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TMF F-14 Tomcat Superpack v1.21 Full

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About This File

The Mirage Factory F-14 Tomcat Super Pack V1.21 AUG. 25, 2013

 

What it is:

This is the F-14 Tomcat Super Pack v1.21 Full. It includes tweaks to the engines, avionics, weight, effects and the Phoenix missile.

 

=================

 

Installation:

 

=====CAUTION=====

1. This was tested at July 2013 patch level, on an "All 5 Merged" install, and because it uses AvionicsF14A.dll, will require SF2NA (or a TW F-14) to work! It will not work on Gen 1 sims, nor will it work correctly on pre-April 2012 installs! (Caveat: Avionics70.dll F-14D should work on pre-April patch levels).

 

2. It is HIGHLY recommended you back up your current F-14's .ini files and cockpit folders. If you have custom skins installed, be sure to back up your F-14(A/A+/B/D).ini to preserve the texture set data.

=================

 

 

1. Unzip the contents of the F-14SP_V121.7z file into a folder.

 

1a. If you have installed the Avionics70 F-14D, ensure you back up the .ini files if you haven't renamed the bird, since this install will overwrite F-14D_92, 96 and 06!

 

2. Open your Strike Fighters 2 mod folder (e.g. C:\User\Saved Games\ThirdWire\StrikeFighters2 Europe\...)

 

3. Copy the contents of the unzipped Objects folder into your SF2 mod Objects folder, allowing all files to overwrite (Objects\Aircraft and Objects\Weapons).

 

3a. (RECOMMENDED) Review the Cockpit and Avionics, and F-14 SP Update word documents for information on updates.

 

4. Go fly!

 

=================

 

 

1. Unzip the contents of the F-14SP_V121.7z file into a folder.

1a. You may choose to use the Avionics70.dll F-14D for SAR mode on strike missions. If you wish to do so, see Section 6 of the F-14 SP Update V120 word document (Para 6.1-6.3) for install procedures and recommendations.

2. Open your Strike Fighters 2 mod folder (e.g. C:\User\Saved Games\ThirdWire\StrikeFighters2 Europe\...)

3. Copy the contents of the unzipped Objects folder into your SF2 mod Objects folder, allowing all files to overwrite (Objects\Aircraft, Objects\Weapons, and Objects\Decals will be affected).

3a. (RECOMMENDED) Review the Cockpit and Avionics, and Update word documents for information on updates.

4. Go fly!

 

=================

 

Credits:

 

Model: Flying Toaster, Oli

Cockpit: Chris (original), reworked and updated by Brain32

FM: ThirdWire, Column5, Spectre8750, Caesar

Avionics: Crusader, ThirdWire, Sup Gen, Caesar, Dave, CrazyhorseB34

Pilots: Old_Diego, CrazyhorseB34

Skins: Dave, Spectre8750, Column5

NATOPS Textures: HomeFries

Extra Hangar, Loading and Main Screens: Dave, Spectre8750

Ejection Mod: Stary

Testing: Sup Gen, Caesar, Dave, EricJ, Spectre8750

TARPS: Bunyap and Spectre8750

Weapons: Ravenclaw, wpnssgt, Bunyap and others

 

===Dedidacted to Oli===


What's New in Version v1.21 Full

Released

  • List of effective changes:
  • V1.21 AUG. 25, 2013
  • 1. Changed Throttle Response Times for F-110 and TF-30 engines to better reflect RL engine response times (listed and observed).
  • 2. Changed TCS overlay to better match real TCS feedback, adjusted TCS camera position (SupGen)
  • 3. Changed vapors to appear wings -> intakes -> turtlebacks, from wings -> turtlebacks -> intakes
  • 4. Seeker symbol scaled back to match gun pipper (both are the same in the F-14A/B)
  • 5. New Phoenix Missile by Ravenclaw_007
  • 6. A/C Gross Weights changed to match manual numbers
  • 7. HUD Steering Tee is now only available for radar guided missiles in the F-14A and B; Sidewinder modes and Gun modes did not show the HUD Steering Tee; however, the Sparrow and Phoenix PDSTT/TWS-A/M modes did. (Caught by Crusader and implemented)
  • 8. Removed TCS cycle function from F-14A_IR (I don't believe it was functional, but one of the screens was the TCS filter.)
  • 9. Added Flat Spin entering arguments and recovery procedures to manual
  • =================
  • v1.20 Update 09/19/2012
  • 1. New F-14D HUD by CrazyhorseB34
  • 2. Added optional Avionics70-based F-14D, which is most useful in the air to ground role. It looses functional TWS-M and VDI, but has the Synthetic Aperture Radar mode for the APG-71
  • 3. Adjusted the F-14 AWG-9 and APG-71 scan ranges (after discovering the game supports at least 7 scan ranges). The radars now scans 5, 10, 20, 50, 100, 200 (230), 400NM. This reflects real-world AWG-9's/APG-71's standard scan breakdowns, plus Data Link 400 mile picture. VSL-Hi now scans only at 5NM as in the real world (Note, F-14A_IR does not use Data Link)
  • 4. Changed CM suite to make AI more survivable - AI will not use loadout-equipped countermeasures, so basic CM suite was added back into the data.ini. For all aircraft prior to BOL implementation, breakdown is 30 chaff/30 flare, with the exception of TARPS loadouts, which still provide ECA/EFA (pre-loaded) for player aircraft. BOL loadouts (96 and on) are 320 chaff/60 flare (160 per BOL dispenser, all 60 ALE-29/39 with flares).
  • 5. Fixed ILS HUD on F-14A/B/D - ILS no longer indicates waypoints, but follows ILS lineup
  • 6. Adjusted the AIM-7 rotation to prevent inboard fins on stations 5 and 6 from slipping into the F-14 3D model
  • 7. Added Iranian F-14's MIM-23/AIM-23C Hawk-IR missile and modern IRIAF skins by Spectre8750.
  • 8. Changed AIM-54A Export End Year to match F-14A_IR Service End Year (2018)
  • =================
  • v1.19c Update 08/09/2012
  • 1. Changed the AIM-7 and AIM-54 EjectVelocity for all F-14's. This makes it closer to the actual missile drop velocities (based on extant footage), and also prevents the missiles (esp. AIM-54) from pitching up and through the launching aircraft.
  • 2. AIM-54 Phoenix missile textures have been updated.
  • 3. F-14A_74 and F-14A_IR have lost the AIM-9 seeker head symbology. This symbology wasn't added to the F-14 until 1985. The F-14A_82 has retained the symbology because that aircraft covers the years 1982 to 1995 (gaining the symbology 3 years early vs. 10 years late).
  • 4. F-14A_74 jammer changed to ALQ-100. The F-14A received the ALR-45/50 by 1973, but did not receive a new jammer until 1981 (the ALQ-126).
  • 5. Removed ALR-67 bands from F-14A_82 and 96, and adjusted ALR-67 bands in F-14A+/B/D - the RHAW gear in the F-14A had included the -67's bands, which it did not have.
  • 6. This Pack has the new VF-41 skins intigrated, so need to add them.
  • =================
  • v1.19b Update 07/30/2012 Repacked Aug 1, 2012
  • See Description Section.
  • =================
  • v1.18 Update 05/13/2012:Well i thought it was. Fixed Heat Missile Sight on A and B's. Fixed Roll Rate. Still stable and fun to Dogfight in. Set BOL LAU-138's to 1996 and after. Settup AIM-54 Rail ECA properly and Post BOL years have added Flares. Set MaxG to 7 for all Birds. Set ECM's to Duel Mode. Thanks goes to Caesar for all the help on this update. :) More Real Now!
  • =================
  • v1.17 Update 05/02/2012:FEB 5 2012:Should be last update for a while.
  • Fixed problem with Stabilizer Lift and Control for A+,B's and D's causing Nose to slam on Landing.
  • Adjusted Control Surfaces closer to Specs. Aircraft is now easier to control in Dogfights and
  • keep beed on Air or Ground targets.
  • Fixed Landing Gear settings to proper for realistic effects.
  • Changed Stall, Landing and Cruise speeds to proper settings for realism.
  • Re-Skinned the Wheels, Tires, Struts, Wells and inside Doors.
  • Updated Loadouts on Birds Early and Late Weapons i missed in last update.
  • Adjusted BOL Despensors to 1995 which where retrofitted FY 1994 according to Jane's Military Aircraft.
  • Adjusted TARPS years so Game usage changes properly. Also Smoothed LOD Model.
  • Adjusted Nose Gear Light to Proper location.
  • Named Loadouts by Year for easier identification for Mission Builder use.
  • =================
  • v1.16 Update 27/01/2012:
  • Intigrated Caesers Adjustments. Plus...After much exstensive research...
  • Fixed Radars Strength settings to what calculated to be accurate tested and works.
  • Added Flight Path Marker according to NATOPS 01-F14AAA-1 to all AWG-9 Birds.
  • Added Year specific Decoy Counter Measures to work with all Years and TARPS ECA.
  • Added A-G specific Gunsite for AWG-9 F-14's.
  • Changed Target Symbol to Diamond according to NATOPS to all AWG-9 Birds.
  • Set all ALQ-123B systems according to supplied information to all F-14A's and B's. Iran's is ALQ-100.
  • ALQ-126B's are NOISE and DECEPTION Jammers and are so set.
  • Added AN/ALQ-165 ASPJ to all F-14D's as it was designed and fitted with as always according to the Navy.
  • Adjusted Scan Bar settings to within AWG-9 Specs. Limits are 2-bar, 40-deg or 4-bar, 20-deg pattern,
  • which yields a 2-sec scan rate. Also set Search, TWS, STT, ACM, RadarAzimuthLimit and Scanbeamangles to specs.
  • I set the Missile Guidance Freq 6.2Ghz within C Band and seams to work better than 6.0 with my testing.
  • Set Gun Sights and Rocket Bore Sites, tested with LAU-32A on Sparrow Stations, all work perfect.
  • Added missing Squadrons and adjusted some years that coincide with actual Tour Dates.
  • Added VF-213 NH '96 and VF-213 AJ '05 Final Tour color skin.
  • Added AIM-7's to 1973 A's and to late B's and D's post Phoenix years and fixed some other Loadouts.
  • Optimized Skins for faster loading times. Quality and Resolution remains the same. Brings the Mod size
  • install down to 2.6 Gigs, about half the size.
  • Other minor tweaks like moving TCS lights to proper location and tested Engine power and rated Speeds at
  • altitude and Sea level which are correct and so forth. Also Carrier Rated.
  • =================
  • v1.14 Update 04/01/2012:
  • Missing Texture added for Burner Nodes.
  • Adjusted A-A and A-G sights.
  • Fixed ALQ Station showing on Sparrow station on TARPS Birds.
  • Fixed F-14A_VS_F-4E_(1V1).MSN
  • Fixed ALQ Loadout wrong Station on certain aircraft.
  • Fixed Swing Wing deployment settings on Iranian F-14.
  • Fixed AAQ-14 not showing on later F-14B's.
  • Adjusted Head Position in Cockpit.



User Feedback



Recommended Comments

Why is max g set at 7? Was it lower or higher before? Does this put in a hard limit for not able to exceed 7g or is damage possible above 7g?

Not a big issue as 6.5/7g at 330 kts is corner speed, but you should be able to hit 9g no problem and bleed speed like a barn door on the F-14A-it will just drive an extensive conditional inspection when it lands. The 6.5/7g limits were peacetime limits as were the speed restrictions, but we don't fly peacetime in this game do we?

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NAVY set a G limit to all TOMCATS by 6 but that Grumman Iron Works bird could handle even 10G but then the maintainers need some extra hrs;) however, can we expect this version 1.18 to work with SF2 NA ??

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Why is max g set at 7? Was it lower or higher before? Does this put in a hard limit for not able to exceed 7g or is damage possible above 7g? Not a big issue as 6.5/7g at 330 kts is corner speed, but you should be able to hit 9g no problem and bleed speed like a barn door on the F-14A-it will just drive an extensive conditional inspection when it lands. The 6.5/7g limits were peacetime limits as were the speed restrictions, but we don't fly peacetime in this game do we?

 

 

TD,

 

We set the g-limit to 7 and structural factors to 1.5 because the bird was breaking itself way too fast with 6.5g and 1.2SF. The Navy limit was 6.5g with no extra inspection necessary till 7.2g (at least according to the pilots I've spoken to), so a symmetric 7g turn would be considered within safe operating boundaries (bearing in mind weight). The aircraft will now safely do 9g without tearing itself apart, but push beyond 10 too many times and you're more likely to break the jet.

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Man spectre, you guys just keeps on evolving the Tom.. i can't keep up. Please keep up the good work. I'll be waiting patiently for that illusive F-14D pit with my hand in my heat. Much love for the tomcat! So happy!

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I can't make the Radar work, I press the "PageUp" button, which should activate the radar, nothing happens, any ideas?

 

Edit: Ok I've found the problem, in the Aircraft folder, the aircraft ini file, F-14D_96 f.e, there is a line: " AvionicsDLL=AvionicsF14A.dll ", all I did was changing it to " AvionicsDLL=Avionics70.dll " and this fixed the issue.

 

:dance:

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Yes, this mod and any Mods including Campaigns based on the SF2:NA is dependent on having that addon to work. By switching the Avionics??.ini back you will lose some functions.

 

Note:

When i release My campaigns, They will be dependent on SF2:NA because of the Battle or Carrier Group funtion and the F-14A and B's. If you do not have NA, Don't install the New

Campaigns.

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To spectre8750 or other modders in this f-14 super pack.

I just have F-14 super pack V1.20 in SF2NA(stand alone), flew f14 D96 and f14 A82, and notice some sceptical missing details. I don't know if these only happen to me or others have the same issues too.

1. The landing gear and flaps indicators on the left panel didn't indicated when gear down and flaps down.

2. RMI's arrow head points in the opposite direction to the waypoints bearing.(The end pointer does the job, pointing to waypoint bearing)

3. The new F14s in the super pack are unable to fly in campaign mission. Only available for single mission and instant action.

4. The new missions in this pack aren't showing. I guess this is because I have only SF2NA.

 

Please correct me if I am wrong.

 

Love this f14 super pack. Thank you for your devotion.

 

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Oranmike

 

We're aware that some Instruments are lacking functionalty.

As for Campaign play, the Mod works with the Campaign Customizer.

If you do not have the Campaign Customizer, you would have to do some modding.

I've tested the Mod in NA and it seams to be fine including the HSI Bearing Marker.

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Thank you for getting this magnificent bird more realistic!

Particularly, things the AIM-9 seeker head symbology, are in the heart of realism on this sim.

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thanks a lot for the new up-date, is possible to increase the refuel probe, glove vanes

and wing-swing geometry  and wing-folder(75°) whit animations keys ?

Just to make the F-14 a little more realistic ... thank and many regards

 

P.S. ... still miss the VF-31 skins '80 early whit blood-red tail and USS Forrestal insigna

just like some colour scheme of VF-33 Tarsiers

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where can I find F-14 avionics Dll?!!
I want avionc written in F-14 ini file to have full funectional F-14 instead of using avionic70.dll file.
my SF:Eroupe is update to July 2013 and still work great. I thout that automatic update will fix this avionic problem but , it doesent. give me guidance to find avionic dll plz .

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THE DROP TANKS ON THE TOMCAT ARE NOT VISABLE. ITS SHOWING THAT I HAVE THE DROP/TANKS ON THE LOADOUT SCREEN BUT THEIR NOT VISABLE WHEN I START THE GAME

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Mr. Fox, you need to have Strike Fighters 2: North Atlantic for AvionicsF14A.dll.  It MIGHT be included with the ThirdWire downloadable F-14's, but I haven't bought them, so I don't know.

 

Johnthallane, I'm not sure what's going on with your drop tanks as I haven't run into that problem.  Check your loadout.ini against the F-14's tanks in the Weapons folder.  Could be a mismatch?  Or, try to re-copy the tanks from the zip file to your mod weapon folder.

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