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    1. This is an upgrade/ Enhancement for the Third Wire DLC A-4K Skyhawk.
       
       
      You will need the DLC A-4K: https://store.thirdw...m/store_dlc.htm
       
       
      Instillation: As usual simply drop into your mods folder and allow it to override when prompted. (This is important as the export end year date in the AIM-9G is incorrect etc)
       
       
      Changes include:
       
      -a more realistic loadout.ini file,
       
      -correcting of the air intake textures on all the textures,
       
      -corrections to the squadron markings on the ‘Green’ and ‘Maritime Grey’ textures,
       
      -accurate Royal New Zealand Airforce Pilot,
       
      -activation of the tail hook,
       
      -opening canopy,
       
      -landing light,
       
      -various other data.ini edits.
       
      -a few shots of chaff in each airbrake to simulate the practise of filling the airbrakes with chaff to give the aircraft a limited ability to deploy a onetime burst of chaff by activating the airbrake.
       
       
      Use the single mission editor to select and make use of some unique RNZAF A-4 loadouts
       
       
      Credits:
       
      -ravenclaw_007 for his amazing weapons packs
       
      -NeverEnough for the FMA IA-58a Pucara for SF2 which I used the triple and double rocket pods from to create the CRV-7 double and triple launchers from.
       
       
      Enjoy,
       
      Dan.
      288 3
    2. The United Kingdom bought versions based on the U.S. Navy's F-4J for use with the Royal Air Force and the Royal Navy's Fleet Air Arm. The main differences were the use of the British Rolls-Royce Spey engines and of British-made avionics. The RN and RAF versions were given the designation F-4K and F-4M respectively, and entered service with the Phantom FG.1 (fighter/ground attack) and Phantom FGR.2 fighter/ground attack/reconnaissance) British designations.
       
      What's in:
       
      This is F-4K DLC Royal Navy enhancement pack.
       
      Stock skins have serials/nose door and aileron numbers.
       
      New Skins:
       
      F-4K
      - 700P NAS (RNAS Yeovilton 1968)
      - 767 NAS (RNAS Yeovilton 1969)
      - Phantom Training Flight (RAF Leuchars 1976)
       
      F-4K (75)
      - Royal Navy FAA Jubilee 1977
      - Royal Navy FAA 1878
       
      Canopy open = 0; Wingfold close = 9 (automatic in take off closing)
       
      Credits:
       
      - Tk & Tw
      - Purvis 1 for 1978 pics (V. 1.1)
       
       
      Install:
       
      - F-4K DLC needed (*)
      - put the object folder in your mod install and overwrite.
       
      Enjoy.
      @ paulopanz
      361 4
    3. Well, I'm hoping this will be the last update for this aircraft; not much this time around, just that I found that the Case XX wing not only did not go into production in 1969, it's first flight was in May of 1957! It comprised the last 338 (or so) of the entire production run and was actualy the most important modification made to the aircraft after the introduction of the Area Rule in early production aircraft, enabling the F-102A to fly Mach 1 at 55,000 feet, a full 5000 feet higher than the earlier (Case X Wing) aircraft. The other change I made was to fold the (67) into the other Case X and XX Wing planes; it wasn't a different aircraft it just went to Nam.:) The big difference in installation is because of the consolidation of types; (from F-102A, F-102A (60), F-102A (67), F-102A (69) to F-102A, F-102A (CaseX), and F-102A (CaseXX), it is now necessary (because the ini. names don't match) to pull the aircraft Lod.s out of the Razbam folder and drop into this one (pretty much the same as you did for the missles in the previous updates).The Lod.s from the F-102A go in the F-102A folder, the Lod.s from the F-102A (60) go in the Case (X) Wing folder, and the Lod.s from the F-102A (69) go in the Case (XX) Wing folder. Don't forget Cockpit Lod.s for each. The Aircraft ini.s are setup to only use the main (Lod.1) Lod., however if you drop all three into each aircraft folder you can always change your mind at a later date. This also includes Paulopanzs' latest skin pack, adapted for the changes in folder names. Hope this works for everybody; any screw-ups are mine. I've managed to get a lot of animations in the cockpit working; lots of stuff happening when you engage a target. Good luck, good hunting those Commie swine, and I hope you enjoy it.
       
      SupGen
      3/4/13
      539 2
    4. SupGen work on this payware (but never upgraded) model urged me to complete and enhance my old skin pack.
       
      (*) This is not a complete plane: you will need the original Razbam ($$$) one to work.
       
      What's in:
       
      - a tonn of USAF, ANG, TuAF, HAF skins
      - many squadrons have commander stripes in first plane
      - George W. Bush
      - edited old stock skins (112 FIG)
      - edited my old skins (525 FIS)
      - SupGen's data included
      - new SF-2 Loadout.tga
      - squadron patches
      - numbers randomizers
      - different start dates
      - weapons added
      - AA Rockets are AA rockets and the misplaced one put in place
       

       
      Credits:
      - Razbam - as he made outstanding model
      - SupGen - data editings (fantastic work mate)
       
      TO INSTALL:
       
      - Install your original add-on (maybe this time You will think You haven't wasted your money ....)
      - copy the object folder in your mod folder and overwrite.
      - That's all
       
      Enjoy but "Cave Tigrim" !!!!
       
      @ paulopanz
      374 6
    5. 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
      220 1
    6. 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
      1,843 5
    7. 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
      254 1
    8. 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
      238 1
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