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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.


 

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This wins the prize as the single most confusing and complicated to install correctly, single aircraft type mod in the history of Combat Ace. I will now spend the majority of my weekend trying to fix it.:dntknw:

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HR

 

I have to agree with CB34, I am even scratching my head at this one...

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I may get hated' on for this but... I think I got it right! Homefries, this is,...um I don't know, awsome is overused, great, fantastic,...stupendous? Beautiful. Even though I just said to someone the other day, I didn't see the point of JSGME in SF2,:blackeye: in this case ( I am removing foot from mouth ), it seems key to a trouble-free install. Dave and Crazyhorse, try it with with the mod enabler ( use the force,ha,ha ), really, this is to good to be without.

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Guys, if you want to install it "old school" just think of each of the folders as pieces to copy to your SF2 mods folder. Beneath each folder name is the structure necessary to just copy and paste into your SF2 mods folder.

 

If you start with Common, just copy the Aircraft, PilotData and Sounds folders to your SF2 mods folder (though you may want to make sure to back up SQUADRONLIST.INI).

 

If you have SF2V installed, just copy those folders into your SF2 folder.

 

If you have SF2NA installed, copy those folders into your SF2 folder.

 

The rest are optional.

 

That said, once I discovered GME, I never installed a mod for any program without running it through GME first.

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I used it ages ago for SF1 and it worked great but the drag and drop for SF2 is even easier. GME actually adds extra steps that drag and drop doesn't. Where GME will fail you for SF2 is when patch comes out. Again the extra steps GME will have you do is not as easy as just moving your mod folder then patching then moving it back. The latter, a lot of people do not do and end up with messed up installs after patching. Just my 2 cents.....I'm in the mind set of less steps is easier.

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Dave,

 

The other solution if you prefer drag and drop is to install GME and the MODS folder to a temp folder, then activate the mods you want in order. You'll then see the Objects, PilotData, and Sounds folders in the new temp folder. Zip up that new file structure for your archive, then drag and drop into SF2.

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Dave,

 

The other solution if you prefer drag and drop is to install GME and the MODS folder to a temp folder, then activate the mods you want in order. You'll then see the Objects, PilotData, and Sounds folders in the new temp folder. Zip up that new file structure for your archive, then drag and drop into SF2.

 

Now I really like that idea. I hadn't thought of that. Thanks for the advice HR!

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Homefries, I grew up on Lawn Guyland in the 60's and 70's, had family that worked at The Ironworks on both Cat's and 'Truders, so both aircraft are kinda special for me, Ive got the Razbaam pits installed ( A-6B pit for A-6E [ pre TRAM ] is excellent idea ). Just sunk the Kiev ( twice ), 1 A-6E TRAM lost, man I feel sorry for those Corsair drivers.

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I just found some sound bugs in the Pre-TRAM Anti-Collision mod. Please refrain from using this mod for now (or copy the [sounds] section of A-6E_90_Data.INI to the A/B/E birds).

 

I will have a patch up shortly.

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Version 1.1 is up. This is a pretty huge update, and is highly recommended.

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That said, once I discovered GME, I never installed a mod for any program without running it through GME first.

 

I think this says it all. I fly elsewhere where I have about 7 different mods installed. I can take them out easily (going back to the original folder) or add them in, without the original folder being fiddled with and maybe corrupted. Besides ........... it has to be easy otherwise I'd never be able to work it. :laugh:

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The Wombatinator has spoken!

 

Welcome to CA, Wombat.

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Well..... I do not use the MOD Enabler, nor will I ever. This game is made for modding from the start not like IL-2. Nomatter what version update this is it is still a completely confusing mess.

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The folder structure is no different than the mods that say "Install this for all installs", "Install this if you have SF2E", "Install this if you have XXX DLC". You can go into each module and copy the folder tree directly. The only difference is that it's designed to be plugged into GME.

 

If you want to do things manually, just copy the folder trees in the order listed in the folder name (e.g. Common first, SF2V second, SF2NA third, Wrench's Skinpack 4th, optional mods as you see fit).

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Problems.... I installed the common, the Vietnam, and did the campaigns and flare add ons. I then went and reinstalled the FOTI cockpit to make flyable but now I dont even have the option to select the A-6A or B. What did I do wrong? I still see the KA-6 and the Electronic A-6, Help!?

Edited by Intruder7011

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Don't forget to add the cockpit INI file to your A-6A.ini and A-6B.ini.

 

Hope that does it.

 

Also, FYI the later SF2/SF2E campaigns require SF2NA for the A-6E, though you could modify the existing datafiles to reference the A-6A LOD. FYI, the next version will have completely revamped SF2 campaigns using malibu43's carrier modded campaigns.

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Don't forget to add the cockpit INI file to your A-6A.ini and A-6B.ini.

 

Hope that does it.

 

Also, FYI the later SF2/SF2E campaigns require SF2NA for the A-6E, though you could modify the existing datafiles to reference the A-6A LOD. FYI, the next version will have completely revamped SF2 campaigns using malibu43's carrier modded campaigns.

 

 

Tried that. Still no go. I had a campaign already started with the A-6, and I can fly that and I do see more skin options and load screens so that seems to work. But as you can see below... the cockpit is not correct and I cant choose the A6A or B in single missions or trying to start a new campaign. Hrmm.

 

... cant seem to load screens.. but the cockpit looks like a Mig-17 or something

Edited by Intruder7011

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Ok, since the issue isn't obvious (MiG-17 shouldn't even be a player), here's what I recommend (be sure to test your A-6 in a single mission following each step so you can see where the problem lies):

  1. Disable all A-6 Superpack mods
  2. Enable the Common 1 module
  3. Enable the SF2V 2 module

If you already have the FOTI cockpit installed, you should be able to run the A-6 single missions even with the superpack disabled. The Common module shouldn't affect anything either since it only addresses decals and other objects such as weapons and pilots. If you can run A-6 missions here, but still have problems after installing the SF2V module (and updating your A-6A/B ini files), let me know and post your a-6a/b.ini file content as well as anything else that might already be there (i.e. old FOTI files).

 

If the A-6 does work in single missions with the SF2V module enabled, let me know if it breaks when any other modules are enabled.

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Thanks hf, ill give it a shot... have to work this weekend but ill let you know what happens

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All,

 

The release of the May patch creates some incompatibilities, and this has moved up my 1.2 release schedule to this weekend. I was hoping to add more tail art, but releasing a fix is the higher priority.

 

In the meantime, don't start any new campaigns (it looks like just about all of the campaign files were updated by the patch). Besides, you'll appreciate the improved original SF2 campaigns if you wait just another day.

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For compatibility with the June 2012 patch, add the following lines to the existing SQUADRONLIST.INI:

[squadron397]
Name=3RAAF
DisplayName=No. 3 Squadron
Nation=Australia

[squadron398]
Name=75RAAF
DisplayName=No. 75 Squadron
Nation=Australia

[squadron399]
Name=76RAAF
DisplayName=No. 76 Squadron
Nation=Australia

[squadron400]
Name=77RAAF
DisplayName=No. 77 Squadron
Nation=Australia

[squadron401]
Name=79RAAF
DisplayName=No. 79 Squadron
Nation=Australia

// ------------------------------------------
// Placeholders

[squadron402]

[squadron403]

[squadron404]

[squadron405]

[squadron406]

[squadron407]

[squadron408]

[squadron409]

[squadron410]

[squadron411]

[squadron412]

[squadron413]

[squadron414]

[squadron415]

[squadron416]

[squadron417]

[squadron418]

[squadron419]

[squadron420]

[squadron421]

[squadron422]

[squadron423]

[squadron424]

[squadron425]

[squadron426]

[squadron427]

[squadron428]

[squadron429]

[squadron430]

[squadron431]

[squadron432]

[squadron433]

[squadron434]

[squadron435]

[squadron436]

[squadron437]

[squadron438]

[squadron439]

[squadron440]

[squadron441]

[squadron442]

[squadron443]

[squadron444]

[squadron445]

[squadron446]

[squadron447]


// ------------------------------------------
// User Added Squadrons

[squadron448]
Name=800NAS
DisplayName=No. 800 Naval Air Squadron
Nation=RoyalNavy

[squadron449]
Name=801NAS
DisplayName=No. 801 Naval Air Squadron
Nation=RoyalNavy

[squadron450]
Name=809NAS
DisplayName=No. 809 Naval Air Squadron
Nation=RoyalNavy


[squadron451]
Name=VMA332
DisplayName=VMA(AW)-332 Moonlighters
Nation=USMC

[squadron452]
Name=VMA202
DisplayName=VMAT(AW)-202 Double Eagles
Nation=USMC

[squadron453]
Name=VA42
DisplayName=VA-42 Green Pawns
Nation=USN

[squadron454]
Name=VA128
DisplayName=VA-128 Golden Intruders
Nation=USN

[squadron455]
Name=VAQ134
DisplayName=VAQ-134 Garudas
Nation=USN

 

A new version to update the campaign will be out most likely in a couple of weeks.

Edited by HomeFries

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