Wrench Posted May 16, 2011 Posted May 16, 2011 View File Dassault Mirage IIIO, RAAF Dassault Mirage IIIO, RAAF For SF2, Full-4 Merged -or, at MINIMUM!- SF2:E and/or SF2:I *Note: it should be stipulated at this time, that this aircraft mod is being released as a "stand in" until the proper 3 versions are completed and released by The Mirage Factory. At such time, my reccomendation is to delete this mod, as the TMF versions will be the correct 'body type' for F, A and F/A III0s as used by the RAAF* This mod creates a 'stand alone' aircraft, using all in-house/in-game stock bits, to recreate some of the Mirage IIIO (F/A) used by the RAAF. This makes this mod slightly historically innaccurate, as mentioned above, there were 3 versions. This sorta kinda combines them. You MUST have, at the least, SF2:E to access the MirageIIIC lods, and SF2:I to access the Shahak's cockpit. Therefore, this mod is truely, ONLY reccomended for a Full-4 Merged install, as the Game Engine will have full access to all the bits needed from the all the Object cats. The 5 Skins are included with the pak are: 75 Squadron, in Natural Metal in the 1960s (called 75SqdnOld) 76 Squadron, also in NM for the 1960s (called 76SqdnOld) 3 Squadron, in gray/green camo for post-1970 usage * 75 Squadron, also in G/G Camo 77 Squadron, also in G/G camo (3 Sqdn not shown in screenie) *note: squadron badge decal is active, when in Real Life it was not,according to what little photographic evidence I could discover. A simple edit of the decals ini will remove it for the Historically Correct practicioner.* As all markings are decals, it should be a simple matter for other skinners to create other squadrons by simply shifting decals around (Example: a NM 3 Squadron). All new, 100% historically accurate* serial number decals have been created for all aircraft. Data ini edits change (essentially) nothing, but nationalizing the aircraft to Australia, and adding landing lights. A new userlist is incuded . The canopy is activated via an animation key; use shift/0 to open and close it. Avionics mods add an audio-only RWR, and the Ground Mapping radar seen on the "A" variant, which was added to all at various times, creating the Mirage IIIO F/A. It's active on ALL, so just pretend. Loadouts are standard 3rdWire. No weapons pak is needed, and it should work with any/all/or none (ie: stock weapons) *My research has shown that pretty much ALL the 116 III0s served with pretty much ALL RAAF Mirage squadrons at one time or another. So, don't be surprised to see some serials duplicated.* As always, READ the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs/requires/should have to make it a LOT easier to install. Also, as usual, the expected 'Notes and Other Nonesense' comments by me. Good Hunting! Wrench kevin stein NOTE: this pack became moot with the release of the Oz Mirage DLC package. However, this one WILL still work, some a little renaming edit to remove conflicting names, and/or these decals can EASILY be used on the DLC Mirage IIIO Submitter Wrench Submitted 05/16/2011 Category Mirage 3 Quote
Wrench Posted May 16, 2011 Author Posted May 16, 2011 (edited) a couple of quick fixes -- didn't have any problems during testing, but this just showed up. (due tothe missiles for the Sea Vixen's and Javelin mods) Open the data ini, and replace the first 2 hardpoints with this data: [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.07,-2.28,-0.67 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=240 AllowedWeaponClass=BOMB,RP,IRM,2IR AttachmentType=NATO,USAF,USN ModelNodeName=outer_pylon_L PylonMass=30.0 PylonDragArea=0.02 LaunchRailNodeName=missile_rail_L LaunchRailHeight=0.16 LaunchRailMass=25 [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 3.07,-2.28,-0.67 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=240 AllowedWeaponClass=BOMB,RP,IRM,2IR AttachmentType=NATO,USAF,USN ModelNodeName=outer_pylon_R PylonMass=30.0 PylonDragArea=0.02 LaunchRailNodeName=missile_rail_R LaunchRailHeight=0.16 LaunchRailMass=25 this'll prevent anything but 'winders and Magics from showing up.also, had to remove FRANCE, as 1964ish you'd get the IR R-530, that the RAAF didn't use. Matra's will still load, but you won't see the name listed on the loadout screen. However, in game they ARE there. You can always edit the ATTACK loadout in the loadout ini, and swap them for LAU-3As (if you want) -- then, delete ALL the skin listings from the main ini. Open the 75SqdnOld and 76SqdnOld textureset inis, and do this: [TextureSet] Name=75 Sqdn (Silver) Nation=Australia Squadron=75 Squadron StartDefaultDate=1964 Specular=1.000000 Glossiness=0.500000 Reflection=0.600000 [TextureSet] Name=76 Sqdn (Silver) Nation=Australia Squadron=76 Squadron StartDefaultDate=1964 Specular=1.000000 Glossiness=0.500000 Reflection=0.600000 somehow or another, the dates got fouled up. Or, you should be able to just delte the StartDefaultDate= line completely, and it should revert to 1964-1970 usage, when it'll change to the camo skins. sorry guys! If necessary, I'll reupload the whole package with the corrections, if there's too many problems. don't know how that slipped past ... must be getting old.... wrench kevin stein Edited May 16, 2011 by Wrench Quote
Wrench Posted September 13, 2011 Author Posted September 13, 2011 For those with the (in)famous double-drop tank issue (meaning: you have DLC 3, the 3W MirageIIIC). This mod doese seem to reference those new lods. So, here's an updated data ini that will fix the droptank oddness. Unzip, and drop over the existing data ini. If you DON'T have DLC003, you shouldn't need this ... but ya never know (in that case, back up the original data ini before installing this one) Quote
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