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Here is screenshot of MiG-19R / 19S / 19SV and J-6 / 6C / 6III Cockpit

img00021

img00013


WHen switching to air to ground mode, the gunisght is in smaller size and is depressed for rockets and bombs

img00022

img00023

 

MiG-19P / 19PM / 19PT and J-6A / 6B

NOTE:
- As stated above, the cockpit's radar lock light is re-positioned to align with the radar texture.

img00016

img00017

img00019

 


------------------------------------------------

>>> GUNASIGHT - 50 MILS GYRO SIGHT <<<

This situation worries me because the gyro range, among aircraft are different and can cause us to miss targets when using gyro sights.

Therefore, I started tweaking the Gyro sight based on 50 MILs.  As stated, there is no dynamic expanding / shrinking gunsight for early cold aircraft, so all gyro sight is fixed as 50 MILs.

First, I want to tell you what I learned about MILs size:

MILs stands for milliradians.  It is an angular measurement.  1 MILs = 1/1000th of the distance to the target.

Simple formula for math:

Size (in meters) = (Distance in meters × MILs) / 1000

With 50 MIls sight, at 100 meters distance 
(100 x 50) / 1000 = 5 Meters target size

50 MILs sight, 1000 Meters distance 
(1000 x 50) / 1000 = 50 Meters size

However, there are various aircraft with different wingspan sizes.  So it all comes down to what is most common targets that each aircraft faces or most likely.

For example, F-86s, the most common target would be MiG-15, not Tu-95.  Same with MIG-15, the most common or likely target would be F-86 rather than B-29.  That is how I find the practical range for gyro sight based on aircraft and common / most likely target.

Here is an example:

for F-86's Mark 18 / A-1 / A-4 gunsight at 50 MILs and the wingspan of MiG-15 being 10 meters.

Formula:

Range = (wingspan of target x 1000) / MILs size

Range = (10 m x 1000 m) / 50 = 200 m

Therefore, the F-86F's 50 MILs gunsight would have default range of 200 meters.

And for MiG-15's ASP-1N / 3N gunsight:

NOTE: F-86F's wingspan is 11 M

Range = (11 x 1000) / 50 = 220 meter

Finally, there are three codes to look at from cockpit.ini:

(For rangefinder / radar based gunsight)
MinLeadRange=
MaxLeadRange=

(For non-rangefinder / radar or not using radar)
DefaultLeadRange=

After the projects with MIGs / Js are completed, I plan on re-visiting all of another aircraft's gyro range based on the data and flight manual.  

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>>> VIEW / CAMERA SYSTEM OVERHAUL <<<

The works on AIRCRAFTOBJECT.INI allows me to edit the view / camera to give you more realistic feelings of flying aircraft.  Based on the work of Warbirds's Realistic Head Movement base, modified it so the head movement is not as dramatic.  Since in the early cold war aircraft to modern, the pilots are tightly melted on the chair, as well have Gs suits.  Spent a lot of time testing and tweaking it. 

 

Quote


//------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------------

[Views]
DefaultCockpit=A-4B_cockpit.ini
// ORIGINAL    |    MOD (Warbirds - Realistic Head Movement)    |    Eagle114th's verson

// Adjusts the forward/backward position of the pilot's head in the cockpit (0.04 = closer to default view).
CockpitOffsetDist=0.07
//0.07         |     0.04    |    0.07

// Sets the vertical position of the pilot's head for looking around (0.00 = no vertical offset).
LookAroundHeight=0.00
//0.08        |    0.00    |    0.00

// Controls how much the head moves due to G-forces/acceleration (1.00 = full response to acceleration).
HeadAccelFactor=1.00
//0.07        |    1.00    |    1.00

// Determines the head's roll (tilt) during maneuvers (0.0125 = moderate roll effect).
HeadRollFactor=0.025
//0.0015    |    0.050    |    0.025

// Defines the "springiness" or responsiveness of head movement (40.0 = snappier response compared to 20.0).
HeadSpringFactor=70.0
//20.0        |    20.0    |    70.0

// Controls how quickly head movements settle (2.8 = moderate damping for smoother motion).
HeadDampingFactor=3.0
//1.0        |    2.8        |    3.0

// Sets the maximum distance the head can move from its center position (0.50 = larger movement range).
HeadMoveLimit=0.50
//0.05        |    0.50    |    0.50


//------------------------------------------------

[HeadShake]
// ORIGINAL    |    MOD (Warbirds - Realistic Head Movement)    |    Eagle114th's verson

// Sets the intensity of random head shake (0.5 = moderate shake effect).
BaseAmount=0.75
//0.1        |    0.5        |    0.75

// Controls the frequency of head shake (1.0 = consistent shake speed, unchanged).
BaseFrequency=1.0
//1.0        |    1.0        |    1.0

//------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------------


AIRCRAFTOBJECT.INIIf you don't have the file, here is the file.  To install it, drop the file in Objects folder.


Cheers!

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I forgot to add, here is the updated information I have from researches on the MIGs and Js:

(Thank you Stavka5 and Michaelk, and everyone for helping me with the information and data!)

Screenshot-2025-06-09-210529

Screenshot-2025-06-09-205340

Screenshot-2025-06-09-205353

Screenshot-2025-06-09-205409

Screenshot-2025-06-09-205433

Screenshot-2025-06-09-205448

 

Eagle114th

 

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On 9/6/2025 at 2:50 PM, Eagle114th said:

>>> VIEW / CAMERA SYSTEM OVERHAUL <<<

The works on AIRCRAFTOBJECT.INI allows me to edit the view / camera to give you more realistic feelings of flying aircraft.  Based on the work of Warbirds's Realistic Head Movement base, modified it so the head movement is not as dramatic.  Since in the early cold war aircraft to modern, the pilots are tightly melted on the chair, as well have Gs suits.  Spent a lot of time testing and tweaking it. 

 


AIRCRAFTOBJECT.INIIf you don't have the file, here is the file.  To install it, drop the file in Objects folder.


Cheers!

Man, this is fantastic!! .. "feels"  like a new sim! Well done Sir!:good:

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she's old, but its us modders that keep her lookin young!

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Hello everyone!

I have been working a lot on adjusting the minimum and maximum effective range of various guns for aircraft I have worked on so far in SF - CAP.

Here is table I created as reference to help me figuring out the minimum and maximum effective range, as well the default range.  

NOTE:  As stated before, the default range is usually 200 meters, unless the minimum effective range is above that, then that is used instead fo 200 meters.
 

Screenshot-2025-06-16-195611

Screenshot-2025-06-16-195632

Screenshot-2025-06-16-195700

Screenshot-2025-06-16-195650

 

I wish that Thirdwire would have added dynamic gunsight (expanding / shrinking) because there is P-51 /F-51, as well F-100 and other that would have used it.  Since SF2 does not have that, I choose 50 MILs as default size for these type of sights.

Now that is completed, I am able to t move on to next aircraf.t  I am currently working on Mirage III series.  There are still more work to do.  Here is CFS Type 97K sights:

FIXED SIGHT

CSF-Type-97-K-MAIN

 

GYRO SIGHT

CSF-Type-97-K-LEAD

 

ROLL TAB (WINGS)

CSF-Type-97-K-ROLL-TAB

 

HEADING SCALE

CSF-Type-97-K-HEADING

 

SF2 screenshot (WIP - still have more to work on.)

img00001

img00003

img00007

 

 

Eagle114th

 

Edited by Eagle114th
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8 hours ago, Eagle114th said:

Hello everyone!

I have been working a lot on adjusting the minimum and maximum effective range of various guns for aircraft I have worked on so far in SF - CAP.

Here is table I created as reference to help me figuring out the minimum and maximum effective range, as well the default range.  

NOTE:  As stated before, the default range is usually 200 meters, unless the minimum effective range is above that, then that is used instead fo 200 meters.
 

Screenshot-2025-06-16-195611

Screenshot-2025-06-16-195632

Screenshot-2025-06-16-195700

Screenshot-2025-06-16-195650

 

I wish that Thirdwire would have added dynamic gunsight (expanding / shrinking) because there is P-51 /F-51, as well F-100 and other that would have used it.  Since SF2 does not have that, I choose 50 MILs as default size for these type of sights.

Now that is completed, I am able to t move on to next aircraf.t  I am currently working on Mirage III series.  There are still more work to do.  Here is CFS Type 97K sights:

FIXED SIGHT

CSF-Type-97-K-MAIN

 

GYRO SIGHT

CSF-Type-97-K-LEAD

 

ROLL TAB (WINGS)

CSF-Type-97-K-ROLL-TAB

 

HEADING SCALE

CSF-Type-97-K-HEADING

 

SF2 screenshot (WIP - still have more to work on.)

img00001

img00003

img00007

 

 

Eagle114th

 

Have a look at this for the Mirage TW has it wrong

 

 

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No horizon line that I can tell either:

Nesher:

68509dd292159_Screenshot_20250617_091030_AdobeAcrobat.thumb.jpg.201e4fd129d3e611b0c89d5aee9f5c56.jpg

68509dd740b15_Screenshot_20250617_091045_AdobeAcrobat.thumb.jpg.ed97479643a16ea07457dac3c0ca98bf.jpg

68509ddb5e8bb_Screenshot_20250617_091113_AdobeAcrobat.thumb.jpg.3c2c161d7a9030a28d5a88b809f755c4.jpg

68509ddfe1366_Screenshot_20250617_091131_AdobeAcrobat.thumb.jpg.41a980d2d94244bc8da2c2d3426a07b7.jpg

68509de460cfd_Screenshot_20250617_091152_AdobeAcrobat.thumb.jpg.26570ce3d3e7aa5cd80863790dccb333.jpg

 

Israeli Mirage III:

68509de97a3ef_Screenshot_20250617_091219_AdobeAcrobat.thumb.jpg.57d796c8eb6dd6e79ec84ced91800a11.jpg

68509ded5e997_Screenshot_20250617_091229_AdobeAcrobat.thumb.jpg.9c542569140d15a38f0c47e3d12770db.jpg

68509df200644_Screenshot_20250617_091239_AdobeAcrobat.thumb.jpg.b3ad282ab1891e9a18563f1ac2d0d092.jpg

68509df7a2933_Screenshot_20250617_091301_AdobeAcrobat.thumb.jpg.bcaac4dbf857b85e7512cefc070c5d3a.jpg

68509e024778f_Screenshot_20250617_091331_AdobeAcrobat.thumb.jpg.47ddf9713a054c4882992504bb1e6572.jpg

 

RAAF mirage:

68509e051b815_RAAFmirageIII.thumb.jpg.485d68198526eaf4ad17a5bde091e4d3.jpg

 

 

 

Screenshot_20250617_091316_Adobe Acrobat.jpg

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@dtmdragon

Great information!  I also have the information I would like to hsare with you too:  I need the information for Israel Mirage IIICJ "Shahak" and IAI Nesher.  they are great help for the projects!

From what I have learned, it appear that Cyrano I bis and Cyrano II have some difference with the optical sight layout.  It looks like Cyrano II have horizontal line (wings) which is used as roll tabs, linked to gyro sight, along with the closure speed scale.  Cyrano I bis, in other hand, only have gyro sight, fixed sight, and hheading scale which also act as range scale.  (As always, feel free to correct me if I am incorrect on any information).

By the way, the optical sight I am working on is based on Mirage IIID and E, based on the information from Mirage IIIO - D flight manual.  Here is information from the manual.  If you want this manual, I can send it to you by PM.

NOTE-0

 

 

NOTES-24

 

 

NOTES-25

 

NOTES-26

 

NOTES-27

 

NOTES-28

 

 

NOTES-29

 

Edited by Eagle114th
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I forgot to add one more notes about the color of opitcal sight.  A freind of mine helped me researching and found a great video.

Screenshot from video:

Screenshot-2025-06-10-110702



(The optical sight cxan be seen from 11:00)

 

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Found two fo very important pages for optical sight layout. I am re-working on the optical sight layout:

Thank you Dtmdragon, while studying the sight you did for IAI Nesher, I noticed that the gyro sight is above the fixed sight, got me going through the manual again, then found these two pages!  Just like I said, your files are a great help!

NOTES-21

 

NOTES-22

 

 

Cheers!

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Hello everyone,

After gong through manual and I realized that, the nature of CFS Type 97K is very dynamic with the gyro sight, moving veritcally depending on the mode and air to air combat situations.  Unfortuantely, in SF2, it does not have dynamic sight mechanically.

Therefore, I have no choice but to remain at 0 depression for gun.  However, I moved the layout around to match the manual at zero depression for air to air.

NOTE:  This optical sight is for Mirage IIID / E / O with Cyrano II radar.

img00011

img00013

 

The most interesting part about AG mode is that, according ot manual, for bomb attack, the gyro sight is depressed at 111.5 MILs. I tested it, turns out it does match the manual layout.

img00016

However, for the rocket attack, it is depressed at 45 and it aligns with the rockets:

img00017

And the reasons why I set it to 45 MILs depression, here ione page that talks about "EVELATION AND GRAVITY COIL":

NOTES-20

 

While the diagram in previous posts about G / R / M mode (Gun / Rockets / Missiles) set at zero depression, it stil have the capable of depressing from -5 to + 45 MILs., thherefore I set gyro sight to 45 maximum for rockets, which aligns with rockets as shown in screenshot.

 

By the way, I am still workiong on adding the clourse speed for AA mode.  However, I am still researching to see if I could add scale version. I posted the questions at this link:


 

 

I plan on wokrong on earlier Cyrano I bis version for early Mirage III series, including Mirage III CJ "Shahak" series.


Eagle114th

Edited by Eagle114th
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I suppose is not possible without working with the exe, but have you tried to add "slewable" radar cursors to the player?

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11 hours ago, Stratos said:

I suppose is not possible without working with the exe, but have you tried to add "slewable" radar cursors to the player?

Hello Stratos! It is great to see you here!  I am not sure if you remember me, I posted at our forum we used to chill long, long time ago. It was C5 forum, along with Dave, Falc and other members.  It is a great memories!

So seeing you here brings me great joys!

By the way, to answer your questions; I have not yet figured out how to edit the .dll nor .exe files of SF2 yet.  I am still puzzled by it.  From time to time, I take a look at the files using Ghidra.

By the way, I planon sending you PM.


Eagle114th

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Hello everyone!

@dtmdragon

I finally found information on the early Cyrano I Bis gunisght, it was quite challenging to find, it is from Mirage IIIB manual (Plates) and I finally understanda bout the horonzital line. You are right, there is no horizontal line during dogfight.  For examlpe, with Cyrano II's version of CFS Type 97K gunsight, the wing (Horzintal line) appear only if it is beyond 1.1 MN, and less than that, it disappear.

I Now with more information on both Cyrano I Bis and Cyrano II gunsight, There will be three modes:

NAV, AA, and AG. I usually use NAV to 'turn off sight" for pre-HUD era aircraft.  This time, Mirage III have unique and many uses of gunisght, therefore, for NAV, the gyro + fixed sight will be fixed with horizontal line.  for AA and AG, tehre is no horizontal lines.

However, here is pictures from Mirage IIIB manual (Plates):

Screenshot-2025-06-18-132635

 

Screenshot-2025-06-18-132648

 

Screenshot-2025-06-18-132702

 

Screenshot-2025-06-18-132756

 

Screenshot-2025-06-18-132813

 

Screenshot-2025-06-18-154528

 

 

Eagle114th

 

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It is a far more advanced sighting system than I realized with the wings serving as steering cues among other things depending on the mode etc. It's a shame SF2 can't replicate these kind of avionics

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2 hours ago, dtmdragon said:

It is a far more advanced sighting system than I realized with the wings serving as steering cues among other things depending on the mode etc. It's a shame SF2 can't replicate these kind of avionics

I agree! It is quite frustrating that TK does not realize the amazing potiental of SF2 earlier.  However, at least, we grow more knowledge with the hobbies we have here.  Prehaps someday when new sims that are like SF2 comes out, we can bring all of our hobbies over there too! I hope someday.

For now, in meanwhile, we do what we can do with SF2.


Cheers!

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Hello everyone!

The optical sight for Cyrano I Bis radar are now completed.  Please note that, this Mirage III is unique with many advanced features for optical sights.  So this time, for NAV, instead of having 'turned off" optical sights, the horizontal bar, linked to gyro sight is used for navigating. AA and AG mode does not feature that.

By the way, here is screenshot of Cyrano I Bis radar optical sight (Mirage Cs and Shahak series):

NAV MODE:

img00001


AA MODE:

img00020

img00022

img00023


AG MODE - GUN and ROCKET:

img00024

 

NOTE: I didn't realize that the 2 vertical small symbols below the gunsight aligns with the rocket.

img00027

 

AG MODE - BOMB (Depressed sight)

img00025

 

For Cyrano II optical sight, it have been re-done, so the horizontal bar will only appear in NAV mode while further fixing and polishing the optical sight systems for AA and AG.

NOTE: for AA mode, the clourse speed is included.  Unfortunately I do not know the way to add scale version of clourse speed, so we have dynamic speed for now.

NAV MODE:

img00001


AA MODE:

img00002

img00003

 

AG MODE - GUN and ROCKET:

img00004


AG MODE - BOMB (Depressed sight)

img00005


The radars are being worked on for Mirage IIIs, Shahak, and Mirage IIIS are work in progress now.

 

Eagle114th

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  • Similar Content

    • By Eagle114th


      View File SF2 Avionics Community Pack (SF2: ACP) - Beta
      ----------------------------------------------------------
      STRIKE FIGHTER 2: AVIONICS COMMUNITY PACK (SF2: ACP) v0.4
      ----------------------------------------------------------
      Welcome to SF2: ACP first release of alpha.  Before I explain about the pack, I want to express big thank to the wonderful communities and modders of Combatace and Combat Flight Sim Tavern (Discord), including Thirdwire for the simulation.
      You all are the reasons why this pack exists.  I want to use the passions to improve SF2 into next level with avionics.
      This requires a lot of research, reading flight manual, and tons of tweaking the texture, and avionics and cockpit ini, along with countless of testing in-flight in SF2.
      The mods is not perfect, we do our best with the mods.  We do it with the joys of our hobbies!
      This pack includes the following features:
      - New gunsight / optical sight
      - New texture for radar, RWR, and another avionic equipment
      - Improved cockpit and radar through cockpit and avionics ini tweaks for semi-realism (See note #2)
      - Improves glass texture (If possible)
      - Accessibility - Optional, includes the AAM firing cue on gunsight for people who can not hear the sounds of missile locking on targets.
      - Improved night lights inside cockpits
      - Tweaks to the view angle around cockpit
      NOTE #1: As mentioned in note #1, due to little resources (Information / data) on early cold war era radar, at least half or most of tweaks are based on an educated guess. For exampe, AN/APG-33 radar that is used with E-1 FCS in F-89B and C, there are some data on it, but no data on elevator nor azimuth angle limitation.  

      ----------------------------------------------------------
      ----------------- HISTORICAL VS FICTIONAL ----------------
      ----------------------------------------------------------
      Avionics overhaul for Historical vs fictional aircraft
      I am dong overhaul for both historical and 'what if' fictional aircraft.
      For example, in this alpha version, there are avionics overhaul for F-8A to F-8K, along with France F_8s.  It also includes 'what if' JASDF F-8EJ Crusader. 
      ----------------------------------------------------------
      ---------------------- INSTALLATION ----------------------
      ----------------------------------------------------------
      There are readme inside each aircraft folder, please read the instruction to install the mods.
      NOTE: There is a folder "_OPTIONAL - RWR", by default, RWR always have texture.  If you want TW style version of RWR, you can replace the RWR with the provided RWR texture from that folder.
      ----------------------------------------------------------
      ------------- GUNSIGHT / OPTICAL SIGHT SYSTEM ------------
      ----------------------------------------------------------
      The new version of SF - CAP now have new gun system (texture and MILs)
      From now on, all guns have texture of 512 x 512, which is 150 MILs.
      In order, to use the new gunsight / optical sight, you MUST set MILs to 150 in cockpit.ini or ImageSize=0.2025 in avionics (HUD)
      When I created the optical sights, I measured the MILs of gunsight by pixels
      For example
      512 pixel width is 150 MILs
      For example:
      For 100 / 50 / 25 MILs, it is 341 / 171 / 85 pixels

      ----------------------------------------------------------
      ------------------- TEMPLATES SITUATION ------------------
      ----------------------------------------------------------
      Due to steer size of projects, I am more focused on creating texturs for avionics overhaul.  It is taking a lot of my time and I rather to focus and finish the projects in time.
      Therefore, from SF - CAP v0.4 onward, it no longer have TEMPLATE folder. And to add, with the new gunsight / optical sight, it requires new templates too.
      However, if any of you want the templates for certain aircraft's avoinics, you can contact me by posting in SF - CAP thread or PM me in CombatAce.
      I can clean up the mess in the templates and send it to you to use for modding SF2.
      ----------------------------------------------------------
      ----------------------- CHANGE LOGS ----------------------
      ----------------------------------------------------------
      v0.01 - First release of SF2: ACP
      v0.02 - Includes avionics overhaul for A-1s, A-4s, F-8s, F-89s, and MiG-15s
      v0.03 - MAJOR updates, 
          > gunsight and radar are now in higher resolution.
          > Tweaked cockpit panning angles
          > Tweaked night lights for night mission
          > New texture to add 'Old CRT' effect to early cold war aircraft's DTV
      v0.04 - MAJOR UPDATES
          > New gunsight / optical sight system (texture and MILs)
          > Changed the orginzation of files structures
          > SF2 - CAP has evolved from a modder’s asset pack to a streamlined avionics overhaul for Strike Fighters 2 and add-on aircraft mods,
          
      ----------------------------------------------------------
      ----------------- CURRENT / FUTURE PLANS -----------------
      ----------------------------------------------------------
      I am currently workong on adding more A-4s and F-4s to SF - CAP while is workong on another early cold war aircraft.
      f you have any feedback or request for aircraft avionic overhaul, please post in CombatAce forum discussion:
      https://combatace.com/forums/topic/99178-sf2-avionics-community-pack-wip-alpha-release-v01/
      -----------------------------------------------------------------------------
      ----------------------------- FREEWARE LICENSING ----------------------------
      -----------------------------------------------------------------------------
      The SF2 - CAP mod is a collaborative project featuring the exceptional work of various modders 
      from the CombatAce community, alongside the contributions of my works. This mod is strictly 
      FREEWARE and not to be used for commercial purposes or as payware. Distribution and hosting of 
      this mod are exclusive to CombatAce, and it may not be hosted or shared on any other websites 
      without explicit permission.
      ----------------------------------------------------------
      ------------------------ CREDITS ------------------------
      ----------------------------------------------------------
      I want to give big thanks to the people who have suported me, helped me with the project, shared the books, mods, information, and gave me the advice on various aircraft avionics, especially giving me the feedbck.  I also want to thank to the modders for the excellent mods that makes SF2 the greater sims. I use the various mods as part of this projects too.
      Thank you Lex2Limit, Ravenclaw_007, dtmdragon, Stary, Wrench, Menrva, FANATIC MODDERS, KJakker, Crusader, daddyairplanes, FalconCAF, Gunfighter6, Nightfall, Centurian (Outlaw), USNRaptor, and the rest of awesome fellow people of Combatace and Combat flight sim tavern!
      I also want to credit the great works of the developer teams who develops Wing over Korea, The Mirage Factory for great quality cockpits and other files, and the great communities from Combatace and Combat flight sim tavern.
      Finally, Thakk you Thirdwire (TK) for the Strike fighter 2 simulation.
      To anyone who is missing from the credit part, please let me know ASAP. I will update the credit page.
      Thank you for enjoying the mods!

      Eagle114th / Flowing Dragon
       
      Submitter Eagle114th Submitted 11/14/2024 Category Avionics  
    • By Eagle114th
      ----------------------------------------------------------
      STRIKE FIGHTER 2: AVIONICS COMMUNITY PACK (SF2: ACP) v0.4
      ----------------------------------------------------------
      Welcome to SF2: ACP first release of alpha.  Before I explain about the pack, I want to express big thank to the wonderful communities and modders of Combatace and Combat Flight Sim Tavern (Discord), including Thirdwire for the simulation.
      You all are the reasons why this pack exists.  I want to use the passions to improve SF2 into next level with avionics.
      This requires a lot of research, reading flight manual, and tons of tweaking the texture, and avionics and cockpit ini, along with countless of testing in-flight in SF2.
      The mods is not perfect, we do our best with the mods.  We do it with the joys of our hobbies!
      This pack includes the following features:
      - New gunsight / optical sight
      - New texture for radar, RWR, and another avionic equipment
      - Improved cockpit and radar through cockpit and avionics ini tweaks for semi-realism (See note #2)
      - Improves glass texture (If possible)
      - Accessibility - Optional, includes the AAM firing cue on gunsight for people who can not hear the sounds of missile locking on targets.
      - Improved night lights inside cockpits
      - Tweaks to the view angle around cockpit
      NOTE #1: As mentioned in note #1, due to little resources (Information / data) on early cold war era radar, at least half or most of tweaks are based on an educated guess. For exampe, AN/APG-33 radar that is used with E-1 FCS in F-89B and C, there are some data on it, but no data on elevator nor azimuth angle limitation.  

      ----------------------------------------------------------
      ----------------- HISTORICAL VS FICTIONAL ----------------
      ----------------------------------------------------------
      Avionics overhaul for Historical vs fictional aircraft
      I am dong overhaul for both historical and 'what if' fictional aircraft.
      For example, in this alpha version, there are avionics overhaul for F-8A to F-8K, along with France F_8s.  It also includes 'what if' JASDF F-8EJ Crusader. 
      ----------------------------------------------------------
      ---------------------- INSTALLATION ----------------------
      ----------------------------------------------------------
      There are readme inside each aircraft folder, please read the instruction to install the mods.
      NOTE: There is a folder "_OPTIONAL - RWR", by default, RWR always have texture.  If you want TW style version of RWR, you can replace the RWR with the provided RWR texture from that folder.
      ----------------------------------------------------------
      ------------- GUNSIGHT / OPTICAL SIGHT SYSTEM ------------
      ----------------------------------------------------------
      The new version of SF - CAP now have new gun system (texture and MILs)
      From now on, all guns have texture of 512 x 512, which is 150 MILs.
      In order, to use the new gunsight / optical sight, you MUST set MILs to 150 in cockpit.ini or ImageSize=0.2025 in avionics (HUD)
      When I created the optical sights, I measured the MILs of gunsight by pixels
      For example
      512 pixel width is 150 MILs
      For example:
      For 100 / 50 / 25 MILs, it is 341 / 171 / 85 pixels

      ----------------------------------------------------------
      ------------------- TEMPLATES SITUATION ------------------
      ----------------------------------------------------------
      Due to steer size of projects, I am more focused on creating texturs for avionics overhaul.  It is taking a lot of my time and I rather to focus and finish the projects in time.
      Therefore, from SF - CAP v0.4 onward, it no longer have TEMPLATE folder. And to add, with the new gunsight / optical sight, it requires new templates too.
      However, if any of you want the templates for certain aircraft's avoinics, you can contact me by posting in SF - CAP thread or PM me in CombatAce.
      I can clean up the mess in the templates and send it to you to use for modding SF2.
      ----------------------------------------------------------
      ----------------------- CHANGE LOGS ----------------------
      ----------------------------------------------------------
      v0.01 - First release of SF2: ACP
      v0.02 - Includes avionics overhaul for A-1s, A-4s, F-8s, F-89s, and MiG-15s
      v0.03 - MAJOR updates, 
          > gunsight and radar are now in higher resolution.
          > Tweaked cockpit panning angles
          > Tweaked night lights for night mission
          > New texture to add 'Old CRT' effect to early cold war aircraft's DTV
      v0.04 - MAJOR UPDATES
          > New gunsight / optical sight system (texture and MILs)
          > Changed the orginzation of files structures
          > SF2 - CAP has evolved from a modder’s asset pack to a streamlined avionics overhaul for Strike Fighters 2 and add-on aircraft mods,
          
      ----------------------------------------------------------
      ----------------- CURRENT / FUTURE PLANS -----------------
      ----------------------------------------------------------
      I am currently workong on adding more A-4s and F-4s to SF - CAP while is workong on another early cold war aircraft.
      f you have any feedback or request for aircraft avionic overhaul, please post in CombatAce forum discussion:
      https://combatace.com/forums/topic/99178-sf2-avionics-community-pack-wip-alpha-release-v01/
      -----------------------------------------------------------------------------
      ----------------------------- FREEWARE LICENSING ----------------------------
      -----------------------------------------------------------------------------
      The SF2 - CAP mod is a collaborative project featuring the exceptional work of various modders 
      from the CombatAce community, alongside the contributions of my works. This mod is strictly 
      FREEWARE and not to be used for commercial purposes or as payware. Distribution and hosting of 
      this mod are exclusive to CombatAce, and it may not be hosted or shared on any other websites 
      without explicit permission.
      ----------------------------------------------------------
      ------------------------ CREDITS ------------------------
      ----------------------------------------------------------
      I want to give big thanks to the people who have suported me, helped me with the project, shared the books, mods, information, and gave me the advice on various aircraft avionics, especially giving me the feedbck.  I also want to thank to the modders for the excellent mods that makes SF2 the greater sims. I use the various mods as part of this projects too.
      Thank you Lex2Limit, Ravenclaw_007, dtmdragon, Stary, Wrench, Menrva, FANATIC MODDERS, KJakker, Crusader, daddyairplanes, FalconCAF, Gunfighter6, Nightfall, Centurian (Outlaw), USNRaptor, and the rest of awesome fellow people of Combatace and Combat flight sim tavern!
      I also want to credit the great works of the developer teams who develops Wing over Korea, The Mirage Factory for great quality cockpits and other files, and the great communities from Combatace and Combat flight sim tavern.
      Finally, Thakk you Thirdwire (TK) for the Strike fighter 2 simulation.
      To anyone who is missing from the credit part, please let me know ASAP. I will update the credit page.
      Thank you for enjoying the mods!

      Eagle114th / Flowing Dragon
       
    • By Panzerfan
      My C: Drive is quite full, and I had to uninstall SF2 because the mods just took up too much space.

      Now I wonder if there is a way to install mods in any other location but the C:/User-and so on?
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