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Showing most liked content on 11/28/2018 in Posts

  1. 10 points
  2. 8 points
  3. 3 points
    "all this has happened before, and it will happen again" paitience, young padawan, all will be made manifest in due time
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    USAF C-130A Hercules, Vietnam 1966. (TW's old SF1 C-130A with new lines, rivets, etc...)
  6. 2 points
    de Havilland Sea Hornet F.Mk20 - MFG2, Bundesmarine, 1951 Bundesmarine formation brought forward ; )
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    If so, how's it going? Crash much? The problem with the aircraft is that the RCS system does not aid you in using the STOVL feature. Go to 50 degree down nozzle, and the nose dips. Be full throttle and it dives for the ground. The RCS is supposed to stop that happening. I compared data entries between the F-35B and the AV-8B Harrier Plus (whose RCS works) and noted that the RCS_UP in the F-35 is back in the fuselage, whereas in the AV-8B It's in the nose. I thought that might have an effect on general stability, but decided to go for a quickfix test. I took the RCS entries in the AV-8B and pasted them directly over the RCS entries in the F-35B. Success: the F-35B now flies STOVL just as the AV-8B does, with excellent stability. You can now do the rolling take-off: Military Power to 125 Kts, snap nozzle down to 50 and you're jumping into the air. Raise gear, move nozzle slowly back to zero and then you can go to afterburner as required. I can't do full STOVL yet. Couldn't in theAV-8B. But in landing, you can airbrake to a decent speed, push the nozzles to 100 to slow down further. drop gear and do short roll. 50 degrees to slow descent and power off. Lovely. Presumably everyone else has fixed this, and done much more, so talk to me guys. Thanks.
  9. 1 point
    That's why I said Bundesmarine formation brought forward ; )
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    Had to do a test of a test today trying to get back some kind of a gun sound to the Gripen, so took the Superbug for a spin... Intercepting unknowns... Four Fencers with anti-ship missiles... Going in to warn them away from the Nimitz... First pass clearly too far up and a bit behind... Second pass shoulda worked but didn't so... WEAPONS FREE! Fencer spare parts anyone?
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    made some changes on Luftwaffe LAU-51A and LAU-32B/A rocket pods , the LAU-32B/A is a new model
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    Another uninvited visit to Cairo... Revealing another capability of the Mirage 5D ... Target: Western bridge ramp Firing ..................................................................................................................................... missile failed! So time for #2 to attack... And lead made a 2nd run over the tgt to capture the result Fin.
  19. 1 point
    Those that notice such things, perhaps will have seen the 'grayed out' Nation or Service name on various and sundry loadout screens. This is caused by NOT using a 'insignia' decal on the aircraft. In other words, those with painted-on-the-skin insignia. There's a real quick and easy fix for that. Open up the decals ini of the aircraft in question, and copy/paste the text below into the decals ini, at the bottom. Where XXX is the next number in sequence.... [Decalxxx] MeshName=Left_Outer_Wing DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=0,0 Scale=0.000001 DecalMaxLOD=3 save and close. It dosen't matter even if said aircraft dosen't have that exact mesh name; all that matters to the Game Engine™ is that it "sees" a Level=0 decal. The will 'reactivate' the national/service name on the loadout screen.
  20. 1 point
    When Strike Fighters: project 1 was first released in November of 2002, it included the MiG-21PFM in its plane-set, as an AI-only model. Originally, the SF '21PFM came equipped with an integral GP-9 gunpod (integral in the sense that it was setup as a node of that aircraft's 3D model). Over the course of the next few years, as more titles were added to the series (and as the developer sought to find a happy medium between those seeking historical accuracy, and those that were simply interested in game-play), the '21PFM seems to have lost its gunpod. In reality, it did not. It was simply left out, by deletion of any callouts for it in the model's data.ini. When Third Wire released the second generation of its Strike Fighters series (SF2), almost all of the 3D models were revamped, with most sporting higher poly-counts, better texture mapping, and the addition of new "nodes", intended to add eye-candy, such as afterburner rings. The MiG-21PFM was no exception. Back in the day, those of us who sought at least a modicum of realism in our game-play, discovered a way to effectively remove the GP-9 pod from the '21PFM'ss fuselage. It was, afterall, seldom carried by that aircraft under real-life conditions. Having kept notes on the "removal" process, I attempted to see if that same node was still included in the '21PFM model's .lod file, and if so, to see if it could be summoned back into service The original removal process did not entirely eliminate the weapon, it simply turned it into an optional store that could be easily added to that model's loadout list. By incorporating the necessary changes to the '21PFM's data.ini file, and by adding the node as one would a weapons model in SF2, I was able to bring it back....Third Wire had not removed it when they'd updated the PFM's 3D model! The process to add it is quite simple. First, extract the MiG-21PFM_data.ini and Mig-21PMF_loadout.ini files from the ObjectData002.cat file, using Gerwin's CatPack.exe (available in our downloads section). Then, place both files into the MiG-21PMF folder in your mods folder (the location of said folder varies with ones operating system, but it's always a sub-folder of your Thirdwire/StrikeFighters2 or "StrikeFighter2 X" folder). Next, open up the relocated MiG-21PFM_data.ini file, scroll down to the weapons stations entry. Copy and paste the following right above it // Internal Guns --------------------------------------------------------- [internalGun] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.0,1.5,-0.58 AttachmentAngles=0.0,0.0,0.0 LoadLimit=320 AllowedWeaponClass=GP AttachmentType=SOVIET ModelNodeName=GP-9_Gunpod BurstAmount=12 TracerLoad=2 MaxAmmo=250 EjectShells=TRUE Next, go into the objects/weapons folder, and create a folder for the gun pod. Name it GP-9 (there is a comprehensive knowledge base thread just on adding weapons in SF2 that I suggest you read). Inside of the GP-9 folder, one must add a .ini and a data.ini file. They are to be named GP-9.ini and GP-9_Data.ini. In the GP-9.ini file, add the following data: [WeaponData] ObjectDataFile=GP-9_data.ini [LOD001] Filename=gp9.lod Distance=350 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 Make sure that you name it GP-9.ini and save it as type "all files". Next, open the GP-9_Data.ini and add this data to it: [WeaponData001] TypeName=GP-9 FullName=GP-9 Gunpod ModelName=gp9 Mass=300.000000 Diameter=0.260000 Length=3.074000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1968 EndYear=0 Availability=2 BaseQuantity=1 Exported=TRUE ExportStartYear=1968 ExportEndYear=0 ExportAvailability=2 WeaponDataType=3 GunTypeName=23MM_GSH23 MaxRounds=250 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,2.300000,0.000000 EjectShells=1 EjectPosition=0.000000,-1.800000,-0.250000 EjectVelocity=0.000000,0.000000,-2.000000 Again, make sure that it's saved as type: all files and that it's named GP-9_Data.ini. To test the gun-pod, I suggest that you make the '21PFM flyable, by adding Mago/Paladrian's excellent MiG-21PF cockpit (again, follow the steps outlined in either the knowledge base, or in the cockpit's readme file). If you've followed the steps outlined above, you should see this when go to the loadout screen : To add the gunpod as a regular, fixed load-out, open up the MiG-21PFM_loadout.ini file, and add the following to your mission-type loadout of preference: [Attack] Loadout[01].WeaponType=UV16 Loadout[01].Quantity=1 Loadout[02].WeaponType=UV16 Loadout[02].Quantity=1 Loadout[03].WeaponType=GP-9 Loadout[03].Quantity=1 One of the nice things about having this gun-pod setup as a model node, as opposed to a load-out, is that it's mapped to use whatever skin-texture you select for that model. Soviet Silver: DDR Camo:


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