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Strikefighters2 Israel Hi-Res 1920x1080 Menu Screens and Music!

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Strikefighters2 Israel Hi-Res 1920x1080 Menu Screens and Music!


SF2 Israel Hi-Res 1920x1080 Menu Screens and Music! v5
By Viper 05/17/2020

Note: I removed all the nation sounds from this Menu packs for size reasons. If you intend to install the "VIPER63A HQ Menu Sounds" pack, please install that pack first. Installing the HQ Sound pack over the Menu pack may overwrite some of the menu specific music files. You can always re-install this menu pack to get the menu specific theme music back.

Special thanks to Homefies and Spectre8750 for their contributions that led me here...

This mod includes custom "Israeli" themed menu screens, pilots and music. I used the MENU INI files to reuse the music files for different menus. This reduces the size of the package as I don't have duplicates of the same music files for different menus. You should unzip the file and preview the new screens before installing them. I recommend doing this as there are alternate screens I have in there that you might like better.

If you choose to install these screens, I recommend that you back up your FLIGHT, MENU and PILOTDATA folders in the SF2 Mod folder you're installing this mod into. Just in case you want to go back to your original setup.

To install, simply unzip and copy the uncompressed FLIGHT, MENU and PILOTDATA folders to your StrikeFighter2 mod folder.

My StrikeFighter2 mod on Win10 64-bit was..(yours may be different)...

C:\Users\<your_id>\Saved Games\Thirdwire\StrikeFighter2 Israel\

Enjoy!


 

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    • By JamesWilson
      I got this problem:
      I run SFP1 pretty well, without any sort of issue.
      The only very tedious thing i have is that the most of the times a vocal call is given, my game freezes for like 1/2 seconds.
      This may sound like not a big thing, but TRUST ME, since this pops up for 8 comms given out of 10, this problem turns the game into UNPLAYABLE.
      And also (i got no idea why and what is the correlation with comms) almost every single time i shoot down a plane or i see an explosion in front of me, this issue happens.
      I thought it was a setting problem, maybe a graphical one, or something related to my PC, i could never ever though it was an audio file problem...
      I made many tests, but after several months of testing, removing all the audio calls files from the game files, i finally discovered what was the cause of those freezes: the audio communications.
      Even if the game is perfectly playable as it is right now, without any radio chatter, it would be nicer if i could play it with audio comms again, instead of just ambience, plane and weapon sounds, i really loved HQ calls, wingmen comms and radio chatter.
      I have no idea what could it be that "interfers" with the game and makes it freeze whenever a call is given, or even an explosion happens. 
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      Thank you a lot guys! 
    • By Menrva


      View File Wings Over World Menu Screens
      Wings Over World Menu Screens 
      January 13th, 2019 (1st Release)
      by Menrva

      >For Strike Fighters 2 games
      This package is my personal conversion of the beautiful Strike Fighters: Project One menu screens, with a number of enhancements for use in Strike Fighters 2. The main menu screen is a reworked version of the NACA Main Screen released by Camouflage (Checksix-fr.com). The title I chose for the main menu screen is "Strike Fighters: Wings Over World", in honor of the old WOE/WOV/WOI series of SF1 games. I find this name suitable for those who have a large mod folder spanning different world scenarios.
      Here below a quick summary of enhancements and additions:
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      -Hangar Screen has got the hangar noise sounds which were present in the SF1 games.
      -Option to turn Lens Flare off as in the SF1 games is back.
      -Opportunity to change pilot at the Campaign Screen is reintroduced, as in the SF1 games.
      -Briefing Screen has been reintroduced for eye-candy (it has a small string "bug" with certain missions, since ThirdWire's removal of the FAC mission type).
      -Added generic _briefing.ini files for all the stock SF2 terrains (terrains without a _briefing.ini file might cause CTDs when accessing the Briefing Screen).
      -Added the missing PILOTPIC25 bitmap which is available in the SF1 games.
      -Loading Screen shows a generic runway and a new, longer loading sound is used.
      -Mission Editor DLC is supported with a new screen in the same style of the other screens.
      -Campaign Customizer DLC is supported with a new screen in the same style of the other screens.
      -Disabled unnecessary functions of the the System Menu, such as accessing ThirdWire's online site for viewing the game manual.
      As a bonus, the package includes 42 single missions taking place across all theatres of the SF2 series; most of them have been made by ThirdWire and released in their SF1 games. Five single missions are Instant Action scenarios of Strike Fighters 2, which I converted to be choosable and playable in the Single Missions Screen. Additional missions include historical scenarios created by guyran for the Israel theater. I renamed all single missions to use a nicer naming convention. Needless to say, all SF2 titles must be installed to be able to play all the missions.
      In addition, I have tweaked some Flight folder files to improve the realism of the game's HUD and in-game map. Since users may not like such changes, those files are not included by default, they must be installed manually. They can be found inside the "(Additional Tweaks)" folder. Here below a quick summary of changes they bring:
      -Disabled all the unuseful Labels when viewing the in-game map.
      -Disabled the arcade cones; lock your target and press F4 to visually track it.
      -Tweaked icons' colours so that they match the text's colours.
      -The in-game text background is less noticeable.
      -Text's font is now different, it is generally smaller and less obtrusive.
      -No more red and blue arcade squares when locking objects on; a faint yellow square is now used.
      -The white triangle showing the next waypoint is now a faint yellow, unlike the default strong white.
      -Disabled the radar box display; check the radar of your plane's cockpit, instead.

      >Credits (in no particular order):
      -ThirdWire, for the fantastic menu screens which are included in the stock SFP1 game.
      -kout, for the System Menu icon I have taken from his SF1 Grey Main Menu Replacement mod.
      -Camouflage, for the NACA Main Screen (still available at the archives of Checksix-fr.com), which I have reworked.
      -HomeFries, for the planning map enhancements available in his Semi-Transparent Map Icons package.
      -Viper63a, for the Loading sound, which I got from one of his menu mods.
      -paulopanz, for collecting and updating guyran's WOI custom missions properly to SF2 standards.
      -guyran, for the original custom missions he created for Wings Over Israel.
      -KJakker, for his interest and welcome support.

      >Disclaimer:
      This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
      Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
      This mod may NOT in any way, shape or form be used in any payware additions.

      >My Terrain Packages:
      Hawaii, Central Pacific (1959-2028)
      Timor, North Oceania (1950-2018)
      Ecuador, Northwest South America (1981-1998)
      Texas, American South Central (1968-2018)
      Sweden, Baltic Rim (2004-2018)
      Sweden, Baltic Rim (1952-1994)
      Libya, Central Mediterranean (1980-2011)
      Madagascar, Southeast Africa (1977-2018)
      Iraq, Western Asia (2003-2018)
      Alaska, Bering Strait (1955-2018)
      Iraq, Western Asia (1980-2003)

      >My Miscellaneous Packages:
      Ace Combat Nations
      Nations & Medals Expansion
      Speech Enhancement
      Wings Over World Menu Screens
      realSKY Environment
      Submitter Menrva Submitted 01/13/2019 Category Menus  
    • By Menrva
      Wings Over World Menu Screens 
      January 13th, 2019 (1st Release)
      by Menrva

      >For Strike Fighters 2 games
      This package is my personal conversion of the beautiful Strike Fighters: Project One menu screens, with a number of enhancements for use in Strike Fighters 2. The main menu screen is a reworked version of the NACA Main Screen released by Camouflage (Checksix-fr.com). The title I chose for the main menu screen is "Strike Fighters: Wings Over World", in honor of the old WOE/WOV/WOI series of SF1 games. I find this name suitable for those who have a large mod folder spanning different world scenarios.
      Here below a quick summary of enhancements and additions:
      -All the music tracks from the SF games have been included; now there's a unique track for each screen.
      -Hangar Screen has got the hangar noise sounds which were present in the SF1 games.
      -Option to turn Lens Flare off as in the SF1 games is back.
      -Opportunity to change pilot at the Campaign Screen is reintroduced, as in the SF1 games.
      -Briefing Screen has been reintroduced for eye-candy (it has a small string "bug" with certain missions, since ThirdWire's removal of the FAC mission type).
      -Added generic _briefing.ini files for all the stock SF2 terrains (terrains without a _briefing.ini file might cause CTDs when accessing the Briefing Screen).
      -Added the missing PILOTPIC25 bitmap which is available in the SF1 games.
      -Loading Screen shows a generic runway and a new, longer loading sound is used.
      -Mission Editor DLC is supported with a new screen in the same style of the other screens.
      -Campaign Customizer DLC is supported with a new screen in the same style of the other screens.
      -Disabled unnecessary functions of the the System Menu, such as accessing ThirdWire's online site for viewing the game manual.
      As a bonus, the package includes 42 single missions taking place across all theatres of the SF2 series; most of them have been made by ThirdWire and released in their SF1 games. Five single missions are Instant Action scenarios of Strike Fighters 2, which I converted to be choosable and playable in the Single Missions Screen. Additional missions include historical scenarios created by guyran for the Israel theater. I renamed all single missions to use a nicer naming convention. Needless to say, all SF2 titles must be installed to be able to play all the missions.
      In addition, I have tweaked some Flight folder files to improve the realism of the game's HUD and in-game map. Since users may not like such changes, those files are not included by default, they must be installed manually. They can be found inside the "(Additional Tweaks)" folder. Here below a quick summary of changes they bring:
      -Disabled all the unuseful Labels when viewing the in-game map.
      -Disabled the arcade cones; lock your target and press F4 to visually track it.
      -Tweaked icons' colours so that they match the text's colours.
      -The in-game text background is less noticeable.
      -Text's font is now different, it is generally smaller and less obtrusive.
      -No more red and blue arcade squares when locking objects on; a faint yellow square is now used.
      -The white triangle showing the next waypoint is now a faint yellow, unlike the default strong white.
      -Disabled the radar box display; check the radar of your plane's cockpit, instead.

      >Credits (in no particular order):
      -ThirdWire, for the fantastic menu screens which are included in the stock SFP1 game.
      -kout, for the System Menu icon I have taken from his SF1 Grey Main Menu Replacement mod.
      -Camouflage, for the NACA Main Screen (still available at the archives of Checksix-fr.com), which I have reworked.
      -HomeFries, for the planning map enhancements available in his Semi-Transparent Map Icons package.
      -Viper63a, for the Loading sound, which I got from one of his menu mods.
      -paulopanz, for collecting and updating guyran's WOI custom missions properly to SF2 standards.
      -guyran, for the original custom missions he created for Wings Over Israel.
      -KJakker, for his interest and welcome support.

      >Disclaimer:
      This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
      Any changes to the package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
      This mod may NOT in any way, shape or form be used in any payware additions.

      >My Terrain Packages:
      Hawaii, Central Pacific (1959-2028)
      Timor, North Oceania (1950-2018)
      Ecuador, Northwest South America (1981-1998)
      Texas, American South Central (1968-2018)
      Sweden, Baltic Rim (2004-2018)
      Sweden, Baltic Rim (1952-1994)
      Libya, Central Mediterranean (1980-2011)
      Madagascar, Southeast Africa (1977-2018)
      Iraq, Western Asia (2003-2018)
      Alaska, Bering Strait (1955-2018)
      Iraq, Western Asia (1980-2003)

      >My Miscellaneous Packages:
      Ace Combat Nations
      Nations & Medals Expansion
      Speech Enhancement
      Wings Over World Menu Screens
      realSKY Environment
    • By MigBuster

      The F-16XL was a design named after………..a golf ball………..that being the Top Flite XL for any who ever played Golf. Harry Hillaker was also a golfer….one with a problem in that the USAF wanted to use his A-A fighter (F-16A) in an A-G role, hanging lots of pods and bombs off it, which was just not on! 
       
      So, what did he do and why?
      He and his design team at General Dynamics redesigned the F-16 to be more suitable to an A-G role using such concepts as high internal fuel loads and conformal carriage of weapons to get that nasty drag and radar cross section right down. In fact when he first started going to the Air Force with plans for the XL they were so enthusiastic about it they apparently accused him of holding the design back so that they (General Dynamics) could sell the F-16 twice.
      Goals to improve operational effectiveness included:
      •    Improve the A-G role without degrading A-A capability.
      •    Increased survivability, though increased speed, manoeuvrability and low radar cross section.
      The idea was to replace the F-16 and remain a lower cost fighter to the high cost F-15.
       
      So, some concept demonstrators were knocked together for testing?
      Yes, two of the Full Scale Development (Block Zero) F-16s were converted by doing such things as stretching their fuselages, removing the ventral strakes and gluing on some new cranked delta wings or double deltas. F-16XL-1 was 75-749 and had the F100-PW-200 engine, and F-16XL-2 was 75-747 which started life as single seater but was converted to the XL as a duel seater with the higher thrust F110-GE-100 engine.
       

        
       
      Were the goals met?
      Most of them, the low drag weapons carriage and lots of internal fuel meant vastly improved range over the F-16A (that already had comparative long legs), carried more A-G weapons, with ability to lug along 6 x A-A missiles on top. High AoA handling and instantaneous turn was improved. Cruise speed was also improved. 
      This is a part of a 1989 write up by General Dynamics test pilot Joe Bill Dryden:
      Pitch rate in all configurations was as good as to slightly better than a Block 10 A model (No slouch in itself) and the roll response was better. On several occasions, during demonstrations with VIPs, I had to remind them that we had 12 MK82s on the airplane! They would frequently forget because of the ease with which the airplane would attain high airspeed…….How high an airspeed? Mull this over for a while, you put 6 MK82s on your little airplane, plus tanks and try to get close to my radius. ill put 12 x MK82s on board with no tanks, still go further than you can and for the same fuel flow by going 60 to 80 knots faster than you. I risk going in to the classified arena, but with the right fuses on the bombs you could get well on the plus side of the Mach, all the while enjoying a much better ride. 
       
      Is there a but here?
      Yes using the F100-PW-200 engine from the F-16A, it was a tad underpowered, more F-14A than F-16A………..so take off requirements were nowhere near and some of it’s A-A capability was a bit degraded you could say.
      Perhaps an example from one of the Red Eagles pilots who flew some BFM against it in a MiG-21F-13:
      [Red Eagle Matheny flying the MiG] “We briefed each other about our airplanes and they [Edwards F-16XL pilots] turned to me and said they would be all over me – they had a roll rate of 800 degrees per second, which was the fastest in the inventory. – I got to thinking about that and it turned out the roll rate meant nothing. The problem with that airplane[F-16XL] was that it was a big bleeder: it just bled speed like nothing else when forced to turn hard – I ate them alive in the MiG-21. The F-15E on the other hand was a pretty good performer – they resisted the urge to get slow and jump in a phone booth with a MiG. They flew around the ranges at low level trying to burn off all this gas and he still needed to burn off more when we joined up on each other”.
       
      Could they not have improved that somewhere?
      Potentially, the second F-16XL had higher thrust F110-GE-100 engine but unfortunately the majority of the evaluation data and the Dual Role Fighter evaluation was done with the lesser thrusted F-100-PW-200. In fact Harry Hillaker stated they were not allowed to use the GE engine in the evaluation (see below) for whatever reason. NASA later got it supercruising with a F-100-GE-129 (29,500 lbs class), and by the late 1990s both General Electric and Pratt & Whitney offered suitable engines with a potential max thrust class to 36,000lbs and 37,000 lbs respectively.
       

       
      Was there some competition against the F-15 at some point?
      There was a USAF competitive evaluation originally called the Enhanced Tactical Fighter (ETF) competition, which in 1981 was renamed to became the Dual Role Fighter (DRF) competition. Technically not really a competition because both were evaluated and flight tested to totally different sets of conditions and to different flight test plans it seems.
       
      Why did the USAF run this evaluation?
      It was felt by some in the USAF the F-111F was becoming a bit outdated and instead of just an upgrade they wanted something that had A-A capability and a good precision night strike role against the Soviet masses.
       
      So, they chose two short assed fighters to replace the F-111?
      Pretty much – they would both get LANTIRN eventually and have a good A-A capability but still lacking in range.
       
      Surely the F-16 was cheaper was it not?
      On unit cost and cost per flight hour yes – but the USAF considered the F-16XL a radical new airframe compared to the F-15E, which was considered just a modification, so the USAF estimated research and development cost would be higher for the F-16XL.
       
      Okay but in the end the F-15 was chosen as the winner and that was that.
      No – following the DRF decision that the F-15E was going into production in February 1984, the USAF announced its intention to put the Single seat F-16XL into production anyway with the designation F-16F. So, work began on the F-16F design concept and Full Scale development into 1985.
       
      So where is it then?
      The program was terminated in late 1985 by the USAF it later appears there was no budget for every program out there such as the ATF (F-22) and black projects such as F-117 that were unknowns to most who ran the DRF so sadly the F-16F had to take the chop - basically lack of funding finally killed it off.
       

       
       
      End of the F-16XL – not quite
      The two F-16XLs were given to NASA in the late 1980s for various types of flight testing and we can thank them for taking some time to research into the history of the F-16XL and providing useful information on it. 

       
      But there’s more
      An interesting rebuttal, ten years after the DRF, written by Harry Hillaker in response to an article in Aerotech News and Review which perhaps gives a passionate and better insight into how farcical some of these things can be:
       
      As the recognized “Father of the F-16,” and Chief Project Engineer during the concept formulation and preliminary design phases of the F-16XL and Vice President and Deputy Program Director during the prototype phase, the article was of considerable interest to me. The disappointment was that only one side of the issue was presented, a highly biased, self-interest input that does not adequately, nor accurately, present the real story of the selection of the F-15E.

      First, it should be understood that we (General Dynamics) did not initiate the F-16XL as a competitor to the F-15E, then identified as the F-15 Strike Eagle. We stated as unequivocally as possible to the Air Force, that the Dual-Role mission should be given to the F-15: that the F-15 should complement the F-16 in ground strike missions in the same manner that the F-16 complements the F-15 in air-air missions. A fundamental tenet of the F-16, from its inception, has been as an air-air complement to the F-15—no radar missile capability, no M=2.0+ capability, no standoff capability: a multi-mission fighter whose primary mission was air-surface with backup air-air capability.

      We proposed the F-16XL as a logical enhancement of its air-to-surface capabilities. The F-16C represented a progressive systems enhancement and the XL would be an airframe enhancement optimized more to its air-surface mission—lower weapons carriage drag and minimum dependence on external fuel tanks. 
      The statement that “a prototype version of the F-15E decisively beat an F-16 variant called the F-16XL,” is misinformation. I don’t know what was meant by “beat,” it is patently true that McDonnell-Douglas clearly won what was called a “competition.” However, by the Air Force’s own definition, it was, in reality, an evaluation to determine which airplane would be better suited to the dual-role mission. In a formal competition, each party is evaluated against a common set of requirements and conditions. Such was not the case for the dual-role fighter. The F-15 Strike Eagle and the F-16XL were evaluated and flight tested to different sets of conditions and to different test plans—no common basis for evaluation existed.
      The F-15 had only one clear advantage in the evaluation—a “paper” advantage. The weapon loading for one of the missions used in the evaluation precluded the use of external fuel tanks on the F-16XL; the F-15 could carry that particular weapon loading and still carry external fuel tanks, the F-16XL could not. That one mission was the only place the F-15 had a clear advantage. (It should be noted that a fundamental design feature of the XL was the elimination of external fuel tanks with their attendant restrictions on flight limits and their weight and drag penalty.)
      Further, the Air Force would not allow us to use the GE F110 engine in our proposal even though the No. 2 XL, the 2-place version, was powered by a F110 engine and provided better performance than the P&W F100 engine. And although you would expect the F-16’s clear advantage to be cost, the Air Force treated the F-15E as a simple modification to a planned production buy and the F-16XL as a totally new buy. Neither airplane used in the flight test evaluation was a “prototype” of a dual-role fighter. The F-15 was closer systems and cockpit-wise than the F-16XL and the F-16XL was closer, much closer, airframe-wise. 
      The F-16XLs were designed to, and flew, at their maximum design gross weight of 48,000 pounds, whereas the F-15, more than once, blew its tires while taxiing at 73,000 pounds, well below its maximum design gross weight [which was 81,000 pounds], a condition not demonstrated in the flight test program.
      In a meeting that I attended with General Creech, then TAC CINC [Commander-in-Chief], the general stated that either air¬plane was fully satisfactory. When asked why he and his staff only mentioned the F-15 (never the F-16XL) in any dual-role fighter statement or discussion, he gave a reply that was impossible to refute, “We have to do that because the F-16 has a heart and soul of its own and we have to sell the F-15.” I’ll have to admit that I sat mute upon hearing that statement because there was no possible retort.
      We had no allusions as to what the outcome of the Dual-role fighter “competition” would be and debated whether to even respond to the request for information. We did submit, knowing full well that it was a lost cause and that to not submit would be an affront to the Air Force who badly needed the appearance of a competition to justify continued procurement of the F-15—they had patently been unable to sell the F-15 Strike Eagle for five years. As is the case with too much in our culture today, the Air Force was more interested in style, in appearances, than in substance.

      Even today, I feel that giving the F-15 a precision air-surface capability was proper and badly needed. What continues to disturb me is that the F-16XL had to be a pawn in that decision and had to be so badly denigrated to justify the decision—a selection that could have been made on its own merits.
       
      And finally 
      The concept of retaining performance with a usable Air to Ground loadout lives on today in the form of the F-35 Lightning II.......which comes with a 43,000 lbs thrust class engine to start with.
       
       
      General Dynamics F-16XL  (F2275)
       
       
       
       
       
       
       
       
       
       
       
        ------------------------------------------------------------------------------------------------
      Sources
      Page 267 Red Eagles (Davies.S), Osprey publishing 2008 - Matheny flew the MiG-21F-13 against the F-16XL and F-15E concept demonstrators. 
      Elegance in Flight (Piccirillo.AC), 2014 National Aeronautics and Space Administration (NASA) – Chapter 7: The Dual Role Fighter competition. 
      Code One Magazine, July 1989 (General Dynamics) Vol 4 No 2 -The F-16XL flies again 
      Code One Magazine, July 1991 (General Dynamics) Vol 6 No 2 – Interview with Harry Hillaker
      1999 Aviationweek online: http://aviationweek.com/awin/pws-229a-edging-close-500-hours
      Pratt&Whitney's self-funded F100-PW-229A - a re-fanned F100 fighter engine that can produce as much as 37,150 lbst. - is edging close to 500 total hours of run time

      1998 General Electric online: http://www.geaviation.com/press/military/military_19980907.html
      Designated the F110-GE-129 EFE (Enhanced Fighter Engine), the engine will be qualified at 34,000 pounds of thrust and offered initially at a thrust rating of 32,000 pounds, with demonstrated growth capability to 36,000 pounds.

       
    • By JosefK
      From Key.Aero:
       
       
      Full story: https://www.key.aero/article/boeing-partner-mhi-japanese-f-15j-upgrades?fbclid=IwAR2WYXBznWogLAxlxZihPYOr0PoZZNRePqTg2KTQVcr4CjTTlZiu4GIrV5w
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