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  1. F-106A Delta Dart for SF2

    This is a conversion/repainting/repackaging of Pasko & Column5’s F-106A to the newest SF2 standards. It was tested with SF2NA July2013 release, hard settings.
    It contains 8 skins, the weapons and the relative effects:
    5th FIS late 70ies
    27th FIS early 60ies
    49th FIS early 80ies
    84th FIS early 60ies
    87th FIS late 70ies
    94th FIS 1969 Korea Deployment
    95th FIS early 60ies
    318th FIS late 70ies
    AIM-4F Falcon SAHM
    AIM-4G Falcon IRM
    AIR-2A Genie AHM
    Vulcan M61A1 Gun Pod
    360Gal external Fuel Tanks
    Aerial Nuke Effect
    The skins are basically Sundowner’s HiRes textures with small improvements. Brand new decals and serial numbers are my own work, except few patch decals, which are still Dave’s ones. Serial numbers correspond to real life, in accordance to Photo material and the Delta Dart Archive:
    FM is based on eburger68’s file included in OP Tainted Cigar, still heavily reworked and improved by me to suit the latest game engine. Cruise speed, manoeuvrability and energy bleeding seems to me now very much spot on.
    The Weapons’s Data files are also revised: don’t pretend to hit anything manoeuvering with the AIM-4G... these are only supposed to hit straight flying Bombers or Black Bandits (landing or low on fuel non-fighting MiGs). The AIM-4F has better chances to hit an enemy fighter. The fuzing distance on both is set to 0.1m... I know the Falcons had no proximity fuse at all, but as the impact sensors were placed on the wings, about 10cm far form the (0,0) axis, it seemed to me a very good compromise.
    The AIR-2 rocket is set as Active Radar Homing with very high counter measure and noise rejection. The war head is something bigger than the real 1.5kton. These alterations make the AIR-2 work as it is supposed to. Be sure to put the steering point straight in the middle before firing, as this weapon is supped to be a rocket and won’t turn that much.
    One important advice: if you edit this weapon with TW’s Weapons Editor, once you save your changes the program will delete the entire [AerialNukeEffect] section in your data file! So please don’t forget to back up.
    Aerial Nuke Effect is Lexx Luthor’s work, as far as I remember...
    Keep in mind that the Weapon Station in the Data.ini are marked with Specific Station Codes “AIM4” and “AIR2”, just in case you are trying to use weapons from other Weapon Packs.
    The external fuel tanks are set to be jettison type, as people with real life experience on the ‘Six’ says that even though they never were jettisoned in OP because of their good performance, still it was indeed every time possible.

    3D Model: Pasko
    Cockpit: Kesselbrut
    Avionics: Column5, eburger68, DaniloE31
    Data.ini: Column5, eburger68, DaniloE31
    Loadout & loading images: DaniloE31
    Hangar image: MKSheppard
    holes.tgas: eburger68
    Textures: Sundowner
    Decals: Dave, DaniloE31
    Weapons Model: Pasko (I think?! Please rectify me in case…)
    Weapons Data: DaniloE31
    Aerial Nuke Effect: Lexx Luthor
    Beta Test: 76.IAP-Blackbird
    Known Issues:
    - The 3D model has not enjoyed any rework, so you will still see the known problems as:
    - Shadow issue on the leading edge of both wings (wrong normals)
    - Unsmoothed Canopy
    - Lack of Bump Map
    - Lack of Specular Map
    - The Weapon Bay shows the animation only when firing from the rear Falcon Station (i.e. AIM-4G) because of a limitation of the game engine, as you can’t assign the same animation to different Weapon Stations...
    I hope you enjoy it as much as I did and still do!


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