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streakeagle

F-105 Early Tail Numbers

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F-105 Early Tail Numbers


This mod is a quick fix to revise the default camouflage skin to have the early tail codes.

I have used the stock silver skin tail numbers and added the "USAF" above them using a stock Third Wire "USAF" decal.

I have included an Excel spreadsheet listing the tailnumbers included and documenting as much as I know about that tail number.

I have also inlcuded jpg files from the internet that show what quite a few of them really looked like.

There are three basic variations: all white, black "USAF" with white number, and all black.

 

This is a completely separate skin so it does not overwrite any of the stock skins.

It is a copy of the default camo skin with ini edits to use the new tail codes.

 

To install this, simply copy the "Objects" folder extracted from this download to the "Objects" folder of the desired install's mod folder.

This pastes in the new skin for the F-105D and F-105D_66 as well as a new folder for the F-105 tail number decals.

 

This mod may be used by anyone to do anything as long as it does not involve payware.

The base decals were stock Third Wire decals, so they definitely should not end up being reused in any form of payware.


 

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Thanks for the work. A good add-on for all those late 1965 into mid-1967 missions with camo'ed acft but before the tailcode system went into use on F-105s. I can scrap the one that I started... Mike D.

Edited by mppd

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index.php?app=downloads&module=display§ion=screenshot&id=10842

File Name: F-105 Early Tail Numbers

File Submitter: streakeagle

File Submitted: 18 Apr 2010

File Category: SF2 Series Add On Skins

 

This mod is a quick fix to revise the default camouflage skin to have the early tail codes.

I have used the stock silver skin tail numbers and added the "USAF" above them using a stock Third Wire "USAF" decal.

I have included an Excel spreadsheet listing the tailnumbers included and documenting as much as I know about that tail number.

I have also inlcuded jpg files from the internet that show what quite a few of them really looked like.

There are three basic variations: all white, black "USAF" with white number, and all black.

 

This is a completely separate skin so it does not overwrite any of the stock skins.

It is a copy of the default camo skin with ini edits to use the new tail codes.

 

To install this, simply copy the "Objects" folder extracted from this download to the "Objects" folder of the desired install's mod folder.

This pastes in the new skin for the F-105D and F-105D_66 as well as a new folder for the F-105 tail number decals.

 

This mod may be used by anyone to do anything as long as it does not involve payware.

The base decals were stock Third Wire decals, so they definitely should not end up being reused in any form of payware.

 

Click here to download this file

 

 

Thanks for the work. A good add-on for all those late 1965 into mid-1967 missions with camo'ed acft but before the tailcode system went into use on F-105s. I can scrap the one that I started... Mike D.

 

 

Well guys now you need a Short nose B versione to deploy in the early sixties in West Europe, with the forward Vulcan Mouth.....Let's Go Modding.....

 

Ahahahahah....

 

Hi precious friends........Both in the same post...wonderfull

 

 

Mau.

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Funny you should mention it - I was planning on starting a freeware F-105 this summer. Would make a good basis for an F/G, B, and D T-stick II version. Do you know anyone who is doing this already so as to not duplicate efforts?

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No Mike i don't know...but the sim miss the early B version i think.............

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Fabulous work, streakeagle! 11 out of 10 for research and implementation. clapping.gif

 

All we need now is some fuselage artwork to go with it

 

 

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This was just a hasty mod. Using the jpgs, better decals could be made. But some of them would need custom skins and/or decal ini files to get it 100% correct. The point of my mod was to stick to the stock generic skin which is far more practical for campaigns and historical single missions. I made this for me, but like all of my other self-serving work, I don't have any problems with sharing it (in the hope that someone else will pick up the ball and carry it further than I did). The documentation shows not only a wide variance in the tail numbering color, size, and location but also at least 2 or 3 ways to paint the camouflage scheme. The game engine only allows you to assign one skin per flight and a starting tail number index for the first aircraft in the flight. So there are limits to building historical missions with the aircraft skinned 100% correctly. The only way I see to get around these skin limitations is to make all flights contain only 1 aircraft. Unfortunately, this results in strange behavior for the AI. Independent aircraft will not provide mutual support they way a flight will. i.e. if you have a 4 aircraft flight that gets jumped by a MiG, they will all engage the MiG and/or cover each other's tail... especially if the flight leader is the one being attacked and/or counter-attacking. Four independent aircraft will try to complete their assigned mission as long as they are not directly attacked. Engaged aircraft turn and fight while unengaged aircraft continue to fly waypoints. In some situations, this behavior is preferable, but most of the time it is more realistic if the entire group fights or flees together.

 

I have been working steadily on one simple mission, endlessly varying parameters to try to recapture as much of the historical situation as possible. I have varied aircraft placement and grouping, AI pilot quality for both sides, environment, formations, etc. This also led to these tail number decals, as I discovered what the aircraft involved in the mission probably looked like at the time. I intend to release the mission in several variants so others can see how the game engine works and play the version they like best. While I intend to provide a version that covers the mission from takeoff to landing, this will be the worst version to play since the all-knowing AI make it impossible to duplicate the original surprise conditions. The enemy MiGs could magically appear at a certain time to create the element of surprise, but where will the player's flight be when this happens? I am favoring the board-game style approach of placing the aircraft based on the locations during initial detection. But again, the all-seeing AI that reacts to aircraft directly behind and below them makes it extrememly difficult to surprise the AI. The stock formations keep the aircraft far too close together compared to historical doctrine. The quick fix for the fluid four is to break the aircraft up into individual flights, but as I mentioned before, the AI doesn't fly to smartly in that situation. So I am favoring having two pairs. Historical spacing can be used between the two pairs. If the 2nd pair is assigned to escort the first pair, they still work together and per historical doctrine, the flight leader becomes the primary shooter while everyone else maneuvers to protect the flight leader. But a stock flight of four is much easier to place and still behaves better in some ways.

 

Presently, aside from these decals, the only other thing I have released related to this F-105 mission is my hand typed copy of the original USAF Red Baron report, which can be found here: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=27&t=7540

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