Ex-US Navy A-7A rebuilt for Portugal, 44 refurbished with TF30-P-408 engines and an avionics fit similar to the A-7E.
A patchwork/decoupage of stock material: A-7B lod, A-7C Engine; A-7E Avionics & A-7D adapted skin.
Fitted with working wingfold (key 9) but denavalized.
This work is for my friend Daniel Cocas.
Credits:
- TK (as he left us I decided "to stole" this DLC from his bag)
- Mike 1 for decals from his original one for SF-1
Install: All in main mod folder.
Desfrutar (enjoy) !
@ paulopanz
This is part of a bigger project the complete restore of all the great material we have for the Tiger.
So this is the basic pack with the plane and USAF, Swiss, NVAF & VPAF skins.
Many other add on (or DLC ...) will follow.
What's in:
- the plane is fitted for SF-2
- the data.ini is tweaked (but some specialist could enhance the job)
- the lights are in place
- the gear wheels are on the ground
- the engine intakes are painted
- the IRM rails too
- Gerwin's damage files
- new screens
PS: I left the original Swiss nation entry so You will have NVAF, RoCAF etc. in each proper scenario.
But You are free to change in in USAF if You prefer.
Skins:
- 2 USAF
- 9 Swiss
- 1 NVAF
- 1 VPAF
About Skins:
- Swiss skin pack is remade in high res and higly enhanced
- Usaf Silver by Gerwin is in, lights edited and with 118 historical serial numbers
- Usaf old bare metal was redone
- NVAF & VPAF are restored, the last have own decalset now
INSTALL:
- all included: put only sounds, effects and objects folder in your main mod folder.
CREDITS:
- The Mirage Factory for the plane (original readmes in proper folder)
- Sony Tucson & Boz for temps (mixed and edited)
- Gerwin for USAF Silver skin & damage files
- Soulfreak for Swiss decals & consulting
- Evro for original Patrouille Swiss skin
- Mike 1 for original NVAF & VPAF skins
- Eburger 68 for data.ini edits in Viet pack
Enjoy
@ paulopanz
Well, this is my second update for the Razbam F-102, the first was pretty well recieved, to the point that Paulopanz is going to be releasing an update to his old skinpack for this aircraft, which by itself is beautiful and works very well with this release, (you just have to rename some stuff in the main ini.), gorgeous work, though. Anyway, I've been doing a little more research and it seems the F-102 was limited to the AIM-4A, AIM-4C and AIM-26A and B.* The other missles in the Razbam Weapons folder are part of the Super Falcon family and were not only physicaly larger but also looked like the ones in McGunny's Weapons Pack; I'm not sure if the stock ones differentiate between them or not. The sources I'm using also cover the Falcons employment in Vietnam in some depth, giving some insight on it's lack of sucess in combat; ie., this may have been due more to the fact that the F-4 did not have the specialized FCS of the aircraft it was designed for than the missle itself. The F-4 pilot had to manually perform a lot of functions that were completely automated when using the MG-10 or MA-1 Fire Control Systems, this and the fact that many of the missles were fired "outside of parameters" leads inescapably to the conclusion that "we" (both the SF1/2 community and TK) may have been entirely too hard on certain aspects of performance (low Accuracy, LockOnChance, Reliability, NoiseRejection, and CounterCounterMeasures values). Realistic modeling might be better realized by limiting TurnRate, SeekerFOV, SeekerGimbleLimit, and SeekerTrackRate; in other words they should probably have a much higher probability of intercept when used in their intended role against large, non-manuvering targets like Soviet bombers than against small nimble fighters. They did not have proximity fuses, being contact fused they would actually have to hit the target in order to pass their OpEvals and be accepted for use. This may sound naive, but I find it hard to believe the Air Force would have flown F-102s and F-106s as long as they did if they thought they couldn't hit the broad side of a barn. When used in their intended role, fired from aircraft equipped with the proper FCS I'm thinking these missles should really be much more potent in the SF universe than they are at present. Needless to say, any thoughts on this would be appreciated.
The other thing I'm modeling here is the removal of that damn radar hood; it looks great, and it would be great if you weren't actually trying to fight from this cockpit.This is what I kinda think of as the curse of looking real; at first glance it does look real, however a real Deuce pilot, leaning forward to place his helmet visor against the Radar Hood would have seen an entirely different picture than we do even if we zoom in to the max. The game just does not give us the same view angles; no matter how close we get there is still a huge segment of the radar sacreen we can't see. This update removes the Radar Hood and lets you see the entire radar screen.
So there it is. If you don't like being limited to the AIM-4A and C, with the Nuclear Falcon for those saturation attacks, if you like not being able to see squat on your radar screen even though the real pilots could, don't install this. On the the other hand, if you want a realistic loadout, and you want to be able to fight the aircraft to it's full potential (which seems to be much higher than anyone gave it credit for, if this thing had a gun you could OWN some Migs that gave the F-4, for example, a very hard time), then by all means install this and go out and KILL SOME MIGS.
So drop the aim.4LOD and the parts01bmp. into the remaining AIM-4 missle folders, then just drop the Objects folder into your mod folder and allow to overwrite. Enjoy.
*Edit: 1/05/13. Well wrong again. The AIM-4D is now cleared for use. Seriously, the documentation for this stuff is kinda thin, and what there is is sometimes contradictory. Doin' my best, if you know of any source material, please let me know.
SupGen
1/3/13
These are just some changes I came up with to fix some problems with Razbam's F-102A Delta Dagger.
1)Fuel guage-Corrected SystemName[021] to read FuselageFuelCell-gauge will now read the fuselage tank. Also changed tank amounts to more closely
reflect actual amount of fuel carried internally; most sources give this as 1,085 Gals or 7,335 Lbs.
2)HydraulicPressureGauge-Changed this to an OIL_PRESSURE_INDICATOR as there is no provision in-game for hydraulic pressure. Obviously not a true
reading, but better than a dead gauge.
3)Drop tanks-Changed these as all references were to 230 Gallon tanks; F-106 had 360's.
4)Fixed Fuel Low Left, Fuel Low Right lights, they now come on with 20Lbs fuel left.
5)Set emer fuel on light to come on at 600Lbs.
6)Changed missle names and added SpecificStationCodes to missles and aircraft to prevent mix-ups with stock or weapons pack missles as these are
larger and protrude thru the fuselage if used in the side bays. Also two AIM-26's with the correct StationCode. After all, if you can't
nuke it, fook it, no? Copy and paste the aim-4 lod.s and parts01 bmp.s from the weapons that came with the plane into their respective folders in
this mod. Install these into your weapons folder in the game. The AIM-26's have their lod.s; they are from McGunny's Ordnance Pack.
7)Fire control system-Changed this to Hughes MG-10; again F-106 was equipped with the MA-1. Adjusted Avionics ini. Search/Track Distance/Strength
entries to match those in the Data ini.
8)Changed the names of the Avionics, Cockpit, and Data ini.'s to be model specific to prevent mix-ups.
9)Added ReverseInput=TRUE and ReverseModelOrientation=TRUE to the rudder statement in the Data ini. to fix incorrect yaw.
After you've placed the aim-4 lod.s etc. in the missle folders just copy and paste the Objects folder either into your Razbam folder or into the
game after you've installed the aircraft.
Credits: Cliff11 for the rudder fix; you can blame me for the rest.
This has been tested in a July 2012 full merged install, it should work in earlier patches but it's untested.
(SupGen)
12/28/12
Yak-38 Vertical 0.98 beta
The main reason for me to play Strike fighters 2 is that I can fly a Yak-38 in it )) That how I found this game on the internet. Unfortunately, being an AI plane it was not suitable for player controls... I found Gepard's addon which was the only one out there. It game me a lot of idea I decided to improve the plane's features and game experience. This is a fine tuned or modified collection of everything I could find to improve the plane. Mostly not my work, but I wasted a lot of time to put together and test a working and accurate Yak-38. This was my main and only goal. Try it. Since many things are in testing phase, all feedback is appreciated!
Install
I tried to include every component I have used with this plane, so it should work with a fresh unmodded SF2 NA. If you have DirX 9 and Win XP (like me), then you also need the IcelandNA modded terrain for XP to be able to play SF2NA on your PC.
Just copy everything into your designated add-on folder and it should work. Beware it may overwrite existing add-on files and components you already have. Check it first, especially weapons.
Contents
- Paladrian's MiG-21MF cockpit (temporary solution)
- Yak-38 VTOL flyable.
- Yak-38M VTOL flyable.
- Weapons: OFAB-100, 250, 500 etc from SovietBombPack; Kh-23 missiles, UB-8M, UPK-23 gun pod and MBD2 racks from Ordnance Shop II; APU-60-1 rack from Cocos (not yet in use)
- Soviet Pacific Fleet skin (Modified stock skin, set as default)
- Soviet Navy Grey skin (Redrawn stock skin)
- Soviet Northern Fleet skin (Redrawn stock skin)
- Soviet Navy pilot Bright orange overalls (Redrawn Red3202 pilot skin)
- Two loadout.ini for both aircraft, a loadout.VTOL and a loadout.STOL. Overwrite loadout.ini to switch between them as you wish for AI and campaing use.
- Three Kiev_data.ini's one for STOL and one for VTOL style take offs. Use the VTOL loadout file for the VTOL take-off modded Kiev, for safety reasons. The third INI has a "castrated" take off position #1 (Catapult 1) to enable human player VTOL take-off, for Soviet Navy campaigns and missions.
- README FILE with FLIGHT MANUAL included
Fixes
- Fixed engine thrust vectors and exhaust positions
- Re-added lift engines to fuselage
- Fixed number decals position
- Fixed pylon ordnance positions
- Fixed Ranging Radar and gun pod's aim point
- Fixed Kiev class carrier "catapult positions" and AI aircraft take-off. Now they can use all six takeoff positions, and supports vertical takeoff.
Changes
- Real thrust data added based on factory data.
- Yak-38 automatic slats by Gepard
- New vertical capable flight model, weight and torque balanced airframe.
- Changed lift engines thrust angle to 80 degrees to the aft.
- Engine thrust toned down by 10% to reflect real payload lifting capabilities.
- Realistic payload choices added. Be warned, pylons are physically capable to hold much heavier payload than the plane can take off with. See payload info at the end of file.
- Modified weapon stations to hold realistic payload
- Removed plane numbers from 01-09 (Those were in use of Yak-38U two seaters)
- Modification of plane numbers. Yak-38 tend to have lower numbers, grey 38M's take higher numbers, and extra easter egg))) (roughly to represent real planes)
Added
- Reaction control systems to nose, wingtips and aft fuselage.
- Added gunpod station, exclusively for VSPU-36 (modeled by StationSpecific modified UPK-23)
- Added choice of droptank (Uses Mig-17 400liter tanks currently)
- Manual wing fold anim (Animation key 1 - Shift 1)
- Skins and numbers
- Dedicated engine sound
- Yak-38M alternate sights with rangebar and CCIP (MiG-27, Su-25 style) !!BETA!!
- Yak-38 model without recirculation dams on fuselage (Info from Peter2 and TK)
- Added Siren-I ECM system to Yak-38
- Added Gvozdika ECM system to Yak-38M
Kiev class aircraft cruiser new features
- Kiev_data_STOL.ini for short take offs (default)
- Kiev_data_VTOL.ini for vertical take offs (recommended for operating helicopters)
- Kiev_data_Player.ini for disabling Catapult #1 to enable free vertical take off by player aircraft or helicopter.
- Extra parking places added
- 6 working launch places (catapults)
- Fake arrestor cables untouched, they are needed for fake hooks used by AI Yak-38s.
Overwrite Kiev_data.ini with the desired file.
**************************************************************
Work in progress list
- Yak-38M red, blue and white numbers for the late version grey skin to represent actual rare planes.
- VSPU-36 Gunpod model
- Avionics refinement for Yak-38M
- Soviet Desert Camo (Afghanistan) (Redrawn stock skin)
- Cockpit for both Yak-38 and Yak-38M
**************************************************************
This mod, like all of its components I used are freeware. Commercial use is prohibited. You can use this pack as part of a bigger pack or campaign set freely.
2012 December 26.
F-5A de la Fuerza Aérea de la República China (RoCAF)
Basado en el NF-5A, disponible aqui: http://combatace.com...for-sf2-ver102/
3 Esquemas de color: 1er Escuadrón (Rojo), 3er Escuadrón (Amarillo) y 9º Escuadrón (Azul)
Con respecto a los numerales....algunos son históricos...otros los he asignado sin confirmación (Fuentes: Diversas fotografias y http://home.eblcom.ch/f5enthusiast/ )
Archivos modificados, instrucciones de instalación, reconocimientos y créditos en el LEEME
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Republic of China Air Force (RoCAF) F-5A
Based on NF-5A, available here: http://combatace.com...for-sf2-ver102/
3 colour schemes: 1st Sqn (Red), 3rd Sqn (Yellow) & 9th Sqn (Blue)
Numbers: Some of them are historical .... some are assigned by me without confirmation (Sources: Various photographs & http://home.eblcom.ch/f5enthusiast/ )
Modified files, Installation and acknowledgments and credits in README
Thanks to paulopanz, who gave me the idea !!
¡¡¡Espero que lo disfruteis!!! --------- I hope that you enjoy it!!
---LANAPA---
This is a mini-mod coming from my MiG-21PF pack, tailored for an Indo-Pak dedicated install.
IAF had only 2 known planes of such kind, but maybe You'ld like to add to your scenarios or campaigns.
CREDITS:
-cockpit Ataribaby
-sounds Spillone104
INSTALL:
All in main mod folder, as usual.
Enjoy
@ paulopanz
This is the Mirage Factory original model updated for SF-2, with my decalset and Spillone's soundtrack, folowing Sandesh hints.
I think is useful for new Arthur's 1965 campaign to portrait n. 28 Squadron line up.
All credits to Mirage Factory.
Put all in main mod folder.
Enjoy.
@ paulopanz