be identical.
     
    In order to enable this feature, add the following line to autoexec.cfg (be sure to create the file if it doesn't exist):
     
    table.insert(options.graphics.VFSTexturePaths, "C:/Users/<username>/Saved Games/DCS/Textures")
     
    You can use any path (even a different drive), but you must use forward slashes for your path. Backslashes won't work here.
     
    Then, you can move all of the DDS files from each of the skin folders to this new folder you've added to your path. Allowing overwrites is not a problem, as I use unique names for each file. Finally, be sure to go into each description.lua file and change all "false" entries to "true."
     
     
     
     
    Special thanks to upuaut for assistance with the more "exotic" material names, as well as the assistance with custom rotor colors.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
     
     
     
    -Home Fries

    18 downloads

       (0 reviews)

    0 comments

    Submitted

  3. A-10 & F/A-18C Pilot Photoshop Template (2048x2048)

    This is the template I used to create the pilot skins for default A-10 aircraft. The template is 2048x2048 to accommodate the higher resolution F-15C pilot skin, though the original A-10 skin is available as background. Since the F/A-18C pilot skins use the same texture (albeit shaded), I have added USN/USMC units as well.
     
    The template includes green, desert, and black flightsuits, the SRU-21P survival vest, different unit patches, morale patches, A-10 type patches, and pencil patches. In addition, there is a modular nametag set that allows different colored nametags, different types of warfare badges (e.g. USN Pilot & NFO wings, Jump wings, etc.), and a place to add your name.

    92 downloads

       (1 review)

    0 comments

    Updated

  4. A-10A/C High Resolution Pilot Skins for Default Aircraft

    ModMan 7.3 with the November 2012 update is required to use this mod. If you arent using ModMan 7.3 (Nov 2012), then see the bottom of this file for manual installation instructions.
     
    This mod replaces the default 1024x1024 pilot texture with 2048x2048 pilot textures based on the pilot texture for the F-15C. The high resolution textures were ported over and adjusted where required to maintain compatibility with the slight differences in the A-10 pilot texture.
     
    On top of this, I have added unit patches to each of the default USAF squadrons included with DCS World. This also includes unit morale patches on the right shoulder where applicable and the proper Major Command (MAJCOM) on the chest.
     
    I have also tweaked the description.lua files to apply the F-15 helmet (the Kevlar grey helmet), replacing the default white helmet that is better served for USN aircraft. I did not replace the helmet texture to ensure compatibility with other aircraft; should you wish to apply the kevlar helmet to other 3rd party A-10 skins you can analyze the description.lua files for the proper lines to add to your other files.
     
    Finally, I added a default pilot_a10.dds file to TempTextures, which ensures that the high resolution skin is available for 3rd party A-10 skins. Since there is no designated squadron for a generic skin, I used a "Hawgsmoke 2012" patch on the right shoulder to add color. If you do not wish to use this for the default A-10 pilot skin, just remove pilot_a10.dds from the Bazar\TempTextures folder, and the original A-10 pilot will be restored for all other skins.
     
     
    Manual Installation:
    If you wish to manually install this mod, then back up your Bazar\Liveries\A-10A and Bazar\Liveries\A-10C folders. Once you have done this, then just unzip the files to your DCS World folder, ensuring that the recursive folder structure is intact.
     
    Manual Removal:
    1. Restore your original Liveries folders (you did back them up, right?)
    2. Delete "pilot_a10.dds" from the Bazar\TempTextures folder
    3. Delete the folder Bazar\World\Textures\A-10 (don't worry; the original files are in the A-10.zip file in the Textures folder)
     
     
     
     
    Enjoy!
     
    -Home Fries

    114 downloads

       (0 reviews)

    0 comments

    Updated

  5. A-6 Superpack

    This mod has been tested with Strike Fighters 2 Full 5 merged install; it should work with individual installations of SF2V and/or SF2NA. Cockpits (not included) required in order to make the A-6 flyable.
     
    Note: more screenshots available here.
     
    Version 1.51 can be installed directly over version 1.5.
     
    I have always loved the A-6 Intruder, and I was disappointed to see that the A-6 was not flyable by default in the SF2 series. Having been inspired by MigBuster's A-6 CCIP mod, I extracted the A-6A cockpit from WoV and started an A-6A campaign in SF2V. One thing led to another, and now I present a package that should greatly enhance your Intruder experience, or at the very least provide more variety in campaigns.
     
    What the Superpack Does
    This package is designed to enhance the default 3W A-6 models and skins, as well as provide additional options for all A-6 variants available. Among the things added are:
    High resolution (2048x2048) skins for both classic gull grey and tactical grey schemes
    Additional variants of existing skins, including differently colored radomes and low visibility details
    Enhanced aircraft profiles for the loadout screens.
    Additional decals, to include Modexes on flaps and historically accurate BuNos on the tails.
    More historically accurate (though not organizational specific) decal size and placement for different A-6 variants.
    USN Squadrons VA-42, VA-128, and VAQ-134 (H/T Wrench and Dave)
    USMC Squadrons VMA(AW)-332 and VMAT(AW)-202
    Entries, logos, and markings for all USN and USMC EA-6B Prowler squadrons (including reserve squadrons)
    Enhanced squadron logos for many squadrons, including VA-65, VA-75, VA-85, and VA-196 (H/T Wrench for VA-75).
    Enhanced hangar screens and loadscreens for each A-6 variant
    Upper fuselage markings and custom wing tanks for some squadrons
    Added landing lights, pylon lights, and ventral anti-collision lights to models and skins (anti-collision lights optional on pre-TRAM variants).
    Further LOD enhancement, to include proper relative placement of Pilot/BN, upgraded ejection seats, and the use of USN pilot LODs.
    Enhancement of Avionics, Data, and Loadout files for each variant, with particular emphasis on RWR and weapons capability.
    Enhancement of MigBuster's "DIANE" CCIP mod for the A-6, with improved bombsight/fall-line graphics and compatibility with March/April 2012 patches.
    Enhancement of Vietnam and North Atlantic campaigns
    Addition of USMC A-6 to appropriate Europe campaigns
    Complete Naval Ops integration for the original SF2 campaigns (H/T malibu43)

    In addition, this mod adds the A-6B and the A-6E_90, commonly known as the Systems/Weapons Integration Program (SWIP). SWIP Intruders in SF2 have a TEWS and are capable of carrying Guided EO missiles such as the AGM-65 Maverick and AGM-84E SLAM in addition to their standard loadout. The A-6E_90 is listed in-game as the A-6E Intruder (TRAM 90) to keep the acronyms to a minimum. The default A-6E TRAM was renamed A-6E Intruder (TRAM 79).
     
    What the Superpack Doesn't Do
    This mod enhances default aircraft. If you don't have the default A-6 LODs, or if you prefer to use a different set of A-6 LODs, then this mod is of limited value to you. Don't expect specific organizational insignia or logo placement. I tried to be historically accurate, but since these are skins designed to be compatible with all A-6 squadrons, organizationally specific markings cannot be supported. Likewise, squadron insignia change over time, and the limitations of using the default decals prevent this evolution. Variation between organizations is best represented by subtle differences between skins assigned to the same A-6 variant (e.g. the A-6E with the white/grey nose may look slightly different than the one with the tan nose). Finally, the Superpack is unfortunately not flyable without further modification. You will need to provide your own cockpit in order to enable player use of the A-6.
     
    Installation
    The Superpack is divided into three sections: the Primary Components, the Campaign Mods, and the Optional Mods. There is also a folder for widescreen users that replaces the existing 1024x768 aircraft and campaign screens with 1440x900 images.
     
    Primary Components
    There are three primary components of the Superpack , separated by which SF2 game is required for its use. In each folder is nested the standard SF2 mod folder architecture (e.g. Objects, Sounds, Campaigns). Copy the contents of these folders to your SF2 “Mod” folder (e.g. c:\users\<username>\Saved Games\Thirdwire\StrikeFighters2 <xxx>) in the order listed:
    1. 1_Common Files for all users
    This includes decals, weapons, and an updated SQUADRONLIST.INI. Copy the contents of this folder first.
     
    2. 2_for SF2V users
    This includes the A-6A and A-6B. Copy the contents of this folder if you have SF2 Vietnam installed, as it requires the 3W A-6A LOD.
     
    3. 3_for SF2NA users
    This includes the A-6E, A-6E_79, and A-6E_90. Copy the contents of this folder if you have SF2 North Atlantic installed, as it requires the 3W A-6E and A-6E_79 LODs. This now includes Wrench’s skinpack by default (was an optional component pre 1.5).
     
    Campaign Mods
    These files modify the existing campaigns other than Vietnam or North Atlantic (which were included in the primary components).
    4. 4_SF2 Campaigns for Full Merged Install
    This is a slightly modified version of malibu43’s SF2 campaigns that integrate naval operations into the Desert theater. In addition to adding the A-6, the campaigns add other USN/USAF aircraft of the period. There is also an additional 1979 campaign called Desert Blaze, which adds the later hardware from SF2E and SF2NA, as well as incorporates Wrench’s F-111B Fleet Defense Fighter for people who have it installed.
    The original SF2 campaign updates require a full 5 merged install.
     
    5. 5_SF2E Campaigns for SF2E, SF2V, and SF2NA
    This adds the A-6 to the original SF2E campaigns dated at least 1963. The campaigns add two USMC A-6 squadrons to the NATO side, as well as the requisite number of Su-7s to the OPFOR.
    You should have at least SF2V and SF2NA installed with SF2E before adding the SF2E campaigns.
     
    For Widescreen Users
    Copy these folders if you have a widescreen monitor. These folders should be copied after all desired optional campaigns have been copied over, as this will overwrite campaign graphics as well as aircraft hangars and loadscreens.
     
    Optional A-6 Mods
    These are tweaks to the A-6s themselves, and are here to personalize and enhance your gameplay. Copy the contents these folders to your SF2 “Mod” folder. Order is not important, but some of the mods directly conflict with others and will not work properly if “stacked.” Using conflicting mods requires manual datafile manipulation which is covered in Section 5 (Manually modifying Data INI files). Compatibility issues are noted in each section.
     
    6. Restricted Modexes
    This mod limits the player-selectable USN modexes (side numbers) to 500-524 (400-524 for experimental green skin, per historical record), and USMC modexes to 00-24. I did this by making adjustments to the TEXTURESET.INI file. This does not appear to affect the modexes selected by the Campaign generator.
    This mod has no compatibility issues with the other existing optional mods.
     
    7. Pre-TRAM Anti-Collision Light Removal
    The original A-6A did not have rotating anti-collision lights, as the first production aircraft pre-dated the FAA mandate for anti-collision lights in controlled airspace. To comply, the Navy and Marine Corps added a tail light (already modeled in the LOD), and for the ventral light they attached a light to the starboard side of the nosegear door. However, the lights were easily removed and pre-TRAM A-6s often flew operationally without them. This mod allows you to remove these anti-collision lights.
    This mod should not be used with the A-6AB Flare Dispensers mod or the Robo-BN mod without manually modifying the A-6A_Data.ini and A-6B_Data.ini files.
     
    8. A-6AB Flare Dispensers
    This mod puts flares on the A-6A and A-6B. Original specifications called for only chaff, but Vietnam late war doctrine often called for the dispenser loadout to be one flare for every two chaff packs (as was documented in Stephen Coont’s Flight of the Intruder). This mod is highly recommended with the SF2E campaigns, as the A-6A would have likely been fitted with flares for a theater with such a heavy CAS role and increased air threat.
    This mod cannot be “stacked” with the Pre-TRAM Anti-Collision Light Removal mod or the Robo-BN mod, but requires manual modification of the other mods instead.
     
    9. Robo-BN (not for RAZBAM cockpits)
    As seen in the Vietnam Air & Ground War Expansion Pack by eburger68 and malibu43, this mod drops the BN in the right seat. This mod requires that the cockpit.ini have the following line in the [CockpitSeat001] section:
    OpenCockpit=TRUE
    Due to the additional interior cockpit detail of the RAZBAM series of A-6 cockpits, this mod is incompatible with the RAZBAM cockpits. This mod cannot be “stacked” with the Pre-TRAM Anti-Collision Light Removal mod or the A-6AB Flare Dispensers mod.
     
    Updated Weapons Loadouts and Employment
    You may notice that the A-6 as of version 1.2 plays quite differently from the A-6 in previous versions. This is due in large part to malibu43’s outstanding research and contributions. For version 1.2, we have updated the weapons capabilities of all A-6 variants, removing E/O capability from the A-6A but adding the AGM-12C visually guided missile. Likewise, we added the restrictions on interior hardpoints and adjusted the Loadout files to reflect this, adding the large bomb loads to exterior pylons (and for the record, we did this prior to the May 2012 patch!). We researched historical loads and added them to the loadout files, and found that we needed to tweak some datafiles to make them work. Malibu43 tweaked the Rockeye and SnakeEye datafiles to provide proper quantities to units, and created a custom MER to allow for three Mk83 bombs to be mounted two in front, one in rear per historical procedure.
     
    Additional Information
    I made every effort to accurately represent the subtle changes between A-6 variants commensurate with their periods of operation. Additionally, I used actual A-6 BuNos (serial numbers), with independent BuNo pools for the A-6A, A-6B, and A-6E (TRAM variants use the A-6E pool). I have made every effort to avoid using BuNos of aircraft involved in mishaps involving fatalities, or combat losses resulting in KIA/MIA/POW. However, if I missed one that you catch, please let me know so that I can fix this in the next release. Likewise, if you have recommendations for object or detail placement, I would love to hear them.
    Finally, while I made adjustments to a number squadron logos and added four additional squadrons, I don't have the time to improve the entire collection. If there is a logo you would like, please post a flat image (like a decal) so that I can directly convert it. Likewise, if you improve the logos or create your own, please submit them so that I can include them in a future release. Full credit will be provided.
     
    Credits
    Malibu43 was a major contributor for version 1.2, adding campaigns, custom loadouts, and custom weapon data to allow for historical employment. His research and contributions were many, which is why he is co-credited in this release.
    I also received help from Wrench, and likewise used some of his skins, A-6E_79 avionics files, and templates. A big thanks goes out to Wrench.
    Likewise, Wrench's A-6E TRAM Skinpack and his TRAM VA-75 skin has been included for both TRAM variants, and has been converted for use with the A-6E. VA-42 and VA-128 logos have been converted for default use from these skins. Original readme files and screenshots can be found in the Extras folder.
     
    Additional Credits:
    Ventral and Pylon Lights were created by RussoUK2004.
    VAQ-134 decals are by Dave from his VAQ-134 EA-6B.
    The decal placement, data and loadout files from the SF2V Air & Ground Expansion Pack were starting points for my work on
     
    the A-6B, so thanks goes out to Malibu43 & eburger68.
    Weapons included in this Superpack have been copied from Spectre8750's A-10C, FastCargo's F-15 Superpack, SF2V Air & Gound Expansion Pack by Malibu43 & eburger68, and the F-14 Superpack from The Mirage Factory (TMF).
    NAVYNM2 and MODUSN2 Pilot LODs taken from the TMF F-14 Superpack.
    The Martin-Baker Mk5 ejection seat is the Mk4 ejection seat by TMF with updated textures.
    TireTouch.wav was taken from FastCargo's F-15 Super Pack.
    FansongTrack and FansongLock WAV files (A-6A/B/E RWR sounds) by Fubar512.
    USN Wind, Stall, and engine overspeed sounds taken from the TMF F-14 Superpack.
    Classic A-6 skin patterns are based on the default 3W A-6 skins by DanW.
    Red Lightning campaign start graphic is taken from a review screenshot of “Wargame: European Escalation” in accordance with the FAIR USE Act.
    Cockpit textures for the A-6 LODs were extracted from A-6 Intruder Walk Around by Lou Drendel, and from online screenshots of the RAZBAM A-6 cockpits for FSX in accordance with the FAIR USE Act.
    A-6 Intruder Walk Around by Lou Drendel and A-6 Intruder In Action by Joe Michaels were both used extensively for research on proper markings and placement. Some of Lou Drendel’s outstanding artwork also found its way onto hangar screens and loadscreens.

    Thank you all for your contributions.
     
     
    This Superpack is released in accordance with the Combat Ace Freeware Licensing Agreement. Please feel free to use the contents of this pack with any other mod, so long as appropriate credit is provided.
     
    For support, please post in the File Announcement thread for this mod at Combat Ace.

    5,073 downloads

       (7 reviews)

    16 comments

    Updated

  6. Additional USA Logbook Units for DCS World

    Latest version is only compatible with DCS World 1.2.4 and later. For 1.2.3 users, be sure to download version 1.02.
     
    ModMan 7.3 with the November 2012 update is required to use this mod. If you arent using ModMan 7.3 (Nov 2012), then see the bottom of this file for manual installation instructions.
     
    This mod adds squadrons and patches to the selectable units in the player logbook, and replaces the default squadron line art with actual squadron patches. Units included employ the A-10, F-14, F-15, F/A-18, or the UH-1.
     
    The following units have been added:
     
    US Air Force:
    1st FS Fightin' Furies
    2d FS American Beagles
    5th FIS Spittin' Kittens
    7th FS/TFS Screaming Demons
    8th FS/TFS Black Sheep
    9th TFS Flying Knights
    12th FS Dirty Dozen
    18th TFS
    19th FS Fighting Gamecocks
    22d FS Stingers
    25th FS Assam Draggins
    32d TFS Wolfhounds
    43d FS American Hornets
    44th FS Vampires
    47th FS/TFS Termites
    48th FIS Tazlanglian Devils
    53d FS NATO Tigers
    54th FS Alaska's First Guardians
    57th FIS Black Knights
    65th Aggressor Sqn.
    66th Weapons Sqn.
    67th FS Fighting Cocks
    74th FS Flying Tigers
    75th FS Tiger Sharks
    76th FS Vanguards
    78th TFS Bushmasters
    81st FS Panthers
    91st TFS Blue Streaks
    92d TFS Skulls
    95th FS Boneheads
    101st Fighter Sqn. MA ANG
    103d FS Black Hogs PA ANG
    104th FS Fighting Orioles MD ANG
    107th FS Red Devils MI ANG
    110th FS Lindbergh's Own
    114th FS Eagle Beavers OR ANG
    122d FS Bayou Militia LA ANG
    123d FS Redhawks OR ANG
    131st FS Death Vipers MA ANG
    159th FS Jaguars FL ANG
    184th FS Flying Razorbacks AR ANG
    186th FS Vigilantes MT ANG
    199th FS Mai Tai's HI ANG
    303d FS KC Hawgs
    318th FIS Green Dragons
    354th FS Bulldogs
    355th FS Fightin' Falcons
    357th FS Dragons
    358th FS Lobos
    390th FS Wild Boars
    433d WS Satan's Angels
    493d FS Grim Reapers
    509th Tactical Fighter Sqn.
    510th FS/TFS Buzzards
    511th Tactical Fighter Sqn.
    525th FS Bulldogs
    1st Fighter Wing (FF)
    3d Wing (AK)
    10th Tactical Fighter Wing (AR)
    18th Fighter Wing (ZZ)
    18th Operations Group (ZZ)
    23d Tactical Fighter Wing (EL)
    23d Wing (FT)
    33d Fighter Wing (EG)
    48th Air Expeditionary Wing (LN)
    49th Tactical Fighter Wing (HO)
    52d Fighter Wing (SP)
    81st Tactical Fighter Wing (WR)
    104th Fighter Wing (MA)
    131st Fighter Wing (SL)
    142d Fighter Wing ("Oregon")
    175th Wing (MD)
     
    US Navy:
    VF-1 Wolfpack
    VF/VFA-2 Bounty Hunters
    VF/VFA-11 Red Rippers
    VF/VFA-14 Tophatters
    VFA-15 Valions
    VF-21 Freelancers
    VFA-22 Fighting Redcocks
    VF-24 Renegades
    VFA-25 Fist of the Fleet
    VFA-27 Royal Maces
    VF/VFA-31 Tomcatters
    VF/VFA-32 Swordsmen
    VF-33 Starfighters
    VFA-34 Blue Blasters
    VFA-37 Ragin' Bulls
    VF/VFA-41 Black Aces
    VF-51 Screaming Eagles
    VF-71 Be-Devilers
    VFA-72 Blue Hawks
    VFA-81 Sunliners
    VFA-82 Marauders
    VFA-83 Rampagers
    VF-84 Jolly Rogers (pre-1995)
    VFA-86 Sidewinders
    VFA-87 Golden Warriors
    VFA-94 Mighty Shrikes
    VFA-97 Warhawks
    VF-101 Grim Reapers
    VF/VFA-102 Diamondbacks
    VF-103 Sluggers (pre-1995)
    VF/VFA-103 Jolly Rogers (post-1995)
    VFA-105 Gunslingers
    VFA-106 Gladiators
    VF-111 Sundowners
    VFA-113 Stingers
    VF-114 Aardvarks
    VFA-115 Eagles
    VFA-122 Flying Eagles
    VF-124 Gunfighters
    VFA-125 Rough Raiders
    VFA-127 Desert Bogies
    VFA-131 Wildcats
    VFA-132 Privateers
    VFA-136 Knighthawks
    VFA-137 Kestrels
    VF-142 Ghostriders
    VF/VFA-143 Pukin' Dogs
    VFA-146 Blue Diamonds
    VFA-147 Argonauts
    VFA-151 Vigilantes
    VF/VFA-154 Black Knights
    VFA-161 Chargers
    VF-191 Satan's Kittens
    VFA-192 Golden Dragons
    VF-194 Red Lightning
    VFA-195 Dambusters
    VF/VFA-201 Hunters
    VF-202 Superheats
    VFA-203 Blue Dolphins
    VFA-204 River Rattlers
    VF/VFA-211 Checkmates
    VF/VFA-213 Black Lions
    VF-301 Devil's Disciples
    VF-302 Stallions
    VFA-303 Golden Hawks
    VFA-305 Lobos
    VF-1285 Fighting Fubijars
    Carrier Air Wing 1 (AB)
    Carrier Air Wing 2 (NE)
    Carrier Air Wing 3 (AC)
    Carrier Air Wing 5 (NF)
    Carrier Air Wing 7 (AG)
    Carrier Air Wing 8 (AJ)
    Carrier Air Wing 9 (NG)
    Carrier Air Wing 11 (NH)
    Carrier Air Wing 14 (NK)
    Carrier Air Wing 17 (AA/NA)
     
    US Marine Corps:
    VMFAT-101 Sharpshooters
    VMFA-112 Cowboys
    VMFA-115 Silver Eagles
    VMFA/VMFA(AW)-121 Green Knights
    VMFA-122 Crusaders/Werewolves
    VMFA-134 Smoke
    VMFA-142 Flying Gators
    VMFA-212 Lancers
    VMFA(AW)-224 Bengals
    VMFA(AW)-225 Vikings
    VMFA-232 Red Devils
    VMFA-235 Death Angels
    VMFA(AW)-242 Bats
    VMFA-251 Thunderbolts
    VMFA-312 Checkerboards
    VMFA-314 Black Knights
    VMFA-321 Hell's Angels
    VMFA(AW)-322 Moonlighters
    VMFA-323 Death Rattlers
    VMFA-333 Fighting Shamrocks
    VMFA-531 Grey Ghosts
    VMFA(AW)-533 Hawks
     
    Additionally, I copied the USA selectable patches from Ka-50 Black Shark and added them to the selectable units. This should hopefully suffice until DCS World can read the USA.lua files from multiple modules (DCS World as of 1.2.3.9871 only reads from "A-10C."
     
    I also added some UH-1/HH-1 units for the UH-1 Huey module:
    20th Special Operations Sqn. (USAF)
    HA(L)-3 Seawolves (USN)
    HA(L)-5 Blue Hawks (USN)
    HML-367 Scarface (USMC)
    HML-767 Nomads (USMC)
    HML-770 Sock Eye (USMC)
    HML-771 Hummers (USMC)
    HML-776 Gangsters (USMC)
    VMO-2 Cherry Deuce (USMC)
    VMO-3 Scarface (USMC)
    VMO-6 Tomcats (USMC)
    1st Cavalry Div. (Airmobile)
    10th Mountain Div.
    101st Airborne Div. (Air Assault)
     
    Finally, I added a number of aircraft type patches (e.g. F-14 Tomcat) as selectable units, expanding the list of selectable airframes.
     
    Special thanks to Outcast and Killer_R, whose FC2 mod of similar type inspired me to do this mod. I have also used Outcast/Killer_R's USA.lua from FC2 as the starting point for my determination of which A-10/F-15 units would be included in this mod. However, all included graphics are my own edits taken from public sites in accordance with the FAIR USE act.
     
    Manual Installation (1.2.4+):
    If you wish to manually install this mod, then back up the following files/folders in DCS World:
    \Scripts\Database\Troops\USA.lua
    \MissionEditor\data\images\Countries\USA\Troops (entire folder)
     
    Manual Removal (1.2.4+):
    1. Copy your backup USA.lua to \Scripts\Database\Troops\, allowing overwrite.
     
    Optional (the files don't hurt anything, but can be removed in the interests of storage space):
    2. Delete the contents of your \MissionEditor\data\images\Countries\USA\Troops folder (you did back them up, right?)
    3. Copy your backups to the \MissionEditor\data\images\Countries\USA\Troops folder.

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  7. Broken Wing (Multiplayer)

    "Broken Wing"
     
    Multiplayer Mission for DCS World A-10C + FC3 (optional) by Bahger. Uploaded with permission.
     
    Two hours ago, a "black" SpecOps UH-60 ("BROKEN WING") crashed near the Russian border. A USMC combat engineer team, "ROADKILL", is en route to recover the helo but intel sources now indicate that the Russians are preparing to mount a raid across the border to steal the bird's classified avionics. ROADKILL has been re-tasked to push to the crash site at maximum speed and to use explosives to destroy the Blackhawk before the Russians get to it. Your task is to protect ROADKILL and to respond to the Russian incursion with decisive force.
     
    Briefing:
     
    i. SITUATION:
     
    Enemy forces:
     
    Likely enemy disposition:
     
    Ground:
     
    A task force consisting of a platoon-sized armored recon element and a reinforced platoon-sized assault force.
     
    Both enemy armor formations will deploy with attached mobile Shilka (SA-9) air defense units.
     
    Air (CAP):
     
    2x MiG-23MLD "Floggers".
     
    Friendly forces:
     
    ROADKILL is a combat engineer team consisting of 4x LAV-25s and 2x HMMWVs with attached support from 2x Stryker ATGMs.
     
    CAP:
     
    2x F-15Cs"UZI" are about to push from Senaki-Kolkhi to fly CAP.
     
    CAS/Strike:
     
    2x A-10Cs ("SPRINGFIELD") are about to push from Sukhumi-Babushara to provide CAS to ROADKILL, to help secure the crash site and to interdict all enemy units meaneuvering south of the border.
     
    2x A-10Cs (DODGE) are holding south of the AO and can be deployed as a striker flight.
     
    AWACS:
     
    OVERLORD is on station and transmitting on 255 VHF FM.
     
    SEAD:
     
    No dedicated SEAD/DEAD is available at this time. A-10C flights must perform SEAD/DEAD against local air defenses attached to enemy armor.
     
    ii. MANEUVER
     
    - Enemy:
     
    Recon:
     
    We believe that the Russian Recon formation will push south-east through the town of LESELIDZE in order to form a bridgehead at the east end of the town to screen/block ROADKILL's only access point to the crash site from the south.
     
    Assault:
     
    The enemy Assault group will either reinforce the recon units in LESELIDZE or will divert to the east after crossing REDBRIDGE, approaching the crash site from high ground to the north-east, working with the recon group in Leselidze to attempt a "pincer" maneuver against the objective.
     
    Air:
     
    The AO will *not* be a permissive environment for Blue CAS as long as a threat exists from the MiG-23 CAP and from SA-9 units embedded with Red ground forces.
     
    - Friendly:
     
    CAP:
     
    Blue F-15s will deploy to intercept Red CAP south of the border and to secure the AO for safe operation of CAS in zone. UZI will fly CAP in zone until the crash site has been secured and the UH-60 destroyed.
     
    CAS:
     
    Both CAS flights have flightplan holds and should hold or push at the discretion of flight leads according to their assessment of remaining threats from the Red CAP.
     
    OVERLORD will provide SITREPs to update CAS flights re. UZI's arrival in the AO and elimination of the enemy CAP threat ("GRAND SLAM")
     
    Operational references:
     
    The following Mission Steerpoints are available to all CAS flights:
     
    BLUEBRIDGE: This bridge is ROADKILL's only possible approach point to the crash site from the south/east and is therefore a chokepoint.
     
    REDBRIDGE: This bridge is the likely border crossing point for enemy ground forces and is therefore a chokepoint.
     
    LESELIDZE COASTAL ROAD: This steerpoint marks the coastal road likely to be taken by enemy ground forces approaching BLUEBRIDGE.
     
    BROKEN WING: This steerpoint marks the exact location of the crashed helo.
     
    Comms:
     
    All elements will use 255 VHF FM for tactical comms.
     
    ROE:
     
    All Russian military vehicles and personnel south of the border will be violating Georgian territorial sovreignty. Allied units are authorised to attack any such unit, pre-emptively if necessary.
     
    iii. Victory Conditions:
     
    All victory conditions will be calculated when ROADKILL has remounted and extracted from BROKEN WING across BLUEBRIDGE, so CAS flights should take care to cover this movement to prevent any further attacks on the group by remaining enemy units.
     
    Players will be notified of their level of success in this mission when ROADKILL's extraction is complete, as follows:
     
    Blue TOTAL VICTORY
     
    Blue will win a Total Victory when:
     
    - The downed helo is destroyed and ROADKILL has sustained no casualties.
     
    Blue VICTORY:
     
    Blue will win a Victory when:
     
    - The downed helo is destroyed and ROADKILL has sustained less than 25% casualties.
     
    Blue DEFEAT:
     
    Blue will lose the mission when:
     
    - The downed helo is destroyed and ROADKILL has sustained more than 50% casualties.
     
    OR
     
    - ROADKILL has been wiped out.
     
     
    IV. Mission Editor's notes:
     
    This mission is flyable in one of three roles, assuming the player has DCS World with both FC3 and A-10C modules installed. Two of these roles will spawn as AI flights with identical tasking if the player does not choose to fly them
    himself:
     
    F-15C CAP and A-10C CAS.
     
    The following secondary flight is also available to the player:
     
    A-10C Strike ("Dodge")
     
    This flight is equipped for an LGB stand-off strike to destroy REDBRIDGE if the situation allows. If this flight is chosen, the primary AI CAS and CAP flights will still spawn. There is no AI substitution for this flight if it is not chosen by the player.
     
    If the player wishes to see the mission play out with both CAS and CAP roles taken by AI, or to "pinch hit" in an undefined role, he should choose to fly as the A-10C squadron c/o ("Ford"), a two-ship on alert at Kobuleti.
     
    Big thanks to:
     
    Bruce P for custom radio comms (ROADKILL).
     
    Don H (Home Fries) for custom radio comms (OVERLORD), playtesting, refinement of triggers and wise counsel re. programming logic.

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  8. Broken Wing (Single Player)

    "Broken Wing"
     
    Singleplayer Mission for DCS World A-10C + FC3 (optional) by Bahger. Uploaded with permission.
     
    Two hours ago, a "black" SpecOps UH-60 ("BROKEN WING") crashed near the Russian border. A USMC combat engineer team, "ROADKILL", is en route to recover the helo but intel sources now indicate that the Russians are preparing to mount a raid across the border to steal the bird's classified avionics. ROADKILL has been re-tasked to push to the crash site at maximum speed and to use explosives to destroy the Blackhawk before the Russians get to it. Your task is to protect ROADKILL and to respond to the Russian incursion with decisive force.
     
    Briefing:
     
    i. SITUATION:
     
    Enemy forces:
     
    Likely enemy disposition:
     
    Ground:
     
    A task force consisting of a platoon-sized armored recon element and a reinforced platoon-sized assault force.
     
    Both enemy armor formations will deploy with attached mobile Shilka (SA-9) air defense units.
     
    Air (CAP):
     
    2x MiG-23MLD "Floggers".
     
    Friendly forces:
     
    ROADKILL is a combat engineer team consisting of 4x LAV-25s and 2x HMMWVs with attached support from 2x Stryker ATGMs.
     
    CAP:
     
    2x F-15Cs"UZI" are about to push from Senaki-Kolkhi to fly CAP.
     
    CAS/Strike:
     
    2x A-10Cs ("SPRINGFIELD") are about to push from Sukhumi-Babushara to provide CAS to ROADKILL, to help secure the crash site and to interdict all enemy units meaneuvering south of the border.
     
    2x A-10Cs (DODGE) are holding south of the AO and can be deployed as a striker flight.
     
    AWACS:
     
    OVERLORD is on station and transmitting on 255 VHF FM.
     
    SEAD:
     
    No dedicated SEAD/DEAD is available at this time. A-10C flights must perform SEAD/DEAD against local air defenses attached to enemy armor.
     
    ii. MANEUVER
     
    - Enemy:
     
    Recon:
     
    We believe that the Russian Recon formation will push south-east through the town of LESELIDZE in order to form a bridgehead at the east end of the town to screen/block ROADKILL's only access point to the crash site from the south.
     
    Assault:
     
    The enemy Assault group will either reinforce the recon units in LESELIDZE or will divert to the east after crossing REDBRIDGE, approaching the crash site from high ground to the north-east, working with the recon group in Leselidze to attempt a "pincer" maneuver against the objective.
     
    Air:
     
    The AO will *not* be a permissive environment for Blue CAS as long as a threat exists from the MiG-23 CAP and from SA-9 units embedded with Red ground forces.
     
    - Friendly:
     
    CAP:
     
    Blue F-15s will deploy to intercept Red CAP south of the border and to secure the AO for safe operation of CAS in zone. UZI will fly CAP in zone until the crash site has been secured and the UH-60 destroyed.
     
    CAS:
     
    Both CAS flights have flightplan holds and should hold or push at the discretion of flight leads according to their assessment of remaining threats from the Red CAP.
     
    OVERLORD will provide SITREPs to update CAS flights re. UZI's arrival in the AO and elimination of the enemy CAP threat ("GRAND SLAM")
     
    Operational references:
     
    The following Mission Steerpoints are available to all CAS flights:
     
    BLUEBRIDGE: This bridge is ROADKILL's only possible approach point to the crash site from the south/east and is therefore a chokepoint.
     
    REDBRIDGE: This bridge is the likely border crossing point for enemy ground forces and is therefore a chokepoint.
     
    LESELIDZE COASTAL ROAD: This steerpoint marks the coastal road likely to be taken by enemy ground forces approaching BLUEBRIDGE.
     
    BROKEN WING: This steerpoint marks the exact location of the crashed helo.
     
    Comms:
     
    All elements will use 255 VHF FM for tactical comms.
     
    ROE:
     
    All Russian military vehicles and personnel south of the border will be violating Georgian territorial sovreignty. Allied units are authorised to attack any such unit, pre-emptively if necessary.
     
    iii. Victory Conditions:
     
    All victory conditions will be calculated when ROADKILL has remounted and extracted from BROKEN WING across BLUEBRIDGE, so CAS flights should take care to cover this movement to prevent any further attacks on the group by remaining enemy units.
     
    Players will be notified of their level of success in this mission when ROADKILL's extraction is complete, as follows:
     
    Blue TOTAL VICTORY
     
    Blue will win a Total Victory when:
     
    - The downed helo is destroyed and ROADKILL has sustained no casualties.
     
    Blue VICTORY:
     
    Blue will win a Victory when:
     
    - The downed helo is destroyed and ROADKILL has sustained less than 25% casualties.
     
    Blue DEFEAT:
     
    Blue will lose the mission when:
     
    - The downed helo is destroyed and ROADKILL has sustained more than 50% casualties.
     
    OR
     
    - ROADKILL has been wiped out.
     
     
    IV. Mission Editor's notes:
     
    This mission is flyable in one of three roles, assuming the player has DCS World with both FC3 and A-10C modules installed. Two of these roles will spawn as AI flights with identical tasking if the player does not choose to fly them
    himself:
     
    F-15C CAP and A-10C CAS.
     
    The following secondary flight is also available to the player:
     
    A-10C Strike ("Dodge")
     
    This flight is equipped for an LGB stand-off strike to destroy REDBRIDGE if the situation allows. If this flight is chosen, the primary AI CAS and CAP flights will still spawn. There is no AI substitution for this flight if it is not chosen by the player.
     
    If the player wishes to see the mission play out with both CAS and CAP roles taken by AI, or to "pinch hit" in an undefined role, he should choose to fly as the A-10C squadron c/o ("Ford"), a two-ship on alert at Kobuleti.
     
    Big thanks to:
     
    Bruce P for custom radio comms (ROADKILL).
     
    Don H (Home Fries) for custom radio comms (OVERLORD), playtesting, refinement of triggers and wise counsel re. programming logic.

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  9. EA-6B Superpack

    This mod has been tested with Strike Fighters 2 Full 5+2 merged install; it should work with individual installations of SF2NA. The A-6 Superpack 1.51 or later is required in order to use the EA-6B Superpack.
     
    Since the EA-6B Prowler is a modification to the A-6 Intruder airframe, the ThirdWire (3W) EA-6B model uses many of the same textures as the A-6. Therefore, creating an EA-6B Prowler add-on to the A-6 Superpack was a logical progression. I look forward to sharing the increased system fidelity and high resolution skins in this Superpack to enhance your SF2 experience.
     
    What the Superpack Does
    This package is designed to enhance the default 3W EA-6B model and skins, expanding the prowler to multiple variants over time and providing additional skins and squadrons for each. Among the things added are:

    High resolution (2048x2048) skins for both classic gull grey and tactical grey schemes
    Additional variants of the existing skins, including differently colored radomes, tails, and low visibility details
    Six different EA-6B variants (standard EA-6B, EXCAP, ICAP I, ICAP II Blk 82, ICAP II Blk 86/89, and ICAP III) with varying skins and systems.
    Enhanced aircraft profiles for the loadout screens.
    Additional decals, to include custom designed VAQ/VMAQ squadron tail logos and historically accurate BuNos on the tails.
    Entries, logos, and markings for all USN and USMC EA-6B Prowler squadrons (including reserve squadrons) as part of the A-6 Superpack (required)
    Enhanced hangar screens and loadscreens for each A-6 variant
    Custom canopy markings and wing tanks for some squadrons
    Added landing lights, pylon lights, and ventral anti-collision lights to models and skins
    Further LOD enhancement, to include proper relative placement of Pilot/ECMOs, upgraded ejection seats, and the use of USN pilot LODs.
    Enhancement of Avionics and Data files for each variant, with particular emphasis on AN/ALQ-99 Jammer frequencies and Defensive ECM (DECM) capability.

    Because this mod uses and supersedes the 3W default EA-6B, the 3W EA-6B has been renamed EA-6B Prowler ICAP I. It is actually the third EA-6B of six variants included in the package, and has had its jamming capability and frequency coverage reduced to a more realistic level.
     
    What the Superpack Doesn't Do
    This mod enhances default aircraft. If you don't have the default EA-6B LOD (available in SF2NA), or if you prefer to use a different set of EA-6B LODs, then this mod is of limited value to you.
    Don't expect specific organizational insignia or logo placement. I tried to be historically accurate, but since these are skins designed to be compatible with all A-6 squadrons, organizationally specific markings cannot be supported. Likewise, squadron insignia change over time, and the limitation of using the default decals prevents this evolution. Variation between organizations is best represented by subtle differences between skins assigned to the same A-6 variant (e.g. the EA-6B with the white nose/tail may look slightly different than the one with the tan nose/white tail).
    Additionally, the Superpack is unfortunately not flyable without further modification. You will need to provide your own cockpit in order to enable player use of the A-6. Two notable options are extracting the A-6 cockpit from Wings over Vietnam, or by purchasing RAZBAM's excellent EA-6 pack for Strike Fighters (recommended). Likewise, plenty of existing SF1 A-6 mods have cockpits that are compatible with this pack. Regardless of which selection you prefer, any cockpit you use for the A-6 Superpack will be compatible with the EA-6B Superpack as well.
    Finally, the Superpack does not in any way change what missions are flyable by the game engine. There is no specific SAM Suppression mission in SF2, and the Prowler is unsuitable for cluster bomb delivery that is often part of SF2 SEAD missions (ICAP I and later variants don’t even have bombsights!). Hence, the only primary mission available to the Prowler is the role of Escort Jammer, which is not a player-flyable mission at the time of this writing. This means that while you may be able to fly the Prowler, you will be limited to Reconnaissance missions.
     
    Manual Installation
    Simply copy the contents of this folder to your SF2 “mod” folder.
    The EA-6B Superpack requires that the A-6 Superpack already be installed, and SF2NA must be present in order to use the 3W EA-6B model.
     
    The EA-6B Variants
    EA-6B Standard
    This is the original EA-6B that flew near the end of the Vietnam War. The Standard EA-6B/ALQ-99 could cover frequency bands 1/2, 4, and part of 7.
     
    EA-6B EXCAP
    This is the first upgrade of the EA-6B that provided coverage for additional frequency bands. Frequency bands covered by the ALQ-99A through ALQ-99C are 1/2, 4, 5/6,7(partial), and 8/9.
     
    EA-6B ICAP I
    This is the EA-6B variant on which the 3W model is based. As such, this variant has retained the EA-6B folder name, even though it is not the first variant in the series.
    The ICAP was the first major upgrade to the EA-6B line, and was also the first model used by the U.S. Marine Corps (all previous versions were exclusive to the U.S. Navy).
    The ICAP-I and the corresponding ALQ-99D introduced digital receivers and integrated computer controlled jamming systems, and reapportioned the Electronic Countermeasure Officer (ECMO) workload so that ECMOs 2 and 3 (the "kids in back") were responsible for tactical jamming. The work-leveling and digital integration prompted the increase in Jamming Strength to 90. The ALQ-99D covers bands 1/2, 4, 5/6, 7 (partial), 8, and 9/10.
     
    EA-6B ICAP II Block 82
    The ICAP II series of upgrades was a major update for the EA-6B line, incorporating expanded frequency coverage as well as improved avionics and ALQ-99 processing ability. The biggest jump in capability for the ICAP II was the universal exciter which covered bands 1-9, thereby obsolescing the dedication of individual pods to bands. Additionally, band 7 was now completely covered. The increase in Jammer Strength is justified by the further reduction of ECMO workload by the TEAMS system, which significantly improves response time against known/planned threats. The ICAP II is also notable as being the first Prowler to carry an offensive weapon, as it is capable of carrying the AGM-88 HARM.
     
    EA-6B ICAP II Block 86/89
    The ICAP-II Block 86/89 ALQ-99F covers the 3 band, now providing coverage over the entire threat spectrum. This version of the ALQ-99F also provides 1kW per GHz, and most closely models the frequency coverage and jamming strength that was provided in the original 3W EA-6B.
     
    EA-6B ICAP III
    Added mostly for completeness, the major upgrades in the ICAP III were more avionics oriented and less about the ALQ-99. However, the ALQ-99 exciter was upgraded to allow faster response in jamming a particular threat frequency.
     
    Credits
    Big thanks go out to Wrench for use of his A-6 and EA-6B templates, as well as to Fubar512 and MigBuster for help with the jammers along the way.
     
    Additional Credits:

    Ventral and Pylon Lights were created by RussoUK2004.
    VAQ-134 decals are by Dave from his VAQ-134 EA-6B.
    Wingtip formation lights in the skins were modified from the skins in the the SF2V Air & Ground Expansion Pack by malibu43 and eburger68.
    VAQ-133 decal templates provided by Dave.
    NAVYNM2 and MODUSN2 Pilot LODs and the F-14 Seat were taken from The Mirage Factory (TMF) F-14 Superpack.
    TireTouch.wav was taken from FastCargo's F-15 Super Pack.
    FansongTrack and FansongLock WAV files (EA-6B_71, EA-6B_73 RWR sounds) by Fubar512.
    USN Wind, Stall, and engine overspeed sounds taken from the TMF F-14 Superpack.
    Classic EA-6B skin patterns are based on the default 3W A-6 skins by DanW.
    Some squadron tail art and aircraft markings were taken from Mark Styling’s aircraft art website in accordance with the FAIR USE Act.
    EA-6B Walk Around by Joe Michaels, EA-6B Prowler in Detail & Scale by Bert Kinzey, and Grumman EA-6A Intruder & EA-6B Prowler by Dennis R. Jenkins were used extensively for research on proper markings, systems, and AN/ALQ-99 performance specifications.

    Thank you all for your contributions.
     
    This Superpack is released in accordance with the Combat Ace Freeware Licensing Agreement. Please feel free to use the contents of this pack with any other mod, so long as appropriate credit is provided.
     
    For support, please post in the File Announcement thread for this mod at Combat Ace.

    1,052 downloads

       (5 reviews)

    3 comments

    Updated

  10. F-15C/E Default Skin Enhancements

    Since at least Flaming Cliffs 3 Beta 1.2.2.7570, the left and right patches on the F-15C pilots are reversed (the squadron patch should be on the right shoulder and the organizational/aircraft patch should be on the left). Additionally, all F-15 pilots wear unit patches on their flightsuits except for the 19th Fighter Squadron out of Elmendorf AFB, AK.
     
    This mod places the patches on the appropriate shoulder in accordance with USAF uniform regulations, and provides the pilots of the 19th FS Fighting Gamecocks with accurate squadron and wing patches as well as an organizational F-15 patch for the left shoulder.
     
    Additionally, the mod adds squadron insignia to the crews in the default USAF F-15E skins, and adds and enhances Israeli Pilot/WSO textures for the IAF F-15C/E skins.
     
    Finally, the mod replaces the brown captain insignia on the USAF desert flightsuit with the proper black insignia.
     
     
    Installation (JSGME):
    This archive file is structured so that you need only create a folder in your JSGME Mods folder for the F-15 Enhancements, then copy this folder tree into that new folder. Then enable the mod using JSGME.
     
    Installation (Manual):
    Prior to extraction, back up all default F-15C/E liveries ( Bazar\Liveries\F-15C\ and Bazar\Liveries\F-15E\).
     
    Extract all files to your DCS World folder with the included folder structure intact. This will add the replacement graphics to the Bazar\TempTextures folder and overwrite the description.lua files in your folders.
     
     
    Removal (Manual):
    Remove the following files from Bazar\TempTextures:
    pilot_f15_00_b.bmp.ddspilot_f15_01_a.bmp.ddspilot_f15_01_b.bmp.ddspilot_f15_00_IDF_a.ddspilot_f15_01_IDF_a.ddspilot_f15_patch_58_sqdn.tga.ddspilot_f15_patch_65a_sqdn.tga.ddspilot_f15_patch_65b_sqdn.tga.ddspilot_f15_patch_106_sqdn.tga.ddspilot_f15_patch_390_sqdn.tga.ddspilot_f15_patch_493_sqdn.tga.dds
    Restore your backup description.lua files to the appropriate folders in Bazar\Liveries\F-15C and Bazar\Liveries\F-15E. If you did not back up your original description. lua, then for the F-15C you can delete the last line in the files (regarding the helmet), and delete the line referencing pilot_f15_patch_19_sqdn in the 19th Fighter SQN (AK) folder. For the F-15E you can delete all lines including and after the entry "--added by HF", then delete the pilot*.dds files in the folders.
     
     
    Custom Helmets (optional):
    One thing I discovered when making use of custom helmets: if you have a custom helmet on one skin, you need to add a helmet line to the description.lua of every skin of that aircraft type, else you will get corrupted textures when displaying different skins. To assist in this, I have placed a line in the 19th Fighter SQN (AK) description.ini (currently remmed out) that you can place in every one of your F-15C skins that is not using a custom helmet. I left the line remmed out because adding this line without adding it in other description.ini files will cause the same texture corruption.
     
     
    Enjoy!
    -Home Fries

    53 downloads

       (0 reviews)

    0 comments

    Updated

  11. FJ-3 VF-191 Satan's Kittens Skin for DCS F-86F

    This is part of a series of US Navy and Marine Corps skin packs for the FJ-3/FJ-3M Fury, the navalized variant of the F-86 Sabre (the M version being Sidewinder capable).
     
    Fighter Squadron 191 flew the FJ-3 Fury from 1956-1957 before transitioning to the F11F-1 Tiger. This skin pack features skins from the 1957 deployment aboard the USS Yorktown (CVA-10) as part of Carrier Air Group 19 (CVG-19, Tailcode B).
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs. If you have a 1.x version of this skin installed, then the installer will remove the old 1.x liveries and obsolete texture folders. Be sure to update any missions that used 1.x series skins.
     
    A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    Updating from the 1.x series of FJ-3 Skins:
     
    With the release of DCS World 1.5.4 and 2.0.3, the decal layer that once covered the entire model has been removed by Belsimtek. As such, organizational specific modex placement as well as modex placement on the wing is no longer possible. The modex (1xx-3xx) is now selected in the Mission Editor rather than by skin selection. For skins that have the BuNo on the tail, the last two digits of the modex are also used for the BuNo (this is not accurate, but just to allow a dynamic number on the tail).
     

    Detail placement in textures based on USN skins by Crazyeddie.
    Special thanks to SkateZilla for the awesome Photoshop template.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    11 downloads

       (0 reviews)

    0 comments

    Updated

  12. FJ-3 VF-24 Corsairs Skin for DCS F-86F

    This is part of a series of US Navy and Marine Corps skin packs for the FJ-3/FJ-3M Fury, the navalized variant of the F-86 Sabre (the M version being Sidewinder capable).
     
    Fighter Squadron 24 (the Corsairs which were later redesignated the VF-211 Checkmates, not to be confused with the VF-24 Renegades designated in 1959) flew the FJ-3 Fury for a short time (1956-1957) before transitioning to the F3H Demon. This skin pack features skins from the 1956-57 deployment aboard the USS Shangri-La (CVA 38) as part of Carrier Air Group 2 (CVG-2, Tailcode M).
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs. If you have a 1.x version of this skin installed, then the installer will remove the old 1.x liveries and obsolete texture folders. Be sure to update any missions that used 1.x series skins.
     
    A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    Updating from the 1.x series of FJ-3 Skins:
     
    With the release of DCS World 1.5.4 and 2.0.3, the decal layer that once covered the entire model has been removed by Belsimtek. As such, organizational specific modex placement as well as modex placement on the wing is no longer possible. The modex (1xx-3xx) is now selected in the Mission Editor rather than by skin selection. For skins that have the BuNo on the tail, the last two digits of the modex are also used for the BuNo (this is not accurate, but just to allow a dynamic number on the tail).
     

    Detail placement in textures based on USN skins by Crazyeddie.
    Special thanks to SkateZilla for the awesome Photoshop template.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    9 downloads

       (0 reviews)

    0 comments

    Updated

  13. FJ-3 VF-73 Jesters Skin Pack for DCS F-86F

    This is part of a series of US Navy and Marine Corps skin packs for the FJ-3/FJ-3M Fury, the navalized variant of the F-86 Sabre (the M version being Sidewinder capable).
     
    Fighter Squadron 73 flew the FJ-3 Fury from 1956 until its decommissioning in 1958. Originally part of Carrier Air Group 7 (CVG-7, Tailcode L), VF-73 was transferred to CVG-4 (Tailcode AD) for its 1957 deployment on the USS Randolph (CVA-15). This skin pack features skins from CVG-7 and the 1957 Randolph deployment with CVG-4.
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs. If you have a 1.x version of this skin installed, then the installer will remove the old 1.x liveries and obsolete texture folders. Be sure to update any missions that used 1.x series skins.
     
    A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    Updating from the 1.x series of FJ-3 Skins:
     
    With the release of DCS World 1.5.4 and 2.0.3, the decal layer that once covered the entire model has been removed by Belsimtek. As such, organizational specific modex placement as well as modex placement on the wing is no longer possible. The modex (1xx-3xx) is now selected in the Mission Editor rather than by skin selection. For skins that have the BuNo on the tail, the last two digits of the modex are also used for the BuNo (this is not accurate, but just to allow a dynamic number on the tail).
     

    Detail placement in textures based on USN skins by Crazyeddie.
    Special thanks to SkateZilla for the awesome Photoshop template.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    7 downloads

       (0 reviews)

    0 comments

    Updated

  14. FJ-3M VF-121 Pacemakers Skin for DCS F-86F

    This is part of a series of US Navy and Marine Corps skin packs for the FJ-3/FJ-3M Fury, the navalized variant of the F-86 Sabre (the M version being Sidewinder capable).
     
    Fighter Squadron 121 flew the FJ-3M Fury operationally in 1957 before being redesignated as a Replacement Air Group (RAG). Of note, it was VF-121's status as a F-4 Phantom RAG at NAS Miramar that helped provide the squadron's reknown as the original host unit for the US Navy Fighter Weapons School ("Top Gun"). This skin pack features skins from the 1957 deployment aboard the USS Lexington (CV-16) as part of Carrier Air Group 12 (CVG-12, Tailcode D).
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs. If you have a 1.x version of this skin installed, then the installer will remove the old 1.x liveries and obsolete texture folders. Be sure to update any missions that used 1.x series skins.
     
    A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    Updating from the 1.x series of FJ-3 Skins:
     
    With the release of DCS World 1.5.4 and 2.0.3, the decal layer that once covered the entire model has been removed by Belsimtek. As such, organizational specific modex placement as well as modex placement on the wing is no longer possible. The modex (1xx-3xx) is now selected in the Mission Editor rather than by skin selection. For skins that have the BuNo on the tail, the last two digits of the modex are also used for the BuNo (this is not accurate, but just to allow a dynamic number on the tail).
     

    Detail placement in textures based on USN skins by Crazyeddie.
    Special thanks to SkateZilla for the awesome Photoshop template.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    9 downloads

       (0 reviews)

    0 comments

    Updated

  15. FJ-3M VF-142 Fighting Falcons Skin Pack for DCS F-86F

    This is the first in a series of US Navy and Marine Corps skin packs for the FJ-3/FJ-3M Fury, the navalized variant of the F-86 Sabre (the M version being Sidewinder capable). The idea of this series is to have a single skin for each squadron, and separate decals for each side number (Modex). The last 4 digits of the serial number (BuNo) use the USAF serial number to allow for dynamic BuNos, though the side number must be selected by choosing the skin itself. This will allow a common Modex pool and a single texture for each squadron, thereby allowing you to employ an entire squadron in a mission while keeping the hard drive and in-mission RAM footprint to a minimum.
     
    Fighter Squadron 142 (the Fighting Falcons, not to be confused with the VF-142 Ghostriders that was designated in 1963) flew the FJ-3M Fury for a short time (1956-1958), including a deployment on the USS Hornet (CVA-12) as part of Carrier Air Group 14 (CVG-14) before returning to NAS Miramar and transitioning to the F8L1-1 Crusader. This skin pack features skins from the 1957 Hornet deployment (CVG-14 Tailcode A) and the return to Miramar (1958) prior to transitioning to the Crusader. The 1958 skin displays the CVG-14 Tailcode NK, which replaced A once the US Navy went to 2 letter tailcodes.
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs. If you have a 1.x version of this skin installed, then the installer will remove the old 1.x liveries and obsolete texture folders. Be sure to update any missions that used 1.x series skins.
     
    A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    Updating from the 1.x series of FJ-3 Skins:
     
    With the release of DCS World 1.5.4 and 2.0.3, the decal layer that once covered the entire model has been removed by Belsimtek. As such, organizational specific modex placement as well as modex placement on the wing is no longer possible. The modex (1xx-3xx) is now selected in the Mission Editor rather than by skin selection. For skins that have the BuNo on the tail, the last two digits of the modex are also used for the BuNo (this is not accurate, but just to allow a dynamic number on the tail).
     
     
     
    Detail placement in textures based on USN skins by Crazyeddie.
    Special thanks to SkateZilla for the awesome Photoshop template.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    8 downloads

       (0 reviews)

    0 comments

    Updated

  16. FJ-3M VF-211 Red Checkertails Skin for DCS F-86F

    This is part of a series of US Navy and Marine Corps skin packs for the FJ-3/FJ-3M Fury, the navalized variant of the F-86 Sabre (the M version being Sidewinder capable).
     
    Fighter Squadron 211 (the Red Checkertails which were later redesignated the VF-24 Renegades, not to be confused with the VF-211 Checkmates designated in 1959) flew the FJ-3M Fury from 1956-1957 before transitioning to the F8U-1 Crusader. This skin pack features skins from the 1956-57 deployment aboard the USS Bon Homme Richard (CVA-31) as part of Carrier Air Group 21 (CVG-21, Tailcode G).
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs. If you have a 1.x version of this skin installed, then the installer will remove the old 1.x liveries and obsolete texture folders. Be sure to update any missions that used 1.x series skins.
     
    A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    Updating from the 1.x series of FJ-3 Skins:
     
    With the release of DCS World 1.5.4 and 2.0.3, the decal layer that once covered the entire model has been removed by Belsimtek. As such, organizational specific modex placement as well as modex placement on the wing is no longer possible. The modex (1xx-3xx) is now selected in the Mission Editor rather than by skin selection. For skins that have the BuNo on the tail, the last two digits of the modex are also used for the BuNo (this is not accurate, but just to allow a dynamic number on the tail).
     

    Detail placement in textures based on USN skins by Crazyeddie.
    Special thanks to SkateZilla for the awesome Photoshop template.
     
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    20 downloads

       (0 reviews)

    0 comments

    Updated

  17. Integrated Nations for DCS World

    Switzerland by CHSubZero
    USN/USMC by Home Fries
     
    This mod allows your logbook pilot to fly for Switzerland, the United States Navy and the United States Marine Corps in addition to the default nations. The USN and USMC "countries" have their own sets of insignia and share a set of medals. Additionally, the option is there to update the USAF medals from the default medals (three of which are incorrect) to the actual USAF medals that can be earned for valor in air combat. Regardless of whether you choose to update the USAF medals, the existing default USA medals will now include the "Combat V" as applicable..
     
    Note: the default alliance matrix keeps the USN and USMC as "neutrals", so that you still only need to make a "USA" unit in the mission editor. This just keeps things simple, at least until the F-14 or F/A-18C is released.
     
    The mod also adds certain aircraft to different nations. Predominantly, the F-4 Phantom II has been added to nations who flew it historically (including USA, UK, Australia), most of the Eastern Bloc aircraft have been added to the USA inventory for scenario flexibility, and the MiG-29A has been added to Georgia and the Insurgents to provide more interesting scenarios.
     
    Finally, this mod is compatible with the Hellenic Air Force (HAF)mod version 1.05, though it requires that the HAF mod be installed first, and that this mod be disabled prior to reparing or removing the HAF mod.
     
     
    Installation:
     
    This assumes that you already have a working JSGME installation for DCS World. If you know just enough to spell JSGME, I recommend looking here for details on using JSGME with DCS World: http://forums.eagle.ru/showthread.php?t=98607
     
    Big takeaway: don't create a folder called "MODS" within DCS World (this is already taken). Call your JSGME Mod folder something like "_MODS" or "GME_MODS".
     
    If you are updating the previous version of this mod, perform the following steps:
    In DCS World, set your default logbook to a pilot with a default nation. Create a new pilot if required (see "Disabling this mod" below).
    Exit DCS World and disable the old logbook mod.
    Delete the old mod, as the folder naming scheme has been updated for the new release.
    Extract the folders in this archive to your JSGME Mod folder.

    How you proceed with setting up the logbook mod is up to you.
     
    To install the logbook mod without the Hellenic Air Force Mod:
    Enable the "Logbook - Integrated Nations (Master)" mod.

    If you wish to use the Hellenic Air Force mod with this logbook mod, you must install the HAF mod first. Then you can proceed with the following steps:
    Enable the "Logbook - Integrated Nations (Master)" mod.
    Install either the "Logbook - Integrated Nations (HAF Compatibilty Patch)"
    or
    Install the "Logbook - Integrated Nations - Correction for US Air Force (optional) & HAF Compatibility Patch".
    If you have an existing USN or USMC pilot in your logbook from a previous install, then manually update your logbook (see below).

    Note that you will need to disable this mod in order to repair or uninstall the HAF mod.
     
     
    Manually Updating your Existing Logbook:
     
    If you use the USAF Correction or the HAF mod, it may be necessary to manually update the entries in your existing logbook. This section covers those eventualities.
     
    Either way, find your logbook file, which is located at:

    C:\Users\<user name>\Saved Games\DCS\MissionEditor\logbook.lua
    Be sure to back it up prior to making any edits.
     
    Next open it in a text editor such as Notepad++ (Windows Notepad is not recommended).
     
     
    Hellenic Air Force Compatibilty:
     
    If you have an existing USN or USMC pilot that you need to make compatible with the HAF mod, find the pilot that has a ["countryId"] of 22 or 23 and add 1 to the value (22 becomes 23 and 23 becomes 24). Note: this does not apply to a Greek pilot with a ["countryId"] = 22.
     
    Next, find the section called ["awards"]. If any of the subsections are [22] or [23] and one of the awards listed is
    [1] = "Navy & Marine Corps Achievement Medal",
    then add one to these subsections just like you did with ["countryId"]
     
     
    USAF Medals:
     
    If you have an experienced USA pilot who has the original medals by ED, and you wish to apply the correct medals with this logbook mod, then you will need to manually substitute the old default USAF medals with the proper entries so that they display properly.
     
    Under your pilot, in the section called ["awards"], you should find and replace the existing medals as follows (up to the number that you have):
    [2] = { [1] = "Air Force Achievement Medal", [2] = "Air Force Commendation Medal", [3] = "Air Medal", [4] = "Distinguished Flying Cross", [5] = "Legion of Merit", [6] = "Silver Star", [7] = "Air Force Cross", [8] = "Medal of Honor (Air Force)", }, -- end of [2]
    You should now see the appropriate USAF medals in your logbook.
     
    Australian Medals:
     
    The db_countries.lua file in DCS World 1.2.6 (and 1.2.8 at the time of this writing) lists the medals in the incorrect order, which makes it so you cannot see the medals in your logbook. If you have an Australian pilot and wish to see the medals, enable this mod, then go to your logbook.lua and find the ["awards"] section, as described above. Then on the lines indicating the medals earned, replace the following numbers:
    [5] should be [1] [4] should be [2] [2] should be [4] [1] should be [5]
    Then with this mod enabled, you should be able to see your Australian medals.
     
    Disabling this mod (for DCS World updates):
     
    Installing the logbook mod is the easy part. However, if you create a USN or USMC pilot, you will need to disable this mod whenever you update DCS World, so I highly recommending adding a "dummy" pilot with one of the default nations.
     
    Whenever you need to disable this mod, be sure to switch your logbook pilot to deFault prior to disabling this mod and applying the update. While you can often just re-enable this mod after updating (and then go back to your pilot), this extra step saveguards your pilot datafile in case the DCS update makes this version of this mod obsolete.
     
    Enjoy!

    23 downloads

       (0 reviews)

    0 comments

    Updated

  18. Israeli Defense Force Add-on for A-6 Superpack

    THIS PACK REQUIRES THE A-6 SUPERPACK 1.51 OR LATER.
     
    The IDF/AF A-6 Pack has been tested with Strike Fighters 2 Full 5+2 merged install. It should work with less than a full 5+2, but requires the following SF2 versions to take advantage of the respective components:

    SF2V for the A-6A
    SF2NA for the A-6E and A-6E_79
    SF2I for the campaigns and serial numbers for the aircraft
     
    This pack is strictly a "What If" set of skins and campaigns that explores what might have happened had Israel purchased the A-6 Intruder from the United States. The pack includes skins for the A-6A, A-6E, and A-6E_79 (TRAM) in the standard IDF camouflage both with and without ID Triangles. It is unlikely that the IDF would have used ID Triangles on the A-6, given that it doesn't look like anything flown by Arab nations, but I included the skins for completeness.
     
    Additionally, the Six Days War, Yom Kippur War, and Lebanon 1982 campaigns also have A-6 variants, allowing you to fly the A-6 without unbalancing the campaign.
     
    Finally, the Optional Files folder includes the original SF2I campaigns. These campaigns are identical (as of the July 2012 patch) to the SF2I campaigns in the CAT file, but have the campaign base screen set to Ramat David airfield.
     
    1. Change Log
    1.0 Initial Release
     
    2. Installation
    Copy the files to your SF2 "Mod" folder.
    Copy the contents of the Optional Files folder to your SF2 "Mod" folder, if desired.
    Enjoy!

     
    3. Known Issues
    I did not include an updated A-6x_Userlist.INI file. This is by design, since this pack is "What if".
     
    4. Future Compatibility Issues
    In the event of a SF2 patch, you will want to examine the following files with the post-patch extracted files to see if there are any changes or potential incompatibilities:
    CAMPAIGNI1_DATA.INI
    CAMPAIGNI2_DATA.INI
    CAMPAIGNI3_DATA.INI
     
    In each case, the only difference in the files should be the following line:

    CampaignBaseScreen=RamatDavid.jpg
     
    If the original SF2I campaigns are updated, merely copy over the updated CAMPAIGNIx_DATA.INI and add the line "CampaignBaseScreen=RamatDavid.jpg" to the appropriate location.
     
     
    5. Credits
     
    Wrench's A-6E Templates were the basis for these skins.
     
    All other credits can be found in the A-6 Superpack.
     
     
    This Pack is released in accordance with the Combat Ace Freeware Licensing Agreement. Please feel free to use the contents of this pack with any other mod, so long as appropriate credit is provided.
     
     
    For support, please post in the File Announcement thread for this mod at Combat Ace.

    114 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Ka-50 Colombian Air Force (Fictional)

    This is a fictional skin for the Fuerza Aérea Colombiana Composite helicopter squadron using the current FAC grey paint scheme used for the Super Tucano. This is #3124 with a "shark mouth" on the nose. Nationalities are USA and Spain.
     
     
    Installation Instructions:
    Copy the folders to your Saved Games\DCS\Liveries\Ka-50 folder.
     
     
    Optional:
    The release of DCS World 1.2.4 added the ability to add texture paths using the file "autoexec.cfg" in your Saved Games\DCS\Config folder. This will allow you to save hard drive space as long as the skin filenames are unique. My skins support this, so any DDS file with the same name will be identical.
     
    In order to enable this feature, add the following line to autoexec.cfg (be sure to create the file if it doesn't exist):
    table.insert(options.graphics.VFSTexturePaths, "C:/Users/<username>/Saved Games/DCS/Textures")
    You can use any path (even a different drive), but you must use forward slashes for your path. Backslashes won't work here.
     
    Then, you can move all of the DDS files from each of the skin folders to this new folder you've added to your path. Allowing overwrites is not a problem, as I use unique names for each file. Finally, be sure to go into each description.lua file and change all "false" entries to "true."
     
     
     
    You are free to use any of these skins in other projects as long as proper credit is provided in the readme file.
     
     
     
    -Home Fries

    8 downloads

       (1 review)

    1 comment

    Submitted

  20. Ka-50 USMC HMLA-167 "Warriors" Skin Pack

    Marine Light Helicopter Squadron (HML) 167 was commissioned in April 1968 in Vietnam, and flew the UH-1E in combat operations until June 1971, where it was the last Marine helicopter squadron in Vietnam. Of note, HML-167 was the first unit to drop a bomb from a helicopter, accomplished with the use of the Helicopter Trap Weapon (HTW). In June 1971, HML-167 returned stateside to MCAS New River, North Carolina, as part of the 2nd Marine Air Wing.
     
    In 1972, HML-167 received the UH-1N Twin Huey, which it would fly until 2012 when the UH-1N was replaced by the UH-1Y Venom. In 1984, HML-167 received its first AH-1T Cobras and became a composite squadron of Cobras and Hueys. HML-167 was redesignated Marine Light Attack Helicopter Squadron (HMLA) 167 in April 1986, and as such designated as a permanent composite squadron of both Cobras and Hueys. HMLA-167 began upgrading to the AH-1W Super Cobra in late 1989.
     
    Today the HMLA-167 "Warriors" fly the UH-1Y Venom and the AH-1W Super Cobra.
     
    This is a fictional skin pack of Ka-50 Black Sharks with HMLA-167 markings. There are five different Modexes (USN/USMC side numbers) allowing you to create packages of different aircraft. Each skin has a "normal" version and a weathered version. Weathered skins have a bleached effect as if the aircraft were heavily exposed to the sun for months on end. Normal skins include pilots with green flightsuits, while weathered skins include pilots with desert flightsuits.
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs.
     
     
     
    For Compact Installations - A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    For Traditional Installations:
     
    If there is an issue with textures not displaying, it is likely a problem with the installer. Please let me know what textures are missing so that I can troubleshoot the issue.
     
     
     
    Special thanks to EricJ for his USMC Ka-50 skin, which I used as the basis for this skin pack as well as the bleaching effects for weathered skins.
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
     
     
    -Home Fries

    8 downloads

       (0 reviews)

    0 comments

    Updated

  21. Ka-50 USMC HMLA-169 "Vipers" Skin Pack

    Marine Attack Helicopter Squadron (HMA) 169 was commissioned in 1971 as part of Marine Aircraft Group 39 (Camp Pendleton, CA), and unlike most HMLA squadrons began with the Cobra (AH-1G) before becoming a composite squadron. By 1976, the AH-1G was replaced by the AH-1J Sea Cobra, which were eventually replaced by the AH-1T.
     
    In 1986, HMA-169 was redesignated Marine Light Attack Helicopter Squadron (HMLA) 169, and replaced its AH-1Ts with the AH-1W Super Cobra. As a composite squadron, it also received its complement of UH-1N Hueys.
     
    Today HMLA-169 flies the UH-1Y Venom and the AH-1Z Viper.
     
    This is a fictional skin pack of Ka-50 Black Sharks with HMLA-169 markings. There are four different Modexes (USN/USMC side numbers) allowing you to create packages of different aircraft. Each skin has a "normal" version and a weathered version. Weathered skins have a bleached effect as if the aircraft were heavily exposed to the sun for months on end. Normal skins include pilots with green flightsuits, while weathered skins include pilots with desert flightsuits.
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs.
     
     
     
    For Compact Installations - A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    For Traditional Installations:
     
    If there is an issue with textures not displaying, it is likely a problem with the installer. Please let me know what textures are missing so that I can troubleshoot the issue.
     
     
     
    Special thanks to EricJ for his USMC Ka-50 skin, which I used as the basis for this skin pack as well as the bleaching effects for weathered skins.
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
     
     
    -Home Fries

    10 downloads

       (0 reviews)

    0 comments

    Updated

  22. Ka-50 USMC HMLA-269 "Gunrunners" Skin Pack

    Marine Attack Helicopter Squadron (HMA) 269, commissioned in July 1971 at MCAS New River, NC, has the distinction of being the first Attack hHelicopter squadron in the Marine Corps. HMA-269 flew the AH-1J until December 1977, when it received the AH-1T. The Gunrunners then made history again in 1979 by being the first Marine Squadron to fire a TOW missile from an airborne platform.
     
    In the early 1980s, HMA-269 received its first UH-1N Hueys, and as a permanent composite squadron was redesignated HMLA-269. Since then, the Gunrunners have deployed to hotspots such as Iraq, Kosovo, Somalia, Liberia, Haiti, and Afghanistan.
     
    Today the HMLA-269 "Gunrunners" fly the UH-1Y Venom and the AH-1W Super Cobra.
     
    This is a fictional skin pack of Ka-50 Black Sharks with HMLA-269 markings. There are six different Modexes (USN/USMC side numbers) allowing you to create packages of different aircraft. Each skin has a "normal" version and a weathered version. Weathered skins have a bleached effect as if the aircraft were heavily exposed to the sun for months on end. Normal skins include pilots with green flightsuits, while weathered skins include pilots with desert flightsuits.
     
    Note: this skin pack uses an EXE installer that creates common texture folders and an autoexec.cfg (if you already have one, you can make manual changes). I would like your feedback on this system; if it works I intend to apply it to my other skin packs.
     

    For Compact Installations - A Note About Autoexec.cfg:
     
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    For Traditional Installations:
     
    If there is an issue with textures not displaying, it is likely a problem with the installer. Please let me know what textures are missing so that I can troubleshoot the issue.
     
     
     
    Special thanks to EricJ for his USMC Ka-50 skin, which I used as the basis for this skin pack as well as the bleaching effects for weathered skins.
    You are free to use any of the textures in other skins or projects as long as proper credit is provided in the readme file.
     
    -Home Fries

    9 downloads

       (0 reviews)

    0 comments

    Updated

  23. M-2000C: US Marine Corps Adversary Squadron VMFT-401 "Snipers"

    M-2000C: US Marine Corps Adversary Squadron VMFT-401 "Snipers"
    for DCS World 1.5.6 and later
     
    VMFT-401 was commissioned in 1986 and in 1987 received the IAI Kfir (designated F-21A) under lease from the Israeli government. The "Snipers" flew the Kfir until 1989, when it transitioned to the F-5E Tiger II. This skin is inspired by the 1987-89 timeframe in which USN and USMC flew the Kfir, a delta-wing aircraft of French origin.
     
    The Kfir was built by IAI based on the Mirage V airframe. The closest flyable substitute to the Kfir in DCS is the M-200C, so this is a fictional skin that paints the M-2000C as a USMC adversary. This skins uses the traditional Israeli Air Force desert pattern that was used on some of the VMFT-401 adversary aircraft. Since the original aircraft were leased and kept much of their original markings, so is the case with the M-2000C skins. No original markings (e.g. rescue arrows and safety markings) were subdued to match US paint schemes. However, minor liberties were taken with the pilot skins in order to make the pilots look more American.
     

    For Compact Installations - A Note About Autoexec.cfg:
    Rather than copying texture files to their respective livery folders, I prefer to use a series of common texture folders along with unique filenames. This allows a single instance of many of my common textures, and keeps the hard drive footprint to a minimum (especially nice if you run a SSD for your system drive).
     
    The installer will add a series of folders to the DCS Texture path; if you do not have these folders created, then it is no problem. The autoexec.cfg included will automatically point to the Texture folder in your Saved Games\DCS folder, and regardless of whether you run the Open Alpha, Open Beta, or Release version of DCS, the path will always point to your Saved Games\DCS\Texture folder. Again, this saves space on your hard drive.
     
    If you use your own Autoexec.cfg, then when prompted to overwrite you can click "no". This will create a file called autoexec.new, and you can manually make the updates as you like. Just don't modify the top line with the file date; this is used by the installer for version control. However, feel free to include it in your existing autoexec.cfg, so you don't get prompted to overwrite until there's another update to the autoexec.cfg.
     
    If you inadvertently overwrite your autoexec.cfg, it is actually backed up as autoexec.old. Just open it and copy the appropriate information to the new file.
     

    For Traditional Installations or JSGME Compatible Extractions:
    If you don't wish to use the shared texture folder and custom autoexec.cfg, you have a couple of other options available. Selecting the Traditional Install copies all textures to each livery folder, then copies each livery to each version of DCS detected (up to three versions, including release, open alpha and open beta). As a result, the listed hard disk space requirement assumes all three DCS versions are installled. Each skin is independent and portable.
     
    If you wish to install to a location other than your Saved Games folder, you must select the Single JSGME Extraction, or else the installation will fail for not detecting existing Saved Games\DCS folders. Selecting this option will create a JSGME compatible install that can be dropped directly into your JSGME _MODS folder for installation. Each skin is independent and portable.
     
    For either of these installation options, if there is an issue with textures not displaying, then it is likely a problem with the installer. Please let me know what textures are missing so that I can troubleshoot the issue.
     
     
     
    If you have any squadron requests, please PM me. If possible, provide top and profile views of the aircraft, preferably line art (much easier to extract color), and for CAG/CO birds, a close up of the tail fin is greatly appreciated.
    You are free to use any of these skins in other projects as long as proper credit is provided in the readme file.
    Fly Navy!
    -Home Fries

    40 downloads

       (0 reviews)

    0 comments

    Updated

  24. MiG-29A Czech Republic, 1st Fighter Aviation Regiment #7702 (ca. 1993)

    NOTE: This only works with DCS World 1.2.16 or earlier. DCS World 1.5/2.0 uses a new MiG-29 model.
     

    I originally did this at the request of a friend, who wished to have the Czech camouflage pattern on fictional Georgian MiGs. Once I completed the pattern, I decided that since the hard work was already done, I should just go ahead and finish the Czech skin. So this is a Czech MiG-29A of the First Fighter Air Regiment ca. 1993 (before the airframe was traded to Poland, where it currently serves). Since the Czech Republic is not a selectable nation, the nations who can use this skin are Russia, Ukraine, and Insurgents.
     
     
     
    Installation:
     
    These MiG-29A skins do not require you to overwrite any existing "slots"; they exist as individual skins using the standard definition.lua format. Simply put the skins in your Saved Games\DCS\Liveries\ folder; you should be able to extract using the path that exists in this archive file.
     
    In order to have the MiG-29A (and this skin) available for the Insurgents in the Mission Editor, you will need to update the db_countries.lua file located in DCS World\Scripts\Database. Open the file in a text editor like Notepad++ and search for the following string:
    -- INSURGENTS
    This is the comment line that starts the Insurgents section.
     
    In the first section,you will see the following entry:
    cnt_unit( units.Planes.Plane, "P-51D");
    This is the plane available to the Insurgents in the mission editor. Just add the following line:
    cnt_unit( units.Planes.Plane, "MiG-29A");
    This opens more possibilities for scenarios, and all of the included skins are available to the Insurgents as well as Russia and the Ukraine.
     
    Special thanks to Jack for allowing the use and modification of his enhanced pylon texture, as well as his collaboration in developing MiG-29 skins that are not dependent on the original "slots" of the Flanker 2.5/LOMAC models.

    28 downloads

       (1 review)

    1 comment

    Updated

  25. MiG-29A Georgian Skin (Fictional)

    NOTE: This only works with DCS World 1.2.16 or earlier. DCS World 1.5/2.0 uses a new MiG-29 model.
     

    I originally did this at the request of a friend, who wished to have the Czech camouflage pattern on fictional Georgian MiGs. I used the Czech pattern as a starting point, then used the colors on the Georgian MiG-21 to finish the job. Once I completed the pattern, I eventually decided to release it to the public.
     
    In addition to Georgia, the skin is available to Russia, Ukraine, and Insurgents.
     

    Installation:
     
    These MiG-29A skins do not require you to overwrite any existing "slots"; they exist as individual skins using the standard definition.lua format. Simply put the skins in your Saved Games\DCS\Liveries\ folder; you should be able to extract using the path that exists in this archive file.
     
    In order to have the Georgian MiG-29A (and the skins) available for Georgia in the Mission Editor, you will need to update the db_countries.lua file located in DCS World\Scripts\Database. Open the file in a text editor like Notepad++ and search for the following string:
    -- GEORGIA
    This is the comment line that starts the Georgia section.
     
    In the first section,you will see the following entries:
    cnt_unit( units.Planes.Plane, "Su-25"); cnt_unit( units.Planes.Plane, "An-26B"); cnt_unit( units.Planes.Plane, "Su-25T"); cnt_unit( units.Planes.Plane, "L-39ZA"); cnt_unit( units.Planes.Plane, "Yak-40"); cnt_unit( units.Planes.Plane, "P-51D");
    These are the planes available to Georgia in the mission editor. Just add the following line:
    cnt_unit( units.Planes.Plane, "MiG-29A");
    You may also optionally add that line to the section starting with
    -- INSURGENTS
    This opens more possibilities for scenarios, and all of the included skins are available to the Insurgents as well as Russia and the Ukraine.
     
     
     
    Special thanks to Jack for allowing the use and modification of his enhanced pylon texture, as well as his collaboration in developing MiG-29 skins that are not dependent on the original "slots" of the Flanker 2.5/LOMAC models.

    18 downloads

       (1 review)

    2 comments

    Updated

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