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V-1 Jet Bike, release
For Strike Fighters2 series.

V-1_JetBike_1.jpg

V-1_JetBike_2.jpg

V-1_JetBike_3.jpg

V-1_JetBike_4.jpg

V-1_JetBike_5.jpg

V-1_JetBike_6.jpg

여자 캐릭터.jpg

Edited by yunped
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    • By Menrva


      View File F-19 Stealth Fighter
      F-19 Stealth Fighter
      September 13th, 2022 (1st Release)
      by Julhelm, Dels and Menrva
      >For Strike Fighters 2 games
      This is a rework of Julhelm's fantastic F-19 stealth fighter 3d model, now featuring a centre strut canopy structure (thanks to a cheap trick of repainting the bubble canopy glass) and a new cockpit, a purposely modified F-117A cockpit by Dels.
      Among the improvements, it now features proper hit boxes and collision points, proper location for position lights and landing gear lights, reworked skins, aircraft characteristics and loadouts meant to resemble the ones of Microprose's F-19 Stealth Fighter game.
      It still features two internal weapon bays (unlike Microprose's exaggerated four bays), but with properly reworked limits; you can have 4x Sidewinders or 3x AMRAAMs per bay, 2x bombs or AGMs depending on their overall weight and size. A 20mm cannon is on the nose with 680 rounds, and an extra 1,900 lbs fuel cell has been added for a total of 11,800 lbs of fuel; non-afterburning engines are used for stealth reasons. An (invisible) arrester hook has been added as well, since Microprose's version could also operate from aircraft carriers.
      Skins feature the 83-019 serial number and an F letter on the vertical tails; these two details come from a picture of a menu screen in one of the releases of Microprose's F-19 Stealth Fighter game, where you could choose between an F-19 or an F-117A. More serial numbers couldn't be featured as the 3d model of the aircraft does not support decals without decal bleeding issues. Just imagine piloting the only example of F-19 in very black operations!
      Three new skins were created: a Prototype Black skin created from the specular texture Julhelm had made, and Desert and Arctic camo skins made by modifying the USAF Euro camo skin created by kblomkvist.
      NOTE: Strike Fighters 2 has no proper IRST functionality, so for the purpose of launching AMRAAMs a very basic ACM radar mode has been added to the avionics file of the aircraft. Moreover, the default cockpit features an obtrusive front strut which makes the cannon difficult to use. You can activate an alternative cockpit LOD in the relative INI file.
      >What-if Backstory
      During the development of the Have Blue demonstrators, Lockheed's Skunk Works division also conceived a third experimental stealth aircraft featuring an entirely different shape, rounded fuselage and wings, and meant to have air combat capabilities. The CIA got wind of it, classifying it at the highest possible level and using it as a cover-up story for the stealth aircraft that came to be the F-117A Nighthawk. In 1986, the Testor Corporation released a plastic model aircraft kit, calling it the "F-19 Stealth Fighter". Jane's All the World's Aircraft 1987-88 book listed an RF-19 as a Lockheed development project. The conceptual drawings of it were generally similar to Testor's design. In 1988 a combat flight simulator game, F-19 Stealth Fighter by Microprose, was released just moments before the public unveiling of the F-117A Nighthawk attack aircraft, which is said to be what it sought to represent. The reality is that a single F-19 existed and, during secret flights over Groom Lake, this experimental aircraft showed unique strength and was deemed a super-aircraft. Due to its funding and mantaining costs, the project was officially abandoned in 1983. Unofficially, this single example of F-19 took part in black operations all over the world until 1997. It is named F-19A Nightowl, internally nicknamed "Flying Frisbee" for its rounded shape and also referred to as "Ghostrider" for allegedly being affiliated with the 416th TFS Ghost Riders flying the F-117A Nighthawk.
      "The view would have been frightening to most men, there were solid clouds overhead at 4000 feet. He flew through the showers, he more heard than saw on this black night and the dark outlines of the trees appeared to reach up and snatch at his speeding fighter. Only a madman would be so low on such a night. 'So much the better' he smiled in his oxygen mask" - Tom Clancy's Red Storm Rising

      >Credits (in no particular order):
      -Julhelm, for creating this well-made 3d model of the F-19.
      -Dels, for his kindness in reworking the F-117 cockpit following my request.
      -kblomkvist, for his USAF Euro camo inspired by Tom Clancy's Red Storm Rising book.
      -guuruu, for sharing his RWR symbols improvement mod and for his improved sound files.
      -simonmiller416, for his smokeless rocket effects mod.
      -Crusader, for the more realistic weapons data for AIM missiles.
      -TaktischesGenie, for his suggestions and chats we've had about the F-19 concept.
      -My girlfriend, for supporting me in all of my endeavours.
      Submitter Menrva Submitted 09/12/2022 Category What If Hangar  
    • By JamesWilson
      Hi everyone,
      I recently got into weapon modding and wanted to edit some missiles.
      I went for the Weapons Folder with the Weapons Editor, and some weapons were missing, even tho i can see them and equip them in-game.
      I wanted to edit the AA-2D Atoll for my Su-22M3, but there's no AA-2 folder inside Weapons folder, nor inside plane folder, even tho the missile is equippable and i can see it/use it in-game.
      Since there's no Atoll folder, i have no idea how is it possible for me to have it in-game, and even less i know on how am i supposed to edit it through Weapons Editor, since i can't select the folder.
      I thought it may be a sort of "built-in-game" missile and for this reason not showing in weapons folder (idk i just made an hypothesis).
      So i tried using the CAT Extractor, but seems like not working... no matter which CAT file i select, it says "error opening this .CAT file, no files can be extracted", how's that? How do i fix it? Am i doing something wrong?
      Thank you in advance for helping me fixing all these issues or helping me find what i'm doing wrong
    • By ProblemChild
      I am new to this game but I am loving it and the dynamic campaign is amazing. my only and only problem is that planes just dissapear in the distance, literally just dissapear a short distance a way, around 200 - 500 meters away? not too sure but its very off putting and its clearly an issue for gameplay.
      I am using Patch July 2013 
      Wings over Korea mod
      I play on 3840x2160 4K resolution (I'd prefer playing on that) I have extracted the flightengine ini into SF2 Filght folder as well as to the korea folder and made some changes like turned off fade away and increased mesh values, but still to no avail? Anyway to fix this? Its literally the only thing destroying the fun I have with this game.
    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By JamesWilson
      Hi everyone,
      I just noticed that the speed indicator in the F-14 Tomcat by TMF (TheMirageFactory) only shows up to 800 kts, and the Mach indicator does not move, not letting you know the speed of the aircraft if you have your HUD turned off.
      As you can see down here, i'm at Mach 2.23, but the indicator only shows 800 kts and doesn't go above. Obviously it adapts to my altitude, so if i'm higher, then the IAS is lower, but still should move, making it impossible flying at high speed without HUD turned on as i have it down here:

      Another issue, maybe even worse than the previous one, is that the fuel indicator shows wrong numbers, or as i may think, it shows "a number less". For example: if i have 20000 pounds of fuel left, it should show 20000, but it shows 02000. This is a theory on how it works, not confirmed, and i'm gonna explain you why i think it is like that:
      I hardly think i truly have 2000 pounds of fuel left, cause i choose Fuel 100% and tried climbing and flying for a long time with full afterburner, and the numbers slowly started going down, even reached the point of burning the engine at Mach 2.30and the fuel wasn't gone yet, it showed i had like 00700 left, so i presume it's 20000 in reality, otherwise i would have been out of fuel in no time, since it's a quantity even under the bingo quantity, but i flew for minutes and minutes in full afterburner, and at 8x speed, so. Speaking of Bingo, there's no bingo indicator.
      Here's a picture of the fuel indicator:

      I tried the default F-14 cockpit, and even if that one shows correctly both speed and fuel indicators and even if it's a great cockpit, i personally like more and find more realistic and immersive the TMF one.
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      So, what i'm asking is:
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