Dirty Bird Exhaust Effect For SF2
By NeverEnough
This exhaust effect was inspired by the work of Deuces, Fubar512 and Spillone104.
After looking at lots of photos of the billowing smoke trails generated by the phantastic F-4 Phantom; I wanted to try to duplicate these big, greasy skidmarks in the sky.
The Dirty Bird Exhaust Effect is configured so that it may be used in either single engine or dual engine aircraft. The DBSingleExhaustEmitter will produce slightly more exhaust volume than the DBDualExhaustEmitter when used on a dual engine aircraft if you really want to accelerate global warming.
If you wish to have a slightly less smokey single engine aircraft, you could utilize the DBDualExhaustEmitter in a single engine aircraft.
This exhaust effect is compatible with both SF2 and SFP1.
Also included in the Dirty Bird Exhaust Effect package, is a particularly striking loading screen of the dirty end of a West German F-4F Phantom.
This File is Freeware and can not be sold or included in any Payware software.
this is the ACES II ejection seat for the F-16
just drop the ACES_II_F-16 folder in to your Pilots folder
use this positions for TW standart F-16 (F-16A_Netz)
[Pilot]
SystemType=PILOT_COCKPIT
SetCockpitPosition=TRUE
PilotModelName=ModUSAF
PilotHeadNodeName=head
Position=0.0,4.10,0.86
SeatModelName=ACES_II_F-16
SeatPosition=0.0,4.10,0.86
MinExtentPosition=-0.36, 3.76,-0.15
MaxExtentPosition= 0.36, 4.75, 0.96
CanopyNodeName=canopy_frame_outer
CanopyAnimationID=7
use this positions for the TMF single and two-seater F-16
[Pilot1]
SystemType=PILOT_COCKPIT
PilotModelName=ModUSAF
Position=0.0,3.892,0.76
SeatModelName=ACES_II_F-16
SeatPosition=0.0,3.892,0.76
MinExtentPosition=-0.148, 3.467,0.169
MaxExtentPosition=-0.148, 4.296,0.624
CanopyNodeName=Canopy
CanopyAnimationID=8
[Pilot2]
SystemType=PILOT_COCKPIT
PilotModelName=ModUSAF
Position=0.0,2.112,0.78
SeatModelName=ACES_II_F-16
SeatPosition=0.0,2.112,0.78
MinExtentPosition=-0.148, 3.467,0.169
MaxExtentPosition=-0.148, 4.296,0.624
CanopyNodeName=Canopy
ravenclaw_007
there are 3 versions of the ACES II seat includet the early the late-forward and the late-rear one
just drop the ACES_II_F-15 , ACES_II_F-15_Front and ACES_II_F-15_Rear folder´s in to your Pilots folder
Data_ini and Cockpit_ini files for all F-15 versions of the F-15_Pack and TW F-15 are includet , you have to replace the Data_ini file with the ones that are includet here , if you have a edited data_ini and dont like to use the one includet here you have to copy the remove part from the AircraftData (for TMF F-15) and the Pilot/WSO postion and Seat position to your data_ini
Component[010]=Remove1
Component[011]=Remove2
[Remove1]
ParentComponentName=Nose
ModelNodeName=ESeat_FrontFrame_ok
DestroyedNodeName=ESeat_FrontFrame
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE
[Remove2]
ParentComponentName=Nose
ModelNodeName=ESeat_RearFrame _ok
DestroyedNodeName=ESeat_RearFrame
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE
Note: use the Pilots position as the Seat position
ravenclaw_007
there are two versions of the ACES ii seat includet the red colored and the green colored one , red for the early B-1B and green for the later B-1B version
just drop the ACES_II_B-1Bg and ACES_II_B-1Br folder in to your Pilots folder
Data_ini and Cockpit_ini files for all B-1B versions are includet , if you have a edited version of the data_ini change only the pilots and seat position as shown below but you have to replace the Cockpit_ini file with the ones that are includet here , if you dont the seat will not be displayed in the right position
Note: use the Pilots position as the Seat position
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=MODusaf
Position=-0.55,15.5,1.574
SeatModelName=ACES_II_B-1Br
SeatPosition=-0.55,15.5,1.574
SeatID=1
CanopyAnimationID=8
[CoPilot]
SystemType=PILOT_COCKPIT
PilotModelName=MODusaf
Position=0.55,15.5,1.574
SeatModelName=ACES_II_B-1Br
SeatPosition=0.55,15.5,1.574
SeatID=2
ravenclaw_007
just drop the ACES_II_A-10 folder in to your Pilots folder
Data_ini files for TW A-10 are includet , if you have a edited version of the data_ini change only the pilots and seat position as shown below
Note: use the Pilots position as the Seat position
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=ModUSAF
SetCockpitPosition=TRUE
Position=0.0,4.43,1.22
SeatModelName=ACES_II_A-10
SeatPosition=0.0,4.43,1.22
MinExtentPosition=-0.41, 3.80,-0.02
MaxExtentPosition= 0.41, 4.95, 1.45
CanopyNodeName=Canopy_Frame_R
CanopyAnimationID=9
HasArmor=TRUE
ArmorMaterial=TITANIUM
Armor[FRONT].Thickness=30
Armor
.Thickness=30
Armor
.Thickness=30
Armor[REAR].Thickness=30
Armor[bOTTOM].Thickness=30
Armor[TOP].Thickness=10
ravenclaw_007
Improved Afterburner Effects for Strike Fighters 2 V1.0
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Installation:
Put the .INI and .TGA files in the Effects folder.
User\Saved Games\ThirdWire\StrikeFihgters2\Effects
<<<VERY IMPORTANT!>>>
Then the real work begins:
Open the DATA.ini of the aircraft you want to use these effects.
Since this effect is a combination of 2 emitters, one volumetric and the other in the form of a ribbon(for shock diamonds)... You need to duplicate the engine or engines in this way:
(As exhample the F-105 is used)
[Fuselage]
SKIP ALL THE PARAMETERS
SystemName[001]=Engine
SystemName[002]=Tailhook
SystemName[003]=Airbrake1
SystemName[004]=Airbrake2
SystemName[005]=Airbrake3
SystemName[006]=Airbrake4
SystemName[007]=AftTank
SystemName[008]=BombbayTank
SystemName[009]=CenterlineStation
SystemName[010]=TopFuselageLight
SystemName[011]=Engine2 ADD THE NEW ENGINE
Edit the afterburner emitter on the first engine:
[Engine]
AfterburnerEmitterName=J79-ABEmitter CHANGE TO THIS ONE
Then add the second engine below the first true one.
[Engine2]
SystemType=JET_ENGINE
InputName=THROTTLE_CONTROL
EngineID=1
HasAfterburner=TRUE
NumAfterburnerStages=4
SLThrustDry=0.00 THE THRUST MUST BE SET TO 0.00
SLThrustWet=0.00 THE THRUST MUST BE SET TO 0.00
ThrustAngles=0.0,0.0,0.0
ThrustPosition=0.0,0.0,0.0
ThrottleRate=0.15
NozzleAnimationID=3
IdleThrottle=0.10
IdleRPM=0.68
IdleNozzle=0.0
CruiseThrottle=0.37
CruiseRPM=0.82
CruiseNozzle=0.0
MilThrottle=0.65
MilRPM=1.00
MilNozzle=0.0
MaxThrottle=0.78
MaxRPM=1.00
MaxNozzle=0.0
FullABThrottle=1.12
FullABRPM=1.00
FullABNozzle=1.0
AltitudeTableNumData=10
AltitudeTableDeltaX=3048.0
AltitudeTableStartX=0.0
AltitudeTableData=1.000,0.802,0.634,0.496,0.381,0.288,0.206,0.147,0.105,0.000
DryMachTableNumData=4
DryMachTableDeltaX=0.4
DryMachTableStartX=0.0
DryMachTableData=1.000,0.980,1.172,0.000
WetMachTableNumData=7
WetMachTableDeltaX=0.4
WetMachTableStartX=0.0
WetMachTableData=1.000,0.991,1.207,1.683,2.473,2.750,3.027
MaxInletTemperature=136.1
TSFCM0=0.00 AND THE FUEL CONSUMPTION TOO
TSFCM1=0.00 AND THE FUEL CONSUMPTION TOO
AfterburnerTSFCM0=0.00 AND THE FUEL CONSUMPTION TOO
AfterburnerTSFCM1=0.00 AND THE FUEL CONSUMPTION TOO
MinFuelFlow=0.02
ExhaustEmitterName= DELETE THE SMOKE
ExhaustPosition=0.0,-9.27,0.51
AfterburnerNodeName=afterburner
AfterburnerEmitterName=J79-ABEmitter2 AND CHANGE THE EMITTER
AfterburnerEffectSize=1.10
MinExtentPosition=-0.78,-9.07,-0.28
MaxExtentPosition= 0.78,-3.22, 1.29
FireSuppression=TRUE
GasTempMaxRPM=650.0
GasTempIdleRPM=340.0
GasTempChangeRate=5.0
OverheatTemp=675.0
DamageTempDelta=300.0
OilPressMaxRPM=50.0
OilPressIdleRPM=35.0
OilPressChangeRate=0.5
LowOilPress=12.0
LowOilTempDelta=400.0
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[FRONT].Thickness=12
Armor
.Thickness=12
Armor
.Thickness=12
Armor[REAR].Thickness=12
Armor[bOTTOM].Thickness=12
That's it! Now you have your jet with new afterburner flames.
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Beta testers : Canadair and Dysko.
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Legal stuff:
This mod is freeware. Commercial use is not allowed.
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Enjoy and good flight. :)
November 2011
Spillone104
This is small mandatory update to my Unified Effects Pack available at Combatace here:
http://combatace.com/files/file/11802-unified-effects-pack-10/
updated or new effect files:
Effects\MediumBombEffect.ini
Effects\TracerSmokeEmitter.ini
Effects\LmgObjectHitEffect.ini
Effects\AircraftSmokeEffect.ini
Effects\AircraftEngineFireEffect.ini
Effects\AircraftFuelFireEffect.ini
Effects\AircraftFireEffect.ini
Effects\SmallBombEffect.ini
Effects\UP_bombdirtspike.tga
Effects\UP_vapurwave.tga
Effects\WW2_GraySMOKE2.tga
Effects\ArtilleryGroundHitEffect.ini
Effects\37MMGroundHitEffect.ini
Effects\LargeBombAirExplosion.ini
Effects\MediumBombAirExplosion.ini
Effects\SmallBombAirExplosion.ini
Effects\LmgGroundHitEffect.ini
Effects\HmgGroundHitEffect.ini
Effects\30mmGroundHitEffect.ini
Effects\MissileFireEffect.ini
Effects\23mmGroundHitEffect.ini
Effects\23mmObjectHitEffect.ini
Effects\30mmObjectHitEffect.ini
Effects\20mmObjectHitEffect.ini
Effects\HmgObjectHitEffect.ini
Effects\ClusterBombletExplosionEffect.ini
Effects\LargeBombEffect.ini
Effects\blast0.tga
Effects\TankGunFireEffect.ini
Effects\ArtilleryFireEffect.ini
Effects\VeryLargeBombAirExplosion.ini
Effects\VeryLargeBombEffect.ini
Effects\WW2_GraySMOKE.tga
includes "muzzleflash fix" released at CA forum.
Installation of this pack assumes you have installed and working Unified Effects Pack 1.0 in your desired mod install of Strike Fighters 2
Extract to your "mods" folder, overwrite files when asked.
This is a new Hawk site SAM with desert
skin, I hope you like it.
there are five new models included
1. HAWK_CWAR (Pulse Acquisition Radar)
2. HAWK_HIPIR (Hight Power IIIuminator)
3. HAWK_CCWAR (CW Acquisition radar)
4. HAWKL (Missiles and Launches)
5. destroyed site for all the above
All the credit goes to everyone who helped me and If we forget anyone to credit in the read me please forgive me.
last please accept my first contribution to thiscommunity and to this excellent game.
Take care,
umm