Strike Fighters 2 Canberra B(I) mk12 operated by the Royal New Zealand Air force and Canberra B.2 loaned by the RNZAF before the purchase of the mk12
The B.2 is the stock B.2 with RNZAF skin/markings and make flyable with the cockpit from the SF B.2 by Ahmed Junaid Raza & Daniel "Kessselbrut" Himmel
The mk12 was made by modifying the Canberra B(I) mk12 (South African AF) by Ahmed Junaid Raza
Credit also goes to MigBuster and spinners for their part in the original mods and of course Third Wire.
To install place files in appropriate folders and override. Make sure you read the original readme as well.
You will need the Europe expansion Pack 2 to use the B.2
History on the RNZAF Canberra:
In 1958, while awaiting delivery of their own Canberras, the RNZAF "hired" a squadron of 17 B.2s and three T.4s from the RAF as part of the Commonwealth Strategic Reserve. The B.2s and one T.4 were used, from 1958 until 1962, by the then newly formed RNZAF 75 Squadron. The squadron was based at RAF Tengah (Singapore) and became involved in active service during the Malayan emergency with their first bombing raid being carried out on 30 September 1959.
In February 1958 New Zealand placed a contract for 11 aircraft for use by 14 Sqd, the contract called for nine B(I)12 and two T.13 Canberras. The B(I)12 was the equivalent of the RAF's B(I)8 but with auto-pilot and modified navigation kit. The T.13 was equivalent to the T.4 but with auto-pilot and an extra bomb bay fuel tank.
14 Squadron was based at RNZAF Ohakea in New Zealand
Initially the squadron continued to use their D.H. Vampires for rocket projectile firing practice as the B(I)12s did not get this capability until December 1961. Trials then began with wing-pylon mounted Microcell rocket launchers each holding 37 rockets. Gradually the squadron achieved operational status in all its roles, including anti-shipping, and took part in deployment exercises to Singapore as part of the Commonwealth Reinforcement Force.
In late 1962, the OCU was incorporated into the squadron as "C" Flight giving 14 Squadron a strength of ten B(I)12s and two T.13s. In 1964 the B(I)12s received their camouflage paint scheme ready for deployment to Singapore. 14 Sqd arrived in Singapore in September 1964 to assist in Operation Confrontation against Indonesia. A month later they went to the forward base at Labuan but were moved back to Tengah a week later! 14 Sqd stayed as part of the FEAF and, in March 1965, moved to RAAF Butterworth in Malaya. Not for long however. In 1966 the squadron returned to RNZAF Ohakea. Sadly, in the final month at Butterworth, NZ6104 crashed during a low-level RP attack at the China Rock range.
Back in NZ, the decision had been taken to phase out the B(I)12 which duly took place in July 1970. New Zealand's Canberras were sold as a job-lot to India in November 1970. Some are still flying today
This is the MV-22B Osprey v2.2 by Zurawski updated for the Strike Fighters 2 Series.
As well as updating it for SF2 I have added a few extra bits:
-The BAE Remote Guardian GAU 17 minigun turret. It can be loaded and unloaded via a dedicated weapons station but can be fired forwards by the pilot only.
-A ‘ghost’ BAE Remote Guardian GAU 17 minigun turret. This the best way I could represent the Remote Guardian turret engaging targets to defend the aircraft. What it is is a gunner station located in the correct position that fires the GAU 17 at any enemy air targets. However there is no 3d model to go with it. So what you get is the GAU 17 minigun turret that you can see and fire straight ahead. When the AI gunner engages a target you will see the muzzle flash and tracer fire coming from mid air in the area where the GAU 17 minigun turret is. If you don’t like the idea of this there is a second data.ini file you can use which will disable the AI gunner.
-Updated pilot skins
Note: has only been tested on an all game merged vertion of SF2 but should be fine on any individual installs (I hope)
Also make sure you read the original README for flight instructions etc
To install just place files in correct locations and over ride
Using Julhelm's Template this is a Fictional scheme for his AFX.
Drop in the AFX folder and go fly.
Eric Johnson 2011
The is not the perfect F-15CJ_Kai.
This aircraft is base on the Stock F-15A SF2, you would need to have SF2 and/or Merged SF2 installed.
I have made a lot of tweaks on the plane. You can modify it to your own liking.
Thus, weapons and effects is not included, check download section for your preference.
Don't worry if you do not have the effects or weapons installed, the game will DEFAULT to SF2 Stock weapons for the specific time period.
Copy the content of the respect folders to your folder:
"Aircraft" to your "Object Aircraft folder."
"Decals", copy the entire decals folder content and paste it onto your decal folder. I was unable to use specific squadron
for decal folder, as it does not show up on the aircraft.
All of my skin has extensive logos on it... as the JASDF likes to change logos and decals often.
The lack of accuracy consist of:
-The feathers on the engine nozzle is still in place.
-The various antennas that is not shown or updated as per MSIP II and after.
-The larger bullet fairing on the left vertical stab. (should be the thin one).
-The speed brake position when deploy is not accurate (TK did not made the model to extend further).
-I was unable to have all the decals on the RIGHT "outter" vertical stab. and LEFT "inner" vertical stab. to face forward (toward the nose) as per actual aircraft. Two aircraft, the RIGHT "inner" logo is not facing forward.
-The skin pattern/color is not accurate, BUT the JASDF is notorious for having various skin patterns and decals at a drop of a hat... so I am not that much off.
-I'm sure you can find more but that is what is great about this game series... you can CREATE and CHANGE to your liking!
The file contain all of the current JASDF F-15CJ squadrons with the "EXCEPTION" of two skins.
The 1st Tactical Squadron and the Air Developemt and Test Command Squadron.
(Both squadron are provisional and aircrafts get rotated from active units or spare aircraft)
Oh, I added my own squadron "JASDF Shogun" (what if...)
The following are the Squadrons:
Hiko Kyoiku Kokutai (Tactical Fighter Training Squadron) Nyutabaru Air Base (RJFN).
23rd Hikotai (Squadron), 23Sq. replaced the 202Sq. in 2000 as the F-15 training unit.
Keikai Kokutai (Provisional Group) Nyutabaru Air Base (RJFN)
Hiko Kyodotai ("Aggressors")
2 Kokudan (Wing): Chitose Air Base (RJCJ), Part of the Northern Air Defence Force (HQ Misawa).
201 Hikotai
203 Hikotai
83 Kokutai (Group), Part of the Southwestern Composite Air Division (HQ Naha).
204 Hikotai (204Sq. swopped places with 302Sq. (F-4EJ_Kai) at the beginning of 2009 for better defense of the Southern flank).
6 Kokudan: Kanazawa/Komatsu Air Base (RJNK), Part of the Central Air Defence Force (HQ Iruma).
303 Hikotai
306 Hikotai
7 Kokudan: Hyakuti Air Base (RJAH), Part of the Central Air Defence Force (HQ Iruma).
305 Hikotai
8 Kokudan: Tsuiki Air Base (RJFZ), Part of the Western Air Defence Force (HQ Kasuga).
304 Hikotai
Credits:
TK and Thirdwire - Stock F-15A SF2E/Skin
AleDucat - ACES II Ejection Seat
JimmyBid - F-15C cockpit flight control textures
MoonJumper - Avioncs work
Kesselburt - Original F-15C cockpit
Brain32 - Improved/new textures for the F-15C cockpit
331KillerBee- SF2 Weapon Pack
gbreuder - Alternate F-14 wing vapor effects
Old Diego - Pilot Pack
x Ray - Updated JASDF pilot skin
dfang - Afterburner effect
[ If I miss anyone it is not intentional ]
Please let me know if there is any issues or things missing (other than what I have stated above).
I take great pride on my work as do all of the wonderful people on this forum.
Have Fun!
Cheers!
8 January 2011
Ace888
PASKO's, Column5's and Marcello's Grumman F9F-5 Panther.
All I did was modifying it for use in SF2.
Changes made:
1) Changed the pit to the standard A-4B pit.
2) changed the loadout to weapons available in version of juni SF2 (no EXP or anything added).
3) Replaced the original skin of VMF-331 by one made by Wrench. This skin fits the plane best. The other skins show gaps along the back of the plane and on the nose. Hope he doesn't mind. I did not ask specific permission to use his skin.
3) There is an error with LOD3. It shows the nose cone perpendicular to the plane. I solved this by removing lod3.
4) Animation. Wingfold is active use shift 1.
That's it. All other credits go to the orignal builders of this beautifull plane.
The original readme is attached below.
To install, just drop the files in the '[Drive]:\Users\[name]\Saved Games\ThirdWire\StrikeFighters2'.
6 januari 2011
Redeye
B-47E SF-2 FIX
Hi Folks,
here isn't a full plane (that You can download at Colum5 here http://www.column5.us/aircraft.shtml)
but only a fix for removing white crosses and tailfin issue (no material assigned).
The input came from our friend Gaunt aka Imre, who reported me that noisy bug.
To complete the SF-2 standard conversion I added the userlist.ini (a very very simple task indeed).
You have only to put the included folder in you mod/objects/aircraft one and let overwrite.
This little work is dedicated to original makers of this fantastic plane (very good for an early '50 campaign).
Enjoy.
Paul
Kuwaiti A-4KU for Strike Fighters 2
This is the A-4KU flown by the Kuwait Air force during and leading up to the Gulf War I. It is from the Operation Desert Storm SF1 campaign set and I updated it for SF2 as well as changing some of the data.ini information to more accurately reflect the aircraft.
NOTE: The original A-4KU uses Strikefighter 1 series LODS so you will have to have WoV to use this aircraft. (I ignorantly didn’t know I wasn’t allowed to include the series 1 LODS in the upload so that’s why I have now removed them)
Included is an extensive RWR.LST file and RWR.TGA files, a ‘Free Kuwait’ skin and pre invasion skin.
INSTILATION:
1,Drop files in to appropriate folders, override when asked to.
2,Extract the original lod files from WoV ObjectData.cat using the CAT extractor. Following lods: A-4F.LOD, A-4F_lod002.LOD, A-4F_lod003.LOD, A-4F_lod004.LOD, AV-8A_LOD4.LOD & A-4F_lod005.LOD once extracted should go to the A-4KU_Kuwait folder.
NOTE: Has only been tested/used in a merged install of ALL SF2 titles
Credit goes to JSF_Aggie for the Operation Desert Storm SF1 campaign the original A-4KU came from.
B-70 Valkyrie (Beta) by FastCargo and friends.
********************** Version 0.97 ***********************
(Note, this release includes the XB-70 beta released in November 2010)
SF2 Version for Dec 2010 Patch.
Models, some decals, most ini adaptions by FastCargo
Textures and most decals by Sundowner
Dyess AFB serial numbers by Dave from B-1B Redux
3D Rocket Effects by Lexx_Luthor (Lord of the Analog)
B-1B Cockpit by Dels
Engine Effects by Deuces, Fubar512
Any errors are mine...
Package contains:
XB-70 aircraft in prototype markings for AV/1 and AV/2.
B-70A aircraft in 28BMS and 62BMS markings
RS-70B aircraft in 337BMS markings
B-70C aircraft in 9BS markings
High Resolution versions of the textures and bump maps
Original Readmes
This readme
Notes:
This release is a beta, and as such, is somewhat incomplete. The cockpit is from the B-1B, and there are no damage textures. However, almost all other features of a full release have been included.
Aircraft include:
XB-70 - The original research aircraft in it's actual configuration...not really set up for warfighting.
However, this set also includes semi fictional versions of operational aircraft:
B-70A - This is most probable version of the Valkyrie that would exist had it gone into production. It is done in 2 paint schemes, the high altitude anti-flash white, and a version painted in an odd silver coating designed to reduce the IR signature (as proposed by the USAF). This version also includes the wing pylons for the Skybolt ALBM, and projected pylons for the smaller nuclear gravity weapons available at the time.
RS-70B - Proposed version of the Valkyrie in an attempt to save it from the budget axe. Similiar to the B-70A in capability, but with additional reconnaissance ability similiar to SR-71. This is simulated by an internal camera window taking the location of the forward weapons bay. I projected that the RS-70B would come into existence during the late part of the Vietnam war, using the camera bay to carry the targeting laser, and dropping PGMs since conventional bombing at 80000 feet and Mach 3 would be very inaccurate. As a result, the first LGB drops in Vietnam are done by the RS-70B, not the F-4.
B-70C - Completely fictional version of the Valkyrie. In the history where the Valkyrie was produced, most of the B-52 fleet was retired very soon after the Vietnam War, only the G and H models remained to carry the AGM-86B cruise missile. The B-1 was never proposed, with the B-70A being the main gravity nuke delivery system and the RS-70B being the PGM bomber. The F-111 and FB-111 remained as the medium range, low altitude conventional and nuclear penetrator. The B-2 was designed at the outset to be a low altitude penetrator, avoiding the costly redesign the actual B-2 went through, bringing unit cost down. As it was, the B-70 and RS-70 were expected to be retired at the beginning of the 1990s as high altitude, high speed SAM systems became more and more lethal. However, after Desert Storm, the lesson was learned that big, long range SAM systems are vulnerable and expensive, but anyone can have AAA...so the doctrine was adjusted for more medium/high altitude operations with PGMs. So all Valkyries underwent a modernization to the B-70C standard, with the ability to carry all PGMs, including the JDAM, JSOW, JASSM for employment in regional conflicts.
There are a few bugs that we haven't been able to solve and may not be solvable due to simulation limitations. The main one is the AI will not take advantage of the high speed and altitude capabilities of the aircraft. Even if you create an actual mission with waypoints dictating altitudes and speeds, it will not fly those parameters (tends to fly a maximum of Mach 1.7). We are still working to squash the remaining issues...and one day we will have a proper cockpit for this machine.
This is a long range aircraft, you can hit a few of the 'walls' on several of the stock maps so give yourself plenty of turning room when planning your flight.
Have fun...report any crippling bugs (except trying to use it in SFP1/WOV/WOE/WOI...you're on your own) in the release thread at CA.
FC
20 Dec 10