Sign in to follow this
Followers
0
HUD modification for SF2
By
ignacioc91, in Thirdwire: Strike Fighters 2 Series - File Announcements
-
Similar Content
-
By Eagle114th
SF2 Avionics Community Pack (SF2: ACP) - Alpha v0.2
View File
----------------------------------------------------------
STRIKE FIGHTER 2: AVIONICS COMMUNITY PACK (SF2: ACP) v0.2
---------------------------------------------------------
Welcome to SF2: ACP first release of alpha. Before I explain about the pack, I want to express big thank to the wonderful communities and modders of Combatace and Combat Flight Sim Tavern (Discord), including Thirdwire for the simulation.
You all are the reasons why this pack exists. I want to use the passions to improve SF2 into higher levle with avionics.
This requires a lot of research, reading flight manual, and tons of tweaking in avioincs and cockpit ini, along with countless of testing in-flight in SF2.
The mods is not perfect, we do our best with the mods. We do it with the joys of our hobbies!
This pack includes the following features:
- New gunsight / optical sight
- New texture for radar scope and another avionic equipment (See note #1)
- Improved cockpit and radar through cockpit and avionics ini tweaks for semi-realism (See note #2)
- Templates for gunsight and radar scope
- Improves glass texture (If possible)
- Accessibility - Optional, includes the AAM firing cue on gunsight for people who can not hear the sounds of missile locking on targets.
NOTE #1: Due to the nature of lighting system inside cockpit in SF2 engine, I had to apply the darkness level on top of texture scope, in order, to prevent them from glowing. In templates, you will see "darkness" layer for this reason.
NOTE #2: As mentioned in note #1, due to little resources (Information / data) on 40s to 70s radar, at least half or most of tweaks are based on an educated guess. For exampe, AN/APG-33 radar that is used with E-1 FCS in F-89B and C, there are some data on it, but no data on elevator nor azimuth angle limitation. F-89D, in other hand, with E-6 FCS and AN/APG-40 radar, there are several data, which is applied in .ini files tweaks.
---------------------------------------------------------
TEMPLATES
There are templates for gunsight, radar, RWR, and another type of avionics assets. It is there so anyone can use it to create their own avionics for any aircraft.
---------------------------------------------------------
Avionics overhaul for Historical vs fictional aircraft
I am dong overhaul for both historical and 'what if' fictional aircraft.
For example, in this alpha version, there are avionics overhaul for F-8A to F-8K, along with France F_8s. It also includes 'what if' JASDF F-8EJ Crusader.
---------------------------------------------------------
Installation:
Inside each aircraft folder, there is folder "_AIRCRAFT COCKPIT FILES". Inside that folder, there are two folders "DEFAULT" and "ACCESSIBLITY". You can only use one of them. By default you should install the files from DEFAULT folder. However, if you are Deaf or Hard of Hearing that can not hear the growling sounds of IR missile, then ACCESSIBLITY is for you.
NOTE: Make sure you make the backup copies of aircraft folders, in case something goes wrong during the installation progress.
Inside DEFAULT or ACCESSIBLITY, for any aircraft you have in SF2, copy the aircraft folder and overwrite an existing folders and files.
---------------------------------------------------------
Changelog
v0.01 - First release of SF2: ACP
v0.02 - Includes avionics overhaul for A-1s, A-4s, F-8s, F-89s, and MiG-15s
---------------------------------------------------------
Current / Future plans
I am currently working on next series of cold war aircraft avionics overhaul. If you have any feedback or request for aircraft avionic overhaul, please post in CombatAce forum discussion:
https://combatace.com/forums/topic/99178-sf2-avionics-community-pack-wip-alpha-release-v01/
---------------------------------------------------------
CREDIT:
- dtmdragon: F-8 packs for radar and other assets from cockpits
- Stary: new cockpits for SF2 aircraft, including F-89s
- Wrench: A-1s, A-4s, and another aircraft and cockpit tweaks
- Wing over Korea: Gunsight textures.
- Combatace and Combat flight sim tavern: feedback and supports
- Thirdwire (TK): Strike fighter 2 simulation
Thank you for enjoying the mods!
Eagle114th / Flowing Dragon
Submitter Eagle114th Submitted 11/14/2024 Category Avionics
-
By Eagle114th
----------------------------------------------------------
STRIKE FIGHTER 2: AVIONICS COMMUNITY PACK (SF2: ACP) v0.2
---------------------------------------------------------
Welcome to SF2: ACP first release of alpha. Before I explain about the pack, I want to express big thank to the wonderful communities and modders of Combatace and Combat Flight Sim Tavern (Discord), including Thirdwire for the simulation.
You all are the reasons why this pack exists. I want to use the passions to improve SF2 into higher levle with avionics.
This requires a lot of research, reading flight manual, and tons of tweaking in avioincs and cockpit ini, along with countless of testing in-flight in SF2.
The mods is not perfect, we do our best with the mods. We do it with the joys of our hobbies!
This pack includes the following features:
- New gunsight / optical sight
- New texture for radar scope and another avionic equipment (See note #1)
- Improved cockpit and radar through cockpit and avionics ini tweaks for semi-realism (See note #2)
- Templates for gunsight and radar scope
- Improves glass texture (If possible)
- Accessibility - Optional, includes the AAM firing cue on gunsight for people who can not hear the sounds of missile locking on targets.
NOTE #1: Due to the nature of lighting system inside cockpit in SF2 engine, I had to apply the darkness level on top of texture scope, in order, to prevent them from glowing. In templates, you will see "darkness" layer for this reason.
NOTE #2: As mentioned in note #1, due to little resources (Information / data) on 40s to 70s radar, at least half or most of tweaks are based on an educated guess. For exampe, AN/APG-33 radar that is used with E-1 FCS in F-89B and C, there are some data on it, but no data on elevator nor azimuth angle limitation. F-89D, in other hand, with E-6 FCS and AN/APG-40 radar, there are several data, which is applied in .ini files tweaks.
---------------------------------------------------------
TEMPLATES
There are templates for gunsight, radar, RWR, and another type of avionics assets. It is there so anyone can use it to create their own avionics for any aircraft.
---------------------------------------------------------
Avionics overhaul for Historical vs fictional aircraft
I am dong overhaul for both historical and 'what if' fictional aircraft.
For example, in this alpha version, there are avionics overhaul for F-8A to F-8K, along with France F_8s. It also includes 'what if' JASDF F-8EJ Crusader.
---------------------------------------------------------
Installation:
Inside each aircraft folder, there is folder "_AIRCRAFT COCKPIT FILES". Inside that folder, there are two folders "DEFAULT" and "ACCESSIBLITY". You can only use one of them. By default you should install the files from DEFAULT folder. However, if you are Deaf or Hard of Hearing that can not hear the growling sounds of IR missile, then ACCESSIBLITY is for you.
NOTE: Make sure you make the backup copies of aircraft folders, in case something goes wrong during the installation progress.
Inside DEFAULT or ACCESSIBLITY, for any aircraft you have in SF2, copy the aircraft folder and overwrite an existing folders and files.
---------------------------------------------------------
Changelog
v0.01 - First release of SF2: ACP
v0.02 - Includes avionics overhaul for A-1s, A-4s, F-8s, F-89s, and MiG-15s
---------------------------------------------------------
Current / Future plans
I am currently working on next series of cold war aircraft avionics overhaul. If you have any feedback or request for aircraft avionic overhaul, please post in CombatAce forum discussion:
https://combatace.com/forums/topic/99178-sf2-avionics-community-pack-wip-alpha-release-v01/
---------------------------------------------------------
CREDIT:
- dtmdragon: F-8 packs for radar and other assets from cockpits
- Stary: new cockpits for SF2 aircraft, including F-89s
- Wrench: A-1s, A-4s, and another aircraft and cockpit tweaks
- Wing over Korea: Gunsight textures.
- Combatace and Combat flight sim tavern: feedback and supports
- Thirdwire (TK): Strike fighter 2 simulation
Thank you for enjoying the mods!
Eagle114th / Flowing Dragon
-
By JamesWilson
Hi everyone,
I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones.
I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to.
I'm not talking about how to customize the callsign name, but the unit number after it.
As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2"
Here are some examples:
The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200
IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery.
How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster
Thanks in advance for helping me.
-
By clim995
I'm doing a Pacific World War 2 install, and i kind of wanted to do it in the old school hard way (without HUDs). The instrument gauges are a bit problematic since some world war 2 cockpits have lower details in them so they are hard to spot but the even harder bit is actually locating the enemy aircraft since there are no search radars to compensate for the lack of HUDs.
I always call the tactical air control center and ask then the location of nearby bandits every few dozen nautical miles but they just always give me the all-clear (even at the mission waypoint) so I try to manually locate enemies but still just spend minutes circling round and round without action. (having read a few books, i know this is actually quite realistic, world war 2 wise but meh )
I'm just curious how do you guys do it? am i missing something? please share some bits to me as I am a Sukhoi Flanker dude who's having way too much fun flying P-40s and Zeroes.
-
By 1309mariano
Hi everyone, how you doing? I will go to the point. I am currently working on an Argentinian skin for Erwin Hans' and InSky's J-10A. I want to modify some aspects, like the HUD. Currently, the mod doesn't have a way to show if the missile is locked on target or not (THE CIRCLES THAT APPEAR ON THE HUD), and I want to modify that.
I tried changing the cockpit.ini and avionics.ini, but I had to replace with the not modified version of the files because I ended up deforming the radar, and the avionics of course.
The plane doesn't have problem when it comes to bombs and cannons, but it has that problem with the missiles. If someone can help me, I will be more than thankful.
Have a nice flight, good hunting!
-