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Super Hornet Package for SF2 v4.1 5.6

   (35 reviews)

2 Screenshots

About This File

THIS IS NOT UNDER THE COMBATACE FREEWARE LICENSE ACCORD

 

YOU MAY

 

- Have fun with this mod
- Use it as you see fit once you download it, even modify it as you see fit
- Create your own textures as you see fit and upload them under your name

 

IF you wish to send me any modified core files (I don't need to review skins as that doesn't affect any core files) please PM me the modified files and I will check them out. There is no exception to this policy given my attitude towards staying out of jail. I will check them out and yay or nay the decision, but if I can edit any files in order to not go to jail, I will inform you and that will be it. I understand you may have information of a sensitive nature that you may have access to and frankly it does not belong in any files of this download. If that bothers you then please don't send me sensitive information, I think I've made it clear that I'm not going to jail in order to appease to players.

 

http://combatace.com...24-my-projects/

 

Newer skin PSD with Block I ECS (no stacks) now available for skinning needs:
http://combatace.com...-skin-template/

 

- Fixed some glaring errors in the INI files.


What's New in Version 5.6

Released

  • 5.6
    - Tweaked ALQ-99G textures to better represent real-life pods
    - Tweaked ECM values for all of the aircraft, adding power to the internal jammers and enhancing capability.
    - Fixed [DetectSystem] on the EA-18Gs
    - Added more numbers for the EA-18G VAQ-140 and VAQ-130 skins, numbers go from 500 to 505. Also fixed the decals.ini file for both skins and updated the numbers.lst files too.
    - Added the promised VAQ-132 skin for the EA-18G.
    - Tweaked the Readme, doing some grammar stuff and updated some things
    - Added more loadout options for the Escort Jammer, Early Warning, and an OIR loadout for the USN EA-18G
    - Updated the "default" VAQ-130 skin for the EA-18G.
    - Removed carrier entries for the RAAF aircraft, so they don't spawn on carriers.
    - "EA-18G" folder has now been renamed to "EA-18G_BlkII" so it doesn't conflict with other EA-18G mods.
    - Thanks to allenjb42 the aircraft now fold wings on carriers. In a future update, the canopy will stay closed, but for now will be open.
    - Tweaked radars for the Block III jets, now have improved range. The search range is 137 miles, and the track range is 100 miles.
    - Block III jets have new cockpits modified by Coupi. Unfortunately due to the lack of a dedicated cockpit modder this is what we can do with the game engine. If Brain32 returns, I will ask him if he can do a more realistic cockpit.
    - Increased thrust for the Block III jets (all except RAAF) by 20%, in line with real-world engine upgrades
    - Added an internal sound courtesy of crisisloaner for the internal cockpit sound.
    - KNOWN ISSUE: Due to the lighting on the 3D mesh of the displays for the Block III cockpit, the NVG (both types) filters by simonmiller416 at night cause the various panels for the cockpit to light up to be unusable. There is no fix for it at this time, so you will have to use a Block II or Block I aircraft if you want to fly at night (Block II EA-18G if you fly it).
    - Used the AIM-120D texture and 3D model by ravenclaw_007 for it.
    - Added an AIM-174B air-to-air missile, work done by dtmdragon and original model and texture by WhiteBoySamurai
    - USN Growlers now can fire the AIM-9X by default
    - Removed internal ECM for the Growlers (including the RAAF birds)
  • Like 14
  • Thanks 10
  • Dislike 1



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Recommended Comments

i put them in floder but when i run the jet only missiles appear

Mine, too.

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So far most things seem to be working fine, I have a lot of texture sets on my .ini I don't really have textures for, but that's no biggie. My only gripe is that the internal fuel setting for all aircraft are way, way off. Initially the Echo Blocks were carrying ~32,000 lbs of JP internally. That is more than twice what they should be carrying. Same for the Foxtrot Blocks' though they were (correctly) less than the Echo, at ~30,000. Really (according to Wikipedia anyway) the Echo carries 14,400 and the Foxtrot 13,550 internally. I fixed this for my birds, but I just want y'all to be aware the adjustment needs to be made. No wonder that Super Hornet was so easy to nail 1 v 1 ;)

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@Kyot54, where can i adjust the internal fuel load? I am just d-loading this pack, 4 minutes left....

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I'm not at my home computer, so I will give you the settings I have in a post either later tonight or tomorrow. If memory serves, you go into your data.ini folder and scroll down to fuel tanks. There are some fuselage, and some wing tanks. I know I cut everything in half plus some. The Foxtrot Hornet actually has less internal fuel than the Echo, due to the second crew member area.

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@Kyot54, where can i adjust the internal fuel load? I am just d-loading this pack, 4 minutes left....

Ok, sorry to take so long posting this, been a frustrating week. So, go to your mods folder, then objects ->aircraft -> FA-18E (or F depending on which one you are working on. I think it breaks them down into Block I and II as well). Then go to FA-18.data.ini, Scroll down until you come to fuel tanks. It should look something like this:

 

// Fuel Tanks ---------------------------------------------------------

[FuselageFuelCell1]

SystemType=FUEL_TANK

FuelTankID=1

MaxFuelAmount=750

SelfHealing=TRUE

FireSuppression=TRUE

MinExtentPosition=-0.32, 2.636,0.293

MaxExtentPosition= 0.32, 1.686,-0.426

[FuselageFuelCell2]

SystemType=FUEL_TANK

FuelTankID=2

MaxFuelAmount=1250

SelfHealing=TRUE

FireSuppression=TRUE

MinExtentPosition=-0.32, 0.203,0.633

MaxExtentPosition= 0.32, 1.335,-0.598

[FuselageFuelCell3]

SystemType=FUEL_TANK

FuelTankID=3

MaxFuelAmount=1250

SelfHealing=TRUE

FireSuppression=TRUE

MinExtentPosition=-0.32,0.114,0.633

MaxExtentPosition= 0.32,-0.975,-0.541

[FuselageFuelCell4]

SystemType=FUEL_TANK

FuelTankID=4

MaxFuelAmount=1650

SelfHealing=TRUE

FireSuppression=TRUE

MinExtentPosition=-1.095,-1.188,-0.541

MaxExtentPosition= 1.095,-2.626, 0.159

[RightWingFuelCell1]

SystemType=FUEL_TANK

FuelTankID=5

MaxFuelAmount=850

SelfHealing=TRUE

FireSuppression=TRUE

MinExtentPosition=1.664,-1.263,-0.071

MaxExtentPosition=4.017,-3.024,-0.246

[LeftWingFuelCell1]

SystemType=FUEL_TANK

FuelTankID=6

MaxFuelAmount=850

SelfHealing=TRUE

FireSuppression=TRUE

MinExtentPosition=-1.664,-1.263,-0.071

MaxExtentPosition=-4.017,-3.024,-0.246

 

You will want to change the number for MaxFuelAmount for each tank. The numbers here are the ones I used to get the Echo Hornet to around 14,400lbs, which is it's realistic load. If you want, you can use it for the Foxtrot as well, though realistically the Foxtrot carries about 700-800lbs less to make room for the WSO. Knock each number down by 25-30 should get you close to that. I cut all the numbers relative to each other to avoid causing any trim problems from say just axing a whole wing take or something like that. Seems to fly relatively well so I think it worked. Good luck. 

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Thanks mate! I found the data right as you pointed out. I am a bit hesitant to change them yet, as i don't know the specific thrust values for which they are based and will it effect the Super Bug's performance.

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I'm having issues with the E and F Block IIs and the Growler;  there is no HUD symbology and radar cannot be selected.

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Does this require another mod for the rest of the weapons? All I have available are sidewinders, the Australian version has sparrows that can be loaded but they are not on the other planes.

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I have a issue with the RWR not displaying in the cockpit. It's just a blank space. I also can't get the left side MFD to switch between screens.

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The gun is missing from the loadout menu,, pplz how to fix

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