Jump to content
Sign in to follow this  
Spudknocker

Strike Eagle FM and Loadout Enhancement Kit

Recommended Posts

Strike Eagle FM and Loadout Enhancement Kit


3.3- Added F-15I_Raam decals folder as it occurred to me not everyone has that specific Raam decal folder name

 

3.2-Fixed an error in the F-15I Ra'am's AIrcraftdata section and updated all variant's gross weight's thanks to Fanatic Modder bringing to my attention that the wing pylons weights were added twice to the aircraft's mass. Also more refinements to the AI statements for happy wingmen!

 

3.0- Best update yet! Redone AI statements for all Strike Eagle Variants, your wingmen and all AI will finally be able to drop dumb bombs on target! Also fixes AI strafing runs and the Strike Eagles will be able to strafe ground targets with accuracy! Also added some nice hanger and loading screens to the F-15SG as some extra eye Candy! Enjoy your new wingies!

 

Update 2.5-Fixed CBU Attack loadout! Updated FM even more! Suggestions always welcome!

 

This is a FM and loadout enhancement package first started by Crusader to kinda bring the Strike Eagle family more up to date with recent advances in SF2 modding ability! This mod changes the order of release for the CFT weapon stations and allows for more customized loadouts in the loadout menu before a mission. These changes along with a new STRIKE loadout of MK82's allows the AI to more easily hit a target. The FM changes are just updates to the FM and more realistic gross weights/Loaded weights etc and should help the AI better manage Flying the Strike Eagle and all its variants. Small updates were also made to the LANTIRN systems of all the jets. Also is an updated F-15i skin touched up by me. This pack covers the F-15 Strike Eagle variants from FastCargo's F-15 Super Pack including the
F-15E
F-15E_04
F-15I
F-15K
F-15S
and F-15SG

 

Now we just need a new strike eagle cockpit!

 

Thank you especially to Fastcargo for his F-15 pack and crusader for starting the FM mod, and anyone else who has contributed to the F-15's and everyone on CA!
If I've messed anything up feel free to PM me and I can see what I can do to fix the issue! Happy SCUD Hunting or Iranian nuclear bunker busting!


 

  • Like 1

Share this post


Link to post
Share on other sites

I can't believe it! So you managed to make it so that AI planes can now drop the "dumb" bombs, without the need of creating specific _AI versions of the weapons.  A-MA-ZING!  First your thread about the terrains loading, now this bug fix.  Pity there are quite many planes who need a similar fix, but with time we'll make it. You have my biggest respect!

 

You might want to create a thread about this AI bug fix, so that people can try to fix their own additional planes.

Share this post


Link to post
Share on other sites

Im glad you like it Blaze,  basically just played around with the Aimpitchoffset statements and flights over the range, I believe that for whatever reason the AI in SF2 doesnt like negative numbers in the aimpitchoffset statement the updates to the strike eagle FM required changing these statements to positive numbers so that AI aircraft could in fact reliably hit ground targets with both strafing runs and dumb bombs (Mk82's rockeye's etc)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • 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
    • By Spinners


      View File [Fictional] McDonnell Douglas F-15A 'Italiano'
      McDonnell Douglas F-15A_AMI for STRIKE FIGHTERS 2 
      This is a simple mod of the stock F-15A to give a fictional F-15A  in service with the Aeronautica Militare Italiano during the 1980 - 2010 timeline and includes markings for 18° Gruppo, 37° Stormo.
      You'll need to have SF2E for the F-15A LOD's (not included) but SF2I owners will have the option of using the F-15A_Baz with minor editing.

      INSTRUCTIONS
      1. From the AIRCRAFT folder drag and drop the F-15A_AMI folder into your Aircraft folder.
      2. From the DECALS folder drag and drop the F-15A_AMI folder into your Decals folder.
      That's it!

      CREDITS
      As always, thanks to Third Wire for a great little game/sim.
      And, finally, thanks to everyone in the wider Third Wire community.
      Regards 
      Spinners
      Version 2 - February 8th, 2024.
      Submitter Spinners Submitted 03/28/2010 Category What If Hangar  
    • By Spinners
      McDonnell Douglas F-15A_AMI for STRIKE FIGHTERS 2 
      This is a simple mod of the stock F-15A to give a fictional F-15A  in service with the Aeronautica Militare Italiano during the 1980 - 2010 timeline and includes markings for 18° Gruppo, 37° Stormo.
      You'll need to have SF2E for the F-15A LOD's (not included) but SF2I owners will have the option of using the F-15A_Baz with minor editing.

      INSTRUCTIONS
      1. From the AIRCRAFT folder drag and drop the F-15A_AMI folder into your Aircraft folder.
      2. From the DECALS folder drag and drop the F-15A_AMI folder into your Decals folder.
      That's it!

      CREDITS
      As always, thanks to Third Wire for a great little game/sim.
      And, finally, thanks to everyone in the wider Third Wire community.
      Regards 
      Spinners
      Version 2 - February 8th, 2024.
    • By JPMoney
      I’m flying an F-16I Sufa mod for Strike Fighters 2 Israel. I’ve modified the loadout ini file in an attempt to change the missile types and positions on the pylons. I’m having a consistent issue with the outer pylons (not the wingtip mounts, but the furthest pylons from the fuselage under the wings). I want these to carry one AMRAAM each, and as far as I can tell I have modified the loadout ini, the related missile object inis, and aircraft ini to be able to accommodate this. However, when I go to a single mission in-game and access the loadout screen, those outer pylons are always empty (no missiles). When I go to add missiles manually to these pylons, all AMRAAM types only are available in “4s” and not “2s.” So in other words it’s trying to mount 2 AMRAAMs on each pylon, which shouldn’t be possible (realistically), as these are set up for single missiles only. The F-16I ini file does have a relatively complex series of pylon rules, but I believe I have it set up to be able to mount AMRAAMs on these pylons, and I can’t find any setting in any file that would allow me to indicate there should only be the option to mount one missile per pylon in the loadout screen in game. I suspect a setting related to this “4 missiles” issue is preventing my loadout ini file from operating correctly and defaulting my vipers to have AMRAAMs on those pylons. 
       
      Any thoughts on a setting I am missing here?
    • By daddyairplanes


      View File Liberty Wing '95: The 48th Fighter Wing in the Eagle Era
                                                                                                                      Liberty Wing '95: The 48th Fighter Wing in the Eagle Era
      This mod is an all up unit mod featuring the 48th Fighter Wing and its three squadrons, the 492nd FS "Bolars", 493rd FS "Grim Reapers", and 494th FS "Panthers". The wing participated in some fashion in practically every military action of the 1990s: Northern Watch, Deny Flight, Deliberate Force, and Allied Force in 1999. These skins are accurate from 1994 until the end of 1996, and the serials accurate until the end of 1998. The Mod includes everything to have the Liberty Wing ready to go from install.
                  Included
      F-15C_91 with 493rd FS skin and ini updates
      F-15D_91 with 493rd FS skin and ini updates
      F-15E_92 with 492nd and 494th FS skins, "new" aircraft based on old F-15E
      various weapons as would be used by these aircraft in the mid 1990s
      sounds, effects, floght and other objects needed to make it all work
          
                  Installation
      unzip. place contents of "to mods" folder into your chosen mod folder. allow overwrites

                  Credits
      ************************ Original F-15C/D/E **********************************
      AleDucat     - For the nice ACES II ejection seat models.
      Deuces         - For the F-15 Afterburner and weapon effects.
      Diego         - For the Modern USAF Pilot skins.
      Fubar512     - For the FM work.
      JimmyBib     - For the F-15C cockpit flight control textures.
      MoonJumper     - Avionics work.
      Wpnssgt     - Models
      Kesselburt     - Original F-15C cockpit.
      Brain32     - Improved/new textures for F-15C cockpit.
      Mago         - F-15E Cockpit.
      331KillerBee     - SF2 Weapons Pack (basis for some of the weapons included).
      JAT81500     - F-15E Cockpit avionics and HUD work.

      ************************ Mud Hen Maintenance Team **************************
      Viper63a     - Upgraded Skins, Decals, Cockpit and Menu Screens.
      Spudknocker     - Upgraded Flight Model and Weapons Loadout.
      Fanatic Modder     - Upgraded Flight Model and Engine Emitters.
      RavenClaw_007     - Freaking insane Weapons and Ejection Seats!
      JAT81500     - For the excellent Florian Pilot upgrades!
      Hi Ho Silvers     - AfterBurner Mod.

      ************************ this mod         ***************************
      Viper63        - skin templates
      ravenclaw    - weapons not in Gunny's pack such as the B61 special weapon and AGM-130 missiles
      daddyairplanes    - research, new skins, tga work, various ini edits on aircraft and on stock weapons like Mk82; new hangar and loading screens, "new" F-15E (92) with different weapons groupings and more accurate to use the -229 engines

       ************************ overall         ***************************   
      TK - For the ThirdWire series of sims.
       
      Thank you for downloading this mod, i hope you enjoy flying it it as much as I enjoyed working on it.
      Kevin Unruh
      aka daddyairplanes
      26 Dec 2023

      *************************************************************
      This is freeware; it CANNOT be distributed unless permissions are granted by myself.
      The original readmes, if any, and all other pieces of the package MUST remain intact.
      The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes.
      This package and any part of it may NOT in any way, shape, or form be used in any payware additions.
      See the original readme documentation, if any, for further allowances and restrictions
      Any persons wishing to make further modifications, contact me first.
      Any persons wishing to make further modifications MUST remember to put everyone's name in it.
      *************************************************************
      THIS AIRCRAFT MOD OR ANY PART OF IT MUST NOT BE HOSTED OR
      POSTED FOR DOWNLOAD ON ANY OTHER WEBSITE WITHOUT MY EXPRESS
      PERMISSION, OR USED FOR ANY OTHER PURPOSE THAN THIRDWIRE FLIGHT
      SIMULATORS, AND MUST NOT BE SOLD OR OFFERED FOR SALE BY ITSELF
      OR WITH ANY OTHER FILES OR MODS.
      *************************************************************
      *************************************************************
      Submitter daddyairplanes Submitted 12/26/2023 Category F-15  
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..