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Yeah, I should have mentioned there's several versions of the Scorpion out there ...my bad!

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Posted (edited)

Hello everyone!

F-102 and F-106 are now completed for revisiting and fixing what needs fixing.  I want to share the improvement I have done with the F-106 Six Shooter based on wonderful works of Paulopanz and DTMDragon!

Turned the optical sight into higher resolution: 



img00001.JPG?ex=681759f5&is=68160875&hm=ca7aa9b3919a4f702acb069112f0c3080c67e5aa1258e30a6830e5264b44dcc4&=

img00007.JPG?ex=68175a10&is=68160890&hm=9c35dd7745863f3cdfb2b8689468e8579b0bc352ad201833c68915c31a12a38e&=

 

It was a bit chalenging to score a hit on MiGs due to frame on front of cockpit.  However, still managed to shoot down MiG-17!

img00008.JPG?ex=68175a3a&is=681608ba&hm=1b236a9d76f5565a3f85326bda1787fdc51ab3a7bac263cc27529d448100e8ed&=

 

For optional accessibility, this design is based on early LOCSS of F-4D, loved it!  You can see square appearing on top of fixed sight.  The empty square shows that you have radar lock, however the weapon still do not have lock on target nor is in teh range yet. 
 

image.png?ex=68175a73&is=681608f3&hm=3d9f43029c801e5a8c8ddb749e564e57f356e0f2ae89d644a849f5a3671ffe28&=

 

When the AAMs have a lock or when target is in AAM's range, the ssquare turns solid.
image.png?ex=68175ab5&is=68160935&hm=bd78fb590578bf7196de33784140b82b2ecfac3895253a1077fe36bd5ab8c94e&=

 

Eagle114th

Edited by Eagle114th
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Hello everyone!

After finishing workiong on F-102, F-106, MiG-15 / MiG-15bis, and F-51 (P-51) revisiting, I am now back to workong on the final stage:

Revisitng F-4s and changing the methods of reflector glass tilting from HUD method to actual glass tilt, and the result is GREAT!   Looks much better now:

USN / USMC F-4B / J / N / S

img00012.JPG?ex=681ac196&is=68197016&hm=a22b5b91ef3994fb2a95e22c37ff9adbbeebc4318bf60597211c6eeec18336be&=

img00013.JPG?ex=681ac199&is=68197019&hm=cae24523a8942373ef09ae69e24633413031b64845363d27c03ea766483f3fae&=

img00014.JPG?ex=681ac19d&is=6819701d&hm=2a5f29d21fdfdb33210a7e45a04b2ac85b0e0fd8c7e6ee6f1ca63f307628de8f&=

 

Eagle114th

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Hello everyone!  I am getting clsoe to completing the first BETA version of SF - CAP, about probably 95 percent done.

I would ike to share screenshot of revisited USAF F-4s, including the later series of F-4E after mid 1970s, based on excellent owrk of Ravenclaw_007!

Here are screnshots of USAF F-4C / D (early / late), and F-4E:

img00015.JPG?ex=681c85fc&is=681b347c&hm=dbdc3cd23bd5179ceaca4af2b12428da0d3ac042855a0dededbf24c1e31fa1cf&=

img00019.JPG?ex=681c8606&is=681b3486&hm=6df6a7b175adc311b730ae75b359244c1a7c04365ba472222454418a4b9f25aa&=

img00020.JPG?ex=681c860a&is=681b348a&hm=ec163a87ddf468fee9ec7d75333c7d59e9af009f8b601f5281dd27b8889755aa&=

img00021.JPG?ex=681c8611&is=681b3491&hm=080053a8b259b455eaa5876167c252d5712c955a5c4e2c6cdeed62bd9202703a&=

img00022.JPG?ex=681c8619&is=681b3499&hm=f26c4ba0a46bdf0ac4e4111a0a6b0e5e8ebaa5c89e0bc63a1ed25345724034ec&=

 

(NOte about EO Camera, Iam still experimenting with the hue color and "effects" for F-4E's TISEO while I am continuing to research on it.)


Eagle114th

Edited by Eagle114th

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Do anybody know how to Fix the Rolltabs with a leading Gunsight? I know there is a commandline in the [Gunsight Section] of the Cockpit.ini

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10 hours ago, Lex2Limit said:

Do anybody know how to Fix the Rolltabs with a leading Gunsight? I know there is a commandline in the [Gunsight Section] of the Cockpit.ini

Can you explain more about the issues?  

Are you trying to make a roll tab to stay with fixed sight while leading sight should not have roll tab? 


Eagle114th

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5 hours ago, Lex2Limit said:

Yes, thats what i mean. 

Ah Yes, I solved this issues with F-4S, it is a bit tricky.  First, do not use COCKPIT.ini for roll tabs, rather use HUD method.

Here is my cockpit.ini codes for optical sigh for F-4S:

 

Quote


[GunsightFront]
HasGunsight=TRUE
GunsightMilSize=150
GunsightName=SOS - MAIN - BLANK.TGA
AGGunsightName=SOS - LEAD.TGA
GunsightComputedName=SOS - LEAD.TGA
GunsightRangeBarName=SOS - RANGE BAR.TGA
RangeBarOrientation=12TO6
RangeBarHasGunRange=TRUE
RangeBarUseWeaponRange=TRUE
RangeBarMax=4572.0  // 15,000 feet - IRM middle ground
RangeBarMin=228.6   // 750 feet - IRM’s minimum range
RangeBarMaxGun=914.4  // 3000 feet - Gun
RangeBarMinGun=228.6  // 750 feet - Gun
LeadComputing=TRUE
MinLeadRange=228.6  // 750 feet
MaxLeadRange=914.4  // 3000 feet
DefaultLeadRange=571.5  // Midpoint between 228.6 and 914.4 (1875 feet)
MaxDepression=280
DefaultDepression=50
RocketDepression=30
 


NOTE: for SOS - MAIN - BLANK.TGA, I use empty texture with ful alpha.

And here is HUD codes in avionics .ini:

 

Quote


[HUDModeNav]
Symbol[01]=

[HUDModeAA]
Symbol[01]=HUD_GUNSIGHT
Symbol[02]=HUD_BANKINDICATOR
Symbol[03]=HUD_LCOS
Symbol[04]=HUD_GUNSIGHT_SRM
Symbol[05]=HUD_TD_RADAR
Symbol[06]=

[HUDModeAG]
Symbol[01]=HUD_GUNSIGHT
Symbol[02]=HUD_BANKINDICATOR
Symbol[03]=HUD_LCOS
Symbol[04]=

[HUD_LCOS]
SymbolType=LCOS
ShowAnyWeapon=TRUE

[HUD_GUNSIGHT_SRM]
SymbolType=TD_HEAT
ImageFilename=cockpit\SOS - LEAD.TGA
ImagePosition=0.0,0.0565
ImageSize=0.2025

[HUD_TD_RADAR]
SymbolType=TD_RADAR
ImageFilename=cockpit\SOS - TD RADAR.TGA
ImagePosition=0.0,0.0565
ImageSize=0.2025

[HUD_GUNSIGHT]
SymbolType=IMAGE
ImageFilename=cockpit\SOS - MAIN.TGA
ImagePosition=0.0,0.0565
ImageSize=0.2025

[HUD_BANKINDICATOR]
SymbolType=ROLL_INDICATOR
ImageFilename=cockpit\SOS - LEVEL.TGA
ImagePosition=0.0,0.0565
ImageSize=0.2025
FixedScale=TRUE
MinValue=-180
MaxValue=180
HorizontalAlignment=CENTER
VerticalAlignment=CENTER
 


I sue [HUD_BANKINDICATOR] for roll tab, and what makes it work is these codes:

HorizontalAlignment=CENTER
VerticalAlignment=CENTER

This forces roll bar to stay at the center of HUD, right where the fixed sight is.  For fixed sight I created [HUD_GUNSIGHT].

This way the fixed sight with roll tab staying with it while leading sight are free from it.


Eagle114th

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Here is updated F-4S Phantom II (TMF) with new avoincs overhaul / textures.  

TMF F-4S Phantom II.7z

NOTE:  This files are desigend to work with TMF F-4S, please get TMF F-4S first, then install it on top of it.  There are two types of cockpit textures, choose one from either folders (_COCKPIT - TEXTURE or _COCKPIT - TW STYLE)


I hope this helps you with the roll tab issues.


Eagle114th

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Hello everyone!

SF - CAP now have entered BETA stage and isnow finally released!  I am currenlty waiting for the files ot be approved.

UPDATE:  The mods is now approved and ready to be downloaded.

(Thank you Menvra and Eric!)

It have been qutie long journey, and I want to express big thanks to Lex2Limit, DTMDragon, Ravenclaw_007, Menrva, Wrench, Daddyairplanes, and everyone who is invovled and supports me in this big mod projects!

I feel huge relieved and pure joys bring this new version out.  I do realize the mods is not perfect, I do my best everyday.  That is why I humbly request for the feedback on this mods, so I can improve it further and fix what needs fixing.

Thank you for enjoying the mods!


Cheers!


Eagle114th

Edited by Eagle114th
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Hello everyone!

I am now working on FJ Series Fury gunsight for FJ-1 / 2 / 3 / 4

I realize there is only FJ-3M for SF2, I still want to create gunsight for all variatns, so it  is available as an assets for modders to use when theere is FJ series mods for SF2 someday.

From the flight manuals, the different types of gunsight used by variants of FJ is very interesting!

FJ-1 uses what is known as Mark 23, based on the description and learning that Mark 23 is based on K-14 gunsight.  The disgram here may be inaccurate, so if I have more information on Mark 23, I will be more than happy to update the gunsight to be historically accurate as possible.

MARK 23 - FIXED SIGHT and GYRO SIGHT

Mark_23_-_1.png?ex=6820a904&is=681f5784&hm=59e01e41339cecc62c9562acf40a39c1fe541727d36d8799ba018154ce5744f5&=

 

Fj-3_-_SIGHT_-_2.png?ex=6820a752&is=681f55d2&hm=e014ed7d09bcdca5f60ea98368c76e4c9be6d1f60cd0a563ae6b06638dfc2c76&=

 

FJ-2 and FJ-3 uses Mark 11 Mod 1, the same sight used by early series of F8U / F-8 Crusader 
 

Mark_11_Mod_1.png?ex=6820a7c6&is=681f5646&hm=d21aa6d187d7b7262fe65f7056d9fba015646ccae4e383a9ff20000a5d6bdeb7&=

 

FJ-4 and FJ-4B gunsight name is still unknown but there is reticle information and diagram from flight manual
Both FIXED and GYRO gunsight

Fj-3_-_SIGHT_-_1.png?ex=6820a7fa&is=681f567a&hm=b148229bed495c0840418bd846e8ce235939fca3da473908e883a08b612be5ca&=

 

Fj-3_-_SIGHT_-_2.png?ex=6820a7fc&is=681f567c&hm=ccb9bc28502d7f963b56890d64035d2f6f068731212ce90e2899ca90f927d82c&=

 

 

Eagle114th

Edited by Eagle114th
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Hello everyone!

The F-80C, RF_80A / C, and RT-33A with new K-14 / K-14B gunisght are now completed with some tweaked of glass tilts:

img00001.JPG?ex=68217fc0&is=68202e40&hm=352b253b3e8ae2d36dc9edff2b3ef351fe7120a240db9e296189c174b912c30c&=

img00002.JPG?ex=68217fc3&is=68202e43&hm=09ef807c04a5d2935b1135b1606678415a8dd399e4c1bc2065469dffeb7e428d&=

 


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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