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B-1B Redux


B-1B Lancer aka "The Bone" by Dels and the Bone Team

 

SF2 Version for Dec 2009 Patch and beyond

 

Nov 2010
Model by Dels
Skins by ST0RM, Syrinx Jat81500 and my boy Jimmy B!!!!
Decals, units and testing, etc by Dave (USAFMTL) and ST0RM
Sounds by Spillone
Updated FM by Fubar512 and FastCargo
Weapon Station arrangements by FastCargo
Destroyed LOD by Klavs81, Dels and FastCargo
B-1B Pit by Dels (Its a bloody masterpiece)
ACES 2 Seats by Julhelm
Mod USAF pilot by Diego
Technical Adviser/Loadouts ans new weapons models by FastCargo

 

Package contains:
B-1B 86 Turkey Feathers and pure nuke
B-1B 92 Blk A - Nuke and Conventional role
B-1B 96 Blk C - CBU capability,
B-1B 98 Blk D - JDAM and ALE-50 added
B-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 folder
Example:
C:\Users\username\Saved Games\ThirdWire\StrikeFighters2\Objects\Pilots

 

Weapons go into your Objects/Weapons folder
Example:
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 feet
B-1B_92 - Speed-540 knots / Alt 1500 feet
B-1B_96 - Speed-540 knots / Alt 600 feet
B-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
  • Submitted
    11/09/2010
  • Category

 

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OUTSTANDING WORK BY EVERYONE INVOLVED!!! Thank you all. Salute.gifclapping.gifyikes.gifdrinks.gif

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Definitely nice. Much better when you wind her up :good:

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All I can say is wow..very nicely done :) THANKS Guy's!!!

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Nom nom nom! Nice target for one of my red planes!

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Nom nom nom! Nice target for one of my red planes!

 

Um yeah in only your world. :lol:

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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...

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Downloading now!

 

Thanks at all the guys involved!

:drinks:

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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.

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very very nice aircraft and cockpit !!!!

thank you for this great work :good:

 

 

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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

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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

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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 by Slartibartfast

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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 by EricJ

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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.... :rofl:

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:lol: Well.... :smile:

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Unguided?

 

Sometimes quantity has a quality all it's own...

 

b-1b_4.jpg

 

Many thanks, gents, that cockpit is KILLER COOL!

 

:cool:

Edited by Spectre_USA

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Hello!

 

Thank you very much for your Bones! I like it... this "Monster" :clapping:

 

I've began flying with "86" model...@ 300 ft and Mach 1.24... top top!!!

 

Its cockpit is beautiful. :good:

 

Coupi. :salute:

Edited by Coupi

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Well can't argue with that Spectre_USA :smile:

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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

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Yes it's the full mod and it's all in there. I suspect you didn't do something right.

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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

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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...

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Guest rattler26

One helluva bit of mastery. Wow!

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