+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 October 16 Posted October 16 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 October 16 Posted October 16 I think TK was some kind of aeronautics engineer or something along those lines, or something like that. 2 Quote
+Stary Posted October 17 Posted October 17 @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 October 17 Posted October 17 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 October 19 Posted October 19 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 October 19 Author Posted October 19 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 October 19 Author Posted October 19 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 October 19 Posted October 19 OPenCockpit=TRUE works in SF2. I've used it a few times Quote
+Stary Posted October 21 Posted October 21 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 October 21 Posted October 21 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 October 21 Posted October 21 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
+Eagle114th Posted October 23 Author Posted October 23 (edited) Hello everyone! I am very happy that i am finally able to release SF2 INI Modding Guidance Library v1.0. The flight model mini books, plus the pocket course is now completed. I am currently working on the next aspect of aircraft data.ini editing: - Structural & Damage Model - Ordinances (Guns, Turret guns, weapons, fuel tanks, ECM, etc..) - Effects & Lights I would like feedback on the flight model manuals please. The file can be found on my 2nd post in this thread, here is the link: https://combatace.com/forums/topic/100023-sf2-advanced-moddings-dll-files-editing/#findComment-821849 Look for SF2 INI Modding Guidance Library v1.0 NOTE: I just realized I forgot to clean 'left over' files. Ther are WIP folders. I realied it's okay to leave it there for now. WHen they are compelted, the next version will have compelted Structural & Damage Model, Effects & Lights, and Ordinances manual. Cheers! Edited October 23 by Eagle114th 6 Quote
+Eagle114th Posted October 23 Author Posted October 23 On 10/22/2025 at 4:10 AM, AcariaPlainum said: 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? Hello AcariaPlainum, That is good question. This have been on my heads for a while. I wanted to study adn learn how the radar works and how SF2 models it. This is on my 'to do list'. For now I do not exaclty understand how SF2 models radar in Avioincs 60 and 70 yet. Eagle114th 3 Quote
+FLOGGER23 Posted October 24 Posted October 24 2 hours ago, Stary said: @Eagle114th this might be of interest to you Tio Mek is in da house!!! 1 Quote
+Eagle114th Posted Monday at 01:13 AM Author Posted Monday at 01:13 AM On 10/24/2025 at 10:44 PM, Stary said: @Eagle114th this might be of interest to you @Stary Thank you for the link, I will check it out and i tlooks interesting! Quote
+Eagle114th Posted Monday at 01:37 AM Author Posted Monday at 01:37 AM Hello everyone! I am still workin gon the 3 manuals (Aircraftdata related) which is nearly completed: Structural & Damage model - Effects & Lights - Ordinances As soon I complete it, I plan working on AIRCRAFTOBJECT.INI found in Aircraft Objects DLL too. After that, I am looking into both flight engine.ini and mission / campaign ini to extract more information for INI modding guidance. Cheers! 5 Quote
+sophocles Posted Monday at 06:48 PM Posted Monday at 06:48 PM On 10/19/2025 at 9:24 AM, Wrench said: OPenCockpit=TRUE works in SF2. I've used it a few times It works for me also, though the shadows are essentially limited to the canopy framing .. better than nothing. 2 Quote
+Eagle114th Posted Wednesday at 12:56 AM Author Posted Wednesday at 12:56 AM Hello everyone! SF2 INI Modding Guidance Library v1.0.1 is now released, it cana be found in my 2nd post from the first page as usual. (LINK: https://combatace.com/forums/topic/100023-sf2-advanced-moddings-dll-files-editing/#findComment-821849 ) Cheers! 1 4 Quote
+Eagle114th Posted 9 hours ago Author Posted 9 hours ago (edited) Hello everyone, I have made aa major breakthrough reaching the core of the DLL; When I started with the dump, I was able to extract the "STRING", but the values (Example. INI Speed), esum, tables, and other aspect of the codes remains hidden in the hexadecimal address. For example, the token for the cockpit (TYPE), DefaultArmorType= TOKEN, and other token, I could NOT find them besides "STIRNG". I was puzzled for a while, as I was working through the dump file , generating the INI guidance library, as well the manuals for modders. Then by 'accident', the AI revealed to me that they were able to find token within the hexadecimals through wcscmp / strcmp / switches and showed me some steps how it worked. That is when I get lightbulb moment, realized I should be tracking further where the token could be. That is where i spent hours working on scripts of Ghidra to extract most, if not all the esum, as well other types of the tables, then I was shocked by the result: Not only I get massive list of the decoded tokens, I also extracted the Key, sections, etc.. that is beyond the "STRING". This is where I realized how this work; When compiling the codes (Source codes), all codes always get compiled into memory of the files it is compiled in, which contains the locations as well the codes it was entered as (INI NAME, Function name, tokens, etc...) into hexadecimal address. The only thing that remains preserved is "STRING". So therefore, when decompiling the codes, we see unnamed values, functions, methods, even classes. By using RTTI techniques, I am able to restore lot of unnamed classes / functions, methods, and values, but not all of them. Now that I realize, all of hidden names of everything resides inside the hexadecimals. Here is massive list of the names / tokens found and decoded from the hexadecimal address. Keep in mind, this is chaos for now, because it is extracted based on function it is tied to. I am currently cleaning it up and extract ing the relevant tokens / strings for INI modding guidance library and manuals. (Aircraft Objects DLL) SF2_ENUM_MINER_MAX.txt Cheers Edited 9 hours ago by Eagle114th 3 Quote
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