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Found 20 results

  1. Hi everyone, I recently got into weapon modding and wanted to edit some missiles. I went for the Weapons Folder with the Weapons Editor, and some weapons were missing, even tho i can see them and equip them in-game. I wanted to edit the AA-2D Atoll for my Su-22M3, but there's no AA-2 folder inside Weapons folder, nor inside plane folder, even tho the missile is equippable and i can see it/use it in-game. Since there's no Atoll folder, i have no idea how is it possible for me to have it in-game, and even less i know on how am i supposed to edit it through Weapons Editor, since i can't select the folder. I thought it may be a sort of "built-in-game" missile and for this reason not showing in weapons folder (idk i just made an hypothesis). So i tried using the CAT Extractor, but seems like not working... no matter which CAT file i select, it says "error opening this .CAT file, no files can be extracted", how's that? How do i fix it? Am i doing something wrong? Thank you in advance for helping me fixing all these issues or helping me find what i'm doing wrong
  2. Hi, after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files? And is it or it's not possible to do? Down here are 2 pictures from the correct cockpit in the default Third Wire F-14: And 2 from the TMF F-14 (the inaccurate one): Thanks for helping.
  3. Hi everyone, I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off. As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here: Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that: I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator. Here's a picture of the fuel indicator: I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one. In the end, since these two indicators are crucial, especially for flying without HUD, and the fuel indicator especially, since there's no way to know how much fuel you have left even with HUD turned on other than the cockpit indicator. So, what i'm asking is: Is there a way to fix these? A mod that remakes the indicators? Or another cockpit that is not the default one that i can use to swap this one? Thanks in advance for helping me.
  4. Hi everyone, I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones. I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to. I'm not talking about how to customize the callsign name, but the unit number after it. As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2" Here are some examples: The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200 IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery. How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster Thanks in advance for helping me.
  5. Two questions for the experts. I’m playing SF2 Israel, with quite a few aircraft and weapon mods. 1. JDAMs I’ve never been able to land a JDAM on target. Whenever I release, the bomb tends to sail right past the target. Is there a pod or other feature a plane needs to enable the GPS guidance, like a satellite uplink or something? I feel like I’m within range (usually dropping around 10-15 nm) and take care to fly level. Any tips? I’m flying the F-16I Sufa and F-15I Ra’am when carrying JDAMs. 2. Ground vehicles in Single Mission Is it possible to edit what types of ground vehicles spawn in Single Missions? I’m looking to have more influence over what vehicles spawn, for friendlies and enemies. Quick background, I was flying single missions set in the late 2020s and noticed how bare the ground was (no friendly ground targets to select). Updated multiple ground object ini files by extending the availability dates, and that did the trick…partly. Now the map is covered in Hardened Stinger Sites, with half a dozen or more around each friendly airfield. That’s cool and all, but that’s the only ground object that is now spawning that I can actually select and view. I can see trucks and stuff but they aren’t targetable. Even if I put the stingers’ availability on Very_Rare, the same number still spawn and there aren’t other targetable objects. I was hoping for some hawk batteries, trucks, tanks, APCs, and other friendly ground objects to help provide more of a sense of defended borders and such. If I’m flying a CAS mission I do see friendly vehicles spawn at the primary objective waypoint. But in those scenarios, I’ll have something like enemy BMP-2s rushing a line of Merkava 3 tanks, and I’d rather see something like T-72s or T-55s than BMP-2s doing that, ya know? I can’t find any ini files that look like they’d control this kind of thing. Any thoughts?
  6. I was recently messing around with tweaking and merging a massive install of SF2 that takes god knows how many mods and puts them together into one massive installation, and I had a thought. When you do this, generally, with larger mods, sounds such as engine sounds tend to not play. Does soundlist have an upper limit on how many sounds may be coded in at any one time?
  7. 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!
  8. Sooooo since the last topic was kinda ded i decided to post again. Basically im editing the Su-35 cockpit and i like the re texture ive been workin on But the HUD i really wanna change to the Modern Flanker cockpit HUD made for Marc's Sukhoi's (HUD pic below) sooo im asking on how to do it, since the HUD the 35 cockpit came in would look too old to put in a modern Fighter like the Su-35. Please help.. so i can finally release the Su-35 mod.. sincerely -Noon
  9. Hello Ya'all Im editing the cockpit of the Su-37 mod so i can fit it in my WIP Su-35 Flanker-E, ive only changed the textures for it for now and im looking on ways to change the HUD display from the one default in the cockpit to the one below tried to just delete the HUD folder in the cockpit folder and copy this HUD folder there and i thought thats just it since when i change the Revi sight on 109's i just change the tga file and edit the .ini soo might need help.. tried looking into the old forum post "Cockpit tips" or something by Russok and didnt found much that helps with HUD's
  10. Heyoo if ya noticed a couple of minutes a go i posted some ss of my Su-30KI, now im not gonna post it for download because im planning to make it into the 35S with Thrust vectoring and a new cockpit. now.. what do i use to edit cockpit models? what software needed to design it or any utilities? (the Su-35 cockpit for download dont look so great and i wanna improve on it a lot) Secondly, How do i add thrust vectoring nozzles to an aircraft without Thrust vectoring?. > The model i use as a base is Marcfighter’s Su-27 and i also have the 37 installed and see it has the nozzles modeled and working. Sincerely, Noon
  11. how`s it going? now i got 3d max 2009 32 bit, installed the twexporter into 3dmax/plugins/ folder lod option isn`t there as export format, what am i missing here? thank you
  12. Hi all. I want to get into making my own skins for planes. In particular I just want to make like fantasy mercenary skins/decals/factions/nations etc. but I haven't the slightest on how to do this. My current project is to have an air superiority gray F-106 with just some basic black custom number decals and a custom mercenary emblem. Once I figure this out I would love to skin mod base game aircraft such as the F-4C but that is a whole other can of worms because the files aren't even stored in the same place as the .ini so I'm at a loss. Any help appreciated!
  13. Hello friends! Today I am having a conundrum, I am trying to find a specific Hawker Hunter that has 3 hardpoints ala these images: I know these are Omani hunter FR.10s but the mod thats on here for the FR.10 only has 2 hardpoints. I figure if someone could point me to one that has three, I could do some light skin swapping/INI editing and get the job done. Thanks!
  14. So I'm trying to do something stupid. I want to put the AIM-4A onto the F-51D. I was somehow able to get the AIM-9B onto it but can't get the AIM-4 onto it. I was wondering if someone could point me to what I'm missing to make this happen? Because if I can do this, then I want to swap weapons around with other planes for fun. P-51D_DATA.INI P-51D_LOADOUT.INI
  15. Cabin Fever Gaming & Modding

    Hello everyone here at Combat Ace. While I was talking last night with some people in the World of Darkness RPG Discord Group I am a member of I had an idea. In order to help us get through the cabin fever effect of the social distancing necessary during this time of crisis I would like to propose that CA members who are interested can put together groups to play online/multiplayer PC game that member may have. Those interested could create a CA online gaming thread to list available PC games to find out who has what and organize groups and play times. Maybe use the poll feature to list what multiplayer cable games are available so member an vote to indicate game ownership by member. Secondly, with an increase in free time we could put together coordinated joint mod projects that we could work on intensively and maybe add in some mod items that we have been longing for but just never had the time to work on. Members interested could start some brainstorming threads to work out some viable projects. Maybe some people who have not been involved in mod creation before could delurk and get your hands dirty now that you have the free time. CombatAce could really use some more modders. Jump on in, the INI files and object LODS are fine! Just watch out for the .TOD files. My third idea was that there has to be some table top RPG gamers here on Combat Ace. Would any CA members be interested in putting together some groups to play some table top RPG games online via Discord and/or roll20? In addition to the RPG gaming, with regard to Discord my thoughts also go to last night when I and some of the other members on the game server spent the evening watching a movie together and then played Skribbl.io, a free multiplayer drawing and guessing game, before going to bed. We had a great time just being able to talk, watch videos, and spam pet pictures at each other as well. As such I thought that even though we can not leave our homes, go to meet our local friends, talk to our bartenders, or even our therapists , we can still talk to our fellow Combat Ace members and we can all help one another through this crisis with some kind words and a sharing of our mutual worry's. Maybe we can even have some fun in the process! I went a bit Hallmark card at the end there. P.S. I have set up a "Combat Ace: Cabin Fever" Discord server. Still in development with regard to categories, channels, and rules. Link: https://discord.gg/gAmYxKQ Roll20 is a free to join website that brings pen-and-paper gameplay right to your browser. Link: https://roll20.net/
  16. i have still to figure out how to properly mod my new sf2 install and i am a bit of a dumdum when it comes those issues, i have tried to just mod the base sf2 campaign Burning Sands (1959) to give the mercenary squadron more cash as a start so i can figure out how to start doing the rest. i made a flight directory in my saves folder and extracted the missiondata001.cat into it i.e. my folder is: C:\Users\evil overlord\Saved Games\ThirdWire\StrikeFighters2\Flight\MissionData001 and i am trying to edit the campaign1_data.ini to simply add more cash to the merc squadron for now (was trying to add more land units and stuff but i am back to just trying to change one thing and getting that to work so i can later do a custom campaign) the options.ini has [Mods] ModsEnabled=TRUE Directory=C:\Users\evil overlord\Saved Games\ThirdWire\StrikeFighters2 Editors=StrikeFighters2 but for now, nothing changes when i try to start a new merc campaign, any ideas what i am doing wrong?
  17. HI As the title said i am a lost soul, i've been reading and areading about the fake pilots mod. But where is it? where can i download it? i can see a lot of mods require it but i cant seem to find a download for it. is this a problem on my end or is the mod impossible to find. Kindest regards Adam
  18. Link to and copy of the Cold Waters Modding Guide by Killerfish Games. Modding Guide By Killerfish Games
  19. I Have all the Strikefighters2 titles. Downloaded WW2 Europa-Pacific and Afrika (Med) ww2 Eu is running nice ww2 Pacific can i not install? ww2 Afrika is installd, but there is no gunsight on any planes in the mod? ​Anybody knows what is Wrong? ​vmiess.
  20. Hi So this is an idea I've been toying with lately, whose main purpose is to facilitate cockpit making, especially for people new to the game and engine. As it stands now we have a couple of outstanding cockpit makers like Brain32, Stary and Julhelm just to name a few, whose work is excellent. We also have many up-and-coming modders who are just now making their first works in SF2, like me or Sophocles. For me making a cockpit has not been difficult because of aesthetic reasons but technical ones, setting up all the instruments and so forth. To bridge this gap I was hoping we could, as a community, create a set of MAX files with instruments freely available to the community complete with commented INI files. This means creating a cockpit would mostly be about creating the mesh, then the aspiring modder could just open up the instrument max file and pick all the appropriate instruments and place them in his cockpit. Over time the library could be expanded to include most common US, Soviet and French instruments, as a lot of the instruments are standard on many different aircraft or at least very similar. So now I would ask you, the experienced modders, to give us newbies a hand by giving your instruments . I'm willing to do all the compilation work, basically you would just have to open your cockpit file, delete everything except the gauges and needles (and other assets you are willing to part with that might be of use), save as a different file and send it to me. I will then compile all the gauges to a file which I will put up for download. Regarding the textures these can be sent in any way you please, I will then cut out the unnecessary bits (if any) for minimal file size. And be sure to also send the INI files of your cockpits so that it is basically a cut'n'paste affair to make them work. If you care to comment the files, all the better! I'm hoping this project will enable more modders to make more high quality cockpits for the flying pleasure of us all If you have any input please share it here! With hope of co-operation, Cnt
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