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SF2 SAMs Pack

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About This File

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SF2 SAMs Pack

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This package collects updated versions of most SAMs that have been released for the Strike Fighters series at ComabtAce.com. Updates performed include the following:

 

- added new versions of existing SAMs (e.g., an SA-5BL on top of the existing SA-5L)

 

- added new skins (Green or Tan) to objects that lacked one or the other

 

- added missing Freq data to a number of radars

 

- implemented numerous tweaks to launchers & radars to standardize data and improve performance

 

- overhauled weapons to standardize data (w/ 3rdWire weapons as baselines) & improve performance

 

- added RadarFamily data w/ associated TEWs entries and TGAs

 

Please review the following section for notes on what's included in this package and how to install the various components.

 

 

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Package Contents

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In the root of whatever folder you unpack this mod to, you will find the following standalone files, which include data to be added to various config files:

 

- MISSILEOBJECT_ADDITIONS.TXT: additions to MissileObject.INI, which should be unpacked from the ObjectData001.CAT in your SF2 installation directory and placed in \Objects in your Mods Folder.

 

- SOUNDLIST_ADDITIONS.TXT: additions to SoundList.INI, which should be unpacked from the FlightData.CAT in your SF2 installation directory and placed in \Flight in your Mods Folder.

 

- RWR-LST_ADDITIONS.TXT: additions to individual aircraft RWR.LSTs (these reference the new TGAs included in \Flight)

 

NOTE: to unpack files from CATs, you will need the ThirdWire CAT Extractor tool, which can be found at ThirdWire's web site:

 

http://thirdwire.com/downloads_tools.htm

 

* * *

 

You will also find the following directories, which include the main installation files:

 

\EFFECTS: effects for the various weapons included; to be placed in \Effects in your Mods Folder.

 

\FLIGHT: new RWR TGAs for TEWS RWRs; to be placed in \Flight in your Mods Folder.

 

\SOUNDS: sounds for the various weapons and ground objects; to be placed in \Sounds in your Mods Folder.

 

\OBJECTS\GROUNDOBJECT_BLUE: "friendly" (mostly NATO) SAM launchers and radars; to be placed in \Objects\GroundObject in your Mods Folder.

 

\OBJECTS\GROUNDOBJECT_RED: "enemy" (mostly Soviet/WP) SAM launchers and radars; to be placed in \Objects\GroundObject in your Mods Folder.

 

\OBJECTS\GROUNDOBJECT_XTRA: optional versions of various "Red" or "Blue" ground objects that use different models (but closely follow the "original" Red or Blue objects); use these only as replacements for the corresponding main ground objects.

 

\OBJECTS\GUNS: several guns for the several launchers that have them; to be placed in \Objects\Guns in your Mods Folder.

 

\OBJECTS\WEAPONS: the missiles for the launchers; to be placed in \Objects\Weapons in your Mods Folder.

 

\_SAM_SITES: data and files for building SAM sites in terrains and single missions -- for experienced terrain modders only.

 

NOTE: if you need assistance installing these items, please consult the KnowledgeBase at CombatAce.com:

 

KB for SF2

http://combatace.com/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/

 

KB for SF1

http://combatace.com/forum/99-thirdwire-strike-fighters-1-series-knowledge-base/

 

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Credits

~~~~~~~~~~~~~~~~~~~~~

 

This mod package collects a large number of launchers, radars, weapons, and other files previously released at CombatAce.com in various packs or standalone mods:

 

Pasko ......................................... "SAMs and Vehicles Pack: Euro & Desert"

The Mirage Factory ............................ Weapons Packs for SFP1/WOE/WOI

ErikGen ....................................... NIKE 4xMIM-14, HIPAR, LoPAR, & TTR

Abhi, SUICIDAL, & YEYEYE....................... AN/TWQ-1 Avenger, Pantsir-S1

bigal1 ........................................ Bloodhound SAM

Kesselbrut .................................... ADATS, Rapier, Blindfire, Skyguard, Roland_Shelter, SA-9

Pasko ......................................... Chaparral, Hawk launcher & radars, EW_Radar, SA-3 launchers, Flatface, Sidenet

Fubar512 & Wrench ............................. Hawk INI tweaks

Florian ....................................... Roland Rad

CrazyhorseB34 ................................. Roland Rad desert skin

FastCargo ..................................... SA-5, SquarePair, Firelight (based on SquarePair)

Monty CZ....................................... SA-10 & Flaplid, Stinger site

Fubar512 ...................................... SA-10 INI tweaks

EricJ ......................................... SA-11 & SA-17

EricJ & winterhunter .......................... Starstreak Stormer

Gabilon ....................................... 2S6, Tor-M1, SA-13, MRoland

YEYEYE ........................................ PAC-2/PAC-3 system, Akash SAM, TubeArm

Gerald14 & Kesselbrut ......................... M6 Linebacker

BANIDOS Team .................................. TAM VCLM

rebel ryder ................................... BRDM-SA9

Unknown author ................................ SA-8 & SA-9 (alternates from TMF Weapons Packs)

ThirdWire ..................................... SA-2, SA-6, SA-8, Barlock, Fansong, StraightFlush

WhiteBoySamurai ............................... R440/FM-80

Nicholas Bell ................................. WOE Air Defense Mod (Hawk Sites)

Wrench ........................................ Hawk Site upgrades/layout

Fubar512 ...................................... NIKE-Hercules sites layout/placement

OldDiego ...................................... SAMSite01

 

If I have neglected to credit anyone whose work is included in this package, please let me know and I will correct this list of credits ASAP.

 

 

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

Eric Howes

eburger68

16 August 2012

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Nice upload sir, but i have only a problem, some of the launchers dont have any missiles in them at all, i dont know if i followed the readme carefully,hope some can help me as well, im just new to this kind of games, than you

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@eburger68 : can you make this mod used in sfp1,if you can...please make it,thank's regard

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I've been trying to get the Bloodhound SAM to fit into a couple of scenarios I'm trying to model, and the associated readme points me to a WeaponData.INI file that I cannot find. Any advice on how to get a working Bloodhound battery up and running?

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I've now cracked it, although it needs a workaround. I noticed that the launchers were empty, but on 'refly'-ing the same missions, missiles appear on the launchers. I've been running a scenario involving protecting V-bomber bases against a Soviet pre-emptive strike during the Cuban Missile Crisis, and was pleased to find that Bloodhound is a real killer of incoming threat aircraft, right down to low level.

Historically, there were 8 squadrons of RAF Bloodhound SAMs deployed to protect the primary V-bomber bases that ran in an arc from Finningley in the north to Marham in the south, with missile batteries deployed to cover the area behind the front-line Lightning interceptor squadrons. The Bloodhound units were essentially static, although shorter-range Army Thunderbird SAMs (which used the same radars for tracking and illumination) were also deployed as more mobile pop-up assets, probably to protect dispersed V-bomber flights at secondary airfields.

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Now trying later scenarios (UK photorealistic, 1978) with the basic Rapier installation for airfield point defence. There are three options for the launcher, plus three identically-named versions of the Blindfire radar. I'm not sure how to configure a version of an early Rapier site that works, as so far I've yet to see one launch.

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I've managed to get a working Rapier SAM battery. But... it requires mods to the EW Radar data.ini file to set the network to the right values for the version of Rapier in use. Also, to enable the launcher to traverse, elevate and fire, requires that some of the commented-out parameters in the data.ini files for the launchers need to be restored. I've finally gotten to the point where Rapier systems can fire at and kill aircraft.

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