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Found 116 results

  1. Hello. I have re installed complete SF2 and updated it. After I copied all content StrikeFighters2 (I backed up before), addon planes are not showing up? I can only see stock planes. May someone tell me what to do?
  2. Hey admin/admins; I would like a clear notification somehow when a file is updated in SF2. Especially since I had to get lucky to find the Super Hornet package was updated. Many thanks!
  3. SF2.PNG

  4. Strike Fighters 2 Complete Edition is a collection of the entire Strike Fighters 2 series including 5 games, 2 expansion packs, and 29 DLCs all in one single, easy-to-install package! The package includes: • Strike Fighters 2 • Strike Fighters 2 Vietnam • Strike Fighters 2 Europe • Strike Fighters 2 Israel • Strike Fighters 2 North Atlantic • Strike Fighters 2 Expansion Pack 1 • Strike Fighters 2 Expansion Pack 2 • All 29 Strike Fighters 2 DLCs Player Flyable Aircraft • A-4A/B/C/E/F/G/H/K/L Skyhawk • A-7A/B/C/D/E/H/P Corsair II • A-10A Thunderbolt II • F-100A/C/D Super Sabre • F-105D Thunderchief • F-4B/C/D/E/EJ/F/J/K/M/N Phantom II • F-8C/D/E/E(FN)/H/J/K Crusader • F-14A Tomcat • F-15A Eagle/Baz • F-16A Netz • Harrier GR.1/3 • Hunter F.1/2/4/5/6/50/58/FGA.9/73 • Kfir C1/C2/F-21A • Lightning F.1/2/3/6 • Meteor F.8 • Mirage IIIC/CJ/CZ/EL/O • Mirage 5BA • Mystere IVA • Nesher • P-51D Mustang System Requirements OS: Windows 7/Vista Processor: Dual Core 2.0 GHz Memory: 4.0 GB RAM Hard Drive: 10.0 GB free space Video Card: 256 MB DirectX 10 Please note this is a repackaging of the single items into one bundle - there are no changes as known. Also still officially only Win 7/Vista. https://store.thirdwire.com/project_sf2_complete.htm You can get this Complete Edition for free if you've already purchased all the products listed above! Request Strike Fighters 2 Complete Edition for FREE!
  5. I'm not finding this in the SF2 Forum and using the search is getting me there either. One thing I liked to do with the old SF1 was use the Single Mission option with Start Position 'In the Air' not 'Near Target.' I'm using the 2013 SF2 full five merged. Now I can only sart on the ground or "In air, NEAR Target." Not the end of the world, can probably get around it with the Mission Editor. But I did like the old feature. Is there a fix????
  6. View File SF2 (1937 - 1941) Prop FM Tweaks Hello SF2 flyers, For several late 1930s and early WW2 prop aircraft, tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these higher performing types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Many thanks to the original FM modders for these prop types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paulopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). Please read the included "Read Me" file for more thorough information and also to access the links to the aircraft that have been tweaked. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. Submitter VonS Submitted 06/06/2019 Category ini File Edits  
  7. Version 1.0

    61 downloads

    Hello SF2 flyers, For several late 1930s and early WW2 prop aircraft, tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these higher performing types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Many thanks to the original FM modders for these prop types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paulopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). Please read the included "Read Me" file for more thorough information and also to access the links to the aircraft that have been tweaked. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
  8. Hello gents, My full SF2 install has suddenly (circa a month or so ago) started crashing to desktop whenever I delete a waypoint in Single Mission Editor. I've also noticed that it crashes more commonly on start-up, but after a couple of attempts, it'll launch to the Main Menu Screen. However, if I delete a Single Mission Waypoint then it'll crash. I've moved my modded folders to an external HDD and re-installed SF2E and the Exp Packs and yet the crashes still occur. Any help would be massively appreciated. The only hardware upgrade I've done to my PC recently was to upgrade my GPU from a 980TI to a 1080TI; it definitely worked fine when I first did this but I have read the Nvidia thread on here that some users have had problems with recent software updates (I've made sure that my Effects aren't on "Unlimited" although none of the issues I've read in that thread seem to match what my issue is). I did a search but couldn't find any similar CTDs either so I'm rather stumped. PC specs are in my sig if that helps. Thanks in advance.
  9. View File SF2 Cold War Prop and Flogger FM Tweaks Hello SF2 Flyers, For the post-WW2 prop. high-performance aircraft, several tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop. rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these high-performance types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Also included with this package are my minor data ini tweaks for several Flogger types, such as the MiG-23 S, early M, ML, P, MLA, late variant "98," and export variants MF and MS. Many thanks to the original FM modders for the late prop. types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paolopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). The Me109 G5 and H0 are variants on the stock G10 package provided on CombatAce (to install simply copy the relevant aircraft folders, rename as per my included folders, and drop in the relevant files). P-47 Sprint upgrades are variants on the ETO P-47D Bubbletop model and PTO P-47D Razorback model. Also included with this package are three sounds for a Pratt-Whitney, Centaurus, and Me109 either Benz or Hisso powered (sound works good for both). Links to the relevant aircraft that correspond with these data ini tweaks are located in the included "Read Me" file with the package. Please go through the Read Me for more thorough info. regarding these FM tweaks. Version 1.2 of this package includes the P-47N and improves the data inis for the other Jug and Superbolt variants. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. Submitter VonS Submitted 04/15/2019 Category ini File Edits  
  10. Version 1.2

    132 downloads

    Hello SF2 Flyers, For the post-WW2 prop. high-performance aircraft, several tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop. rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these high-performance types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Also included with this package are my minor data ini tweaks for several Flogger types, such as the MiG-23 S, early M, ML, P, MLA, late variant "98," and export variants MF and MS. Many thanks to the original FM modders for the late prop. types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paolopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). The Me109 G5 and H0 are variants on the stock G10 package provided on CombatAce (to install simply copy the relevant aircraft folders, rename as per my included folders, and drop in the relevant files). P-47 Sprint upgrades are variants on the ETO P-47D Bubbletop model and PTO P-47D Razorback model. Also included with this package are three sounds for a Pratt-Whitney, Centaurus, and Me109 either Benz or Hisso powered (sound works good for both). Links to the relevant aircraft that correspond with these data ini tweaks are located in the included "Read Me" file with the package. Please go through the Read Me for more thorough info. regarding these FM tweaks. Version 1.2 of this package includes the P-47N and improves the data inis for the other Jug and Superbolt variants. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
  11. Hello gents', Thought I'd post some speculations and observations on the FM aspects of some things in FE2 and SF2 that I've recently been tinkering with. This might be an interesting post for those who like to follow these technical threads. I was recently installing more aircraft into my small SF2 install - something I wanted to get to last year but had no time - and I decided to install a couple of the late prop aircraft too, particularly the SeaFury and F4U-5 variant of the Corsair. Overall pleased with the handling of the types, I tweaked a few things such as desensitizing the rudder on them, and also giving them slightly heavier aileron feel - since those late model prop aircraft were fairly heavy, about 4500 kg on average. Further testing involved flying and inspection of the [FlightControl] and [Engine] sections...couldn't get much beyond about 500 kph near sea level or at alt. in the types...so I commented out the MaxSpeedSL entry for the FlightControl, and tweaked prop speeds to close to historical, within the 2000 to 3000 rpm range, also pushed up the value for the SLPowerDry entry for the Engine, usually by a noticeable amount, and then tested further. Some of the things I've noticed, in terms of SF2 specifically (but this post is relevant to FE2 too): a) WEP power is not modelled realistically, since you can keep running it without engine damage b) WEP power doesn't give much of a boost, if at all (although I've only tinkered with the SeaFury and Corsair so far) c) a better way of simulating, however simplistic it is, the potential of WEP power, is to manipulate the AltitudeTableData numbers instead (for example, I plugged in values ranging from about 1.05 to 1.35 around the 6000 m alt. band, which should be where the Corsairs benefitted the most from max. throttle) d) after manipulation of the AltitudeTableData, it's best to get rid of the WEP entries entirely, and set up "throttle gradients" instead under the engine sections, such as: ThrottleRate=0.65 IdleThrottle=0.12 CruiseThrottle=0.45 MilThrottle=0.70 MaxThrottle=1.00 The numbers above I've plugged in, for example, for the Corsair. The space between Military throttle and Max throttle would be where "WEP power" would theoretically in this case be engaged, somewhere around the 0.85 mark for the band I've selected above. For this to work somewhat realistically, the player should restrict themselves to about 85% throttle max. except in extreme situations, depending of course on where military and max throttle are set. Also important for this to work is to make sure that the max SL speed under the FlightControl section is left uncapped (commented out) - otherwise artificial barriers are set up that cannot be bypassed by more than about 20-30 kph. Speed caps work beautifully in SF2 for the jet engines, but, at least from my experience, don't work that well with the late prop planes since you can then never hit top max. recorded historical speeds, not even at alt. - and not at SL either. Also noticeable in the example above is that I've increased the throttle rate from the default of about 0.25. Historically, late prop aircraft would have had better acceleration than early jet planes (not better top speeds, but faster acceleration to their own max speed). By the 1960s/70s, jet engines should surpass the props even in acceleration. I then re-tested by dumping the modified Corsair into my FE2 install. In SF2 it can get into the 760s kph, as historical, using the engine and throttle values I've included in my graded throttle settings above, while in FE2 the same tweaks push the top speed into the 880s kph - a difference of about 120 kph for top speeds, across FE2/SF2. This is why it's not a good idea simply to transfer data inis from one of the sims to the other. I'm assuming that the discrepancy in top speeds means that TK went with calculations to give less air resistance in FE2 (maybe FE as well?) - to fit better with the more fragile and maneuverable WWI aircraft types. One thing that remains constant between FE2 and SF2 is that, at least from my observations, the WEP modelling is not very realistic - there was no high alt. band where I could push the top speed beyond, for example, a reasonable top speed that may have been possible at near sea level (such as 500 or 600 kph). Some preliminary conclusions, to be tested further: a) speed caps at sea level should be kept in place in FE2, as done in the data inis in my FM packs, since they fit better with the lower top speeds of the early aircraft anyway, and mach limits should also be kept fairly low (I have them set at 120% of the "top speed" of the WW1 aircraft....this allows for realistic dive speeds that I haven't been able to push beyond about the 460 kph mark even on the late war types such as the SE5a) b) flying late WW2 and early Cold War prop aircraft in FE2 is not recommended, but FE2 may be good for "Golden Age" stuff, as Geezer speculated upon in another thread (can't remember the link for that now), in other words for aircraft that don't have a top speed higher than about 350 or 400 kph c) the difference between top speeds at alt and at sea level are modelled just fine for the jet engines in SF2, since caps on SL speeds, and Alt speeds, work fine for those (have seen this in some Flogger tweaks that I did for my mini-SF2 install); in other words, SF2 respects the wet/dry mach values and alt table entries beautifully for jet-age stuff d) I think that the MaxThrottle value in SF2, for the prop aircraft, could use some more tinkering/testing...I've set it at 1.00, but will try other values of 1.20, 1.50 etc., to see if this creates more realistic differences between regular power and WEP, or some kind of "accordion" effect e) as it stands, I'm enjoying the SeaFuries and Corsairs but only with SL speed uncapped and giving historical top speeds not at alt. but near sea level (this is a compromise of sorts since, at alt, they still make about 600 kph and sometimes a bit more - so I'm not terribly irritated by not attaining 740 kph at 7000 m alt or so, for example, in the SeaFury, as recorded for that plane) f) a couple of pics included below of the AI in SF2 now losing control of their F4U-5 Corsair during a scrap, and doing several back flips (too much throttle applied perhaps?); he then bails out of the otherwise undamaged plane; so, overall, I'm liking the realism of some of the haphazard maneuvers they now make, and also the increased speed at which these late prop fights now happen, even on the deck g) anything that I find of further use in the SF2 data inis, and if relevant to FE2, I will tinker with more to bring even more realism into FE2 (the lockout speed trick implemented for control surfaces in the alternative Morane-Saulnier type N data ini posted under the FM thread for FE2 is an example of things discovered while combing through the SF2 files) Happy flying, Von S
  12. Hello gents,' See pics below for oddities on the early Flogger-A (MiG 23 type S)....occasionally the plane drifts sideways at a 90 degree angle, throwing the cockpit view off...this also happens sometimes in spins/stalls...the only mods I've made to the data inis that come with the early Floggers is copying/pasting of stock CD0 values from SF2 (from the MiG 23 MS export variant)...otherwise it was impossible to push past about Mach 1.2 at alt. I haven't noticed this oddity on later Floggers, only the early ones with the narrower wing (have tried limiting yaw values but doesn't seem to make a difference). The Floggers I'm using are from the big 2-pack MiG install available on CombatAce, by the way, with Stary's enhanced cockpits installed. Comments/suggestions appreciated. Von S
  13. View File Pak Fa "Russian Grey Camo A new texture for the loved "Sukhoi Su-57 (Pak-Fa) This is a freewere mod, can't be sell Enjoy ;) By:Dariam Submitter Dariam Submitted 10/08/2018 Category Other  
  14. Pak Fa "Russian Grey Camo

    Version 1.0.0

    125 downloads

    A new texture for the loved "Sukhoi Su-57 (Pak-Fa) This is a freewere mod, can't be sell Enjoy ;) By:Dariam
  15. Is it me or the SF2 download section not showing anything? I have to go to "Download" and look in the right pane for downloads? =v=
  16. With so many different aircraft in Strike Fighters it is often the case of selecting an aircraft and fudging it around the skies with only vague recollection of how the radar works and how it is supposed to handle because you didn’t have the time to refresh. The Last of the Lightnings is a mod that unusually for SF2 centers mainly on getting familiar with a certain type of aircraft and its systems. You might even term it DCS lite however I can’t imagine seeing any of the aircraft in this mod featuring in that sim in my lifetime. So, what is it about? The Last of the Lightnings (by comrpnt) is a set of scripted single missions (like YAP) that take the player through an RAF Operational Conversion Unit (OCU) training program and is based on the writings of ex Lightning and F-4 pilot Ian Black. This takes place in 1976 and you are flying the English Electric Lightning F.mk6. The what you say? or as FastCargo once stated before being put under court martial by the USAF for blasphemy [or not]. The Lightning was the last fully designed British supersonic fighter to enter service and its only requirement seems to have been performance above everything else [especially fuel]. Strike Fighters 2 comes with all seven of the single seat variants: Lightning F.mk1 Lightning F.mk1A Lightning F.mk2 Lightning F.mk2A Lightning F.mk3 Lightning F.mk6 Lightning F.mk53 Okay if you are wondering where your Lightnings are then you didn’t buy SF2 Expansion Pack 2 did you, in which case you are one of the reasons TK is now doing crappy phone games only………[hey his words] not to make you feel too guilty! Shame really because it comes with some of the best 3D pits Thirdwire ever did, and probably unique as far as combat sims go with the Lightning: The centrepiece of the mod is a pdf guide that must have taken some time to do and is quite detailed in places. So the point of this is that you will be learning to fly the Lightning or at least be better at it. On Hard flight model (~SFM in DCS) it can be tricky to handle so you will be dragged through formation landings, flying, A-A refueling and even learn how to use the radar to properly intercept targets and actually read the radar symbology. Some of this should be useful for other aircraft at least. Install So yes you need SF2E and SF2 Exp 2 to run this minimum. I was running this from a full merged install, of which I created a separate install by copying the game exe file and running that to create a new Mod folder called LastOfTheLightnings for it. Full instructions are on the PDF and is mostly drag and drop with some ini file editing. For the training rounds I created new folders in the weapons folder and not the old-fashioned way recommended. Mods So once up and running I added mods and changed them as I went through the course. Because of the changes that come with the mod I only changed the terrain tiles, runway, and sky using Better Widesky (Cellisky/Orsin). I have also put in mods to give more head movement and darker nights. Up and running Firstly, you go to single mission only and choose the missions using the date code e.g. [760522] then ignore the text the game puts in because it is wrong [only go by the date code to get the correct mission per the guide]. Check your loadout - obviously the training rounds should be there otherwise don’t touch or change anything just look at the map and then launch. So you start either on the runway or the taxi way on these missions. At the beginning the tricky parts are landing on formation with your Qualified Flying instructor (QFI) and playing chase the QFI. Especially at night you need to be on your feet to keep track of the guy initially! You are then given instruction on how A-A refueling should be done, e.g. fly in formation on the port side before refueling then fly formation on the starboard wing. You then have to try it at night and in clouds. Yes the amazing Ravenclaw Bucc is in this pack. The Intercept phase is interesting and you will be going after low and high targets before flying in formation with them, so you will need to learn what those dots and lines mean After basic intercepts you get to do ACM against the pesky aggressor F-4Ms, although don’t pay too much attention to the instruction for this because they will spam those AIM-7s at you, luckily they are only training rounds [if you installed them properly] and wont kill you. Next live weapons are used to intercept remote controlled unmanned drones (Hunters). The early ones fly straight but the later ones give you problems by turning a lot. After basic strafing there is a pretty cool finale for your graduation, firstly you fly an F-4M as a photo chase plane: Then you get to fly position 9 in a graduation formation fly over of RAF Jever. Final salute to comrpnt for a fine job six years later.
  17. Okay so the Rolling Thunder campaign was never my favourite campaign from the series, in fact might be the most bland. The main reason for this was most probably the fact that there is no forward line of troops and tank columns to fight it out, and gain or lose ground after each mission. Rolling Thunder for real The campaign namesake this is based on was one of the most disastrous and misguided campaigns in the history of aerial warfare. What was hoped would be a few weeks of bombing missions to get North Vietnam back to the negotiating table to stop them trying to invade the South, turned into 3 or so years of bombing targets selected by Washington. Or to put it another way pussy footing around bombing things that did nothing more than improve North Vietnam's resolve to continue on its agenda and also allow it to build up its defenses with the help of the Soviet Union and China. So, 3 years of bombing targets – many times the same targets over and over, and never achieving the desired US strategy. Rolling Thunder in game In the Strike Fighters game engine this translates to what seems like a string of single missions and yes you don’t have much of an objective other than to try and not get shot down. However, unlike auto generated Single missions, Campaign missions are more content filled and almost always include strike packages and flights that help you do your job (If you at least meet your timings). Not only that all the units have their markings and decals as they should. Like history there are no SAMs until mid 1965 and the MiG regiments are limited in number. One great thing about TKs games is the use of "dates", so the game engine can just plonk in the correct objects (Guns/SAMs/MiGs) depending on the date you are flying. This also includes getting rebased and upgraded to better aircraft during the campaign. Vietnam Gold Like most things in Strike Fighters World, mods can really help and I am using the Vietnam Gold mod with a variety of my own changes. This comes with quite a fearsome atmosphere with a ton of guns shooting at you with purple stuff, red stuff and grey puffy stuff. A major benefit is a bigger variety of targets and not just the sodding comms building again. Gameplay Feb 24 1966 and I am flying from Da Nang in an F-100D (1964 version) for the 416th “Silver Knights”. I don’t know what it is about the F-100D that I like because it is outclassed by pretty much all the MiGs. The Lang Chi Electric Power plant is my target (a welcome addition from gold pack I think) – and I need to be on target for 09:10 on the dot. I am maxing out the M-117s here – there are plenty of them available. The SF2 Super Sabre also allows TERS to carry 4 on the inner pylons by default but with extra drag. How to get there hmmm. Those that played Wings Over Vietnam will know various routes into the North to minimise exposure to the SAMs, some of which had a 90% plus probability of kill if you were not flying at about 5ft off the ground. Luckily the SAMs in SF2 and this pack allow you to fly a bit more as they tended too back then! With a target near Yen Bai I can use the highlands as cover and cross in over South NVN where there are little to no SAMs. The Square box waypoint (the Initial Point /IP) is also the spawn point if you use Alt N, so can be moved around if you don’t have time to fly there. Waypoint 3 is fixed as a rendezvous with other flights. If SF2 had been developed, it would have been nice to change the waypoint details for the flights like in Falcon so you could move the fixed waypoint for all flights. Another thing that could have been improved was seeing your actual target area before flying. If you consider Jack Broughton spent all night memorising features etc before going on a mission you can understand the point of just marking the actual target with Padlock or a red dot! As you can see only 2 MiG regiments active with MiG-17F and MiG-21F-13. First Lt Eldon Atterbury is my wingy today. If you do take time to nurture the pilots their stats do improve (if they survive) Let's go then As we fly towards the target other flights are also on route to their targets. After a while several fights occur Due to meticulous planning we reach the target just fine and we roll in from above the cloud base I hit the target but get peppered by a lot of triple A Phew heading out but think my Wingy is a bit lost. Try to search, but no sign of him and no beeper! so off home alone Mystery solved, a MiG-21F-13 gunned him down and I had no idea that was in the area! If only all Vietnam mysteries could be solved so easy! I then went on to fly A-4C/Es for the US Navy in which you get to take off from Carriers in the Gulf on Tonkin Mr SAM is always happy to see you This thud was just lucky! This thud was not so lucky What are all those blotches So still quite intense flying through all the anti air and check 6 for those MiGs as always!
  18. View File F-15 Super Pack NF5 Campaigns Compatible Patch F-15 Super Pack NF5 Campaigns Compatible Patch By Viper63a This patch makes the Mudhen Team's F-15 Eagle Super Pack (below) compatible with Nato Fighters 5 Campaign. ------------------------------------------------------------- What's included in this mod pack? ------------------------------------------------------------- There are two folders with different screen formats in this patch - 1024x768 and 1920x1080. If you installed or want to the Mudhen Team's F-15 Eagle Super Pack into Nato Fighters 5, You need to update the references of the original F-15s with the news ones for the campaigns. This patch does that job for you. Plus, you get a new set of hi-rez campaign screens as well! ------------------------------------------------------------- Installation: ------------------------------------------------------------- !! First and always - BACKUP! Make of copy of the F-15* folders in your Mod folders...Objects\Aircraft and Decals folders... 1) Mudhen Team's F-15 Eagle Super Pack must be already install per the readme in that pack. 2) As always! Back up your current NF5 mod "Campaigns" folder. 3) Copy the contents of the screen format you want into your NF5 mod "Campaigns" folder. Overwrite any conflicts. ------------------------------------------------------------- Thats it - Enjoy! ------------------------------------------------------------- ------------------------------------------------------------- Submitter viper63a Submitted 04/15/2018 Category User Made Campaigns  
  19. Version 1.0.0

    128 downloads

    F-15 Super Pack NF5 Campaigns Compatible Patch By Viper63a This patch makes the Mudhen Team's F-15 Eagle Super Pack (below) compatible with Nato Fighters 5 Campaigns. ------------------------------------------------------------- What's included in this mod pack? ------------------------------------------------------------- There are two folders with different screen formats in this patch - 1024x768 and 1920x1080. If you installed or want to the Mudhen Team's F-15 Eagle Super Pack into Nato Fighters 5, You need to update the references of the original F-15s with the news ones for the campaigns. This patch does that job for you. Plus, you get a new set of hi-rez campaign screens as well! ------------------------------------------------------------- Installation: ------------------------------------------------------------- !! First and always - BACKUP! Make of copy of Nato Fighters 5 Campaigns folders in your Mod folder... 1) Mudhen Team's F-15 Eagle Super Pack must be already install per the readme in that pack. 2) As always! Back up your current NF5 mod "Campaigns" folder. 3) Copy the contents of the screen format you want into your NF5 mod "Campaigns" folder. Overwrite any conflicts. ------------------------------------------------------------- Thats it - Enjoy! ------------------------------------------------------------- -------------------------------------------------------------
  20. Hi community, Apologies firstly, I've done some searching of the forums, but to no avail. So, I have a few questions in regards to my enjoyment of SFP2E. So, here goes: 1. Has anybody ever added CCIP to the F-4? I would like to do this. 2. Compared to a lot of the screenshots I see here, my scenery looks a little 'washed out'. Is this something I can change in the sim, or is this done post screenshot? 3. (This one is driving me nuts!) Which .ini file do I edit to reduce the size of the text for wingman commands please? Many thanks, and Happy New Year to this great community. Andrew.
  21. View File Viper's 1920x1080 Menu PSD Templates - 2 versions Here are my 1920x1080 PSD Menu templates... There are 2 version...the standard stock looking one and the metal version... Please see example pix... Enjoy! V. Submitter viper63a Submitted 01/06/2018 Category Other  
  22. Version 1.0.0

    52 downloads

    Here are my 1920x1080 PSD Menu templates... There are 2 version...the standard stock looking one and the metal version... Please see example pix... Enjoy! V.
  23. Hello, i have a problem here in StrikeFighters2 Europe. i can't see the Full Aircraft like Mig and Mirage on the game only see little of them! here the photos from the mod folder and the only little aircraft from the game??? any help plz?
  24. Hi In the book "Israeli Mirage and Nesher Aces" by Shlomo Aloni, I have found the information that: Throughout its 20 years of service, the Mirage III underwent just four major technical changes in IDF/AF service – theintroduction of the ‘holding switches’, replacement of the Cyrano with ballast, swapping the Atar 9B for the 9C and, finally, removal of part of the ballast at ace Kobi Richter’s request in 1977. This moved the centre of gravity backwards, cutting minimum speed from 150 to 120 knots and increasing maximum ‘G’ from 6.5 to 7.3, thus improving sustained turn rates". I would like to create this late modification of Mirage from 1977 for SF2 by: 1) changing empty mass of plane; 2) changing inertia of plane; 3) changing center of gravity position of plane but I need some additional informations which I can not find: 1) have I to change any other data in DATA.ini file to properly reproduce the changes in flight model? 2) what is the mass of Cyrano Ibis radar/nose ballast? 3) how much of the ballast was removed? 4) how much has the center of gravity changed? Please help. Thanks in advance.
  25. I had an off the wall idea a couple of weeks ago. What does everyone think about a Death Star terrain map for SF2? I am thinking a relatively level terrain with various rectangular, circular, and what not geometric patterns for an artificial DEM file plus custom tiles to representing the building like surface structure of the Death Star with a canyon trench running through the middle of it to a target area with the primary target exhaust port below a main port. Create a couple of different turrets for the surface and tower mounted turbo lasers plus some low angle pedestal mounted cannons. I have this image in my mind of F-111's replacing the Y-Wings in the trench run and being able to prove if Wedge was right or not with his "...impossible, even for a computer." remark. Anyone with terrain making experience willing to weigh in on this idea?
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