External Radar: Partially working!
By
dispatchgeek, in Thirdwire: Strike Fighters 2 Series - General Discussion
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Similar Content
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By Eagle114th
Hello everyone,
I am re-creating the posts after hte ideas came up about the name of proejcts and what it is about. This project is to be known as SF2 Avionics Community Pack (SF2:ACP for short), because the purpose of this projects is to create the assets for anyone to usse for our mods, as well for customizing our SF2 installation. You will need to put them into aircraft folder and customize the .ini files, in order, for them to appear in-game.
This is what I find so enjoayble and I noticed that not many simulation does this. This s project aims to bring the realistic, immersive expereicnes in cockpits with actual textures for radar scope, RWR, HUD, and any avionics that is currently moddable in SF2 and aircraft mods.
I will exlpain the limitation of SF2 engine, so we can get better pictures of what we can and can't do for now. I said "for now, is becauuse I have the hope htat someday, somehow, someone manage to make it possible to make avioincs further moddable in SF2.
1) Texture issues: What can be done is chan ging radar scope texture. But the problem is that, the radar symbols / lines colors can not be changed. We are stuck with default green SF2 radar symbosl /lines / circles. And eve with new textures, the radar lines / symbols/ shapes will be applied on top of it. So it mean, if you have 'black line' on top of radar scope like A-4s as an exampe, the radar still overlap it.
Another issues is that, most of SF2 default aircraft does not have texture-able radar scope for 'turned off' radar, so it seem strange how CRT (texture) would suddenly show up when turnig radar on. I wished that the radar scope woudl be texture-able, so that it seem taht only radar lines / symbols / shapes would appear, therefore preserving the immersive experiences.
2) Lighting, after attempting to use the actual colors of radar scope based on the pictures, as an example, they usually show upup too bright comnpared ot another instructments / avionics in cockpit. So they need to be darken, in order to blend naturall in cockpits. And another issue is radar colors of green, it need to be readable, therefore further darken the texture. So they might will appear darker compared to the photo. (I am currenlty wokring on this part on both F-89s and A-4s radar scope and RWR new textures).
3) Avionics DLLs, there are only two DLLs I believe, that we can use either one of Avionics DLL for early and modern aircraft. But I still have the hope. The reason why I have hope is because, I am part of the community that is modding Jane's series simulation. That simulation is almost 30 years old and people still mods it. It amazes me, therefore gives me hopes.
Besides the lmitation, it does not stop us from wanting to create the mods that would improve the experiences in avioincs. What inspired me to do this, I was customizing SF2 installation for early cold war era (My favorite era), in Asia, midddle east, and other theatre, along with later cold war era, I noticed that there is always room of growth and improvement for cockpits. That is when I came up the awy to improve F-89 series radar scope, as you can see it in another theatre abou Stary's F-89 cockpits. Then here it is, SF2: Avionics Community Pack!
What would be great help if we can share the pictures and information on the avioinics for various planes, so we can get busy with the avioniocs improvement.
If anyoneo have the requests for radar scope, or any avioinics improvement, it would be great help if the resources can be provided too.
The next posts will cover what I am doing with both F-89s and A-4s gunsights, radar scope, and rwr, along with F-89's radar scope.
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DOWNLAOD: SF2 ACP v0.1:
https://www.mediafire.com/file/dhudyt4f63t7o1n/SF2-CAP+v0.1.zip/file
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Cheers!
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By JamesWilson
Hi everyone,
I'm trying to recreate the 1st Gulf of Sidra Incident with my F-14A Tomcats and my Su-22M3 Fitters, doing it extremely historically accurate, paying attention to every little detail.
So far i've done everything, and it's almost identical to the real one, but there's ONE issue i can't figure out, let me explain:
During the morning of the 19th of August 1981 two F-14A Tomcats intercepted two Libyan Su-22M3 Fitters in the Gulf of Sidra.
The Fitters were equipped with two AA-2 "Atoll".
Just before the merge, while nose-to-nose, one of the two Fitters fired a missile to one of the two Tomcats, but being the missile a very old and primitive heatseeker, it started tracked and going for the Tomcat, but as soon as the F-14 made a slight break, the Atoll lost its track.
The PROBLEM IS:
There's no way i can make the Fitters shoot the missiles before merging, if only the AA-2, or any other equippable missile was all-aspect or radar guided just like the R-23, i think it would work.
I tried having a head-on merge with two Mig-23 Floggers equipped with radar guided R-23s and they shot at me before merging.
I tried all other available missiles and nothing changed, some didn't show either.
I tried copying and pasting the Data file from the Aim-7 to the R-60 Data file, and nothing changed.
I tried changing the loadout file to R-23, but the Fitters show up without any weapon since there's no R-23 option in loadout for Su-23M3s, so i think it's not possible to have them (and would be historically inaccurate too).
I tried changing enemy difficulty from Normal to Hard, but nothing changes still.
The only thing the Fitters do is shooting their guns just before the merge, but no missiles are fired when nose-to-nose.
Is there a way to fix this? A way i can make my Fitters fire at least one of their missiles when we're nose-to-nose, just like when i got nose-to-nose against Floggers equipped with R-23s?
Is it a problem with the enemy AI? Or with the missiles? Or maybe even with the Su-22M3 Fitter i'm using?
Thank you very much for helping me
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By AcariaPlainum
What do those things mean in missile data files?
RadarSearchCW=FALSE
RadarTrackCW=FALSE
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By 76.IAP-Blackbird
Dear Friends,
Today is a big day. IL-2 Sturmovik team is glad to report that after almost three years of development Battle of Normandy is out of Early Access and is officially released - 5.001 update is out!
«You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you.» Gen. Dwight D. Eisenhower.
The official release also means that in addition to Battle of Normandy Premium Edition in our webstore there’s now Standard Edition without two Collector Planes - German jet bomber Arado Ar 234 and British fighter Spitfire Mk.XIV (they can be bought individually). On Steam the new module and its accompanying Collector Planes will appear in the coming weeks - please stay tuned while we work out the details. As usual, Battle of Normandy owners who have linked IL-2 and Steam accounts can access all the new content in the Steam version already.
These years weren’t easy, but they were very interesting. During the development we have created many new technologies and approaches, did a lot of historical research, implemented new solutions. The last aircraft for Battle of Normandy were released in Early Access in August and today we add the last pieces - the map of the Northern France and Southern England, Pilot Career mode, Quick Mission Builder and Advanced Quick Mission Generator support for the new map.
We have told about the Career mode and the new map in our recent Dev Blogs, but must point out again that they set the new record in terms of the work involved. New mission types, new airfield types, new airfields appearing on the map after D-Day - bringing their total amount to 100 airfields with historically accurate layouts! New objects created specially for the module - ships, ground vehicles, buildings, coastal defenses, V-1 buzzbombs and their launch positions, dozens of new aircraft paint schemes, etc.
Battle of Normandy contains 10 player controllable aircraft (8 in the Standard Edition):
- Hawker Typhoon Mk.Ib – British fighter/bomber,
- North American P-51B-5 Mustang – American long range fighter,
- Republic P-47D-22 Thunderbolt – American fighter/bomber,
- Messerschmitt Bf 109 G-6 Late – late version of the German fighter,
- Focke-Wulf Fw 190 A-6 Würger - German fighter,
- De Havilland Mosquito F.B. Mk.VI ser.2 – British twin engine fighter-bomber,
- Messerschmitt Me 410 A-1 Hornisse – German twin engine fighter-bomber,
- Junkers Ju 88 C-6 – German twin engine heavy fighter,
- Supermarine Spitfire Mk.XIV – British fighter (Collector Plane included in the Premium Edition),
- Arado Ar 234 B-2 Blitz – German twin engine jet bomber and recon aircraft (Collector Plane included in the Premium Edition).
Each aircraft includes a slew of historically correct modifications - unlike other games where each modification would be counted as a separate aircraft model, in Great Battles you can freely select and combine them. For instance, Me-410 A-1 mentioned above has modifications that, when selected, make it a whole model lineup:
1. Me-410 A-1/U2,
2. Me-410 A-1/U4,
3. Me-410 B,
4. Me-410 B-2,
5. Me-410 B-2/U1,
6. Me-410 B-2/U2,
7. Me-410 B-2/U4,
8. Me-410 B-2/U4 field mod with four MG 151 guns.
In addition to the all above, update 5.001 contains the results of the big work on the damage model improvements which are of course are applicable to all the modules as usual - as you can see in the long list below, it required many changes in various parts of the sim. The testing and tuning of these changes by beta-testers from the community took a lot of time. We think this is the big step forward for Great Battles series and hope you’ll enjoy it.
There are many other fixes and improvements - for instance, the mission loading time has been reduced dramatically, several times less on some PC configurations! The pilot and tank crew AI got better, etc.:
Main Features
1. All Battle of Normandy owners have access to Northern France and Southern England map in two variations (before and after the D-Day). As usual, in multiplayer mode the map can be accessed by all Great Battles players.
2. All Battle of Normandy owners have access to the mid-1944 Career mode (3 countries, 5 phases, 17 frontline states, 225 historical squadrons, 103 of them joinable by the player, many new mission types).
3. All Battle of Normandy owners have access to QMB and AQMG game modes on the new map for a quick action, also with many new mission types.
4. Numerous new aircraft paint schemes added, including different invasion stripes for various time periods of 1944.
5. PzKpfw IV Ausf.H. tank added (AI controlled).
6. Flakpanzer IV «Möbelwagen» SPAA added (AI controlled).
7. Gleaves-class destroyer added (AI controlled).
8. The loading speed of all missions on all Great Battles maps has been improved significantly.
Damage Model Improvements
9. Aircraft DM: RHA equivalent of the aircraft skin has been reduced nearly three times to the previous (wrong) values.
10. Aircraft DM: an issue that made aircraft skin damage too severe for larger bombers and some fighters has been fixed.
11. Aircraft DM: like the previously released change for larger caliber ammo, now all projectiles in the game loose integrity and stability after penetrating a significant armor thickness which affects their remaining ability to penetrate armor.
12. Aircraft DM: the relative speed of the target is correctly accounted for projectile penetrations calculations.
13. Aircraft DM: AP bullets and shells make slightly bigger holes in the airframe and aircraft skin.
14. Aircraft DM: powerful HE rounds explosions cause more damage to the airframe, aircraft skin and components.
15. Aircraft DM: small HE bullets cause less damage to aircraft skin.
16. Aircraft DM: it is now possible to damage radiators and fuel tanks when firing 7.62-7.92 rounds from more than 350 m distance.
17. Aircraft DM: bullets are less likely to ricochet from aircraft skin at low angles.
18. Aircraft DM: Bf 109 radiator collision model has been improved (previously its wrong shape could cause most smaller caliber bullets to ricochet when fired directly from behind).
19. Aircraft DM: the loss of the bullets energy hitting Bf 109 F-4 engine has been corrected.
20. Aircraft DM: an issue that caused bullets hitting Spitfire Mk.XIV MGs and guns to not lose energy has been fixed.
21. Aircraft DM: engine fire probability from bullet hits has been somewhat increased for WWI-era piston engines and jet engines.
22. Aircraft DM: engine fire probability from bullet hits has been reduced for WWII-era piston engines.
23. Aircraft DM: fuel tank fire probability from bullet hits has been reduced.
24. Aircraft DM: fuel tank fire and explosion probability from HE ammo hits has been reduced, now it depends on the HE power more.
25. Aircraft DM: it’s now harder to put out the fires by side-slip movement.
26. Aircraft DM: the several years old ‘crew health cheat’ (they required four point-blank 7.62 bullets in the torso or two in the head to be killed) has been removed. Now their ability to sustain damage is much more close to reality.
27. Crew DM: a random error that could cause a death from mild G-loads has been found and fixed, thus improving survivability rate during emergency landings.
28. Ballistics: ricochet tendency has been reduced somewhat.
29. Right wing MGs on P-51B can be correctly damaged.
30. P-51B and D fighters wings (middle-upper parts) can be correctly damaged.
Me 410 Improvements
31. Me 410A-1: weapon panel placards corrected for WB 151 and MG 131 modifications.
32. Me 410A-1: missing rods from bomb doors to the forward window added.
33. Me 410 A-1: speed and timer gauges in the pilot’s cockpit corrected.
34. Me 410 A-1: altitude and speed gauges in the gunner’s cockpit corrected.
35. Me 410 A-1: bomb holders for 250 kg bombs and for SB 1000/410 look corrected.
36. Me 410 A-1: radiator fenders indicators light up when the cockpit light is turned on.
37. Me 410 A-1: the rear landing gear state affects air drag.
38. Me 410 A-1: technochat message warning about the gun overheating restored for the gunner.
39. Me 410 A-1: now the gunner can use the entire horizontal range of the guns for aiming.
40. Me-410 A-1: radiators can be correctly damaged by AP projectiles, resulting in coolant leaks.
41. Me 410A-1 intercept missions added to AQMG game mode.
Tank Crew Improvements
42. M4A2, KV-1s, Pz.IV.G, Pz.V.D, Pz.VI.H1 hatches close when the turret blocks them.
43. The damage of the gun barrels base on Pz.III, Pz.IV and Pz.VI is calculated correctly when it is hit by fragments.
44. In multiplayer a guest gunner (who connected to someone else tank) won’t constantly hear the turret turning mechanism noise.
45. In multiplayer a tank owner won’t hear the gun or MG reloading sound when another player connected to his tank to the gunner or MG gunner station.
46. In multiplayer turning aircraft or tank turrets controlled by another player emit correct turning sounds.
AI Improvements
47. AI controlled bombers keep formation a bit better during climb.
48. AI pilots will attempt to return to base in the event of an oil or coolant leak.
49. Me 410 pilots will correctly drop bombs in a deep dive.
50. Mosquito, Ju 88 C6 and Me 410 pilots will correctly drop underwing bombs.
51. Twin and 4x guns in AI controlled vehicles won’t judder during aiming.
Other Improvements
52. Dropping an 1650 pounds bomb from Handley Page O/400 bomber won’t display an error.
53. A visual artifact in front of the right engine of Handley Page O/400 bomber has been removed.
54. An issue that caused guns and MGs to ‘float’ above certain breastwork has been fixed.
55. ‘No jamming’ difficulty option works correctly for aircraft turrets.
56. Me 410 is correctly counted in stats.
57. Visual bomb explosion effects has been corrected for cases when a bomb ricochets and goes off above the ground.
58. Proximity and CheckZone triggers in missions won’t erroneously count non-spawned and inactive objects.
59. External camera works correctly after flying beyond the map borders.
60. An issue that could lower the muzzle speed of an overheated MG before causing additional scattering of the fired bullets has been fixed.
61. Both P-47 have their idle engine RPM corrected (it was a bit too high potentially causing moving with brakes applied.
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By GKABS
View File P-14 Tall King Radar
Hello and thank you for downloading my work.
https://gkabs.net
What's included:
P-14 Tall King Radar
This file work and tested on SP2 only
All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required.
Installation:
Copy the files to Objects folder and the falowing to _TYPES.ini file
[TargetTypeXXX]
Name=GK-P-14
FullName=P-14 Tall King Radar
TargetType=EW_RADAR
;TargetType=RADAR
ActiveYear=1959
TargetValue=100
UseGroundObject=TRUE
GroundObjectType=GK-P-14
RepairRate=0.555
StartDetectChance=80
StartIdentifiedChance=20
IncreaseDetectChanceKey=10
MaxVisibleDist=8000.0
DestroyedEffect=SmallRocketGroundExplosion
DestroyedModel=Radar_Destroyed.LOD
SecondaryEffect=VehicleFireEffect
SecondaryChance=100
copy the GK-P-14 folder to the ground object
If you need any further help please read the Knowledge Base at:
https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/
Thanks to strahi for requsting this model to be made and making the data files I hope you will injout it
Me for making the model
and big thianks to AC members for there help.
LICENSE:
You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission.
gkabs@gkabs.net
Software used:
3d Max 2009
UVLayout v2 Pro
Substance Painter
Adobe Photoshop
If you need any assistance please contact me at
gkabs@gkabs.net
Submitter GKABS Submitted 03/22/2020 Category Ground Object Mods
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