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Posted

Klaxianti Dai-Shan/Shin Alien Aggressor Pack


Klaxianti Dai-Shan/Shin Alien Aggressor Pack
By Viper63a

 

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= For SF2 (Any & All, Full 4/5 Merged Recommended, Also converts to SF1)

 

A "What If" aircraft for your enjoyment. A big thanks to Wrench/Kevin for the re-release of the "SF2 Avro VZ-9 Aerocar Pak". We talked about it while back and I never did find it. But here it was and I was able to complete that UFO project I've been waiting to work on...

 

If you're looking for Wrench's "SF2 Avro VZ-9 Aerocar Pak", you can download it here...

 

http://combatace.com...-9-aerocar-pak/

 

This is a stand-alone mod (doesn't need anything else to install). Included are two (2) variants of Klaxianti Dai-Shan and Shin Recon Vessels. Both are armed with KlaxPlasma Quantum BallistiCanons (and any other weapon they may have obtained from the Terrans at Area 51!

 

Since these are Alien crafts, I aligned the "NationName=AGRS". So if you install this pack into the "SF2 USAF Red Flag Nellis AFB Proving Grounds ", these aliens may pop over from Area 51 to test your skills. But, your best chance of seeing one of these might be just to fly them!

 

http://combatace.com...roving-grounds/

 

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= Install Instructions:

 

1) Nothing should conflict with this pack, but I still recommend you back up your target SF2 Mod folder.
2) Copy the uncompressed contents of the "To_Mod_Folder" to your target SF2 Mod folder. Overwrite if asked.
3) Go fly a "Klaxianti Dai" and let down your alien hair down as you dominate the skies of Earth!

 

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= Credits:

 

Wrench/Kevin Stein
Simon Porter for the original aircraft
Zurawski Cockpit
3rd Wire for various and sundry items

 

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Posted

Very nice, reminds me of the UFOs you could enable as a cheat in the old but gold game F-22 Total Air War.  There should be a way to remove the two cockpit canopies through .ini editing or maybe by editing the relevant .tga file, as I'm pretty sure they're caused by the ClrGlass.tga file, maybe try to remove it from the package and let's see what happens.  Alternatively you can create a whole new ClrGlass.tga file and paint the cannons in it.

Posted

if you remove it from the folder, it'll just pull the one from the cat file. OTH, as blaze said, painting the R/G/B channels of the tga to match the body is a very easy thing

 

you can try removing the canopy meshes

Their node names are:

 

port_canopy

starboard_canopy

 

add these new components in the >AircraftData< section:

 

Component[010]=Remove1

Component[011]=Remove2

 

[Remove1]
ParentComponentName=Fuselage
ModelNodeName=Port_Canopy
DestroyedNodeName=Port_Canopy
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

[Remove2]
ParentComponentName=Fuselage
ModelNodeName=Starboard_Canopy
DestroyedNodeName=Starboard_Canopy
DetachWhenDestroyed=TRUE
HasAeroCoefficients=FALSE

 

and se how that works

  • Like 1
Posted

if you remove it from the folder, it'll just pull the one from the cat file.

 

Yeah, Wrench, you're right.  I totally forgot that ClrGlass.tga is a stock SF2 file in the .cat, so the only way to get rid of the canopies is to try to remove the meshes as you suggested.  Or we can always paint the .tga file to create something different, like fake cannons and laser beams.

  • Like 1
Posted (edited)

Thank you all for the comments, solutions, and the foundation to build, mod and do stuff! It was a community effort and it is very cool indeed!!!!!

 

Having said that, I noticed something in the version 2 and 3...the IR missiles don't seem to lock as well as they did in version 1. Not sure why...any suggestions? Maybe these missiles don't function so well above Mach 1? With the powerful gun and the ability to brake to 200kts from Mach 2 and visa versa makes the missiles redundant, but it is still a mystery....

 

=V=

 

The+truth+is+out+there.jpg

Edited by viper63a
Posted

Fixed the missile locking and placement issues. Fixed and updated the HUD...I think that's it - V4 uploaded...unless someone finds something else. Thanks for all the feedback...

 

=V=

  • 4 years later...

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