My projects (guuruu)
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guuruu, in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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By JamesWilson
Hi everyone,
I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones.
I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to.
I'm not talking about how to customize the callsign name, but the unit number after it.
As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2"
Here are some examples:
The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200
IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery.
How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster
Thanks in advance for helping me.
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By Sabre1BR
Hello gentlemen.
I am getting back to SF2 since my last time by 2019 or so, and i wonder if in these three years off what would be mods you guys think are a must to play the game now.
Any suggestions?
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By Stary
View File Sa'ar cockpits dual pack
File version 1.1 check the changelog for more info
This is dual -two cockpits in one!- pack of slightly "what if" cockpits for IAI Sa'ar.
The cockpits are bit of "creative guesswork" Israeli updates of my SMB2 cockpit released earlier this month.
The two variants are BOTH installed in the same folder, you have two cockpit ini files so the matter of chosing the right cockpit is which one you'll point towards in SuperMystere_Saar.INI
SAAR_COCKPIT.INI -this one is basically upgraded and slightly repainted SMB2 cockpit with added RWR and some RHAW annunciators lights.
SAAR_COCKPIT_Upgraded.INI -this is slightly more advanced with slightly redesigned dashboard and it's frame (annunciators lights, moving of brakes and chute pull levers, removal of SMB2 style attention lights here and there etc) added RWR and tape-style AOA and accelerometer instruments. Currently the AOA doesn't work, blame my brainfarts.
I have addded new avionics data file that adds simple RWR (vector type, detection based on A-4F one) and 2.7NM range boresight radar for A2A ranging use.
The simpler version uses simplified gunsight from Kfir, the advanced uses one taken from Nesher to represent avionics, optics and electronics upgrades.
Installation:
This pack assumes you have Saar installed in your SF2 installation -the stock Saar version prefferably but should work ok with 3rd party version (or other plane of your choice for that matter)
Unpack to SuperMystere_Saar folder, overwrite when asked.
now, by default this pack uses the CockpitDataFile=SAAR_COCKPIT.INI cockpit data, change to CockpitDataFile=SAAR_COCKPIT_UPGRADED.INI to use the other bit more advanced version.
have fun
Stary
Submitter Stary Submitted 03/06/2016 Category Jet Cockpits
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By KJakker
View File SF2:NA US Stock Ships Data File Mod/Update
This is a US counterpart my previously uploaded Soviet ship updates.
This pack has updated data files for the stock Third Wire SF2:NA United States Navy surface combatants and amphibious ships.
/------------------------------------------------------------------
The changes are primarily centered around adjustments to the Elevation and Train of the guns with regard to both the Maximum and Minimum position and rate of movement.
A number of other adjustments have also been made related to gunners and guns.
The "Alt1" variant of the data files uses stock guns.
The "Alt2" version is set to use alternate guns which should improve the effectiveness of the guns in the AA and CIWS role.
The alternate Guns have been included.
This file has been tested in SF2:NA.
/------------------------------------------------------------------
1.1 includes some minor adjustments that I missed including in the original release.
Submitter KJakker Submitted 01/29/2014 Category Other
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By Stary
File version 1.1 check the changelog for more info
This is dual -two cockpits in one!- pack of slightly "what if" cockpits for IAI Sa'ar.
The cockpits are bit of "creative guesswork" Israeli updates of my SMB2 cockpit released earlier this month.
The two variants are BOTH installed in the same folder, you have two cockpit ini files so the matter of chosing the right cockpit is which one you'll point towards in SuperMystere_Saar.INI
SAAR_COCKPIT.INI -this one is basically upgraded and slightly repainted SMB2 cockpit with added RWR and some RHAW annunciators lights.
SAAR_COCKPIT_Upgraded.INI -this is slightly more advanced with slightly redesigned dashboard and it's frame (annunciators lights, moving of brakes and chute pull levers, removal of SMB2 style attention lights here and there etc) added RWR and tape-style AOA and accelerometer instruments. Currently the AOA doesn't work, blame my brainfarts.
I have addded new avionics data file that adds simple RWR (vector type, detection based on A-4F one) and 2.7NM range boresight radar for A2A ranging use.
The simpler version uses simplified gunsight from Kfir, the advanced uses one taken from Nesher to represent avionics, optics and electronics upgrades.
Installation:
This pack assumes you have Saar installed in your SF2 installation -the stock Saar version prefferably but should work ok with 3rd party version (or other plane of your choice for that matter)
Unpack to SuperMystere_Saar folder, overwrite when asked.
now, by default this pack uses the CockpitDataFile=SAAR_COCKPIT.INI cockpit data, change to CockpitDataFile=SAAR_COCKPIT_UPGRADED.INI to use the other bit more advanced version.
have fun
Stary
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