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SandMartin

F-18A Hornet (1983) for SF2 vanilla

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F-18A Hornet (1983) for SF2 vanilla


F-18A Hornet (1983) v1.0.2 for Strike Fighters 2 Vanilla by SandMartin.
04 February 2021

The whole idea of this mod is to show what Hornet could be if made by Thirdwire itself. Therefore, everything is set up to be as much as possible in the style of the original game.

*********************************************************************
Based on F-18 pack from Hornet Team mod.
https://combatace.com/files/file/15259-fa-18-series-update-by-the-hornet-team/

Thanks The Hornet Team for their amazing mod:
Original Model by BPAO and the Mirage Factory, updated by FastCargo.
New pit by Brain32 with Crusader, Brain and CB34 doing the avionics.
Skins by Siddog, Dave and EricJ.
Crash test Dummy: Caeser
Seats: Julhelm and Ravenclaw
Weapons by Ravenclaw, wpnssgt and others.
Original Loadouts and variant shred out by  CrazyhorseB34 
***********************************************************************

Many thanks for Carrier Ellumination Mod
https://combatace.com/files/file/14598-carrier-deck-illumination/
Effects and .ini work: MiGbuster and Fubar512
Placement: MiGbuster
Technical Consultant: SidDogg

***********************************************************************


To install:
C:\Users\xxxxxxx\Saved Games\ThirdWire\

Launch StrikeFighters2.exe from game folder.

Mod functionality tested on clean Strike Fighters 2 Complete or Strike Fighters 2 with all DLCs..
This is a standalone mod and does not require any other mods to be installed.
Correct work in conjunction with other mods is not guaranteed!

So, there is tweaks I made:

1) The "SHOOT" message on the HUD was displayed incorrectly - I had to delete it so as not to mislead the pilot, since the internal tools of the game did not make it right. We need to have avionic80.dll.
The "LOFT" message has also been removed from the HUD, since our AIM-7 is launched on a normal rather than LOFT trajectory

2) Changed the names of HUD - 7M and 9M to the more versatile AIM7 and AIM9, since there are several types of these missiles in the game. It's a game convention.

3) On the HUD, when choosing the AGM-84 missile, the AG indicator is added opposite the number of missiles. Before that, just a counter was displayed.

4) At at landing, "NAV" is changed to "ILS",  and the angle of attack indicator (E-Bracket) has been removed, since its readings are still not correct and may be misleading.  At the optimal angle of attack, E-bracket should be below the visible HUD boundary due to the current FOV in the HUD.

5) The angle of attack and Mach indicator are now displayed in all HUD modes.

6) Bank (Roll) Indicator on HUD in navigation and landing mode now works fine.

7) The sound of the plane inside is made with vanilla, no left background conversations on the walkie-talkie.

8) Black smoke of afterburner exhaust is made in the image and likeness of vanilla F-16A and F-15A

9) Now the afterburner texture inside the nozzle light up correctly, and does not burn all the time.

10) The afterburner flame is now in the likeness of the standard F-15A and F-16A

11) Added vortices on the leading-edge root extension (LEX Vapors)

12) Removed vortices from the tips of vertical tails.

13) Removed the poor prandtl-gloert cone, which for some reason was screwed by the modernists. Better none than this. Moreover, the other planes in the game do not have it.

14) Hornet pilot is now standard NAVY, from F-14A

15) The number of shells for the M61 cannon has been adjusted to 578 (was 570)

16) Fixed glitch textures. Now in TrackIR you can look back over your shoulder, and you are not afraid to see a glitch in the texture of the back of the chair. For this, the pilot's point of view had to be slightly shifted.

17) The wheels "pumped up" a little, as they usually fell through the concrete in the parking lot.

18) The left MFD in the cockpit now correctly displays the indicators of all standard vanilla weapons. To display the bombs on the central pylon, they had to make copies with a different internal name. (see Weapons folder)

19) Fixed Bomb Rack - now =<1000 pound bombs hang side by side, like most real Hornets. Also they can now carry 2xMK83

20) The air target designator (TD Box) on the HUD now does not disappear when approaching the HUD border, but "sticks" to it, that is, it indicates where the target is (while the radar is holding the target). It is more convenient to point the nose of the aircraft towards the target when it is not visible visually, but the radar keeps it locked.

21) In some places, I slightly corrected the textures - the arrows on the map (on the lower MFD) are a little whiter and brighter - that is, the compass on its background is now read a little better .. Also on the right MFD, the attitude indicator (DDI) made a waterline with bright yellow light green. (After all, the MFDs in the cockpit of the early Hornets were black/green monochrome)

22) I changed the mass of the drop tanks - it was 1000 became 1350 kg (this is how it turns out if you calculate the mass of 330 gallons of fuel and add the mass of the empty tank).

23) Adjusted fuel consumption and top speed. Now at altitude, it does not overtake everyone in a row with full suspensions as it was configured at the Mirage Factory.
Before that, he calmly gained Mach 1.75 with a full load and also almost did not consume fuel (2.5 times less than the F-16).
Now, at an altitude of 40,000 feet, a maximum of Mach 1.78-82 is empty (according to the performance characteristics in real life, 1.8M) and also consumes a little more fuel than the F-16A Netz (due to two engines and 2.5 tons more aircraft mass).

24) Nozzles at idle throttle position are now maximum open.

25) In case of severe critical damage, the MFD just screens go out

26) Adjusted hardpoints. Air-to-air missiles and Walleye missiles can no longer be attached to points 3 and 7 (see loadouts.jpg for more details)

27) Added custom pictures - loading screen and hangar screen

28) Adjusted the default aircraft loading options for different missions. (see f-18a_loadout.ini and loadouts.jpg for more details)

29) Added custom pictures - loading screen and hangar screen

30) To make my mod differ in the list of mods the plane is renamed from "F/A-18A Hornet" to "F-18A Hornet" . It is also a tribute to the early hornets who at that time in the literature were called the "F-18A".

31) Skin of VMFA-531 MARINES added

32) RWR threats now taken from Thirdwire's F-15A RWR List

33) Low Fuel Indicator on the left MFD now set to 2000lbs

34) HUD: Air-to-Air messages configured. Removed "BST", "RADAR" and "AACQ". Instead, "RDR" lights up when the radar locks onto a target.

35) HUD: Letter "R" is no longer displayed in landing mode

36) HUD: ILS during landing on a carrier works correctly

37) HUD: Ammo counter shifted under the weapon type indicator

38) HUD: Steerline is now displayed in NAV mode instead ILS and looks different

39) Ajusted pod stations:
The left cheek station is capable of carrying FLIR and TGT Pods
The  right cheek station is capable of FLIR/RECON Pod
The centline station is capable of carrying Datalink Pod.

These devices are not yet in the game, but this is done for the future 
(if ThirdWire decides to update its game). Pave Spike dont capable with Hornets.

40) Missing texture of the AGM-45/HARM pylon - fixed.

41) The left MFD now correctly indicates the presence of all early sidewinders avaible in the game (AIM-9B, 9E, 9P-5 etc.. ) and early bombs like napalm

42) Added 7 instant training missions (Dogfights and carrier take-off/landing)

43)  A absolutly necessary thing has been added to this mod - night illumination of the deck of default aircraft carriers!
(by default they come with the lights off, which clearly looks like a bug). Big thanx to MiGbuster, Fubar512 and SidDogg for their amazing Illumination fix! Also the nose gear landing light is off as it blinded the HUD at night during landing.

44) HUD in ILS mode - Radar altitude is now indicated

45) RWR now shows the type of ground threat.

46) The images of the formation lights are added to Hornets skins.

47) Adjusted the brightness of the navigation lights.

 

You can see this mod on my youtube channel:

 


 

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Hi, great mod!

But a little update is necessary. There is an update in the get support section of the original F/A-18 mod from Brain32/Crusader of the cockpit. That Lights up the counters and DDis.

And whats happend wih the slimmers????? They disapear as a light.

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4 hours ago, Lex2Limit said:

Hi, great mod!

But a little update is necessary. There is an update in the get support section of the original F/A-18 mod from Brain32/Crusader of the cockpit. That Lights up the counters and DDis.

And whats happend wih the slimmers????? They disapear as a light.

Hello. Thanks for the comment.
Lighting fix added.

Slimers are drawn on the texture but turned off, since they do not work on standard aircraft - F-14A/F-15A and Baz/F-16Netz/

Moreover, the luminous slimmers are slightly shifted from the places where they are in reality. Therefore, there is a disagreement between texture and glow.

 

But I can give a date.ini for their inclusion, everything is simple there.

Edited by SandMartin

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4 hours ago, Lex2Limit said:

Hi, great mod!

But a little update is necessary. There is an update in the get support section of the original F/A-18 mod from Brain32/Crusader of the cockpit. That Lights up the counters and DDis.

And whats happend wih the slimmers????? They disapear as a light.

This is what I mean. The difference is visible

slimm.jpg

Edited by SandMartin

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oh, i see. hmm.... OK i think i let it be. Thats more F/A-18C style i think. Great job! 

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