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Found 12 results

  1. Version Version 7

    278 downloads

    SF2 NorthAtlantic "Top Gun" Themed Hi-Res 1920x1080 Menu Screens and Music v7 By Viper 05/17/2020 Note: I removed all the nation sounds from this Menu packs for size reasons. If you intend to install the "VIPER63A HQ Menu Sounds" pack, please install that pack first. Installing the HQ Sound pack over the Menu pack may overwrite some of the menu specific music files. You can always re-install this menu pack to get the menu specific theme music back. I've seen some very nice screens in 1920x1080 mode, so I thought I'd give it try. So here is my "Top Gun" contribution! Special thanks to Homefies and Spectre8750 for their contributions that led me here... This mod includes custom "Top Gun" themed menu screens, pilots and music. I used the MENU INI files to reuse the music files for different menus. This reduces the size of the package as I don't have duplicates of the same music files for different menus. You should unzip the file and preview the new screens before installing them. I recommend doing this as there are MANY alternate screens I have in there that you might like better. If you choose to install these screens, I recommend that you back up your FLIGHT, MENU and PILOTDATA folders in the SF2 Mod folder you're installing this mod into. Just in case you want to go back to your original setup. To install, simply unzip and copy the uncompressed FLIGHT, MENU and PILOTDATA folders to your StrikeFighter2 mod folder. My StrikeFighter2 mod on Win10 64-bit was..(yours may be different)... C:\Users\<your_id>\Saved Games\Thirdwire\StrikeFighter2 NorthAtlantic\ Enjoy!
  2. View File M113 with ZPU-4 Hello and thank you for downloading my work. https://gkabs.net What's included: M113 with ZPU4 AAA-Ground gun with 14 textures All my files should include the Strike Fighters 2 Series game file (.old) and the texture required. (tested and work only for SF2) Installation: Copy files to their proper folder //Please add to Soundlist under Flight directory and change the XXX with the correct number [SoundList] SoundFileXXX=TankEngine SoundFileXXX=TankTrack [TankEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=250.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankTrack] Priority=NORMAL 3DSound=TRUE DopplerEffect=FALSE Looped=TRUE NumBuffers=4 MaxDist=500.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ 1.0.0 LICENSE: You are allowed to use this model and everything included for personal non-profit use for Strike fighters 1 and 2. You need to contact me for permission to use outside of this scope. gkabs@gkabs.net Credit goes to the following: Third Wire for making this outstanding game. Yakarov79 for making the ZUP4 model and the gunner as well as the texture for them as well as testing. thank you again, my friend Credit goes to https://www.textures.com as I use many of their photos to create the skins. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net Submitter GKABS Submitted 09/03/2022 Category Ground Object Mods  
  3. M113 with ZPU-4

    Version 1.0.0

    81 downloads

    Hello and thank you for downloading my work. https://gkabs.net What's included: M113 with ZPU4 AAA-Ground gun with 14 textures All my files should include the Strike Fighters 2 Series game file (.old) and the texture required. (tested and work only for SF2) Installation: Copy files to their proper folder //Please add to Soundlist under Flight directory and change the XXX with the correct number [SoundList] SoundFileXXX=TankEngine SoundFileXXX=TankTrack [TankEngine] Priority=LOW 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=250.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [TankTrack] Priority=NORMAL 3DSound=TRUE DopplerEffect=FALSE Looped=TRUE NumBuffers=4 MaxDist=500.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ 1.0.0 LICENSE: You are allowed to use this model and everything included for personal non-profit use for Strike fighters 1 and 2. You need to contact me for permission to use outside of this scope. gkabs@gkabs.net Credit goes to the following: Third Wire for making this outstanding game. Yakarov79 for making the ZUP4 model and the gunner as well as the texture for them as well as testing. thank you again, my friend Credit goes to https://www.textures.com as I use many of their photos to create the skins. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net
  4. Hello everyone, I have some questions about modding aircraft gun to include proximity fuze and timed proximity fuze. I am working on adding a fictional new nation with their own weapons for an interesting fun experiences in SPF2. I have been looking at gun and weapons information. Before working on missiles (which is more complicated), I am starting with gun for now. I have been wanting to add two types of shells: 1) proximity fuze fir one type of shell. If the shells from 30 mm cannon would explode if it's right next to the aircraft. 2) Timed Fuze for second type of shell. The shells would explode at certain distance. I aim to be able to mod the times in seconds. I only see the code: TimedFuze=True So I want to know if it is possible to enable both types of shells. As always, thank you for the advice. Because of the community help, I am able to accomplish making mods! Cheers!
  5. Version 1.0.0

    202 downloads

    Hello and thank you for downloading my work. https://gkabs.net What's included: Flakpanzer-Gepard AAA model Flakpanzer Gepard The Flugabwehrkanonenpanzer Gepard is an all-weather-capable German self-propelled anti-aircraft gun. It was developed in the 1960s and fielded in the 1970s, and has been upgraded several times with the latest electronics. Type Self-propelled anti-aircraft gun Place of origin West Germany Specifications Mass 47.5 t (46.7 long tons; 52.4 short tons) Length Overall: 7.68 m (25 ft 2 in) Width 3.71 m (12 ft 2 in) Height Radar retracted: 3.29 m (10 ft 10 in) Crew 3 (driver, gunner, commander) Armor conventional steel Main armament 2 × 35 mm Oerlikon GDF autocannon, each with 320 rounds of anti-air ammunition and 20 rounds of anti-tank Secondary armament 2 × quad 76mm smoke grenade dischargers Engine 10-cylinder, 37,400 cc (2,280 cu in) MTU multi-fuel engine 830 PS (819 hp, 610 kW) Power/weight 17.5 PS/t Suspension Torsion bar suspension Operational range 550 km (340 mi) Maximum speed 65 km/h (40 mph) https://en.wikipedia.org/wiki/Flakpanzer_Gepard All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required. (tested and work only for SF2) Installation: Copy the folder to Objects/GroundObject and the following to _TYPES.ini file in the terrain folder. [TargetTypeXXX] <-------- Change to the next number at the bottom of you types list Name=GK-Flakpanzer-Gepard FullName=GK-Flakpanzer-Gepard TargetType=AAA ;TargetType=MISC UseGroundObject=TRUE GroundObjectType=ZSU-23 ActiveYear=1960 TargetValue=25 RepairRate=3.22 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=Truck_DESTROYED.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ 1.0.0 LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: Third Wire for making this outstanding game. Coupi for making all the data files and testing the model. compufat for making the Brazilian skin. Credit goes to https://www.textures.com as I use a lot of their photos to create the skins. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net Vidoe by Coupi
  6. View File Flakpanzer Gepard Anti-aircraft gun tanks Hello and thank you for downloading my work. https://gkabs.net What's included: Flakpanzer-Gepard AAA model Flakpanzer Gepard The Flugabwehrkanonenpanzer Gepard is an all-weather-capable German self-propelled anti-aircraft gun. It was developed in the 1960s and fielded in the 1970s, and has been upgraded several times with the latest electronics. Type Self-propelled anti-aircraft gun Place of origin West Germany Specifications Mass 47.5 t (46.7 long tons; 52.4 short tons) Length Overall: 7.68 m (25 ft 2 in) Width 3.71 m (12 ft 2 in) Height Radar retracted: 3.29 m (10 ft 10 in) Crew 3 (driver, gunner, commander) Armor conventional steel Main armament 2 × 35 mm Oerlikon GDF autocannon, each with 320 rounds of anti-air ammunition and 20 rounds of anti-tank Secondary armament 2 × quad 76mm smoke grenade dischargers Engine 10-cylinder, 37,400 cc (2,280 cu in) MTU multi-fuel engine 830 PS (819 hp, 610 kW) Power/weight 17.5 PS/t Suspension Torsion bar suspension Operational range 550 km (340 mi) Maximum speed 65 km/h (40 mph) https://en.wikipedia.org/wiki/Flakpanzer_Gepard All my files should include the Strike Fighters 2 Series game file (.old) and the texture required. (tested and work only for SF2) Installation: Copy the folder to Objects/GroundObject and the following to _TYPES.ini file in the terrain folder. [TargetTypeXXX] <-------- Change to the next number at the bottom of you types list Name=GK-Flakpanzer-Gepard FullName=GK-Flakpanzer-Gepard TargetType=AAA ;TargetType=MISC UseGroundObject=TRUE GroundObjectType=ZSU-23 ActiveYear=1960 TargetValue=25 RepairRate=3.22 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=Truck_DESTROYED.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ 1.0.0 LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: Third Wire for making this outstanding game. Coupi for making all the data files and testing the model. compufat for making the Brazilian skin. Credit goes to https://www.textures.com as I use a lot of their photos to create the skins. Google for some photos and information. And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game. Software used: 3d Max 2009 UVLayout v2 Pro Substance Painter Adobe Photoshop If you need any assistance please contact me at gkabs@gkabs.net Vidoe by Coupi Submitter GKABS Submitted 11/12/2020 Category Ground Object Mods  
  7. Hello. I have installed SU25 today, and i have recognized strange red color appearing each time I use 30mm cannon. It happens only in Russian made aircraft I use (Mig29. SU27, SU25) May someone tell me how can I restore white bullet color?
  8. I had an ideal for a Top Gun style Campaign using current inventory Aircraft. It could basically take the Top Gun Campaign and substitute F-16s as the initial aggressors, and F-15s as aggressors near the end. The Campaign would be about an F-15 Pilot trying to earn a spot as an F-22 Pilot. So the initial starting Plane would be an F-15, and near the end an F-22.. I think this would not only just be kick ass … but reflect how things kind of work with such a limited number of F-22s available. There could also be another Campaign included where an F-16 Jockey was given the opportunity, and he would start out in an F-16, then progress into an F-15. Along the way he proved himself and was offered a shot at an F-22. So …. You could just jump into the Campaign that ends up with you earning a spot as an F-22 Pilot, or … you could run the F-16 one, that ends where the one that starts out in the F-15 begins. (and for that matter why not make another similar one for an F/A-18 Pilot, call that Campaign "the long shot" where the best Navy Pilot was given a chance to enter the Program) Just the name "The HUNGRY RAPTORS" (for the ADD-ON) is pretty cool (just a suggestion). It would be a great way to show off and use many of the on going projects some of the talented creators here are working on. And be a great modern, current, edition to all the outstanding Add-Ons we have from the past for this game. There's no way I could pull it off I just don't know enough about the game, or have the time. But The ideal came to me, and I thought it was a good one and wanted to toss it out there.
  9. Greetings everyone, I have been long curious and been anxious about knowing just how much ammo is remaining after firing the cannons in Strike Fighters 2. If anyone found a way to toggle it or bring it up somehow, thank you. :)
  10. Ahh that old familiar tale you say - of course, in the late 1960s the F-4 Phantom II finally had a gun installed, which meant that everything was better, magical unicorns danced around the sky and the Vietnamese MiGs would fall from the sky in droves! Okay so that didn’t quite happen….......what did? Note - These articles are a compacted summary of a rather massive topic and will discuss the F-4 and Guns in Vietnam mostly ignoring missiles. Vietnam will be used instead of SEA. And USN includes the US Marines for simplicity. Very different F-4s and Air Forces (USAF v USN) Firstly, with different equipment, ideas and ways of doing things the United States pretty much had different Air Forces in the US Navy (USN) and the US Air Force (USAF), so it is important to draw a big red line between them with a quick summary: US Navy F-4 Versions in Vietnam F-4B (F4H-1) – Second F-4 version but first major production version of the F-4. F-4J - Improved F-4B Major Differences compared to the USAF Air to Air Refueling with Drogue and Basket Use of AIM-9B/D/G/H versions of Sidewinder only as Short Range Missile. Never fitted Guns, and only rare use of the MK4 gun pod (mostly Air to Ground use). Internal ECM equipment. Different Radars (AN/APQ-72, -59 & AWG-10 Pulse Doppler) Had no flight controls in the back seat In 1972 preferred used of AIM-9G/H Sidewinder over AIM-7E-2 Sparrow Used more flexible Loose Deuce A-A formation tactics Carrier and land based (Marines) USN F-4J refueling drogue and chute style (USN) USAF F-4 Versions in Vietnam F-4C (F-110A) – Based on the F-4B with USAF changes. F-4D – Improved F-4C. F-4E – This is the (only) F-4 with the internal Gun. Major Differences compared to the US Navy Air to Air Refueling with Boom Used AIM-9B/E/J versions of Sidewinder Used AIM-4D Falcon for periods over the AIM-9 on F-4D/E External Podded ECM equipment Different Radars (AN/APQ-100, -109 & -120 ) Use of Gun Pods (SUU-16 & SUU-23) Had some flight controls in the back seat In 1972 preferred use of AIM-7E-2 Sparrow over AIM-9 / AIM-4 Insisted on sticking to the obsolete / useless fluid four (Welded Wing) A-A formation tactics right to the end. USAF F-4 nears the boom of a KC-135 in 1967 (USAF) Why no gun on the F-4 to start with? On the 18th September 1947 the United States Army Air Force (USAAF) became the USAF and with the limited budget constraints after WWII, Strategic Air Command (SAC) was seen as security priority and was thus given the major funding over the Tactical Air Forces (TAF). SAC culture dominated the USAF in the early years along with its doctrine of strategic nuclear bombing with massive manned bombers. Tactical Fighters (F-100/F-101 etc) under this emphasis on SAC now had two roles: Defend against enemy bombers as interceptors. (Air Defence Command / ADC) Low level delivery of tactical Nukes. (Tactical Air Forces / TAF) Apparently, Korea never happened because by the late 1950s bombing a target in a fighter within 750ft was more then good enough (with a Nuclear weapon) so not only conventional Air to Air training went out the window but also conventional bombing! One Air Force general noted about this period, General (Curtiss) LeMay had deliberately loaded the Air Staff with bomber guys, who were not well acquainted with things like air superiority or air-to-air combat, and who wanted to destroy enemy aircraft on their airfields. In 1957, LeMay actually tried to eliminate the TAF, but the possibility of the Army developing its tactical air support arm overrode this idea, and later that year LeMay reluctantly gave the TAF more funds to keep its mission from being turned over to the Army. Who needs fighters anyway? - the B-36 Peacemaker takes its toddler son for a walk in 1948 (USAF) Some of this thinking was perhaps driving the US Navy with their F4 program in the 1950s. The USN had a requirement to intercept Soviet bombers attacking the fleet above 50,000ft out of the range of gun armed fighters and thus from 1956 the AIM-7 Sparrow III was to be the primary weapon with a gun as secondary. By 1957 however the gun was deleted from the design because the new AIM-9 Sidewinder was to be the secondary weapon. Feeling in the USAF really was in some respects that the day of the gun had past, working at the Pentagon in Air Force Operations as a colonel in the early 1960s, Maj Gen Richard Catledge recounted his Pentagon experience with the antigun sentiment and General Momyer: I realized this two-star, General “Spike” Momyer[,] ran the Air Staff—very strongminded individual, very knowledgeable individual, who did his homework on everything. . . . It was his belief and his concept that future airplanes would not have guns in them. There was no need for guns. I couldn’t believe this when I came across it in the Pentagon. So I built a flip chart briefing, with my convictions, why we needed guns, more for air-to-air than for air-to-ground. . . . Anyway, I found it was an uphill fight. That every colonel, every major, in requirements, whose business I was getting into, believed as their boss did. So I really went uphill. I built my chart, got my ducks all lined up, and went to my boss, [Major General] Jamie Gough, and gave him that briefing. He said, “Well, it’s a good story, . . . [but] you are going to have to run this by Spike Momyer, and I’m not going with you.” . . . So I went up, got the appointment, put my stand in front of his [Momyer’s] desk, and started in telling him why we needed guns in airplanes. Well at one point in this—he stopped me several times and gave me a few words on why we did not, and [that] essentially missiles had taken over. Missiles had taken over for air-to-air . . . and other kinds of munitions [had taken over] for air-to-ground, so there really was no need [for obsolete guns]. Well, I thought I had a pretty good argument, but didn’t convince him. I remember he’d beat on his table and say, “There will be a gun in the F-4 over my dead body.” That was his attitude. Seems strange that despite the many limitations of missiles then, such as they couldn't be used at the close ranges guns were used at, and they had no way to ID aircraft Beyond Visual Range makes it look at if Momyer was towing a party agenda for flashy new technology. [Even if the technology was crap] The USAF took on the F-4 as part of Defense Secretary Robert McNamara’s drive to get the services to use standard equipment with commonality. He was also interested in the conventional side of things and saw both the A-G potential as well as the A-A potential and thus the USAF received the F-4C (originally designated F-110A). (Note: yes this was potentially one of the few things McNamara did that wasn’t a complete catastrophe!) Of course, the F-4 wasn’t the only aircraft of its time without an internal gun (another reason seen given is that pilots would never have closed to gun range to take down a bomber carrying Nukes.) Some other Interceptors of the era born with no internal Gun: F-102 Delta Dagger F-106 Delta Dart (Some later got a gun under project Six Shooter from around 1969) Su-9/11 Fishpot Tu-128 Fiddler Su-15 Flagon MiG-25 Foxbat Some Interceptors that had the gun removed: Lightning Fmk3 CF-104 Starfighter (Early) A gun was later incorporated MiG-17PFU Fresco MiG-19PM Farmer MiG-21PF/PFL/PFS/PFM/FL (PFL and PFM used by the VPAF in Vietnam along with the gun armed F-13 and MF) F-102A Delta Dagger interceptors (USAF) Getting a gun on the F-4E McDonnell first proposed an internal gun for the F-4 in 1961 however it wasn’t until a potential limited war in Vietnam looked likely in 1963 that this was taken more seriously by the military for Ground Attack / strafing. By 1965 combat experience determined that a gun was a requirement and it was trialed in the F-4, and thus the F-4E was born with a nose job and new APQ-120 Radar: This shows the 22 modules (Line Replaceable Units / LRUs) required for the APQ-120 radar Adding the gun solved all the problems yes? The original gun muzzle caused a few problems. Firstly gas ingestion into the engine inlets caused engine flameouts and secondly it made a loud whistling noise that apparently notified the enemy troops (and their Dogs presumably ) long before the F-4 got there. The muzzle had to be redesigned and the later F-4Es have a longer gun muzzle under the nose. Also not shown in the diagram above, the gun assembly and ammo drum took up a lot of space in the nose and the dish/antenna size was reduced. The Westinghouse APQ-120 was an early ‘Solid State’ radar (derived from the APQ-109) and being Solid State must have helped in reducing the obvious vibration issue when you have a massive Gatling gun sitting next to 1960s electronics! Despite this it still exceeded the reliability requirements and was similar in that regards to the F-4D radar that had no gun in the nose. Ex F-4 flyer Walt BJ stated that the APQ-120 in the F-4E had about 20-25% less range over the APQ-109 in the F-4D. Didn’t the F-4E just wipe the floor now it had a gun? During Operation Linebacker I & II (1972/73): The USAF F-4E had 22 claims in 25 (known) engagements including 7 gun kills The USAF F-4D had 27 claims in 30 (known) engagements with no gun kills So firstly, if you add an internal gun but still don’t train anyone to use it then despite any figures nothing really changes. Secondly the missiles and radars had improved since 1965 regarding close in capability and so the Gun was starting to look very secondary by now. Considering the extra effort required for guns in skill, fuel, risk of collision, and making themselves more vulnerable, a missile would be the priority weapon regardless of the USAF training issues. What about the gun pods? Stop gap measures meant some squads using the 20mm SUU-16 and SUU-23 Gatling gun pods on the F-4C and D respectively – however despite some success these were somewhat inaccurate and the extra drag had a noticeable effect on range. Looking happy to be here - SUU-23 Gun pod on the center line station of an F-4 (Clive Camm) Some championed the Gun pod such as Korean war ace Col Frederik “Boots” Blesse after it became a useful strafing tool for South Vietnam sorties. USAF Col Robin Olds was a tad less enthusiastic: The gun pod wasn’t so much a speed penalty as an object of increased drag and fuel consumption. But that wasn’t my objection to the gun pod, I refused to carry it for 3 basic reasons; It took the place of five or six 750 lb bombs. Only my older and more experienced fighter pilots had ever been trained in aerial gunnery, to say nothing of air-to-air fighting. There were perhaps a dozen of them in the 8th TFW. I had no intention of giving any of my young pilots the temptation to go charging off to engage MiG-17s with a gun. They would have been eaten alive. Instead they fought MiGs the way I taught them and did so with notable success. The US Navy briefly trialed and used the 20mm MK4 (GAU-4) Gatling gun pod mostly for A-G but this was determined to be useless in operation with technical difficulties and also meant the preferred configuration of centre line drop tank only could not be carried. The not so successful MK4 (GAU-4) gun pod at China Lake (Dave Woolsey) Did the Navy not want an internal or any gun? For the primary purpose of fleet air defense, ‘missiles only’ it seems was deemed adequate. When in combat over Vietnam some Navy pilots wanted it and others didn’t. The gun pod was not persevered with and even an offer of free SUU-16/23 pods from the USAF was turned down on one occasion. We can deduce that if you reshaped the F-4J nose like the F-4E then you also have to reduce the radar dish size and forfeit range which might not be the best idea regarding fleet defense. Simply plonking in the APQ-120 with less range and no useful lookdown/shootdown capability was probably not going to win USN favour. Even spending the money on a modified APG-59/AWG-10 still gets you reduced range at the end of it. The APG-59/AWG-10 in the F-4J had some good lookdown techniques (for its time) and was considered superior. However even without the gun the F-4B/J Phantom avionics suffered from heavy carrier landings: I had a USN F4J pilot in my back seat one night gunship escort mission (can't for the life of me remember why) and he marvelled at the radar pickup. I asked him why he thought it was so good when he was flying the J model. He told me after about 4 'standard' carrier landings the radar wasn't so hot anymore. (Walt BJ) So, what did the Pilots say about Guns, Training, and Back Seat Drivers During the Vietnam conflict a Secret project (Red Baron) took place which compiled every A-A engagement fought. As part of that the aircrews were interviewed where available, giving quite a mixed view. 3 April 1965 F-4B USN front seat pilot (with 1000 hours) There is a need for a close in weapon as a backup on any mission……………….Guns would also be useful as an air-ground weapon (stopping a truck convoy, for example) 10 July 1965 USAF F-4C front seat pilot Gun not necessary; it will get people into trouble. Would like capability to fire all missiles on the F-4 with Centreline Tank on. Less minimum range for missiles instead of guns…….Because lack of ACT at time of event, did not know how to manoeuvre the F-4 as well as he could later after some experience. 6 Oct 1965 USN F-4B front seat pilot Fighter needs guns or short range missile……………..Turning and acceleration rate of MiG-17 was impressive. The MiG leader was aggressive and a good fighter pilot. 23 April 1966 USAF F-4C front seat pilot Improve the performance of the AAM and the gun will not be needed…………Training safety restrictions severely limited air-combat-tactics training prior to deployment to the combat area. 23 April 1966 USAF F-4C front seat pilot The need for a F-4 gun is overstated, although it would be of value if it could be obtained without hurting current radar and other system performance. If you are in a position to fire guns, you have made some mistake. Why after a mistake would a gun solve all problems. Also having a gun would require proficiency at firing, extra training etc. Have enough problems staying proficient in current systems. If the F-4 had guns, we would have lost a lot more, since once a gun dual starts the F-4 is at a disadvantage against the MiG. 23 April 1966 USAF F-4C front seat pilot Felt that he had very poor air-combat-tactics background. Prior background was bomber and other multi-engine. Transition to F-4 oriented toward upgrading a qualified fighter pilot rather than training a pilot with no fighter background. 25 April 1966 USAF F-4C back seat pilot Gun is not particularly desirable, if the performance of the aircraft is degraded by an external installation. Also, one might make the mistake of getting into a turning battle if a gun was available 25 April 1966 USAF F-4C back seat pilot Capability of the F-4 is being wasted by having a pilot in the back seat. The pilot is not adequately trained as a radar observer. Need a radar expert in the back seat. The pilot back seaters main goal is to be upgraded to the front seat rather than master the radar. 26 April 1966 USAF F-4C front pilot It is a fallacy to say that you can bring the F-4C home and land it solely from the back seat. You’ve got to blow the gear down and then there is no antiskid system; there is no drag chute handle; there is no fuel gauges or switches; you may be limited to using internal fuel; you can’t dump fuel or jettison tanks. A gun would be nice in an F-4C as long as it was clearly understood it was only a weapon of last resort. Soviet fighters are more capable than US aircraft inside gun range. 29 April 1966 USAF F-4C back seat pilot It was not necessary to have a pilot in the back seat of the F-4 except during night A-G missions when a pilot may more capably advise the aircraft commander. Actually, a radar officer would be more interested in the back-seat operation than a pilot would be. 29 April 1966 USAF F-4C front seat pilot It would be undesirable and possibly fatal for an F-4 to use a gun in fighting with a MiG because the MiG is built to fight with guns and the F-4 is not. 30 April 1966 USAF F-4C front seat pilot Training was not really adequate for this engagement, didn’t know what the back should do in a hassle such as this. 14 June 1966 USN front seat pilot Guns would be most useful for the ResCAP role but not particularly valuable in the air to air role. An F-4B from VF-111 Sundowners giving it some - just because (USN) The F-4 Phantom II Dogfighter? As we know the F-4 was not particularly the most agile fighter in theatre and turning at a slower speed was a bit of a problem. However, US fighters had seldom been the best turners in previous conflicts such as WWII (think F-6F Hellcat V Zero) ……power and speed could make up for it and were often better attributes to have. In 1966 the US Navy flew “Project Plan” flying the F-4B against a series of fighters to determine how good it was in an Air Superiority role. It concluded that contrary to what F-4 pilots thought the F-4 was the best air to air fighter in the world (including the F-8), if the F-4 stayed fast. To fly the F-4 however in BFM/ACM you needed to have training and a lot of experience (like most jets of this era). One particular characteristic of the hard-winged F-4 was “Adverse Yaw” at slower speeds where the pilot had to make the turn using rudder pedals instead of the stick. If the stick was used the chances of departing were very high – somewhat fatal in combat. Now stick a pilot in the cockpit with little training and you can see that in the heat of battle adverse yaw becomes quite serious (not just A-A but avoiding SAMs etc). Of course, pilots just simply avoided going anywhere near adverse yaw if they could however that meant they could never max perform the jet if they needed to in every situation. Adverse Yaw was all but eliminated by adding leading edge slats to the F-4E with the 556 "Rivet Haste" Mod late 1972. Too late to have any real relevance for Vietnam though. In Part 2 we look at the very different training aspects of the USN/USAF/VPAF, the F-105 / F-8 paradox and the myth / legend of Colonel Tomb.
  11. View File SF2 NorthAtlantic "Top Gun" Themed Hi-Res 1920x1080 Menu Screens and Music! SF2 NorthAtlantic "Top Gun" Themed Hi-Res 1920x1080 Menu Screens and Music v7 By Viper 05/17/2020 Note: I removed all the nation sounds from this Menu packs for size reasons. If you intend to install the "VIPER63A HQ Menu Sounds" pack, please install that pack first. Installing the HQ Sound pack over the Menu pack may overwrite some of the menu specific music files. You can always re-install this menu pack to get the menu specific theme music back. I've seen some very nice screens in 1920x1080 mode, so I thought I'd give it try. So here is my "Top Gun" contribution! Special thanks to Homefies and Spectre8750 for their contributions that led me here... This mod includes custom "Top Gun" themed menu screens, pilots and music. I used the MENU INI files to reuse the music files for different menus. This reduces the size of the package as I don't have duplicates of the same music files for different menus. You should unzip the file and preview the new screens before installing them. I recommend doing this as there are MANY alternate screens I have in there that you might like better. If you choose to install these screens, I recommend that you back up your FLIGHT, MENU and PILOTDATA folders in the SF2 Mod folder you're installing this mod into. Just in case you want to go back to your original setup. To install, simply unzip and copy the uncompressed FLIGHT, MENU and PILOTDATA folders to your StrikeFighter2 mod folder. My StrikeFighter2 mod on Win97 64-bit was..(yours may be different)... C:\Users\<your_id>\Saved Games\Thirdwire\StrikeFighter2 NorthAtlantic\ Enjoy! Submitter viper63a Submitted 01/08/2015 Category Menus  
  12. Hello everyone, as you may or may not know, I often make my own variants of guns based on data I have available. I have decided that because I already do this for a number of guns that I would put together a set of gun packs. So far I have RN gun USN gun packs mostly assembled and I am thinking of doing NATO and USSR naval gun packs as well. However I need some help. I am looking for information on what color of tracer various guns used historically. I would like to start with Royal Navy and US Navy tracers from 1939 to present if possible but any info would be appreciated. Secondly I also would like to ask if anyone is interested in the possibility of putting together a few more "Gun Fire Effect" for a greater variety of muzzle flashes/muzzle smoke?
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