+Stary Posted October 15 Posted October 15 Intriguing. I am in no way going to do requests but two questions that are still on my mind 10 years after I drifted away from being regular here: 1) Are you planning to take a look at ViewManager.dll? As far as my own digging went years back, and I might be wrong here but this might be of use to you, it seems certain view classes -the cockpit ones- are hardcoded from having shadowcasting on cockpit object(s) meshes. 2) Same with TerrainEngine.dll -the damn locked altitude clouds are dealbreaker for me and make SF2 look much worse than it could, had we had clouds back at more sane altitudes (or the engine parsing their altitudes from environmentsystem.ini on scene creation), visual issues with the clouds particles aside as those are small price to pay compared to fluffy clouds at 16k feet we have now. 5 Quote
OlWilly Posted Thursday at 11:07 PM Posted Thursday at 11:07 PM On 10/8/2025 at 3:02 PM, Eagle114th said: Therefore, I have an interesting theory: TK, deep there in his heart, he want advanced mid-fidelity simulation, but he fears that it might not attract enough audience for his marketing. Therefore, he implements the helper to turn SF series into lite sim. IF he did not want mid-fidelity (semi-complex), he would not have implemented these very advanced flight model features. It's coded in there. From my experience digging through aircraft flight models as well as doing ingame tests, the flight model is indeed the strongest part of the game engine. It is far more complex and detailed if you compare it for example to the primitive avionics capability 3 Quote
+EricJ Posted Thursday at 11:34 PM Posted Thursday at 11:34 PM I think TK was some kind of aeronautics engineer or something along those lines, or something like that. 2 Quote
+Stary Posted Friday at 11:21 AM Posted Friday at 11:21 AM @Eagle114th circling back to cockpits being excluded from receiving shadows, I did quick digging and we have the OpenCockpit=TRUE flag being used in First Eagles 2 but is seems it's not used in SF2, example from FE2 Albatros V cockpit: [CockpitSeat001] ModelName=Alb5_pit.LOD HideExternalNodeName=cockpit OpenCockpit=TRUE ExternalClipDistMin=0.05 All of those are self-explanatory. If it was the same with First Eagles 1 I can't tell, haven't really played that one much ever. Also there is individual ID for cockpits in viewlist.ini, ViewGroupID=1, used only by internal cockpit views, somehow I feel like this is of less importance as the OpenCockpit=TRUE seems to be the one of interest -of course I have no idea if it's even included in SF2 engine but omitted or not used at all. Ages ago I used Pe.Explorer to disassemble and grab all the possible strings and whatnot from all the dlls, need to check that stuff again but I think you're much better suited to search for the stuff with Ghidra and python scripts. 3 Quote
+Stary Posted Friday at 11:22 AM Posted Friday at 11:22 AM 11 hours ago, EricJ said: I think TK was some kind of aeronautics engineer or something along those lines, or something like that. Yeah 2 Quote
KJakker Posted Sunday at 01:47 AM Posted Sunday at 01:47 AM I so wish we had the source code. The FreeSpace 2 Source Code Project has done so much with an old engine. They just managed to add multi-threading for processing weapons fire impacts effectively doubling frame rates in large combat scenarios. As for SF2 flight modeling, I recall that the F-4 demonstrates its real stall characteristics on hard flight model that most games of its era lack. Quote
Eagle114th Posted Sunday at 05:26 AM Author Posted Sunday at 05:26 AM On 10/17/2025 at 8:21 PM, Stary said: @Eagle114th circling back to cockpits being excluded from receiving shadows, I did quick digging and we have the OpenCockpit=TRUE flag being used in First Eagles 2 but is seems it's not used in SF2, example from FE2 Albatros V cockpit: [CockpitSeat001] ModelName=Alb5_pit.LOD HideExternalNodeName=cockpit OpenCockpit=TRUE ExternalClipDistMin=0.05 All of those are self-explanatory. If it was the same with First Eagles 1 I can't tell, haven't really played that one much ever. Also there is individual ID for cockpits in viewlist.ini, ViewGroupID=1, used only by internal cockpit views, somehow I feel like this is of less importance as the OpenCockpit=TRUE seems to be the one of interest -of course I have no idea if it's even included in SF2 engine but omitted or not used at all. Ages ago I used Pe.Explorer to disassemble and grab all the possible strings and whatnot from all the dlls, need to check that stuff again but I think you're much better suited to search for the stuff with Ghidra and python scripts. Hello @Stary I am very pleasantly surprised to see you here! I am big fan fo your cockpit mods! I would like to ask you to check the mod I worked lot on, related to avionics and cockpit upgrade mod, here is the link: https://combatace.com/files/file/18363-sf2-avionics-community-pack-sf2-acp-beta/ And about the DLL files and ini files; That is noted. I have the plans to go through the viewlist and other ini files. Right now I am digging through the very complicated huge DLL file, known as Aircraft Objects DLL. I am almost done creating the very detailed manuals related to flight model, structural & Damage model, Effects & Light, and Ordinances (weapons + guns + ECM). When I finish working with Aircraft Objects DLL, will move on to the DLL related to what you requested. By the way, I will send you PM soon. Eagle114th 1 Quote
Eagle114th Posted Sunday at 05:32 AM Author Posted Sunday at 05:32 AM 3 hours ago, KJakker said: I so wish we had the source code. The FreeSpace 2 Source Code Project has done so much with an old engine. They just managed to add multi-threading for processing weapons fire impacts effectively doubling frame rates in large combat scenarios. As for SF2 flight modeling, I recall that the F-4 demonstrates its real stall characteristics on hard flight model that most games of its era lack. I would like to share what I discoverd about how the fligh tmodel works in SF2. this is from the flight model manual I am working on, the introduction section: Quote ------------ ## Foreword: Mastering the SF2 Flight Model ----------- At first glance, Strike Fighters 2 (SF2) feels like a “sim-lite” flight game—friendly and accessible by design. But beneath that ease lies a powerful secret: a semi-hardcore physics core, smoothed by a helper layer for casual play. As a modder, you can peel back this layer to unleash the raw simulation, tailoring how deep you dive into the real forces and moments. This guide shows you how. ### What SF2 Is Really About SF2’s flight model is a frame-by-frame loop of physics. Inside, it calculates aerodynamic forces and moments with precision, then adds damping and smoothing to keep handling approachable. Think of it like a bike with training wheels—stable and similar with them on, but each bike’s true character shines when they’re off. Our goal? Remove those wheels to reveal each plane’s unique characteristics. ### Quick Mental Model (30 Seconds) The physics loop is simple yet potent. The world sets dynamic pressure — q = ½·ρ·V² (ρ=air density, V=airspeed). With S (S=wing area), forces follow: L ≈ q·S·CL and D ≈ q·S·CD (CL/CD = lift/drag coefficients). Your INI provides the aero “DNA”: CL/CD/Cm (Cm = pitch-moment coefficient) plus Mach/α scalers (α = angle of attack). The engine sums Fx/Fy/Fz (forces) and Mx/My/Mz (moments) each frame and moves the jet. ### Building from Components SF2 crafts aircraft from parts, not a single block. Each component—fuselage, wings, tail, stores—adds mass, inertia, and aero effects. Got a left-wing drop? Tweak the [LeftWing] section, not a vague knob. This modder-friendly approach lets you fix issues at their source. ### Active vs. Passive Data The sim blends passive (world-driven, like altitude or fuel) and active (INI-driven, like CLa or CD0) data. Passive shifts happen naturally; active values shape every physics calc. Your INI’s Mach tables and AoA scalars steer the plane’s behavior. ### Data Rules, Geometry Watches Key modder tip: The 3D model is just visual. Drag from an airbrake? Comes from DragArea in the INI, not the mesh size. Flaps boost lift via CLiftdc / CDdc / Cmdc, not polygon shape. Data drives the physics; geometry just shows it. ### Unleashing the “Raw” Feel Turn down the helpers—lower dampers in [FlightControl] or set StabilityAugmentation=FALSE—and the plane gets sharper, trickier. Stalls hit harder, and each design’s edge-of-envelope quirks shine. Pilot workload spikes, revealing unique personalities. This “raw” feel is what you’ll master here. Eagle114th Quote
+Wrench Posted Sunday at 06:24 AM Posted Sunday at 06:24 AM OPenCockpit=TRUE works in SF2. I've used it a few times Quote
+Stary Posted 9 hours ago Posted 9 hours ago On 10/19/2025 at 8:24 AM, Wrench said: OPenCockpit=TRUE works in SF2. I've used it a few times sadly does not for me Quote
+Stary Posted 9 hours ago Posted 9 hours ago On 10/19/2025 at 7:26 AM, Eagle114th said: Hello @Stary I would like to ask you to check the mod I worked lot on, related to avionics and cockpit upgrade mod, here is the link: https://combatace.com/files/file/18363-sf2-avionics-community-pack-sf2-acp-beta/ Eagle114th yes I tested it recently and you and the others responsible did very good job! Quote
AcariaPlainum Posted 8 hours ago Posted 8 hours ago On 10/15/2025 at 11:11 PM, Eagle114th said: Hello @mue and @pvince Wanted to give you a head up that the ful document on the aero keys, including the stalls are now released in my post above. Thought it might provide to be helpful for fligh tmodel tweakings. Cheers! Do you know how radars and rf is modelled in the game i assume its rather simplistic But does it make use of rf equations? Quote
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