This mod is for WWII themed SF2 installs. It uses Fastcargo's Fake Pilot and seat method to attach a new RAF-style rear-view mirror LOD that matches the shape of the one in Stary's Early WWII pit to the aircraft of your choice. Instructions on how to do this are provided.
I'm releasing this under the Combat Ace Fair Use Agreement.
SF2:I 3W Vautour IIA Upgrade Pack 11/23/2017
= For SF2:I (or Any & All, Full-4/5 Merged Preffered) =
*Can be used in any merged install that has access to the SF2I Meteor F.8, as this cockpit is referenced for this aircraft. It is the "best, closest fit" Hence, the 'Full-5 Merged' tag is applicable*
Extensive modifications and upgrades to the stock 3W S.O.4050 Vautour IIA as used by the IDF/AF,and French Air Force. As seen on the CombatAce message boards, the aircraft gets the addition of the missing outboard wing pylons. These are attached via the 'fake pilot' method. The only disadvantage is, they are always present, even when not loaded. A fact that must be lived with. Also, as stated above, with the addition of a cockpit, the aircraft is now "Player Usable".
Many other modification have been performed, and all are listed in the "Notes" section of this readme. Loadouts have been adjusted, as have several other important statements in the data ini. All weapons used are stock 3W items, meaning they still use the UK bombs. End Users (tm) that wish to swap our to the various French bombs available in weapons packs may do. Be advised, I did =NOT= test with those, so their attachment positions -may- not match.
Even though there isn't another Vautour IIA, I've added a statement to the "displayed name", so it now reads:
Vautour IIA (3W)
This is just one of my usual "things", when more than one of the type exists.
As always, fairly easy to follow, detailed install instructions are included. So, please read them ....
Good Hunting!
Wrench
Kevin Stein
Aerodynamically Limited MiG-17s v1.1
=================
Description:
This is a mod which limits the maneuverability of the stock ThirdWire MiG-17, -17F and -17PF at high subsonic speeds, especially above .8M. It has long been published that the MiG-17's lack of hydraulically boosted controls prevented the pilot from turning much harder than 2-2.5g as the aircraft got beyond 400 knots (especially by 450). The stock TW MiG-17s, however, have in excess of 10g authority at the mid-to-high 400s of knots, and this is one of the reasons they are commonly called "UFOs" - they can out-turn almost any fighter anywhere in the envelope.
This mod adjusts both the lift coefficient and the aerodynamic pitch dampening coefficient to reduce the MiG-17's ability to pull high-g turns at airspeeds exceeding .8 Mach. This provides the player with the ability to utilize real-world speed tactics employed by F-4, F-8 and other aircrews against the MiG-17. Keep the fight fast, and you can now out-turn the FRESCO.
This mod does NOT adjust the lower-speed performance of the FRESCO. As such, if you try to get into the phonebooth and burn away your energy, expect the same results as before. If you choose to fly the MiG-17 with this FM modification, it adds a degree of challenge and realism in that just like the AI, you won't be able to load a 12g turn at 500knots anymore, and will have to pay attention to airspeed. The speedbreak is your friend! I personally had no problem dogfighting with the FM, but it did require better energy management in that it requires you to keep the aircraft neither too slow, nor too fast.
V1.1 (23 Nov 17) has also changed the engine response time for the MiG-17's VK-1F engine. It is reported in Red Eagles that the engine took approximately 15 seconds (p.112) to go from idle to full military power. Most engines from the 50s and 60s had slow response times (e.g., the TF-30 taking approximately 8 seconds to go from idle to military and another 4 to stage up to Zone 5), and this required a bit of thinking and tactics to work around. "Jose" Oberle (Lt Col, Ret) explained that the engine worked well enough if kept above 80 percent power, but pulling back to idle, then pushing back towards military power "took forever" (Ibid.), and that the easiest way to handle decelerating was to keep the engine at 80 percent and deploy the speed brakes. The AI isn't harshly impacted by this limitation, but a player using this data.ini will have to consider this limitation. If, as a player, you do not want to deal with the slower engine response, the original entry is simply commented out, and can be restored by editing the .ini.
=================
Whats in it:
There are three data.inis contained in this mod. One for the baseline MiG-17, one for the MiG-17F and one for the MiG-17PF. This mod adjusts the ThirdWire MiG-17s and will work with any version of StrikeFighters 2, including merged and single installs.
=================
Installation:
1. Unzip the contents of the "Aero_Limited_MiG-17sV11.7z" file into a folder
2. Open the folder. Copy the contents of the folder (MiG-17, -17F, and -17PF folders) into your SF2 mod folder's Objects\Aircraft folder, allowing all files to overwrite.
3. The Data.ini files should already be read only, but if not, set them to read only so the game does not re-write or over-write the data file with the game's original files upon booting up (this happens sometimes when a mod changes a core game file).
4. Go fly!
=================
Credits:
FM: ThirdWire
Mod: Caesar
=================
Some open-source examples of airspeed and engine limitations of the MiG-17:
From "Scream of Eagles," "Tooter" Teague (who flew one of the captured MiG-17's) put it that: "We found out very quickly that the MiG ['17] goes out of control at 450 knots...He [the '17] locks up at about 425 and he goes absolutely left wing down...his wing warps...so if he goes 500 knots he's out of control He's in a left wing roll an can't do anything about it. So just do 500 knots and it becomes only a question of eyes. Keeping sight and keeping fast." (p. 138).
From "Red Eagles": "We had to teach them that if they could - as a defender in an American airplane - get the MiG-17 into the 450-knot regime, and then start to turn, then the MiG pilot would have to overcome this huge aerodynamic load on the tail without any hydraulic assistance. He may have had the potential to pull 7Gs, but he could probably pull no more than 2Gs because he simply didn't have the physical strength to overcome the loads on the tail." (p.132)
From "Duke" Cunningham (in "Dogfights): [the MiGs are travelling fast. Cunningham knows the MiG, lacking hydraulic controls like the F-4, is hard to turn.] "So I looked at him and said 'nope, can't do it,' so I broke into him and he overshot right down below me."
[Engine] From "Red Eagles, New Edition": The VK-1F was slow to respond to movements of the throttle, and it took in the region of 15 seconds for it to go from idle thrust to "military" thrust power setting (the maximum non-afterburning thrust available). Oberle observed: "This slow engine response was a characteristic of the old engines. If you kept the power up above 80 percent you had pretty good engine response, but if you ever pulled it back to idle and then pushed the power up to accelerate, it would take forever for the engine to spool back up to the 80 percent rangewhere you finally started getting power." (p.112)
Hello Guys,
We are releasing the KS-3 and KS-4 Ejection Seats for the upcoming Sukhoi family.
KS-3 was used by Su-7/9/11/17 early
KS-4 was used by Su-15/17M/20/22
If the seats were used by other planes, just post the info in the comments pls.
Place the seats on the Objects/Pilots folder on your game folder and use this in the (plane) data.ini for the new seats:
Positon for the TK Su-7: (example)
// Crew ---------------------------------------------------------
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=Pilot_Mi-8
SetCockpitPosition=TRUE
Position=0.0,4.93,0.83
SeatModelName=KS-4
SeatPosition=0.0,4.79,0.86
****************************************
You need to remove the Su-7 standart seat first with ini edits:
"Su-7_data.ini"
[AircraftData]
***
***
Component[0xx]=EjectionSeat <----- add this to the components (take care of the number for the xx)
[EjectionSeat] <----- Add this section down below the components
ParentComponentName=Fuselage
ModelNodeName=EjectionSeat_ok
DestroyedNodeName=tailgun_cabin_glass
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE
------------------------------------------------------------------------------------------------------
Model by 76.IAP-Blackbird
Skin by Enoc alias Flogger23
SF2 WW2 PTO Ventura, Harpoon, Lodestar Adjustment Pak 8/29/2017
-- For the WW2 players --
This package contains a new, modified data inis for the following aircraft:
Pacific Theatre:
Lockheed PV-1 Ventura (Early)
Lockheed PV-1 Ventura (Mid)
Lockheed PV-1 Ventura (Late)
LOckheed PV-2 Harpoon
Lockheed C-60 Lodestar (transport/cargo)
European Theatre:
Ventura Mk.II (RAF)
Included are "backed up" copies of the original data inis for each of these aircraft, just for safety's sake.
If you have these aircraft already, =THIS= is the pack to use. The full aircraft packages, available here in the CA Downloads, have already been updated for new download users.
Reminder - if you have these aircraft already, you do NOT need to redownload the entire aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Inside, you'll find two main subfolders:
PTO
ETO
As most of the USN variants (and the Lodestar it seems!) were used in the Pacific, all those Ventura's are here, in the PTO folder.
Copy/paste the various /Objects folder DIRECTLY over the original /Objects folder in your WW2 PTO-centric mods folders.
--
For the RAF Ventura Mk.II, do the same thing, excepting you're now doing it to your WW2 ETO-centric mods folder.
This was done simply as a "make it easier" for me to upload.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/29/2017
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
Destroyed model referenced to a stock 3W aircraft, available in all versions
SF2 KAW & Post-War B-29 & Washington B.1 Adjustment Pak 8/31/2017
-- Something for the WW2 ETO players --
= For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) =
This package contains a new, modified data in for the Post-War and KAW era B-29 Superfortress, and the RAF Washington B.1. Also included is a "backed up" copy of the original data ini, just for safety's sake.
For those with the skill to copy/paste, you can use this data ini for your WW2 PTO B-29 as well. You'll only need to copy/paste the TOP section of the original data ini from your WW2 B-29 into this new one.
If you have this aircraft already, THIS is the pack to use. Both of the full aircraft mods, available here in the CA Downloads, have already been updated for new users.
Reminder - if you have this aircraft already, you do =NOT= need to redownload the entire aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Copy/paste the B-29_data.ini (and B-29_Data - copy.ini) You know, copy them BOTH into the KAW/Post-War B-29's folder.
Do the Same for the Washington B.1. Copy/paste BOTH supplied data inis into the WashingtonB1 folder.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/31/2017
Changes:
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
SF2 WW2 PTO B-26B Marauder Adjustment Pak 8/29/2017
-- For the WW2 PTO players --
= For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) =
This package contains a new, modified data in for the B-26 Marauder, as used in the
PTO (Southwest Pacific ie: New Guinea) during WW2. Also included is a "backed up" copy
of the original data ini, just for safety's sake.
If you have this aircraft already, THIS is the pack to use. The full aircraft,
available here in the CA Downloads, has already been updated for new users.
Reminder - if you have this aircraft already, you do NOT need to redownload the entire
aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Copy/paste the B-26_data.ini (and B-26_Data - copy.ini) You know, copy them BOTH into
the B-26's folder in you PTO-centric mods folder.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/29/2017
Changes:
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
Destroyed model referenced to a stock 3W aircraft, available in all versions
SF2 WW2 ETO B-26B/G Marauder Adjustment Pak 8/29/2017
-- Something for the WW2 ETO players --
= For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) =
This package contains a new, modified data in for the B-26 Marauder, as used in the ETO (Northern Europe) during WW2. Also included is a "backed up" copy of the original data ini, just for safety's sake.
If you have this aircraft already, THIS is the pack to use. The full aircraft, available here in the CA Downloads, has already been updated for new users.
Reminder - if you have this aircraft already, you do NOT need to redownload the entire aircraft again.
= Instructions for Use:
unzip to a temp folder or your desktop.
Copy/paste the B-26_data.ini (and B-26_Data - copy.ini) You know, copy them BOTH into the B-26's folder in you ETO-centric mods folder.
Go fly.
Good Hunting!!
Kevin "Wrench" Stein
Updated 8/29/2017
Changes:
All hit boxes reset or newly created for those components without
Small adjustment to some FM parameters.
Different (stock) destroyed model referenced