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Strike Fighters 2 Series by Thirdwire

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All SF2 Series Simulation Modifications and Add-Ons

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    1. This is a skin for Iranian P-3F Orion
       
      the original file can be found at the following link
       
      http://combatace.com/files/file/15802-sf2-p-3c-orion-by-florian/
      114 0
    2. New sound BF109
      80 2
    3. Libya Air Force skin for MiG-21MF..
      208 7
    4. SF2 WW2 F8F-1 Bearcat 7/22/2016
       
      "A Somewhat What If aircraft for WW2 PTO '46"
       
      ***Note: Due to massive changes in the skins, decals, and inis, if you have created a WW2 Version of the Bearcat, you ARE advised to move, remove, rename or otherwise hide it from the Game Engine. THIS mod will cause conflicts, due to aforementioned changes, with many of the original parts.***
       
      This full aircraft package includes mods to Geo's F8F Bearcat, (re)creating the original 600-odd F8F-1 versions as deployed from August, 1945, just as the War ended. I've made the assumption, for PTO '46 users, that the A-Bombs, for whatever reason, were not used and the aircraft entered full squadron service for Operations Olympic and Coronet.
      See the 'Changes' section in the "Notes" below.
       
      The package includes 2 skin & decal sets:
       
      VF-19 (USS Langley, CVL-27) as seen in 8/45, enroute to the War Zone, as the war ended)
      VF-3 (USS Coral Sea, if the CVB class carriers had entered the war in the later parts of 1945)
       
      With the exception of the nation marking, which remain painted on, all other markings are decals. Decal randomization is TRUE. Many are by Geo from the original release. Other (modex) are by me. The ship code letters ARE correct for the late 45 thru late 46 time frame. The skins have been partly repained to remove the incorrect "G" system marking used on the orignal VF-19 skin. Skins remain in bmp format. As they carry no markings, this will allow other skinners the freedom to create other carrier air group codes, although new modex numbers will probably be required as well.
      The hangar screen is an SF2 version of my 1st Gen "Box Art" one.
       
      All weapons (drop tanks), sounds and a pilot figure are included. Other weapons used (rocket, bombs, etc) use those you should already have in the WW2 Weapons Pack.
       
      The canopy opens with the standard keystroke, Shift/0 (zero). Wingfold is =NOT= active, as it never was when originally released in 2006. The aircraft is NOT exported, having only the single user, the US Navy.
      The aircraft has been given a Service Start Date of of July, 1945. The data ini contains a new (if somewhat experimental FM, but MUCH closer to stated performances). It may require further fine tuning by experts; to that end I've included the USN BuAer's "Standard Performance" chart PDF within the main aircraft folder. This is for those remaining FM gurus to use, if they wish, to further refine the FM.
       
      As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. PLEASE read it before installing, ok?
      As always, read the "Notes" section for notes and other ramblings
       
      Happy Landings!
      Wrench
      Kevin Stein
      342 0
    5. ------------------------------------------------------
      USS Juneau Class Cruiser Ver 1.0
      ------------------------------------------------------
      By YEYEYE & KJakker.
       
      ---------------
      DESCRIPTION
      ---------------
      This is the CL-119/CLAA-119 Juneau Class Light AA Cruiser modeled by YEYEYE. It includes both an early and a late version. The CL-119 represents the USS Juneau CL-119, USS Spokane CL-120, and USS Fresno CL-121 when equiped with the 40mm Bofors. The CLAA-119 represents the USS Juneau CLAA-119 after its November 1951 to February 1952 overhaul which replaced the 40mm mounts with 3inch/50caliber Mark 33 gun mounts.
       
      Note: Three "Data.INI" files for the CL-119 Juneau class and two for the CLAA-119 Juneau class have been included. The AltGuns1 and AltGuns2_DATA.INI variants use alternate guns from the default file; these guns can be found in the Optional Files\Optional Guns folder.
       
      Also in the Optional Files\Optional Data Files folder you will find subfolders titled Structural Factor x2, Structural Factor x3, and Structural Factor x4, and Default Data File Backup as I was not sure how strong players would want the ship to be. Each version has a Structural Factor that many times that of the Default variant.
       
      ---------------
      SPECIAL NOTE
      ---------------
       
      This package was assembled at the request of Do335.
       
      ---------------
      INSTALLATION
      ---------------
      Backup anything in your SF2 Mods folder that you think may be effected. Extract all the files from the archive to a safe place on your harddrive then take the folder labled "To Mods Folder" and copy it into your Strike Fighters 2 mods folder, overwrite as needed.
       
      Optional Files
       
      If you want to use the alternate guns that the AltGuns1 and AltGuns2 data file variants are set up for then afte doing the above go to Optional Files folder and move the contents of the Optional Effects, Optional Guns, Optional Sounds folders to their respective folders in your Mods folder. Then add the data from the Sound List Additions.txt to your SOUNDLIST.INI folder.
       
      ---------------
      CREDITS
      ---------------
      Ship basic model, Distance-LODs, and Skins by YEYEYE.
       
      Data and Names INI files as well as the Hull names and numbers for the Spokane and Fresno are by KJakker.
       
      The included optional guns listed below are by KJakker.
       
      20MM_L70ww
      20MM_L70wwL
       
      40MM_L56
      40MM_L56L
       
      3IN_MK22_TF
      5IN_38_MK12_AA
       
      Guns below were originaly from the "Guns Collection for SF2 Series 2.0" by FLOGGER23.
       
      20MM_L70
      40MM_L60
       
      Most of the included effects are by Stary. The two Effects listed below are by KJakker and are based upon work by Stary & Thirdwire.
       
      76mmFlakEffect
      LtTankGunFireEffect
       
      Do not distribute, repackage or post without consent from YEYEYE & KJakker.
       
      No Modifications without previous consent is allowed.
       
      And this is freeware, it must not be used in any commercial product.
       
      Copyright ? YEYEYE, KJakker. All rights reserved.
       
      ---------------
      Special thanks.
      ---------------
      Thirdwire and TK for their sim and some instruments.
       
      Hope you enjoy it.
       
      YEYEYE & KJakker
      July 2016
       
      ===========================================================
      197 0
    6. Fictional AT-6G Mosquito skin for SF1 & SF2.
      This is a What If SEA skin for Wrench's AT-6G Mosquito mod found here: http://combatace.com/files/file/9082-at-6g-texan-mosquito-fac/
      It is Wrench's mod to Bunyap's T-6 Texan. You will need this file for the plane, weapons and decal numbers.

      Bunyap's T-6 Texan is a bit old and has a few malfunctions such as a shadow line and no texture mapping for the tires, etc. But it looks good in the air.
      If you would like my .psd layer mods to Wrench's template, PM me.
       
      Thanks to Bunyap for the plane and Wrench for the Mosquito mod and templates.
      Any questions, please ask.
      Enjoy,
      Geary
      56 0
    7. Kamchatka Peninsula 250m heightmesh update with corresponding tweaks and rejuvenated/extended tileset and layout
      for Strike Fighters 2, best fully-merged installation
      v1.0
      by Stary
      July 2016
       
       
       
      ^^^^----------------------------------------------^^^^
       
      This is test rebuild of Baltika's and Wrench's Kamchatka terrain, based on Kamchatka v2.0 which is major update to original Baltika's
      terrain by Wrench.
       
      This is semi-experimental update aimed at demonstrating and testing in wider userbase usage of denser resolution heightmesh.
      I can >>not<< guarantee the stability of this terrain due to engine limitations and what I observed and what seems to be slight memory handling issues of the SF2 engine
       
      Credits:
      Baltika and Wrench for their work on Kamchatka map.
      Gerwin for TFD tool and BMP2TFD
      Combatace and Thirdwire
      All the nice people around here
       
      Extended information, please read carefully!
       
      The height mesh:
       
      The stock Thirdwire .hfd terrain format uses publictly available DEM (digital elevation model) databases to produce 500 meters vertex
      spaced terrain meshes with 2000 meters tiles covering them. This is proven, easy to use system but 500 meters is awfully 1999 technology
      for 2016 systems. Thus given my efforts into NA LOD-based terrains creation stalled due to lack of knowledge and tools I decided to
      reproduce one of more interesting yet obscure maps available, the Kamchatka Peninsula.
      The mesh in this download currently uses 250 meters resolution which is twice the density and detail* compared to original terrain.
      Please note that due to being based on low resolution hfd file output the actual height representation is somewhat off compared to real terrain!
      Not much and not that it really matters much. "If it looks good it is good"
       
      New heightmap was created in several steps which I now describe to help other more advanced terrain modders possibly use this method:
       
      First steps -Gerwin's TFDTool and Photoshop:
      -I used Gerwin's TDF tool to output the heightmap via F9 key
      -Also created the textures bitmap as a helper file via F7 key
      -The created file in grayscale is 3000x3000, which corresponds to 500m resolution on 1500000m map (3000/2=1500! Magic!)
      -Thus I rescaled the file to 6000x6000 pixels, the same with the texture bitmap which I copied to greyscale file for reference
      -The 6000x6000 or twice the original is the 250m per pixed heightfield file
      -I filled the blue water areas TFDTool creates with pure black 0,0,0
      -Then I spent some time in Photoshop working on several layers and using several brushes and tools to slightly tweak the grayscale height
      image, mostly to brighten the higher areas and adjust some more interesting places. Mostly blur, stroke tools and some slight wave-y
      filers to add some detail to now ARTIFICIALLY pumped up resolution (further on this below)
      -Pro tip: to get rid of any water/shore artifacts is easy way, the so called tsunami waves or coast areas on slopes I selected the
      texture map layer, selected all water areas (select by pixel color) and created another pure black layer on top of the main height layer,
      that drops slight shadows around it (2 to 4 pixels black shadow) -this way the heightmap gets toned down for few pixels (two is good
      value) when near the water areas; think smart not hard as The Ancient One says :P
      when the heightmap was considered ready I flattened it and converted to 8bit palleted file using the stock Thirdwire terrain editor
      palette (you can do this palette by exporting any heightmap as bitmap from within the TE and saving it's palette to file, most programs
      allow palette saving)
       
      Second step -Thirdwire Terrain Editor, the 042106 version:
      so now I had the TE-format palleted 8bit heightmap but to import it without further data loss I needed to adjust the TerrainEditor.ini
      settings via notepad:
      -the line that specifies the min-max scale of height present in the file is this line:
       
      [bitmapImport]
      HeightScale=15 <---- this line, by default uses value of 10
      MinLandHeight=0 <---- by default 1
       
      experimenting with this value gives you the similar results as using PGUP/PGDN keys when using Gerwin's bmp2tfd tool, basically sets the global vertical scaling of min-max values in file
       
      To create new 250m resolution the values at creating new map are as follows:
      Terrain Map Size: 1500 (km, like original Kamchatka terrain)
      Texture Tile Resolution: 2000 (meters, like all common SF2 maps and tilesets)
      Height Field Resolution: 250 (meters, compared to defaul 500 meters)
       
      Then if you do have the texturelist loaded yo ushould get new flat terrain with textures filling the areas, just impor t he
      heightmap from the created 6000x6000 paletted bitmap and save.
      This is basic procedure, same can be used to create 125 meters resolution terrains (I did so for Korea3 terrain so far) BUT those are unstable and I am still trying to get
      perfect values in BOTH flightengine.ini and given terrain's _data.ini
      *now the heihgt information/detail gets lost every time we index the heightmap so one must then increase the HeightScale= value to get
      more or less proper -OR GOOD LOOKING height values. Also be warned that Gerwin's TFDTool doesn't properly translate non-standard maps
      (1000 kilometers ones go ok though) that is why the TE hassle
      That said -the height scale is a bit OFF in this map so if you are a purist complain all you want, I wanted better looking mesh more than
      geographical accuracy. To have the latter we need to come up with otehr height data sources for denser terrains. I have yet to look into
      the tools and programs I own what could be of use.
       
      Installation:
       
      Before installing this mod BACKUP your Kamchatka terrain!!! There is possibility you won't get this terrain working at all so I warned
      you!
       
      To install this exctract the zip and move the content of the included folder to your Kamchatka terrain, overwrite when asked.
       
      This way now you have new terrain tfd and hfd files, new inis, TODs and new reworked tileset in both summer nad winter flavours in their respective folders.
      The mod has all the nedded tweaks into kamchatka.ini and kamchatka_data.ini already present,
      HOWEVER to use this terrain in efficient way (ie, not to experience CTDs when loading the map every signle time) please do adjust few
       
      things in your installation:
      The essential is making small adjustments to your flightengine.ini file
       
      [backgroundSceneClip]
      FarClipDistance=70000
       
      by default uses value of 80000, and while I now use the original value to prevent possible memory crashes use the 70000 value which lowers the loaded terrain "bubble" around the camera.
      Also if you do use very extended trees/objects drawing distances (with or without additions of Mue's extra distance fading shaders) I
      recommend lowering the DetailMeshSize= values, start with something like 8 or 10 and try if the map loads for you, can then increase this
      further, it might be very VERY system-dependent
       
      Known Bugs:
      YES this is test and YES you might get constant CTDs when loading missions; might be very computer or installation dependent. I have
      medium-high system and work ok with the values I use in inis. Also can't guarantee if some crazy large scale missions wouldn't prevernt the
      terrain OR textures to load, as I have hit some engine limitations during more brutal force tests. That is why the tileset, albeit I have
      it in 1024px resolution too, is 512 version.
       
      Also you should have much less of issues when using ObjectsFade=TRUE and not using Mue's extender draw distance shaders. That is because
      the sim engine apparently does not have to load ALL the TODs at once during mission loading, just later when need be.
      Anyway that is my assumption, I might be totally wrong
       
      Legal stuff:
      CA Fair Use license apply, not to be used as base or part of any sort of payware
       
      That should be all,
      have fun (I hope) and if you are terrain modder, try my method. Again, 500m res is soo 1999 :P
       
      Stary
      721 12
    8. SF2 WW2 BT2D "Skyraider" (AD-1) 7/21/2016
       
      "A Somewhat What If aircraft for WW2 PTO '46"
       
      **Note: consider this 'version 3.0', replacing the SF/Wo* version based on MontyCZ Skyraider I'd done many years ago. THIS version replaces that one completely. Delete it if you still have it.**
       
      *Note you =MUST= have SF2:V as part of your merged install, as the mod references the stock A-1H lod for the aircraft.*
       
      The is a semi-what if aircraft, as the BT2D did exist (and was renamed the AD-1 in 1947). This mod assumes that the aircraft WAS deployed to the Western Pacific in WW2, in the event that the development and/or usage of the A-Bombs was curtailed for some reason.
       
      The aircraft comes with three skin/decal sets (although only one actual skin residing in the main folder; the "Brain32 trick".)
       
      VB-14 (USS WASP)
      VT-88 (USS YORKTOWN)
      VB-19 (USS CORAL SEA)
       
      The skin remains in bmp format. All markings are decals and decal randomization is TRUE. All Aircraft carry the new style (post-July 1945) "letter code" ship identification tags. These ARE correct for the time from 7/45 - 12/46(ish). VT88 & VB19 also make use the "hundreds" series modex numbers, which also started usage 7/45. VB14 remains with is double digit modex numbers. Several other ship ID code decal are provided, for those wishing to replace other SB2C & TBM units with the BT2D. Other units can be easily made if one knows their code letters (I do!) Other units may require new, different sequenced modex number decals.
       
      All weapons, sounds and a pilot figure are included. The canopy opens with the standard keystroke, Shift/0 (zero). Wingfold is active, by using it's standard keystroke, Shift/9, but it's not reccomended to fold the wings when loaded, as due to some sort of game limitation, the weapons will NOT move with the wing (no matter how much I've tried to fix that).
      The aircraft has been given a "start date' of of June, 1945.
      The aircraft is equipped with radar, (AN/APS-4) in an external pod, and is speced to carry and deploy just about all USN weapons of the period, including "Bat" glide bombs, and torpedos.
       
      As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions.
       
      Happy Landings!
      Wrench
      Kevin Stein
      168 0
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