+Dave Posted November 9, 2010 Posted November 9, 2010 View File B-1B Redux B-1B Lancer aka "The Bone" by Dels and the Bone Team SF2 Version for Dec 2009 Patch and beyond Nov 2010Model by DelsSkins by ST0RM, Syrinx Jat81500 and my boy Jimmy B!!!!Decals, units and testing, etc by Dave (USAFMTL) and ST0RMSounds by SpilloneUpdated FM by Fubar512 and FastCargoWeapon Station arrangements by FastCargoDestroyed LOD by Klavs81, Dels and FastCargoB-1B Pit by Dels (Its a bloody masterpiece)ACES 2 Seats by JulhelmMod USAF pilot by DiegoTechnical Adviser/Loadouts ans new weapons models by FastCargo Package contains:B-1B 86 Turkey Feathers and pure nukeB-1B 92 Blk A - Nuke and Conventional roleB-1B 96 Blk C - CBU capability,B-1B 98 Blk D - JDAM and ALE-50 addedB-1B 03 Blk E - JSOW, CMUP PIT, JASSM To install: Sounds go into your main mod folder.Example:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Sounds Effects go into your main mod folder.Example:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Effects Planes go into your Objects/Aircraft folder.Example:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Aircraft Decals go into your Objects/Decals folder.Example:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals Pilots go into your Objects/Pilots folderExample:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Pilots Weapons go into your Objects/Weapons folderExample:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Weapons If do not have any of these folders, then by installing this into your main install, it will make them for you.Example:C:\Users\username\Saved Games\ThirdWire\StrikeFighters2 Additional Notes by FastCargo: Each model of B-1B has the ability to carry the specific weapons it was authorized for during that time frame. Most of these weapons are included in this package...the preset loadouts represent typical arrangements. The weapon stations have been setup so that you can only load the type and number of weapons for each bay in the loadout screen, reflecting real life limitations. Also, the maximum gross weight for takeoff at sea level is 470000 pounds...you can easily exceed this just with the default loadouts at full internal fuel weight. It is HIGHLY recommended to lower your internal fuel to 75% to get under the gross weight. At full gross weight, the AI and you will require the whole runway to takeoff...you will probably not 'unstick' until close to 200 knots. At minimum weight, it should only take about half the runway and about 160 knots unstick. Also, do not rotate above 9 degrees pitch on takeoff before you leave the runway...or you will scrape the tail and may crash. The FM has been through some major rework to get around the limitation that the sim has with large swing wings. The current FM setup is a compromise to allow docile handling with realistic performance. There are some weaknesses with it, mainly during mid altitude cruise flight tends to take more power than the real aircraft needs. You will find that the FM mimics the real thing in most limitations...lower altitude ceiling at full gross weight, faster roll rates with wings swept back, etc. Also, 'at the limit' handling has been much improved...much more difficult to stall at high speed. Handling is fairly carefree, simulating the real aircraft's fly by wire helping you keep the aircraft within limits. It is still possible to overG or stall...with bad consequences for both. For mission planning and the AI, the sim uses the 'CruiseSpeed' parameter to determine attack speed, and the LevelBombAI, ReleaseAlt to determine how high it's attack run is. Because of this, you may find the parameters for both to be different for each model. Here is the current list for each one: B-1B_86 - Speed-540 knots / Alt 1500 feetB-1B_92 - Speed-540 knots / Alt 1500 feetB-1B_96 - Speed-540 knots / Alt 600 feetB-1B_98 and 03 - Speed-320 knots / Alt 15000 feet The 2 later models are high and slow because they mostly do standoff and PGMs, which usually require altitude.The 2 earliest models are low alt, high speed for the nuke mission to get away from the blast (btw, you will NEED .9 mach and 1300 AGL to drop a gravity nuke...or you won't make it out of the blast radius).The middle model is same speed, but lower altitude because they didn't carry nukes anymore. We did our best. Enjoy. Submitter Dave Submitted 11/09/2010 Category Other Quote
+ace888 Posted November 9, 2010 Posted November 9, 2010 OUTSTANDING WORK BY EVERYONE INVOLVED!!! Thank you all. Quote
+EricJ Posted November 9, 2010 Posted November 9, 2010 Definitely nice. Much better when you wind her up Quote
JRP1973 Posted November 9, 2010 Posted November 9, 2010 All I can say is wow..very nicely done :) THANKS Guy's!!! Quote
+Muesli Posted November 9, 2010 Posted November 9, 2010 Nom nom nom! Nice target for one of my red planes! Quote
+Dave Posted November 9, 2010 Author Posted November 9, 2010 Nom nom nom! Nice target for one of my red planes! Um yeah in only your world. Quote
Slartibartfast Posted November 9, 2010 Posted November 9, 2010 Serious terrain readjustment... Shame SF2 doesn't cover multiple target strikes with primary secondary and TOO... this plane is just built for it tonight Pinky we are going to do what we do every night blow up the world... muhahahaha... Quote
mdatelmi Posted November 9, 2010 Posted November 9, 2010 Downloading now! Thanks at all the guys involved! Quote
Stick Posted November 9, 2010 Posted November 9, 2010 I haven't flown in a month.Just when I think that I'm done you fellas here rustle out that gets my hopping in my chair. Thank you to all affiliated with its development. Quote
Gabriele Posted November 9, 2010 Posted November 9, 2010 very very nice aircraft and cockpit !!!! thank you for this great work Quote
+FastCargo Posted November 9, 2010 Posted November 9, 2010 Serious terrain readjustment... Shame SF2 doesn't cover multiple target strikes with primary secondary and TOO... this plane is just built for it Well, it may not, but SF2 does give you extra credit for additional targets you destroy, so you can certainly make your own secondary target. In addition, I've noticed in campaign missions, even when I was doing my primary mission, radio calls were going out for things like CAS. Seems like a mix-and-match load would be perfect for a campaign...the problem is having a good campaign to use...the NatoFighters 4 campaigns only go up to 1986 (which is fine if you resolve yourself to only using nukes...). Now, if someone made a NF4 campaign that spanned 1992 to 1998, you could have a challenge in that you could do secondary CAS if you encounter it, but you only have unguided bombs. FC Quote
Ice Man Posted November 9, 2010 Posted November 9, 2010 Well, it may not, but SF2 does give you extra credit for additional targets you destroy, so you can certainly make your own secondary target. In addition, I've noticed in campaign missions, even when I was doing my primary mission, radio calls were going out for things like CAS. Seems like a mix-and-match load would be perfect for a campaign...the problem is having a good campaign to use...the NatoFighters 4 campaigns only go up to 1986 (which is fine if you resolve yourself to only using nukes...). Now, if someone made a NF4 campaign that spanned 1992 to 1998, you could have a challenge in that you could do secondary CAS if you encounter it, but you only have unguided bombs. FC The new B-1B model can work also with WOE and his mod "Operation Desert Storm"?Thank you! Ice Man Quote
Slartibartfast Posted November 9, 2010 Posted November 9, 2010 (edited) Well, it may not, but SF2 does give you extra credit for additional targets you destroy, so you can certainly make your own secondary target. In addition, I've noticed in campaign missions, even when I was doing my primary mission, radio calls were going out for things like CAS. Seems like a mix-and-match load would be perfect for a campaign...the problem is having a good campaign to use...the NatoFighters 4 campaigns only go up to 1986 (which is fine if you resolve yourself to only using nukes...). Now, if someone made a NF4 campaign that spanned 1992 to 1998, you could have a challenge in that you could do secondary CAS if you encounter it, but you only have unguided bombs. FC Its Cluster time... Also many thanks to everyone involved in this... as there is something wonderful in rocketing along at 100ft in full burner in something that weighs in at roughly 500000lb's in weight in the dark... And to the idea of a later version of WOE NATO IV+ now thats an idea a very very interesting idea... Thats one area of the ini I definitely know how to play with just need to find some time... Edited November 9, 2010 by Slartibartfast Quote
+EricJ Posted November 9, 2010 Posted November 9, 2010 (edited) FC's got a point, CAS in a B-1B with iron? Sorry no thanks. There's too much room for error on that one, and going with Murphy's Law, I'm not taking that chance, even with clusters. The only thing I've trusted so far with iron bombs is the A-10, and that's good enough for me. Edited November 9, 2010 by EricJ Quote
Slartibartfast Posted November 9, 2010 Posted November 9, 2010 FC's got a point, CAS in a B-1B with iron? Sorry no thanks. There's too much room for error on that one, and going with Murphy's Law, I'm not taking that chance, even with clusters. The only thing I've trusted so far with iron bombs is the A-10, and that's good enough for me. I understand that one but where's your sense of Adventure zooming in dropping Cluster bombs dodging SAM and Mr ZSU... It makes it all fun.... Quote
+Spectre_USA Posted November 9, 2010 Posted November 9, 2010 (edited) Unguided? Sometimes quantity has a quality all it's own... Many thanks, gents, that cockpit is KILLER COOL! Edited November 9, 2010 by Spectre_USA Quote
+Coupi Posted November 9, 2010 Posted November 9, 2010 (edited) Hello! Thank you very much for your Bones! I like it... this "Monster" I've began flying with "86" model...@ 300 ft and Mach 1.24... top top!!! Its cockpit is beautiful. Coupi. Edited November 9, 2010 by Coupi Quote
+ace888 Posted November 9, 2010 Posted November 9, 2010 Question: I want to confirm that the aircraft folder does contain full Cockpit/Avionics/Data/Loadout, etc. etc.? Because I am missing all of the files except Cockpit? Is this updated file need to be merged with the "Late Bone" files? I accidentally deleted my Late Bone files and is currently unable to locate the files on Combatace. Thanks Quote
+Dave Posted November 9, 2010 Author Posted November 9, 2010 Yes it's the full mod and it's all in there. I suspect you didn't do something right. Quote
+FastCargo Posted November 9, 2010 Posted November 9, 2010 The easiest way to install everything is simply to copy all the directories (Effects, Sounds, Objects) straight into whatever mod you want to fly the Bone in and allow overwrites. FC Quote
+EricJ Posted November 10, 2010 Posted November 10, 2010 It should be noted and obvious if you want to use this for CAS missions, it's going to be pretty interesting. Obviously, turning and burning... well... isn't that bad actually, it's just the lineup and the gameism of the E key versus distance. For a proper drop, you're going to have to target the enemy, then extend out to get around back to the target. Now, if you are a good flyer, you have to keep the thrust up, and even then, you have to pray slightly. But all in all I managed to engage three targets, getting a success. Don't take a wingman along. The amount of ordnance you can haul is more than enough for a generated mission. I'd highly recommend JDAMs, just sayin... Quote
Guest rattler26 Posted November 11, 2010 Posted November 11, 2010 One helluva bit of mastery. Wow! Quote
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