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F-106A Delta Dart for SF2 V1.02

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About This File

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! :smile:

What's New in Version V1.02


  • V1.00 First release
  • V1.02 New & reworked Hit Boxes, done using mue's amazing LOD Eitor

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