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SF2V Air & Ground War Expansion Pack v2.0 Gold - Part 1

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"Strike Fighters 2: Vietnam Air and Ground Expansion Pack"

 

Strike Fighters 2 Vietnam Game Enhancement Package.

 

Works with Strike Fighters 2 Vietnam.

 

by

 

eburger68 and malibu43

 

V2.1 Final (Gold - Updated)

03.01.10

 

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What's in this readme:

 

1. What's Inside

2. Installation

3. Optional Installs

4. Known Issues

5. New Terrain Targets & Targets Areas

6. New Terrain Items

7. Terrain Notes

8. Environment Notes

9. Colors of AAA/Flak Tracers

10. Legal Stuff

11. A Note on Old Diego's Items

12. A Note on the KC-135A Tanker

13. Credits

14. Version 2.1 Change Log

 

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1. What's Inside:

 

This is intended to be an overall enhancement to the SF2 Vietnam (SF2V) experience without having to hunt for, download, and install some of the "must have" mods for the game. We've also made some great changes and additions to the terrain and campaigns to give users a wider variety of missions types to fly. At the same time we've also made changes to help the user control where they fly.

 

Here's a brief summary of what's new and changed:

 

-Terrain is split into North and South vietnam, with unique target areas for each.

-Terrain include dozens of new targets and target areas, using numerous new terrain items.

-Three stock SF2V campaigns overhauled and expanded with new units, aircraft, and textures.

-Two new campaigns that are centered around fighting in South Vietnam

-CA_Stary's "Green Hell 2" Terrain Mod

-Brain32's "Re-painted VietnamSEA Tiles"

-Pappa Goat's re-painted versions of the GH2/Brain32 tiles

-Bananimal's "Re-scaled Trees for Green Hell 2"

-Insky/Orsin's "Better Widesky" Environment Mod

-Deadlier and more varied flak, AAA, and SAMs

-New ground objects, weapons, and effects

-New (or newly flyable) aircraft:

- A-1H/J Skyraider (flyable)

- A-6A Intruder (flyable)

- A-6B Intruder (from A-6A)

- B-57B Canberra (flyable)

- B-57G Tropic Moon III

- AC-119G Shadow

- AC-119K Stinger

- AC-123K Black Spot

- AC-130A Spectre

- AC-130A Surprise Package

- An-2 Colt

- B-52F Stratofortess

- B-52G Stratofortess

- C-123K Provider

- C-130A Hercules

- C-130E Hercules

- Canberra B.mk20 (RAAF)

- Cessna180 (RAAF)

- EA-6A Electric Intruder

- EA-6B Prowler

- EB-66C Destroyer

- EF-4C Phantom II

- F-4D Phantom II (69) (from F-4D_67)

- F-4D Night OWL

- F-4E 'Rivet Haste'

- F-5A Freedom Fighter

- F-5B Tandem Tiger

- F-5C Skoshi Tiger

- F-100D Wild Weasel

- F-102A Delta Dagger

- F-104C Starfighter

- F-105F Wild Weasel

- F-105G Wild Weasel

- F-111A Aardvark

- KA-3B Tanker

- KA-6D Tanker

- KC-130F Tanker

- KC-135A Stratotanker

- MiG-17PF Fresco-E

- MiG-19SF Farmer-C (sky-blue texture)

- O-1E Bird Dog

- OV-10A Bronco

- RA-5C Vigilante

- RB-66C Destroyer

- RF-4B Phantom II (from MF RF-4C)

- RF-4C Phantom II (MF)

- RF-8A Crusader (from MF F-8B)

- RF-8G Crusader (from MF F-8C)

- RF-101C Voodoo

- SP-2H Neptune

 

For a more complete accounting of the changes and additions in this version of the "Air and Ground Expansion Pack" see the "Version 2.1 Change Log" below.

 

Note: this "updated" version of the Expansion Pack is a roll-up package that includes all the updates and fixes previously available in separately released updates (the "Terrain Tiles Update," the "January 2010 Update," and the "February 2010 Update").

 

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2. Installation:

 

A. PRELIMINARY NOTES

 

We strongly recommend installing this expansion pack to an unmodded SF2V Mod Folder. Installing to a Mod Folder that contains other mods (e.g., new aircraft, weapons, ground objects, etc.) could result in a partially or completely broken installation.

 

The SF2V Air & Ground Expansion Pack can be installed to a standalone install of SF2V or a "merged" install that includes the original SF2 and/or one of the other SF2 titles, SF2 Europe (SF2E) and SF2 Israel (SF2I). Depending on what other SF2 games your "merged" install includes and what patch level you are running, you may have an additional installation step.

 

- Dec2009 & later installs: If you are installing the Expansion Pack to an SF2V installation that has been patched to the Dec2009 level (which includes the "Combo Pack") or later (e.g., the Feb2010 level), then you will have an extra intallation step (see below).

 

- SF2I installs: If you are installing the expansion pack to a "merged" install that includes SF2 Israel (SF2I) but is NOT patched to Dec2009 level or later, then you will have an extra intallation step (see below). At minimum you will need to be at the Nov 2009 Update patch for SF2I available from ThirdWire.

 

All ThirdWire patches and updates should be applied BEFORE installing the Expansion Pack.

 

B. THE MAIN INSTALLATION

 

To install this expansion pack properly:

 

a) Ensure that "Strike Fighters 2: Vietnam" is already installed and patched to the latest level.

 

b) If you have a prior installation of SF2V, rename your existing SF2V Mod Folder.

 

Note: for more guidance on managing "Strike Fighters 2" installations and your Mod

Folder, see this discussion at CombatAce:

 

http://forum.combatace.com/index.php?showtopic=40588&st=0&p=289170&&do=findComment&comment=289170

 

c) Run the game once. The game will generate a fresh Mod Folder with default contents.

 

d) Unpack all four .7z files (SF2V_AG-XP_v2_Part1.7z, SF2V_AG-XP_v2_Part2.7z, SF2V_AG-XP_v2_Part3.7z, SF2V_AG-XP_v2_Part4.7z) to a safe location on your drive.

 

e) Simply drop the contents of the "To_Mod_Folder" into your Strike Fighters 2 Vietnam Mod Folder (NOT the folder that the game installs to). By default your Mod Folder should be located here:

 

Windows XP: \Documents and Settings\[username]\My Documents\ThirdWire\StrikeFighters2 Vietnam\

Windows Vista: \Users\[username]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\

Windows 7: \Users\[username]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\

 

If you have defined a custom Mod Folder, then drop the contents of "To_Mod_Folder" in that location.

 

f) Download the FOTI A-6A from here:

 

 

 

Copy the "cockpit" folder from the .RAR file and drop it into the following sub-directories of the \Aircraft directory in your SF2Vietnam Mod Folder (objects/aircraft):

 

A-6A

A-6B

EA-6A

EA-6B

EB-66C

KA-6D

RB-66C

 

If you are running SF2V are any patch level earlier than Dec2009 and your "merged" install does NOT include SF2I, then your installation process is finished.

 

If you are running at the Dec2009 patch level (which includes the "Combo Pack") or later (e.g., the Feb2010 level), or your "merged" install DOES include SF2I, then you have one last step.

 

g) SF2I & Dec2009 or later patch level users: this is your additional installation step.

 

- If you are running the Dec2009 patch level (including the "Combo Pack") or later (e.g., the Feb2010 level), then open the \For_Dec2009_Patch directory. Drag and drop all the files and folders from within the \To_Mod_Folder to your SF2V Mod Folder, overwriting as prompted.

 

- If your "merged" install includes SF2I but is NOT patched to the Dec2009 patch level or later, then open the \For_SF2I directory. Drag and drop all the files and folders from within the \To_Mod_Folder to your SF2V Mod Folder, overwriting as prompted.

 

That's it. You should be good to go.

 

C. OPTIONAL INSTALLATIONS

 

Optionally, install the items included in the \Optional directory (see the "Optional Installs" section below for more information).

 

You may also install the extra items and other bonus mods included in the \Extras folder. Please see the ReadMes included in those directories for more information.

 

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3. Optional Installs

 

Depending on what Series 2 games you have installed and whether you performed a "merged" install (creating a single Mod Folder for all your Series 2 games), you may need the items included in the \Optional directory.

 

A. M60A1 tank

 

If your SF2V Mod Folder has an \M60A1 directory in \GroundObject, then copy the M60A1_DATA.INI to that directory. If your Mod Folder doesn't have an \M60A1 directory in \GroundObject, then skip this item.

 

B. A-4Bs

 

Not all SF2 games ship with the A-4B and A-4B_65 Skyhawk. (Standalone SF2V installs, for example, will not have either A-4B version.) If you are applying the Expansion Pack to a "merged install" that does include the A-4Bs, you will want to also apply the customized A-4B files from the \Optional directory.

 

First, verify that your SF2V install includes A-4Bs by checking the \Objects\Aircraft directory in your SF2V Mod Folder. If it does include A-4Bs, then copy the two folders from within the \Optional\A-4Bs directory to your the \Objects\Aircraft directory in your SF2V Mod Folder, overwriting as prompted.

 

C. Alternate MiG-17A

 

If you have installed the Expansion Pack to a stand-alone installation of SF2V -- either because you don't have the other SF2 titles or elected not to perform a "merged" install -- then you will need to install the alternate MiG-17A included in the \Optional directory. To install it, simply drag and drop the \MiG-17 folder to the \Objects\Aircraft directory in your SF2V Mod Folder.

 

D. ThirdWire MiG-17PF

 

If you have "Strike Fighters 2: Europe" (SF2E) or "Strike Fighters 2: Israel" (SF2I) installed and you performed a "merged" install (meaning that all your SF2 games share a single Mod Folder), then you may use the ThirdWire MiG-17PF instead of the third-party MiG-17PF that ships with the expansion pack. If you have SF2E and wish to use the ThirdWire model, then do the following:

 

- Remove the existing \MiG-17PF folder from your \Aircraft directory.

 

- Copy the entire \MiG-17PF folder from \Optional to your Aircraft directory.

 

At this point the game should start using the ThirdWire model.

 

Hint: you always can tell what version of the MiG-17PF is currently installed by checking the name of the aircraft. The version shipped with the original Expansion Pack Beta will be identified as the "MiG-17PF Fresco-E." The ThirdWire model is identified as the "MiG-17PF Fresco-D."

 

E. Dec2009 Cockpits

 

In the Dec2009 patch for SF2 ThirdWire changed the way that cockpit poitions are calculated. This change affected the A-6A/B as well as the F-5B. In later patches (starting with the Feb2010 patch) ThirdWire reverted to the old method for determining cockpit positions.

 

If you are running at the Dec2009 patch level (but NOT the Feb2010 or later level), then you should copy the three folders from the \Optional\Dec2009_Cockpits directory to the \Optional\Aircraft in your SF2V Mod Folder, overwriting as prompted.

 

F. Alternate Exhaust Emitters

 

On some systems the custom exhaust emitters used on for the B-52s, F-4s, and the F-104C may cause slowdowns. If you experience severe frame rate drops whenever these aircraft are visible, you might consider switching to versions of the aircraft that use the standard DirtyExhaustEmitter.

 

To install aircraft versions that use the DirtyExhaustEmitter in lieu of custom exhaust emitters, simply copy the folders from the \DirtyExhaust folder (excluding \_CustomExhaust) to the \Objects\Aircraft directory of your SF2V Mod Folder, overwriting as prompted.

 

A copy of the original DATA.INIs with the custom exhaust effects is included in the \_CustomExhaust sub-directory, in case you wish to revert back to the originals.

 

G. Mobile SAM Launchers

 

If you wish to increase the SAM threat in North Vietnam, you can use mobile SAM launchers to boost the number of active SAMs. To install the mobile SAM launchers, simply copy all folders from the \Mobile_SAMs folder to the \Objects\GroundObject directory of your SF2V Mod Folder.

 

Note any mobile SAMs that exist in \Objects\GroundObject will show up in CAS missions in the "Easter Offensive" Campaign.

 

H. Alternate Flak

 

One of our main goals for this expansion pack was to make North Vietnamese air defenses more varied and deadly. We think we've succeeded. If you make it a habit to fly straight and level over Pack 6, you will be walking home.

 

Included in the \Optional\Flak directory are three sets of files that you can use to change the effectiveness of the flak guns (37mm, 40mm, 57mm, 85mm, 100mm, & 130mm):

 

1_Insane: only those with a masochistic streak should use this flak. Expect to see

entire flights blown from the sky. Any campaigns you start are almost

guaranteed to be very brief and extremely violent.

 

2_Deadly: significantly deadlier than the default "Normal" flak (see below). Take

care to plot flight paths around flak-infested areas and get out of the

target area as quickly as possible. Despite your efforts, chances are high

that at least one of your wingmen will not make it home.

 

3_Normal: the least effective and the default installed with the Expansion Pack.

Flak guns are still many times deadlier than in the stock ThirdWire game.

Best practices are not to fly straight and level through flak-infested

areas and not linger over targets.

 

We recommend sticking with the default "Normal" flak, though you're welcome to test your nerve with the deadlier flak varieties. To change to a different flak level, simply copy the five sub-folders from flak directory you'd like to use to the \Objects\Guns directory of your SF2V Mod Dir, overwriting as prompted.

 

I. Alternate Flak Effects

 

On some lower-end systems the custom flak effects used in this expansion pack may cause severe slowdowns, esp. in large strikes with lots of flak guns opening up on multiple flights of aircraft. If you see large drop in frame rate performance during intense flak bursts, then you may want to use the alternate flak effects available in the \Flak_Effects directory.

 

To install, simply drag and drop the four .INI files from the \LOW sub-directory of \Flak_Effects to the \Effects directory in your SF2V Mod Dir, overwriting as prompted. If you wish to restore the original flak effects, copy over the .INI files from the \HIGH sub-drectory to the \Effects directory in your SF2V Mod Dir.

 

Note that using the alternate flak effects does NOT reduce the effectiveness of flak guns.

 

J. Smoke-Marking Infantry Squads

 

By default most friendly infantry squads (but not individual soldiers) will have their positions marked by red smoke. (The smoke-marking is performed by ENEMY squads -- a key point to remember.) There are several ways to customize this effect:

 

1) If you would prefer not to have friendly squads's positions marked with red smoke, then you can turn that effect off. Copy the \NVA_Squad & \VC_Squad folders from \Optional\PopSmoke\Non-Smokers to the Objects\GroundObject directory in your SF2V Mod Folder, over-writing as prompted.

 

2) If you would prefer to change the color of the smoke used to mark friendly squads, then drill down to the \Objects\GroundObject directory in your SF2V Mod Folder. You need to edit the VC_Squad_DATA.INI and NVA_Squad_DATA.INI. At the bottom of each file you will find the data for GunBarrel5:

 

[GunBarrel5]

SystemType=GUN

GunTypeName=M18_Red_Smoke

// GunTypeName=M18_Green_Smoke

// GunTypeName=M18_Yellow_Smoke

// GunTypeName=M18_Violet_Smoke

 

The commented ( // ) GunTypeNames are disabled. Simply comment out the M18_Red_Smoke line and un-comment the line for the color you'd prefer to use.

 

3) If you would like friendly squads to mark enemy squads with smoke, then drill down to the \Objects\GroundObject directory in your SF2V Mod Folder. You will need to edit the following files:

 

ARVN_Squad_DATA.INI

US_Squad_early_DATA.INI

US_Squad_DATA.INI

VNMC_Squad_DATA.INI

 

At the bottom of each file you will find the data for GunBarrel5:

 

[GunBarrel5]

SystemType=GUN

GunTypeName=DUMMY_GUN

// GunTypeName=M18_Yellow_Smoke

// GunTypeName=M18_Red_Smoke

// GunTypeName=M18_Green_Smoke

// GunTypeName=M18_Violet_Smoke

 

By default GunBarrel5 for friendly squads uses the "Dummy_Gun," which does not pop smoke. Comment out the Dummy_Gun line and un-comment the line for the color of smoke you'd prefer friendly sqauds to mark enemy troops with.

 

K. BUFF-less Campaigns

 

On some systems B-52 strikes can degrade performance to the point where the game is almost unplayable. If you would like to fly campaigns that include no strikes by B-52s, copy the DATA.INIs included in the \NoBUFFs folder to the appropriate sub-directory in the \Campaigns directory of yur SF2V Mod Folder. For example, CAMPAIGNV1_DATA.INI would go to \Campaigns\CampaignV1, and so on.

 

L. Alternate Terrain Tiles

 

By default this mod package installs Pappa Goat's re-painted versions of the Brain32/Green Hell 2 tiles. If you would prefer to revert to the original tiles by Brain32 and CA_Stary (Green Hell 2) -- which are characterized by a lighter, more blue-ish tint -- you can install those original tiles from the \Optional\GH2_Alt directory.

 

To install, simply copy all the .BMP and .TGA files from top level of the \Optional\GH2_Alt directory to the following locations in your SF2V Mod Folder, overwriting files as prompted:

 

[sF2V Mod Folder]\Terrains\VietnamSEA

[sF2V Mod Folder]\Terrains\SouthVietnam

 

The sub-directories of \Optional\GH2_Alt contain alternate air base tiles and differently sized trees that you can also use to tweak the terrains' appearance to your liking. The \_config sub-dir contain an alternate terrain DATA.INI that is designed for use with these alternate tiles.

 

M. Old Diego's Optional Items

 

Old Diego has generously allowed us to use a number of his terrain and ground object models. Most of these are installed by default with the expansion pack. A few ground object items, however, have been left as "optional" installs.

 

Most of these "optional" are additional soldiers. We made them "optional" because we thought not all users would like the way the game will use them for Single Missions (esp. Armed Recon and CAS missions). For example, if you install the USArmyMortar item, you could see entire squads consisting only of mortar-equipped soldiers slugging it out with NVA regulars in CAS missions.

 

These "optional" items from Old Diego could be useful for those building single missions for use with this expansion pack. If you would like to install these other items from Old Diego, simply copy all the folders from the \OldDiego directory to the \Objects\GroundObject directory in your SF2V Mod Dir.

 

Please note that none of Old Diego's items may be re-used or re-distributed outside of this expansion pack without Old Diego's explicit permission. For a complete listing of the items from Old Diego included in this mod, see the section titled "Note on Old Diego's Items" towards the end of this ReadMe.

 

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4. Known Issues

 

A. General Notes

 

- Default CAS loadout for A-1's should include CBU-25's on the outer wing stations, but the AI doesn't know how to use that weapon. So, load them onto your own aircraft, but don't load them on AI! The same holds true for CBU-14's, which are similar to the CBU-25's.

 

- The A-1H/J Attack loadout (used for CAS and Armed Recon missions) specifies LAU-32 rocket pods on the outer wing stations. These will not show in the Loadout screen even though they will be loaded for the mission.

 

- Similarly, in the Loadout screen some USAF F-4 loadouts may show either nothing loaded on the forward AIM-7 Sparrow missile wells or two ECM pods. In the mission itself those weapon stations will carry an ECM pod and a Sparrow respectively.

 

- Due to a bug in the Single Mission engine for SF2 versions patched only to the May2009b level, the game will always choose the SAME ship/boat type to attack for Anti-Ship missions. The type is determined alphabetically -- whatever "Cargo_Ship" type comes first alphabetically in the GroundObject directory will be selected without variation. This bug appears to have been fixed at the June2009b patch level.

 

- The model used for the RA-5C does not have a visible tailhook, though one is present on the aircraft. Thus, you can deploy the tailhook, and it will work -- it just won't be visible in external views. The same holds true for the P-2H Neptune.

 

- The model used for the F-102A does have a visible tailhook, however, it is non-functional.

 

- The F-100D Wild Weasel aircraft is not historically accurate. The first Wild Weasels actually used two-seater F-100F Super Sabres fitted out with special electronic equipment to locate and track the radars associated with the SA-2 Guideline. In mid-1966 they began upgrading to F-105Ds. As there is no F-100F model that we are allowed to re-distribute, we elected to cobble together a single-seat F-100D Wild Weasel to stand in its place.

 

B. A Note on the Dec2009 & Later Patch Levels

 

This updated package includes fixes for problems introduced by the Dec2009 patch for Strike Fighters 2 released by ThirdWire. These problems continue to affect subsequent patch levels, incuding the Feb2010 patch. If you have the "Combo Pack" (available from ThirdWire for a short period of time at the end of 2009) then you are affected.

 

Although we have been able to address most issues introduced by the Dec2009 patch, in at least one case we have been able to offer only a work-around of sorts. The Dec2009 patch changes the way that terrain TGAs with "alpha layers" are rendered, causing weird display issues when viewing 3D trees through clouds at certain distances.

 

We have no real fix for this bit of ugliness (which you'll immediately recognize if and when you see it). The best solution we've been able to come up with is to "disappear" the 3D trees with clear TGAs on the Dec2009 patch level. The terrain itself still looks fantastic, primarily because the terrain tiles created by Brain32 and CA_Stary (and modded by Pappa Goat) are so excellently detailed.

 

We are hoping that ThirdWire will issue a follow-on patch to fix the trees/clouds issue. Until then, we think players will notice the missing 3D trees a lot less than the glaring eyesore of the oddish trees/clouds rendering caused by the Dec2009 patch.

 

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5. New Terrain Targets & Targets Areas

 

This expansion pack adds dozens of new targets and target areas to the North & South Vietnam terrains. In addition to adding a dozen new bridges to the NVN terrain, we've added the following target areas:

 

- Thai Nguyen Thermal Power Plant

- Hanoi Thermal Power Plant

- Uong Bi Thermal Power Plant

- Phu Tho Electric Power Plant

- Ben Thuy Thermal Power Plant

- Nam Dinh Thermal Power Plant

- Lang Chi Electric Power Plant

- Haiphong Thermal Power Plant (East)

- Haiphong Thermal Power Plant (West)

- Haiphong POL Storage (North)

- Haiphong POL Storage (South)

- Duong Nham POL Storage

- Ha Gia POL Storage

- Viet Tri POL Storage

- Bac Giang POL Storage

- Phuc Yen POL Storage

- Gia Thuong POL Storage

- Ben Thuy POL Storage

- Hanoi Air Defense Command & Control Center

- Thai Nguyen Steel & Iron Works

- Haiphong Cement Plant

- Van Dien SAM Support & Vehicle Depot

- Gia Lam Machine Tools Facility

- Yen Vien Industrial Complex

- Kinh No Motor Vehicle Repair Facility

- Vinh Yen Industrial Complex

- Phu Tho Chemical Plant

- Quang Khe

- Ha Dong Barracks

- Xom Bong Munitions Depot

- Hanoi RADCOM Transmitter Facilities

- Hanoi Radio

- Thai Nguyen Munitions Depot

- Trai Ca SAM Storage Facility

- Le Pap Electrical Transformer Station

- Cat Bi Munitions Dump

- Haiphong Electrical Transformer Station

- Hai Duong Barracks West

- Xuan Mai Insurgency School

- Hong Gai PT Boat Base

- Hong Gai Electric Power Plant

- Loc Chau PT Boat Base

- Vinh PT Boat Base

- Yen Bai Arsenal

- Phu Qui Munitions Depot

- Phu Van Munitions Depot & POL Storage

- Vinh Son Radar Facility

- Vinh Son Army Supply Depot

- Vu Con Barracks & Supply Depot

- Vinh Linh Radar Station

- Bac Long Radar Station

- Ta Xa POL Storage

- Kep Air Defense Command & Control Center

- Yen Son Ordnance & Ammunition Depot

- Quang Suoi Barracks

- Son Tay Barracks & Supply Depot

- Chanh Hoa Barracks & Division HQ

- Chap Le Barracks

- Dao Quan POL Storage

- Hai Duong Warehouse Complex & Marshalling Yard

- Phu Ly Transshipment Point

- Ai Mo Warehouse Complex

- Can Thon POL Storage

- Ninh Binh Transshipment Point

- Thanh Hoa Transshipment Point

- Co Trai

- Dong Phong Thong

- Kien Trung

- Ham Rong

- Nam Phong RTAFB

- An Bo POL Storage Depot

- Xuan Bo Supply Depot

- Mu Gia Transshipment Point

- Ban Karai Transshipment Point

- Ban Raving Transshipment Point

- Lang Mo Transshipment Point

- Haiphong Rail Yard

- Hanoi Rail Yard

- Thai Nguyen Rail Yard

- Yen Bai Rail Yard

- Thach Son Xa

 

We also spent some time working on the dock areas at Vinh, Hong Gai, and Haiphong, adding cranes, ships, and other structures to give the sense of an active port bristling with activity. We do plan to add still more target areas to the two terrains after the Gold release of this Expansion Pack, however, those will be released as separate terrain update packages.

 

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6. New Terrain Items

 

To support and populate all the new target areas, we have added several dozen new terrain objects. These new objects have been drawn mainly from the following third-party add-on terrains for the Strike Fighters series:

 

- DRV Terrain (by Gepard)

- Black Sea Terrain (by PFunkWorks)

- Libya Terrain (by Wrench)

- Norway Terrain (by S.Ansons)

 

Templates for some Target Areas have been adapted from:

 

- Operation Desert Storm (by ODS Group)

 

The new terrain objects that we've added should be familiar to those who have used other third-party add-on terrains, as these objects tend to show up in many different terrains. The majority of objects were originally drawn from these sources:

 

- CA_Stary's Forests & Farms Mod

- Polak's Hi-Rise Mod & ObjectsPak1

- JSF_Aggie's Enhanced Runways

- RadarDome by Grumpapotamus

- HeadQuarters, Control Center, Gas station, & Factory Area by Wingwiner

- RailwayStation by Armourdave

 

If you are a modder and we've used one of your terrain items but neglected to give you credit here, please let us know. We would be more than happy to add you to the credits list.

 

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7. Terrain Notes

 

This expansion pack splits the standard VietnamSEA terrain into two different terrains: North Vietnam and South Vietnam. We decided to go with a split North/South scheme in order to impose more control over the different operations in North and South Vietnam. To that end, there are some key differences between the terrains:

 

A. North Vietnam

 

The North Vietnam terrain includes all the target areas that you are familiar with in the stock SF2V terrain. This terrain is designed primarily for Strike missions and the several mission types that support Strikes: Escort, Fighter Sweep (aka MiG CAP or MiG Sweep), and SEAD (Air Defense Suppression) -- in other words, the core mission types for the several air campaigns conducted against North Vietnam. You can also fly Armed Recon and Anti-Ship missions.

 

B. South Vietnam

 

The South Vietnam terrain includes new target areas and target items in South Vietnam, eastern Laos, eastern Cambodia, and the DMZ area. It also includes target areas in North Vietnam up through Route Pack II -- roughly speaking, the Vinh area. This terrain is primarily designed for CAS, Armed Recon, and Anti-Ship missions, though you can also fly Strike and SEAD missions in the lower Route Packs. If you are unfamiliar with the Route Package system used during the air war in Vietnam, see these discussions:

 

http://www.airbattle.co.uk/d_history.html

http://www.nationalmuseum.af.mil/factsheets/factsheet.asp?id=1394

 

Put simply, where the focus in the North terrain is air operations against North Vietnam, the focus in the South terrain is air operations in support of the ground war against the NLF (Viet Cong, or VC) and PAVN (North Vietnamese Army, or NVA) units.

 

Here's another way to think of the differences between the two terrains when you're flying Single Missions:

 

1. If you want to fly Strike missions against the big targets in North Vietnam, select the North Vietnam terrain in the Single Mission screen.

 

2. If you want to tangle with MiGs as part of Escort or Sweep missions, select the North Vietnam terrain.

 

3. If you want to do battle against North Vietnam's formidable air defense network, fly Air Defense Suppression missions with the North Vietnam terrain.

 

4. If you want to fly CAS missions, choose the South Vietnam terrain. You will be tasked with supporting friendly forces throughout South Vietnam right up to the DMZ area.

 

5. If you want to fly Armed Recon missions, you can go with either the North or South terrain. With the North terrain, you get armed recon missions along the Northeast and Northwest rail lines down through the lower Route Packs as well as the northern third of the Ho Chi Minh Trail in eastern Laos. The South terrain will give you armed recon missions in the lower Route Packs and the complete length of the Ho Chi Minh Trail from the Mu Gia Pass in the north all the way down through southeast Laos and northeast Cambodia.

 

6. Anti-Ship missions are similar: you can fly them in both terrains. Northern shipping routes extend from Haiphong down to Dong Hoi; Southern shipping routes extend from Dong Hoi in North Vietnam down to the Go Cong area near the Mekong Delta in South Vietnam.

 

Also, for historical accuracy, we have also imposed limits on the MiG bases that are operational and available to host VPAF squadrons.

 

Early on in Operation Rolling Thunder, MiGs operated from a small handful of bases: Noi Bai, Kep, Gia Lam, Bac Mai, and Hoa Loc, though other airfields in the Haiphong area and the northwest existed. After the end of Rolling Thunder the North Vietnamese began building or renovating other airfields, including those in the southern panhandle of the country. These included: Ben Loi, Bai Thuong, Dong Hoi, Dong Suong, Khe Phat, Quang To, Quon Lang, Vinh.

 

Both terrains impose start dates on this list of airfields that became operational only after Rolling Thunder. Until the start date for each airfield, the runways will not appear. All the other buildings in those target areas, however, will appear, being labeled "barracks areas."

 

-------------------------------------------------------------------------------

 

8. Environment Notes

 

For this expansion pack we have implemented several well known terrain and environment mods:

 

- Brain32's SEA Tile Repaint

- CA_Stary's Green Hell 2

- Better WideSky (based on Cellinsky's original WideSky)

 

Given that players may have different needs and preferences, depending on their systems and aesthetic inclinations, we have have included a number of files that can be used to tweak the look and performance of these mods.

 

A. Terrains - Trees

 

You will notice several sub-directories in each of the main terrain directories in your SF2V Mod Folder. These contain alternate files that can be used to control the size and complexity of the trees used in the terrains.

 

Tree Complexity/Detail

 

The three "Detail" folders contain files to control the complexity and detail level of the trees. From the ReadMe for "Green Hell 2":

 

Now you'll notice three folders: High Detail, Medium detail and Low Detail. These

contain, well, three versions of the mod. Level of detail corresponds to "tree cluster"

mesh complexity, NOT the number of trees!

 

- High detail are the "X-type with base" and "X-type" trees, which look

best from high angles,

- Medium detail are the "X-type" trees, more cartoonish from top view

- Low detail are the "fence-type" trees, less buildings in cities

 

Generally try the Medium first, if you have low framerates, try Low, if you have decent

system go ahead and try High, there isn't much difference between high and medium in

performance hit. And read the section 5 about tips to control draw distance!

 

By default both terrains use "High Detail." To switch to a lower level of detail, simply copy of the files from the appropriate "Detail" sub-directory to the main terrain directory that you wish to modify, overwriting as prompted.

 

Tree Size

 

By default both terrains use the standard "Green Hell 2" trees. Some users may prefer to use Bananimal's "Re-scaled Trees for Green Hell 2," which are smaller and more realistically sized than the original, larger trees, however.

 

You can find copies of both tree sets (large and small) in the last two sub-directories in each terrain. Again, to install, simply copy the files from the appropriate sub-directory to the main terrain directory that you wish to change, overwriting as prompted.

 

B. Terrains - Air Bases

 

We were dissatisfied with the default air base tiles used by SF2V -- those neat, nicely mown squares of green -- not only because they stood out like sore thumbs on the terrain, but also because they took up so much real estate (a precious commodity around Hanoi, which is surround by five air bases). So we developed alternate air base tiles by tweaking several of the default tiles from Brain32 and CA_Stary. These tiles are installed by default with the Expansion Pack.

 

Although we think the new air base tiles look much better (and more realistic), we understand that some users may prefer the original air base tiles from Brain32 and CA_Stary. If you would like to restore the "old" air base tiles, copy the two .BMP files from the \ABs_Old sub-directory in each terrain folder to the main terrain folder for North and South Vietnam, overwriting as prompted. To restore the "new" air base tiles, simply copy the .BMP files from the \ABs_New sub-directory in each terrain to the main terrain folder.

 

C. Environment - Sun & Stars

 

Cellinsky's original "WideSky" included several files to cange the appearance of the sun and stars, especially at sunset. By default, this expansion pack uses the original ThirdWire sun images and Cellinsky's stars.

 

If you wish to change to Cellinsky's sun images, you can find them in the \Widesky sub-directory in the \Flight directory of your SF2V Mod Folder. Simply copy the four "Sun" TGAs from the \Widesky sub-directory to the main \Flight directory. To revert to the original ThirdWire sun and star images, remove the "Sun" and "Star" TGAs from the \Flight directory.

 

D. Alternate Terrain Tiles

 

By default this Expansion Pack installs Pappa Goat's re-painted versions of the Brain32/Green Hell 2 tiles. If you would prefer to revert to the original tiles by Brain32 and CA_Stary (Green Hell 2) -- which are characterized by a lighter, more blue-ish tint -- you can install those original tiles from the \Optional\GH2_Alt directory.

 

To install, simply copy all the .BMP and .TGA files from top level of the \Optional\GH2_Alt directory to the following locations in your SF2V Mod Folder, overwriting files as prompted:

 

[sF2V Mod Folder]\Terrains\VietnamSEA

[sF2V Mod Folder]\Terrains\SouthVietnam

 

The sub-directories of \Optional\GH2_Alt contain alternate air base tiles and differently sized trees that you can also use to tweak the terrains' appearance to your liking. The \_config sub-dir contain an alternate terrain DATA.INI that is designed for use with these alternate tiles.

 

-------------------------------------------------------------------------------

 

9. Colors of AAA/Flak Tracers

 

This mod package makes changes to the colors of tracers used with AAA/flak guns. As the new default colors may not suit some players, the table below can be used to adjust the colored tracers to personal preferences:

 

Gun TGA File Color

--- -------- -----

12MM_DSHK tracer6.tga orange

14MM_KPV tracer6.tga orange

23MM_ZU23/T tracer2.tga green

23MM_AZP23 tracer2.tga green

37MM_ZP39T tracer4.tga red (solid)

57MM_S68T tracer7.tga purple (solid)

n/a tracer.tga orange/yellow

n/a tracer3.tga yellow

n/a tracer5.tga green (solid)

n/a tracer6.tga orange/red

 

The easiest way to adjust the color of tracers for AAA/flak guns is to modify the tracer TGAs in the \Objects directory of your SF2V Mod Folder (as opposed to editing the guns themselves). To change the color of particular tracer, simply rename the existing TGA file to something else, then copy the tracer TGA for the color you want and rename the copy to match the original name of the tracer TGA that you renamed.

 

For example, if you wanted to change the color of the purple tracer used with the 57MM_S68T gun to red, you would:

 

1. Rename TRACER7.TGA to TRACER7-OLD.TGA

 

2. Make a copy of TRACER4.TGA

 

3. Rename the copy of TRACER4.TGA to TRACER7.TGA

 

It's that simple. Note that in some cases two guns use the same tracer TGA, so changing the tracer color using the method outlined above will affect both guns that use that TGA.

 

-------------------------------------------------------------------------------

 

10. Legal Stuff

 

We have signed onto the freeware "list" on combatace.com. As such, the work here can be included or used in other mods as along as they aren't payware and credit is given to the creator(s).

 

 

Thanks,

 

Malibu43 & eburger68

 

-------------------------------------------------------------------------------

 

11. A Note on Old Diego's Ground Objects & Terrain Items

 

Old Diego has generously allowed us to use a number of his models for Ground Objects and Terrain Items. Those items (some of which are located in the \Optional folder) include:

 

Ground Objects:

- 51CalPit

- NVA

- NVAgren

- NVASA-7

- NVASmlArms

- sampan01

- sampan02

- SampanSail01

- SampanSail02

- SAMsite01

- Sapper

- SForces

- SForcesLaw

- USArmy

- USArmyBzka

- USArmygren

- USArmyM79

- USArmymortar

- USMC

- USMCm60

- USMCm60up

- USMCm79

- VC_bike

- VC_bike_2

- VC_bike_3

- VC_hoe

- VC_rake

- VCmortar

- VCrpg

- VCSmlArms

- VietCong

- waterbuffalo

- WB_plowTM

 

Terrain Items:

- Boxcar

- CoalTender

- connex20a

- connex20b

- connex40a

- crate rotor

- crate01

- crate02

- cratesStk01

- cratesStk02

- DJBridge (mod of RRBridge01)

- FlatCarNV

- Hut01

- Hut02

- Hut03

- HutS01

- HutS02

- HutS03

- LocomotiveNV

- pallet

- Rail100

- Rail50

- Rail_45L

- Rail_45R

- Rail_sweep_100L

- Rail_sweep_100R

- Rail_sweep_200L

- Rail_sweep_200R

- Rail_sweep_90

- RDBridge01

- RRBridge01

- SAM_Site

- Slum01

- Slum02

- TankCarNV

- Train

- WaterBuffalo

 

None of Old Diego's models may be freely re-used or re-distributed outside of this Expansion Pack. Those wishing to re-use or re-distribute any of Old Diego's models listed above must contact him to get explicit permission to do so.

 

-------------------------------------------------------------------------------

 

12. A Note on the KC-135A Tanker

 

Dave at CombatAce.com has generously allowed us to include bpao's KC-135A Stratotanker, which originally appeared in the NATO Fighters 4+ mod package for SF2. Bpao was the heart of The Mirage Factory, and we are very fortunate to have been given permission to ship this high quality aircraft as part of the Expansion Pack. Needless to say, bpao's KC-135A may not be re-distributed outside of NF4+ or the SF2V/WOV Expansion Pack without Dave's explicit permission. The NF4+ all-inclusive mod for SF2V may be downloaded at CombatAce:

 

http://forum.combatace.com/index.php?app=downloads&showcat=407

 

-------------------------------------------------------------------------------

 

13. Credits

 

This Expansion Pack would not have been possible without the hard work of many modders over the years. We've used the work of the following individuals:

 

ajunaidr

Anthony Beardmore

ArmourDave

Bananimal

bpao

Brain32

Buggerstein

Bunyap

Canadair

CA_Stary

Cellinsky

ChampionsVA56

Column5

comrad

Coyote

David Zurawski

Dels

Diego

Dueces

Erikgen

FastCargo

Fracture

Fubar512

gbreuder

Gepard

Gerald14

Gocad

Gramps

Grumpapotamus

Hawker

HrntFixr

InSky/Orsin

Jat81500

JSF_Aggie

Kesselbrut

KillerBee

krfrge

MigBuster

Mirage Factory

MJ

Monty CZ

mppd

Nicholas Bell

NormanKnight

Old Diego (see "Note" section above)

Ordway

Pappa Goat

pappychksix

Pasko

Paul Nortress (Fist of the Fleet)

PauloPanz

pcpilot

PFunkWorks

Polak

rebel ryder

Rhugouvi

S.Ansons

Signum

Spillone104

Starfighter

STORM

suicidal

Sundowner

Syrinx

Tannethal

TeTeT

Torno

Tracker

USAFMTL (Dave)

Veltro2K

Wingwiner

Wpnssgt

Wrench

 

Thanks also to the several beta testers who helpfully supplied fixes for various issues, including ravenclaw_007, ericj, and DrArrow.

 

Hopefully we didn't miss anyone. If we did, let us know!

 

-------------------------------------------------------------------------------

 

14. Version 2.1 - Change Log

 

Changes from version 1.0:

 

CAMPAIGNS

- upgrade campaigns for split North/South terrains & new

target areas

- expand campaigns w/ additional aircraft, units, & textures

- overhaul campaign targeting schedules

- revise mission texts for all campaigns

- create optional Campaign DATA.INIs w/ no B-52 strike missions

- set Steel Tiger campaign to begin 04/03/1965

- revise mission texts for all campaigns

 

EFFECTS

- add Deuce's latest effects & explosions

- upgrade all effects to SF2 standards

- add custom flak effects

- add custom SAM launch effect

- add custom ship smoke effect

- add J-79 exhaust effects to all F-4s

- add alternate DATA.INIs w/ DirtyExhaustEmitter for

B-52s, F-4s, and F-104C to \Optional folder

- add smoke marker effects (by Pappa Goat & krfrge)

- add CA_Stary's Ejection Mod 1.0 effect

- add custom BULLETOBJECT.INI

 

ENVIRONMENT

- swap out original WideSky for hybrid WideSky/BetterWideSky

 

EXTRAS:

- include ELH AWNVN docs

- include alternate/optional Rattler RWR sounds

 

GROUND OBJECTS

- add new air defense collection (AAA/SAMs/radars)

- re-name Sampans to force use in anti-ship missions

- add Green textures to stock 3W objects where available

- add new APCs, Artillery, Squads, Tanks, Troops, & Trucks

- add new civilian ships (Small Cargo Ship, Supply Ship, Container Ship, Trawlers)

- add tweaked SumnerFRAM2 DATA.INI

- add UserLists for M113-ZPU & M113-ZU-23 to prevent these

items from showing up in Vietnam

- add additional Fansong, Spoonrest, & Barlock variants

- add SA-2E model

- add ARVN_Squad & VNMC_Sqaud ground objects

- correct names for the several "squad" ground units.

 

GUNS

- add effects missing effects classes to Guns

- add guns necessary for new aircraft & ground objects

- boost effectiveness of flak guns

 

WEAPONS

- add weapons necessary for new aircraft

- add SA-2X Black SAM

- add SA-3 Goa

- add 15 or so new 'Nam-era aircraft weapons

- add custom grey drop tanks for A-1s

- add KillerBee's Phantom Recon Camera Mod for RF-4s

- change AGM-12s to TV Homing type (EOGR, to let them

work with "Hard" Weapons setting)

- tweak AGM-45 start dates and Attachment Types

- remove Loft values from AGM-78s

- tweak base quantities for ARMs (AGM-45s & AGM-78s)

& bombs used by B-52s (Mk82s, M117s)

- rename Walleyes

- remove custom MER & TER items

- tweak start dates for AIM-9G

- add new AIM-9 model for AIM-9G/H

- tweak texture for AIM-9J

- tweak performance of most air-to-air missiles

 

NATIONS/SQUADRONLIST

- add "U.S. Army" to NATIONS.INI

- use expanded SQUADRONLIST.INI

 

SOUNDS

- add new sounds as needed for new ships, ground objects, & aircraft

 

TERRAINS

- replace single terrain w/ North/South terrains

- include Pappa Goat's re-painted SEA tiles for both terrains

- restrict mision types for base terrain .INIs

- create separate TARGETS.INIs & MOVEMENT.INIs appropriate

for each terrain

- remove now unnecessary target types from TYPES.INIs

- change DATA.INI sea textures (1st two) to HasWater=2

- add MipMapLevels= values to DATA.INI textures w/ water

- add Firecan radars to target areas

- separate runways and buildings into different target areas

& apply start dates on the following airfields: Ben Loi, Bai

Thuong, Dong Hoi, Dong Suong, Khe Phat, Quang To, Quon Lang,

Vinh

- adjust target values for key terrain item types in TYPES.INIs

- add dozens of new target areas and bridges, mainly

to NVN terrain (see below for more detail)

- add dozens of new terrain items to support new targets

and target areas (see below for more detail)

 

---------------------------

 

EXISTING AIRCRAFT - Changes

 

A-1H,A-1J

- new hangar & loadout images

- add Syrinx's USAF camo texture w/ tail codes & nose art

- USAFSilver1 skin

- VNAF1 & VNAF2 skins for A-1s

- animated canopy/wingfold

- landing gear tweaks

- correct loadout errors

- remove inis_and_bits folders

- use A1Engine sound from Eagle114th's sounds pack 1.6v

A-4C,A-4C_65

- add AirToAirRefueling loadout

- tweak service end dates to A-4C_65

A-4E,A-4E_65,A-4E_67

- add AirToAirRefueling loadout

- tweak USMC decals

- USNGreen1 skin for A-4E_65

A-4F

- add AirToAirRefueling loadout

- tweak USMC decals

A-6A

- new hangar & loadout images

- tweak flight model

- convert RWR to Vector-type

- add RackLimitOutsideOnly=TRUE to inner weapon stations

- SF2 ECM data

- replace AGM-45s w/ LAU-3As in SEAD loadout

- tweaked decals & add Sqname

A-7D

- WoV A-7 camo texture

B-52D

- B-52D upgrade 3.0 (lights,exhaust,sounds,bombay mods)

- Shark Mouth USAF camo texture

- WoV B-52 camo texture

- restrict Mission Types

B-57B

- new hangar & loadout images

- F-86F-based cockpit

- additional lights

- Night Intruder texture

- restore RAAF texture from WoV

- change Attack loadout

B-57G

- rename model to B-57G (from MBB-57G)

- new hangar & loadout images

- F-86D-based cockpit

- correct specified Squadron for B-57G textures

F-4B,F-4B_65,F-4B_67

- correct Loadout errors

- custom USMC Attack loadout w/ SUU-23

- tweak air-to-air loadouts for F-4B_67

- add LAU-3As to SEAD loadout

- custom USNGrey3 textures for all F-4Bs

- custom USNGrey4 texture for F-4B_67

- VF-51 & VF-161 textures for F-4B_67

F-4C,F-4C_67

- change SUU-23 to SUU-16 in F-4C_67

- remove gunpod from F-4C loadouts

- add Mike D. SEA camo texture

- add LAU-3As to SEAD loadout

- tweak Service end dates

- add new TAC tail insignia for F-4C USAFGrey1 texture

F-4D,F-4D_67

- add Mike D. SEA camo texture

- comvert Sparrow loadouts from 4xAIM-7-E2 to mixed AIM-7E/AIM-7-E2

w/ single ALQ-101 replacing one Sparrow

- replace AGM-45s w/ LAU-3As in SEAD loadout

- adjust Start/End Dates for F-4D

F-4E,F-4E_72

- add Mike D. SEA camo texture

- comvert Sparrow loadouts from 4xAIM-7-E2 to mixed AIM-7E/AIM-7-E2

w/ single ALQ-101 replacing one Sparrow

- replace AGM-45s w/ LAU-3As in SEAD loadout

- adjust Start/End Dates for F-4E

F-4J

- replace AIM-7-E-2s w/ AIM-7Es

- custom USMC Attack loadout w/ SUU-23

- add LAU-3As to SEAD loadout

- adjust service years

- custom USMCGrey3, USNGrey3, USNGrey4, USNGrey5, & USNGrey6 textures

F-8C,F-8C_66

- remove Strike mission role from Loadouts

F-8D,F-8D_66

- remove Strike mission role from Loadouts

F-8E,F-8E_66

-tweak USMC decals

F-100D,F-100D_64,F-100D_68

- restrict mission types

- tweak Service end dates for F-100s

- remove Shrikes from SEAD loadouts

F-105D,F-105D_66

- replace AGM-45s w/ LAU-3As in SEAD loadout

- adjust service years for F-105D_66

F-105G

- new Loadout.tga

- tweak flight model

- SF2 ECM data

F-111A

- new loadout.tga

- SF2 RWR data

- change ServiceStartYear to 1968 or 1972

- add UserList

- restrict Mission Types

IL-28

- add NVietnam to UserList.ini

- VPAFSilver & VPAFgreen textures

- airbrakes

- new landing lights

J-6

- change NVietnam ServiceStartYear to 1972

- green/silver camo scheme

MiG-17

- use MiGBuster's & Fubar512's accurate flight model

- add NVietnam to UserList

- VPAFmetal & VPAFSilver textures

- add Anti-Ship Mission Type & Loadout

- tweak start/end dates

- correct Export dates

MiG-17F

- use MiGBuster's & Fubar512's accurate flight model

- comrad's VPAF_dCamo texture

- add Anti-Ship Mission Type & Loadout

- tweak start/end dates

MiG-17PF

- use MiGBuster's & Fubar512's accurate flight model

- add ThirdWire MiG-17PF as Optional install

MiG-19S

- change NVietnam ServiceStartYear to 1972

- restrict Mission Types

MiG-21F,MiG-21MF,MiG-21PFM,MiG-21PFV

- restrict Mission Types

- add 927_Camo & 927_Green textures to MiG-21PFM

General (All)

- add destroyed model data to most aircraft

- tweak anti-ship loadouts for all aircraft w/ Anti_Ship

Mission Type

- add tail serial decals for all Navy aircraft as well as

the F-4C USAFGrey1 texture & USAF A-1 textures

- correct shadow data for a number of aircraft

 

---------------------------

 

NEW AIRCRAFT - Additions

 

- A-6B Intruder (from A-6A)

- AC-119G Shadow

- AC-119K Stinger

- AC-123K Black Spot

- AC-130A Spectre

- AC-130A Surprise Package

- An-2 Colt

- B-52F Stratofortess

- B-52G Stratofortess

- C-123K Provider

- C-130A Hercules

- C-130E Hercules

- Canberra B.mk20 (RAAF)

- Cessna180 (RAAF)

- EA-6A Electric Intruder

- EA-6B Prowler

- EB-66C Destroyer

- EF-4C Phantom II

- F-4D Phantom II (69) (from F-4D_67)

- F-4D Night OWL

- F-4E 'Rivet Haste'

- F-5A Freedom Fighter

- F-5B Tandem Tiger

- F-5C Skoshi Tiger

- F-100D Wild Weasel

- F-102A Delta Dagger

- F-104C Starfighter

- F-105F Wild Weasel

- KA-3B Tanker

- KA-6D Tanker

- KC-130F Tanker

- KC-135A Stratotanker

- MiG-17PF Fresco-E

- MiG-19SF Farmer-C (sky-blue texture)

- O-1E Bird Dog

- OV-10A Bronco

- RA-5C Vigilante

- RB-66C Destroyer

- RF-4B Phantom II (from MF RF-4C)

- RF-4C Phantom II (MF)

- RF-8A Crusader (from MF F-8B)

- RF-8G Crusader (from MF F-8C)

- RF-101C Voodoo

- SP-2H Neptune

 

 

--------------------

malibu43 & eburger68

16 November 2009

1 March 2010 (updated)

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malibu53 & eburger68,

 

This looks like an incredible package, but I have what must sound like a very basic question. How can I make it work with WOV v1.0? Or maybe to put it another way, what would I have to do to my WOV v1.0 installation, to upgrade it to WOV v2.0 standard? Because somewhere along the way I seem to have missed out on the whole SFP/WOV/WOE/WOI v2.0 thing..

 

Thanks

 

Mike

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Cancel my last, I figured it out. Seems I missed the release of SFP2 while I was away on duty overseas.

 

Mike

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This mod owns hard. What a super collection of mods. Thank you to everybody who contributed to this in any way shape or form.

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I have a really fast computer but the framrates get really slow when air defenses go off and bombs are droped. I turned off BUFF strikes but still when I do campaign missions against North Vietnam the computer gets very slow. Does anyone have any ideas as to how to how I can make it run faster on my computer. A response would be greatly appreciated.

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I have a really fast computer but the framrates get really slow when air defenses go off and bombs are droped. I turned off BUFF strikes but still when I do campaign missions against North Vietnam the computer gets very slow. Does anyone have any ideas as to how to how I can make it run faster on my computer. A response would be greatly appreciated.

 

What i do is re-install everything and make an independent mod folder in thich i delete what i don't want before reinstalling, appart for the choice of objects, the terrain is very important.

 

You have the choice, particles or objects, the more objects you have the more your machine have to work to crunch numbers, with added effects you can have less objects so your processor and memory can support your graphic card efficiently.

 

I just put a mission together, a raid on an airfield with at least 100 aircrafts meeting in a very small time frame and airspace, strikes on the runway, comm, fuel tanks, controls center, amo bunkers etc.

 

I had two flight of BUFF but i had to delete them.

 

The mission runs good and it's incredibly intense with explosion all over (if you chose to tour above the airfield), because in the scenario, we (a flight of F-8J) are wipping out a brand new Squadron of Mig-21Cs.

 

We arrive precisely when they are lining up for take off and it's a hell of a dogfight because there are 4 other flights of Mig (17 and 21) coming to help and despite the damages on the runway those we don't get on the ground manage to take off...

 

Since i added extra effects for the pyrotechnic it's even more spectacular, i even drop some GBU-24 when we arrive and the sky is full of targets in no time and stays so for some time, everyone goes winchester.

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how can i make the intruders work especially the a6e 's i put the foti cockpit ito their folders but they doesn't work can someone help me

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i extracted everything on the SF2 installation folder(has all expansions and latest patches) then i extracted to the mod folder but when i click single mission it crashes....HELP

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could you tell me the patch I should install in chronological order and giving me the link please

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The B-26K.. there is a "ghost" head of a pilot outside the cocpit (can only be seen from inside the cocpit) how can i remove the "ghost"??  :D

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On 4/18/2021 at 5:27 PM, JosefK said:

What's in this new update for 2021?

Same question here...did something change?

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1 hour ago, Viper63a said:

Same question here...did something change?

+1

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