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SF Manual Ideas.......

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thats pretty cool. Demands greater situational awareness though.

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Great! :good:TK should have included stuff like this in a manual looong time ago... I think IMHO this info should be put together with your previous radar tutorials and stickied! Thanks a lot streakeagle!

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We could compile an SF2 Community Manual with systems and campaign functions, gameplay settings and the very basics of mod installation, merge it into a pdf book and host it somewhere. The amount of info on stock game that is not in the stock manual is considerable.

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We could compile an SF2 Community Manual with systems and campaign functions, gameplay settings and the very basics of mod installation, merge it into a pdf book and host it somewhere. The amount of info on stock game that is not in the stock manual is considerable.

 

That would be one of the BEST things ever done for SF series.

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Not as detailed as streakeagle's desscription, but it's on page 29 of this:

 

http://562.50megs.co...ials/LLFWOX.zip

 

That's a very useful information you got there in this guide. It could surely be included in a more comprehensive SF2 "Bible". Together if information on cockpit instruments, avionics, AND HUD symbology for EVERY stock aircraft, max lo & hi altitude speeds for Blue & Red side aircrafts, their max radar ranges, whether it's a doppler or not, type of carried weaponry (in game wepons of course) and it's min. max deployment ranges and alititudes, short take off and landing guides (like at what speeds& when to lower flaps, what speed do not exceed for given aircraft dry and loaded when landing etc.), guides for WVR & BVR combat for specific adversaries (it,s different to fight against, say, mig-17 than mig-23 ;)), modding section describing the prameters in data.ini files in detail and so on and so on. This would take a HUUUGE amount of time to put together I guess, but once completed it would serve several generations of SF2 simmers :) I for once volunteer to write some sections f.e. on aircraft, weapons & radars ranges, speeds etc.

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For example:

 

AIRCRAFT: MIG-23MLD

 

PRIMARY USER: Soviet

 

SHORT DESCRIPTION: The MiG-23MLD was the ultimate fighter variant of the MiG-23.

 

YEARS AVAILABLE: 1982 onwards with Soviet airforce.

 

EXPORTED: Yes, from 1983.

 

OTHER USERS: Afghanistan 1983-2000, Bulgaria 1983-2002, Kazakhstan 1992 -, Turkmenistan 1992 -, Ukraine 1992 - 2003.

 

AIRCRAFT ROLES: Intercept (primary), sweep, CAP, escort, strike (secondary).

 

MAX SPEED: xxx at sea level, yyy at altitude.

 

SERVICE CEILING: 18600 m

 

MAX G LIMIT: 8.5g

 

RADAR: 60 KM max detection range, 45 KM max tracking range, Doppler lookdown capable, uses continuous wave for missile guidance.

 

RWR: Yes, capable of detecting continuous wave

 

ECM: Yes, deceptive, capable of jamming continues waves.

 

DECOYS: Yes, chaffs & flares

 

INTERNAL GUN: Yes, 1x23mm

 

TYPICAL LOADOUTS:

 

Air2Air - 4xAA-8B, 2xAA-7C, 1xdroptank (optional for long range missions)

Attack - 4xAA-8B, 2xUB-32, 1xdroptank

Strike - 4xFAB250, 1xdroptank

Anti-Ship - 2xFAB500, 1xdroptank

 

OTHER: Day&night capable, requires SMALL airbase to operate, excellent acceleration!

 

Using this template I could literally do it for every stock plane in game, jst need help finding max speeds in ini files? BTW what types of missions does Attack loadout concern and whats the difference beetween this and Strike?

Edited by SFP1Ace

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Attack is rockets, napes, cbu's and the like. Strike is usually heavy iron against more high value targets. There are exceptions but that is the meat and potatoes of it.

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Thanks! So...IF I do it will you use it? ;) I mean would you add it to the knowledge base? Or I shouldn't bother?

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Thanks! So...IF I do it will you use it? ;) I mean would you add it to the knowledge base? Or I shouldn't bother?

 

Well IMHO its a lot of work to do when yo can find it already by Google. Up to you.

 

 

However, SF specific stuff for these aircraft are a great idea.

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http://combatace.com/forum/282-the-unofficial-sf-community-manual/

 

Well here is a start.

 

Rules.

 

Put knowledge in it only, Save questions for this thread. That way we can keep it clean and not have to wade through 100 questions.

 

Also no modding questions, we need to keep this to a manual type format for things not covered in the official manual.

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Well IMHO its a lot of work to do when yo can find it already by Google. Up to you.

 

 

However, SF specific stuff for these aircraft are a great idea.

 

True, BUT once completed it will be so much easier than googling for knowledge, coz it's gonna be in one place, in one format. PLUS as you've noticed ALL this data is from plane's ini files therefore all the values are true as far as SF2 represented reality is concerned. I know it's a lot of work, but i've got a considerable amount of time to spend on my hands (no job atm, limited social life, u can call me a temporary nerd, LOL) so I don't mind if you don't mind :)

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Go for it.

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As for the basic info it might be useful to have something covering the following

 

Chapter 1. Installation

-Install order. Patches.

-Options/Screenshot/Save Game/Mod folder under various OS

 

Chapter 2. Initial set up

-Graphics options

--Graphics driver settings (AA)

-Control options

--Recommended adjustments (End Mission remap, trimming trick)

-Gameplay settings

--AI difficulty

 

Chapter 3. Basics

-Squadron management

-Map scale

-In-flight HUD toggle

-Radio comm menu (flight structure, Red crown lingo)

 

Chapter 4. Tricks of the trade

-Warp vs. Time compression

-Engine fire

-Ejecting and ending mission

-Making an impact in campaign (CAS, airfield strafing etc)

 

Chapter 5. AI FAQ

-AI FM

-AI gunnery

-AI limitations (low level flight, parked plane attack)

 

Chapter 6. Mod folder structure

-Copy+rename .exe trick

 

Chapter 7. Known CTD/freeze conditions

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That's a very useful information you got there in this guide. It could surely be included in a more comprehensive SF2 "Bible". Together if information on cockpit instruments, avionics, AND HUD symbology for EVERY stock aircraft, max lo & hi altitude speeds for Blue & Red side aircrafts, their max radar ranges, whether it's a doppler or not, type of carried weaponry (in game wepons of course) and it's min. max deployment ranges and alititudes, short take off and landing guides (like at what speeds& when to lower flaps, what speed do not exceed for given aircraft dry and loaded when landing etc.), guides for WVR & BVR combat for specific adversaries (it,s different to fight against, say, mig-17 than mig-23 ;)), modding section describing the prameters in data.ini files in detail and so on and so on. This would take a HUUUGE amount of time to put together I guess, but once completed it would serve several generations of SF2 simmers :) I for once volunteer to write some sections f.e. on aircraft, weapons & radars ranges, speeds etc.

 

To be honest with you I kept the whole guide as generic as possible, due to that fact that we have a lot of aircraft available. So for me to go into every one would have made it too large for what I was intending.

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Hey, probably it's just me being greedy. Still dreaming about Falcon 4.0 style exhausting 500+ pages brick-thick manual (will get there, eventually, I have no doubts about it :grin:).

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For example:

AIRCRAFT: MIG-23MLD

......

OTHER: Day&night capable, requires SMALL airbase to operate, excellent acceleration!

Using this template I could literally do it for every stock plane in game, jst need help finding max speeds in ini files? BTW what types of missions does Attack loadout concern and whats the difference beetween this and Strike?

The problem with this thing is synchronisation with the actually installed aircraft. A lot of the info comes from the game's ini files. It would be better to read it from the actual ini files directy. I noticed kreelin's KMD editor having a parser that does this to some extend. Most beautiful solution would be if TK added a reference section in the game (with a 3D aircraft preview with skin selector :) ). Then every aircraft should also contain an ini file with just a wikipedia like description of the aircraft and tactical advise, which can then be displayed, like F-4E_info.ini.

Well the reference can be made as an external program, but then it would not be able to display the aircraft models, at most it could display screenshots made beforehand.

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The problem with this thing is synchronisation with the actually installed aircraft. A lot of the info comes from the game's ini files. It would be better to read it from the actual ini files directy. I noticed kreelin's KMD editor having a parser that does this to some extend. Most beautiful solution would be if TK added a reference section in the game (with a 3D aircraft preview with skin selector :) ). Then every aircraft should also contain an ini file with just a wikipedia like description of the aircraft and tactical advise, which can then be displayed, like F-4E_info.ini.

Well the reference can be made as an external program, but then it would not be able to display the aircraft models, at most it could display screenshots made beforehand.

 

That would be the best solution. TacRef Falcon 4 style :). On a sidenote I think I'm somehow half-way through the AC database. I've got M(igs) to P(51-D) covered. I still wonder if i should upload it as a text document or just post it in the relevant forum section when finished? I'm using font size 10 and it's already 22 pages. I think when I get to year specific version of american ac, i'll have to squeeze/combine them somehow. BTW you can always use CTRL+F to find the aircraft you want intel on :grin:.

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