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4 points
Version 1.0.0
374 downloads
This aircraft mod represents the probable workout of Dassault's Mirage 4000 and also the first member of an aircraft family as the company always created several variants of each type based on costumer requirement and evolution of technology. Other types and variants will be uploaded as separate packages. This package comes with 2 skin sets, the white prototype available for 4 AC, and a test squadron skin for 26 planes. This model is meant for SF2 games only, SF1 variants will be uploaded at the SF1 section. Install is the regular dropping the contents in their respective places. Please note: The model can be quite heavy on FPS in large formations on weaker machines, so if required, either resize skin files or use lower lods(_nd,001,002,003) as lod1. The model uses the general french weapons, either as part of weapon packs or the Mirage 2000 family. Make sure to read the manual included with the package. ---------------------- Creators of these Aircraft mods as members of CombatAce site: Original 3D work: Cocas Aircraft 3d update and additional changes: Logan4 Cockpit 3d work: Logan4 Aircraft FM: Cliff7600 Aircraft avionics: Loborojo, Cliff7600, logan4 Skin files and decals: Flogger23, Cliff7600, logan4, loborojo Cockpit files: Logan4, Cliff7600 Thanks to Crusader for additional brochure files Big thanks to members of CombatAce for helping and answering our questions and in sorting out some of the issues we got while creating this mod. Modding and distribution of files are allowed and limited according to the CombatAce Freeware Licensing agreement. -
4 points
Version 1.0.0
73 downloads
Skinpack for excellent Snipe by 101tfs. There are two skins with different wing colors - PC10 and PC12 and with different fulelage's bottom - canvas color and PC10 color. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Also for correct the work of Snipe's sight you can replace : - for "Snipe_COCKPIT": [CockpitData] Directory=cockpit [GunsightFront] HasGunsight=TRUE //GunsightMilSize=50 //GunsightName=SPAD13_ironsight.tga //FixedSight=TRUE GunsightMilSize=30 GunsightName=Fokker_ironsight.tga FixedSight=FALSE [CockpitSeat001] ModelName=Camel_Pit-R2.LOD HideExternalNodeName=cockpit OpenCockpit=TRUE ExternalClipDistMin=0.04 //Position=0.00,-0.1883,0.8394 Position=0.00,-0.1883,0.8154 Offset=0.0,-0.5,0.7 //ViewAngles=0.0,3.0,0.0 ViewAngles=0.0,0.5,0.0 - and for "Snipe_DATA": // Internal Guns --------------------------------------------------------- [LeftMachineGun] SystemType=FIXED_GUN GunTypeName=303CAL_VICKERS_MK1 InputName=FIRE_PRIMARY_GUN GunFireAnimationID=4 GunGroup=1 MuzzlePosition=-0.155,1.275,0.667 //AimAngles=0.0,-3.0,0.0 AimAngles=0.0,1.0,0.0 MaxAmmo=380 EjectShells=TRUE EjectPosition=-0.35,0.37,0.5 EjectVelocity=-1.5,-0.25,-0.5 [RightMachineGun] SystemType=FIXED_GUN GunTypeName=303CAL_VICKERS_MK1 InputName=FIRE_PRIMARY_GUN GunFireAnimationID=4 GunGroup=1 MuzzlePosition=0.155,1.275,0.667 //AimAngles=0.0,-3.0,0.0 AimAngles=0.0,1.0,0.0 MaxAmmo=380 EjectShells=TRUE EjectPosition=0.35,0.37,0.5 EjectVelocity=1.5,-0.25,-0.5 Eugene1 -
4 points
Version 1.0.0
167 downloads
Hello and thank you for downloading my work. https://gkabs.net What's included: there are 3 models for the MT-LB and 1 model for 122-mm howitzer D-30H all my file should include the Strike Fighters 2 Series game file (.LOD) and the texture required. Installation: Copy the folder to Objects/GroundObject and the falowing to _TYPES.ini file [TargetTypeXXX] Name=GK-MT-LB FullName=GK-MT-LB TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=TRUE GroundObjectType=GK-MT-LB RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=GK-MT-LB-Destroued.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 [TargetTypeXXX] Name=GK-MT-LB-D30H FullName=GK-MT-LB-D30H TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=TRUE GroundObjectType=GK-MT-LB-D30H RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=GK-MT-LB-Destroued.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 [TargetTypeXXX] Name=GK-MT-LB-WT FullName=GK-MT-LB-WT TargetType=MISC ActiveYear=0 TargetValue=50 UseGroundObject=TRUE GroundObjectType=GK-MT-LB-WT RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=GK-MT-LB-Destroued.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 [TargetTypeXXX] Name=GK-D-30H FullName=GK-D-30H Artillery TargetType=MISC ActiveYear=0 TargetValue=100 UseGroundObject=TRUE GroundObjectType=GK-D-30H RepairRate=0.555 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=tank_destroyed.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 If you need any further help please read the Knowledge Base at: https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ LICENSE: You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission. gkabs@gkabs.net Credit goes to the following: GKABS for creating the model and susierucy for the skins and many thank to yakarov79 for sharing his file to study, I learned a lot from his file, therefore my skinning have improved and I started using UVLayout and that is a big improvement to my work Credit goes to https://www.textures.com as a use a lot of their photos to create the skins. Big thanks to susierucy for her help with making coloring and making the skin form me. https://susierucy.com And finally not to forget the wonderful site of https://combatace.com and all the nice member's and their dedicated support for this game. If you need any assistance please contact me at gkabs@gkabs.net -
1 point
Version 1.7
3,296 downloads
realSKY Environment January 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This is my sky enhancement mod. It also combines the work of many other modders, in order to provide a realistic, better looking sky. Here below a quick summary of the changes: -Tweaked sky colours, something in between Cellinsky's widesky and the stock SF2 colours. -More realistic Night colours, sky and ambient are much darker. -More atmospheric, reddish transition from Twilight to Night. -New "dark blue" High Altitude colours (fly near space with a NF-104). -Moon produces a yellowish light instead of the default purple. -Sky is "wider" much like Cellinsky's widesky mod (background horizon clouds are bigger and more noticeable). -Added beautiful cloud graphics made by Cellinsky and ShrikeHawk, tweaked for each weather type. -Added a low number of stray clouds to Clear weather. -Added noticeable clouds to Overcast weather and Inclement weather, "fixing" a known SF2 "bug". -Combined various mods to produce a more interesting Rain Effect under Inclement weather. -Added Stary's lens flare effects from the SARCASM 2 mod, in place of Cellinsky's widesky effects. -Added Cloud Layer graphics by Stary, Fubar512 and Brain32. -Reworked secondary atmospheric effects, such as contrails and wingtip vortexes. In addition, the package includes alternative environment configuration files in the Alternative Weather folder; they enable different effects for the Inclement weather. You can choose between thunderstorm (default, adapt for most terrains), snowstorm (for cold, icy terrains) and sandstorm (for hot, desert terrains). For those who wish not to change the effect globally, I highly suggest to try the included terrain-specific environment example provided for stock SF2 terrains; the default global effect is thunderstorm, while terrains with their own environment file either use sandstorm or snowstorm as appropriate. Use this as a basis to customize other terrains. By setting the Effects to Unlimited, the game makes use of a DirectX 10 post processing effect; the stock game's post processing shader generates a pointless and horrible bloom effect which excessively blinds the player during twilight transitions. By default, realSKY includes a reworked post processing shader (TWPOSTPROCESS.FX) which provides more contrast, more vignetting, minor color correction and a daytime-only bloom effect, so it's miles better than what the stock game offers. Alternative post processing tweaks are included in the Alternative Shaders folder; choose the one you wish to try (check the included screenshots for fast comparisons) and overwrite the default one in your mod's Flight folder. If you don't care about the post processing effect, you may want to set the game's Effects to High in the Options menu. >Credits (in no particular order): -Cellinsky, for his fantastic widesky mod from which I borrowed some tweaks. -Stary, for his Thunderstorm and Heavy Snowfall weather mods, and his SARCASM 2 beta mod from which I borrowed some effects. -PanamaRed, for tweaks in regards to Clouds (especially the Broken weather ones). -Fubar512 and Brain32, for their Cloud Layer Top bitmaps, which I have smoothed for a better looking effect. -ShrikeHawk, for his CloudSkins mods, from which I took the spectacular cloud graphics. -BearGryllis, for his Thunderstorm Pack With Enhanced Lightnings 2.0b package. -Orsin, for his Improved Rain Effect and Heavy Rain 0.8 mods. -luk1978, for his interesting WeatherEffect package. -ArmedLightning, for his Special FX v2.2 mod for the GTR 2 game, from which I borrowed a lens flare effect. -baffmeister, for the idea of recreating sandstorm weather effects. -tiopilotos, for suggesting improvements on other subjects. -Eagle114th, for his Improved Wingtip Vortex mod which I have reworked. -JosefK, guuruu and Coupi, for their interest and support. I included the original readme files from the mentioned mods, where available, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. -
1 point
Version Beta 0.90
402 downloads
The terrain is set up to use the GermanyCE.Cat file but there are not that many ThirdWire objects in use and no ThirdWire tiles so it may work OK with other Terrain.cat files but hasn't been tested. This is a very narrow focused terrain with the emphasis on fighter bomber operations in the Ardennes region in late 1944 and early 1945. The main intent of this project was to make a semi-historical Battle of the Bulge campaign but as usual with the SF series, things are taking much longer than expected so I'm going to release this unfinished beta 0.9 version for testing and hopefully get the final version with a campaign released in about 6 months. The towns along the front line are in place but I still have quite a few to add further behind both the US and German lines. Most targets are of the tactical variety such as supply dumps, fuel caches, storage barns, command/communication trucks, fuel trucks, high value tanks and local command buildings. Most target areas are focused on the Ardennes region with the exception of airfields and hangars. The area to the east of the Rhine river is considered off limits to allied fighter bombers so the five German airfields located there have zero points for runways and hangars. There are two German airfields on the west side of the Rhine that can be assigned as strike targets during single missions. The seven Allied airfields and their hangars can be targets during Luftwaffe strike missions. NOTES: The terrain has some artillery positions and the plan is to use the artillery as a force multiplier during the campaign. The artillery is very one sided in areas that saw quick German break outs but the northern and southern shoulders of the battle area saw very little movement so those areas have artillery positions for both sides. The terrain is meant for fighter bomber operations only so all airfields are classed as SMALL to try and minimize the number of large aircraft that might show up in single missions. There are three types of runways in use, two use a version of my quicker take off mod and one uses the FE style sequential take off. All the add-on tanks, vehicles, guns, etc. have had adjustments made to things like hit boxes, engine power, on and off road speed, armor protection, gun range, rate of fire, visual range, etc. They aren't perfect but I thought it best to take a consistent approach. Although they weren't always widely available, all the tank guns use AP rounds with no explosive in the warhead. All the guns and ground objects included have a suffix for "Bulge" or "Baffmeister', take your pick. There is an optional folder that contains some AAA pieces. If you are happy with your present WW2 AAA set up it can be ignored but my WW2 install was a real mess regarding the AAA so I took the opportunity to improve things. For now, the German 88mm, US 90mm and British 3.7inch time fused flak use the same gun and cover the entire WW2 date range. This is a gross simplification but I'm still experimenting with overly large explosive rounds for the time fused flak so it remains as is. ISSUES: The seven allied airfield positions are relatively accurate although I had to move them a bit to fit within the GermanyCE terrain tods. The Luftwaffe airfields are just using some of the stock ThirdWire locations. Two of the Luftwaffe airfields have a second airfield/runway attached to give two airfields at one location. None of the airfields are a good representation of the actual WW2 airfields. Also, I haven't had a chance yet to sort through some new objects so they are very plain looking. I tried to organize the ground objects a bit so they all have Green, Tan and for this terrain White texture folders. Some of the objects had some dedicated winter textures I could use but others I had to make myself by just messing with colors, brightness and saturation. Lots of room for improvement! The same holds true for winter roof textures I did for some building objects. Geezer's objects all have good textures! While scouting out town locations I found a great spot on the GermanyCE terrain for Elsenborn Ridge and guesstimated the other town locations off that point. The result is inaccurate town locations too far south. It doesn't really affect game play unless you try and fly with a real map but it's a done deal at this point. The ThirdWire GermanyCE terrain doesn't really do the Ardennes region justice. None off the rivers that were a big part of the Battle of the Bulge are modeled and neither are most of the roads but trying to do a dedicated terrain would have added years to the project. I tried using a very tight date range for this terrain but it seems to default to 1944 or 1945. For single missions you will want to choose 1944 because, at certain target areas, some US objects get removed from the terrain starting 17th December, 1944. TERRAIN CREDITS ThirdWire: GermanyCE terrain and city TODs. Stary: GermanyCE Hard Winter tiles and countryside TODs and TOD textures. Some TOD textures taken from Rends GermanyCE terrain. STATIC BUILDING AND EQUIPMENT OBJECTS CREDITS Geezer: Too many objects to name individually! They are being run from individual folders within the terrain folder. The credits are included within the object folders. Objects include urban blocks, farm houses, town houses, churches, barns, light industrial buildings, warehouses, static vehicles, soldiers, horse drawn carts,tents and a supply dump. Some hangars included as well. Thank you Sir! Polak and Wrench: Some objects from Object Library 1. Gepard: Burg_Colditz, Pfalzgrafenstein, airfield ramps, taxiways and a runway with modified textures. WingWiner: Many town buildings and destroyed models, most with modified textures. Stary: str_han1, 4, and 8 with modified textures. Also, some Stary textures being used on a couple of ThirdWire hangars. Sundowner: Road grader. Closterman: Tactical Control Centre. Monty CZ: Static version of his Opel_Blitz_Com vehicle and a landing strip model with modified textures. Mitch: halle3_close Stephen1918: SmallChurch. Unknown: FH-Trees, Tree3A, Tree3B and Tree3C. Unknown: Fort Gatehouse, Fort HQ Building, Fort Turret, Fort Wall and Fort Wall Destroyed, all with modified textures. GROUND OBJECT CREDITS Geezer: 105mm German and US artillery, M5 anti tank gun, PanzerWerfer-42, motorized versions of his M3 half track, GMC canvas truck, Dodge WC51 light truck, and a PanzerIVh model that is still a work in progress. Geo: M3 half track, M36 tank destroyer, Panther tank, Sdkfz251 half track, Sdkfz251 flak, TigerII tank, Sherman M4A3 and E8 tanks, M16 Quad AAA, and Opel Blitz Canvas/Open trucks. Raven: TigerI tank and the SturmTiger rocket launcher. Monty CZ: 88Flak36Emplaced, 88mm Flak36Towed[used as AT gun], and I think, the 20mm FlakVierling [quad]. Nicholas Bell: Bofors L60 ThirdWire: US 90mm AAA. [uses KS-19 Lod.] Unknown: British 3.7inchAAA. SPECIAL THANKS TO MUE! Without his Target Area Editor I would not have even attempted this project! INSTALLATION: Instructions included in the package. WAIVERS: Geezer's PanzerIV-h model is still a work in progress and may not be re-distributed in any way. It's included mainly for testing and as a favor to me. It includes some copy/paste textures from RussoUK's PanzerIV-j but that's just a temporary test for now. Geezer's other building/vehicle/troop etc. objects can be used, with appropriate credits, for freeware projects only, no commercial use permitted. The new objects are contained in individual folders within the BotB Terrain folder and can be easily viewed with Mues lod viewer. You can then do a search through the BotB_Types.ini to see the way I've set them up, which might not be the best way. Keep in mind, this isn't a formal object pack upload and not all summer textures are included. The terrain is still WIP and may not be re-distributed or modified, except for personal use. To the best of my knowledge, other objects included in this package are subject to the CombatAce fair use agreement. -
1 point
Version
3,282 downloads
"Operation Desert Storm" for Strike Fighters 2 This package contains an updated, "Strike Fighters 2" compatible version of the "Operation Desert Storm" mod package originally released for "Strike Fighters Project 1" (SFP1). In addition to making the original mod compatible with "Strike Fighters 2: Europe" (SF2E), this updated version also adds a number of other mods that were released in the years subsequent to the original release of this mod for SFP1. This mod package should be installed to "Strike Fighters 2: Europe" (SF2E) installations (or merged installs incorporating SF2E) that are patched to the Mar2012 or later patch level. If you are running SF2E at an earlier patch level and do NOT intend to update to one of the later patch levels mentioned above, you should NOT install this mod package. Note that this is a COMPLETE mod package. There is no need to install the original "Operation Desert Storm" mod for SFP1. If you have installed the previous SF2 version of ODS, it is recommended that you NOT install this refreshed and updated version over that earlier version. Create a new install. NOTE: this mod is distributed as set of THREE 7zip archive files. If you did not download all three 7zip packages from CombatAce.com, then this mod will not work properly. ~~~~~~~~~~~~~~~~~~~~ Minimum Requirements ~~~~~~~~~~~~~~~~~~~~ To install and play this mod, you must have the following installed: SF2 VERSION: Strike Fighters 2: Europe (SF2E) PATCH LEVEL: Mar2012 or higher This mod does support installations that include "Strike Fighters 2: North Atlantic" (SF2NA), however, SF2NA is not required. ~~~~~~~~~~~~ Update Notes ~~~~~~~~~~~~ This mod package is a refreshed and updated version of the original version that was released in April 2012 on CombatAce. It incorporates all the updates included in the "Update 1" package released on CombatAce in January 2013. It also includes further updates, fixes, and additions beyond what was included in the "Update 1" package. All told this refreshed version of the mod includes the following major additions to the "Operation Darius" mod package: - new aircraft: H-6D, Mi-8 Hip, IL-76, IL-76B2, NimrodMR1, SH-3D - new SF2NA aircraft: EA-6B_86, A-6E_90, E-2C - new optional aircraft: A-10A_87, Mirage5AD, Mirage5EAD - new aircraft models: F-1CR, F-7B, F-7M, F-16C_B30, F-16C_B40, F-117A, JaguarA3_DS, Mirage2000EAD, Su-25 - new ships: USNTransport ...plus numerous other fixes, updates, and skin additions to dozens of aircraft and ground objects. ~~~~~~~~~~~~ Installation ~~~~~~~~~~~~ Before installing this mod package, please ensure the installation of Strike Fighters 2 that you intend to use is updated to at least the Mar2012 patch level. The latest patches for Strike Fighters 2 can be downloaded from ThirdWire: http://thirdwire.com/downloads.htm Also, please be aware that the mod requires "Strike Fighters 2: Europe" (SF2E). This mod can be installed to SF2E installations that incorporate "Strike Fighters 2: North Atlantic" (SF2NA). If SF2NA is part of your target install base, there are some additional items for you to install. The main installation process consists of three main steps -- or, four if your target install base incorporates SF2NA. Please read the following instructions carefully and follow them religiously. If you wind up with a non-working mod install, then you likely failed to follow the instructions properly. ----------------------------------- * STEP 1: PREPARE THE MOD FOLDER * ----------------------------------- This mod requires a separate mod folder. Please do not attempt to install this mod over or combine it with other mods such as NATO Fighter 4+ or the SF2V Expansion Pack. - Open your SF2 Installation directory and make a copy of StrikeFighters2 Europe.exe or StrikeFighters2 NorthAtlantic.exe (if your target install base includes SF2NA). Rename the copied .EXE file to StrikeFighters2_ODS.exe (or whatever unique name you prefer). - Run the newly copied and renamed .EXE file, then exit back out to the Windows desktop after navigating through a few menus. A custom Mod Folder for your "Operation Desert Storm" mod install will have been created in one of these locations: Windows XP: \Documents and Settings\[username]\My Documents\ThirdWire\[YourModFolder] Windows Vista: \Users\[username]\Saved Games\ThirdWire\[YourModFolder] Windows 7: \Users\[username]\Saved Games\ThirdWire\[YourModFolder] ...where [YourModFolder] matches the name of the copied .EXE file that you created. You will install the "Operation Desert Storm" mod files to your Mod Folder. - Open your Mod Folder and delete the \Objects sub-directory (including everything in it). Now you're ready to install the "Operation Desert Storm" mod proper. ------------------------------------------------- * STEP 2: INSTALL MAIN COMPONENTS TO MOD FOLDER * ------------------------------------------------- This is the easiest step. - Unpack the three "SF2 ODS" archive packages to a temporary location on your hard drive. - Move the contents of the \To_Mod_Folder directory from all three unzipped packages to your Mod Folder (created in Step 1 above). (Note: do not simply drag and drop the folder named "To_Mod_Folder" or you will end up with a non-working install.) If you've moved everything correctly, you should have a new \Objects sub-directory in your Mod Folder, along with a few new other sub-directories. ---------------------------- * STEP 3: EDIT OPTIONS.INI * ---------------------------- This last step involves a bit of text editing, so please pay attention. Open the Options.INI in your Mod Folder. Locate the "Instant Action" section and replace it with the following: [instantAction] AircraftType=F-15C MissionMap=DS StartTime=05:30:00 StartDate=01/19/1991 StartTimeDeviation=120 TextureSet=0 NationalMarking=0 SquadronMarking=0 AircraftNumber=0 KillMarking=0 Just below the "Instant Action" section is the "Single Mission" section. At minimum you should change the EndYear= statement to 1992 or higher. I recommend setting the StartYear= and EndYear= as follows: StartYear=1990 EndYear=1992 Finally, a little further down you should find the "Campaign" section. Replace it with the following: [Campaign] CampaignName=19910117 Desert Storm PlayerService=USAF PlayerUnit=336th TFS AircraftType=F-15E Difficulty=NORMAL Length=NORMAL AircraftSupply=NORMAL WeaponSupply=NORMAL LoadCampaign=FALSE CampaignSavename=DefaultCampaignSave Save your changes and close the Options.INI file. -------------------------------------- * STEP 4: Extra Step for SF2NA Users * -------------------------------------- This last step is for those whose install base include "Strike Fighters 2: North Atlantic" (SF2NA). Included with this mod are a number of custom files that allow SF2NA users to enjoy some of the new functionality included with SF2NA, including: - Updated F-14 cockpits and avionics that use the new AvionicsF14A.dll included with SF2NA; - Carrier battle groups in campaigns - SF2NA US Navy ships that are restricted to actual vessels that participated in Operation Desert Storm. - New mission types in campaigns, including Escort_Jamming missions for the EA-6B and EF-111A (AI only) as well as Early_Warning missions for the E-2C and E-3A. TO INSTALL: drag and drop the contents of the \_For_SF2NA folder into your Mod Folder, allowing Windows to merge and overwrite any folders and files it prompts to. * * * * * THAT'S IT. Your ""Operation Desert Storm" for SF2" mod should now be ready to use. You may consider installing some of the "optional" items as described in the next section. ~~~~~~~~~~~~~~~~~ Optional Installs ~~~~~~~~~~~~~~~~~ This mod includes a number of optional files that you can add to your Desert Storm installation. Note that some of the following optional installs require you to have other ThirdWire products beyond those listed in the minimum requirements. A. SF2NA Tomcat Updates Included in the \Optional\3W_F-14s folder are some optional items that you may consider installing, if your installation base includes SF2NA. Included are: - DATA.INI files for the F-14 Tomcats that use the ThirdWire flight model - COCKPIT.INI and AVOINICS.INI files for the Tomcats that use the ThirdWire cockpit To use these files simply drop them in the appropriate F-14 folders in \Objects\Aircraft. (Note: the *.TMF versions of these files are copies of the files you replace when using these optional files.) B. Optional Aircraft 1. A-10A_87 Included in the \Optional\Aircraft directory is an optional A-10A Warthog, using a new model and released by Spectre8750. To install it, simply copy the \A-10A_87 folder to the \Objects\Aircraft folder in your Desert Storm Mods folder. Once installed this A-10A version will be used in campaigns in lieu of the stock A-10A_78. 2. Mirage 5AD & 5EAD Also included in the \Optional\Aircraft directory are two aircraft used by the UAE -- the Mirage 5AD and Mirage 5EAD. Please note that these aircraft require you to have the following additional products from ThirdWire installed as part of your base installation: - Mirage 5AD: Mirage 5D from Strike Fighters 2 Israel (SF2I) - Mirage 5EAD: Mirage IIIO from DLC #17 To install these aircraft, simply copy the \Mirage5AD and \Mirage5EAD folders to the \Objects\Aircraft folder in your Desert Storm Mods folder. These aircraft are not used in campaigns but will be available for single missions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Note on Anti-Ship Missiles ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For this mod most third-party (i.e., non-stock) anti-ship missiles have been converted to use the ASM/cruise missile functionality introduced w/ SF2NA. At the same time, the older versions of these missiles have been preserved, as the new ASM cruise missiles can be used by AI only against ships. So, for many anti-ship missiles you will now find two versions: 1) "Standard" guided version These versions are the "old" style missiles setwith WeaponDataType=1. They can be used by AI against land and sea targets. These missiles retain their familiar names (e.g., AGM-84D Harpoon, Kh-59M Ovod, etc.). 2) ASM/cruise missile version These versions utilitize the new cruise missile functionality set by WeaponDataType=7. They can be used by AI only against ships. These versions can be distinguished by their names: - U.S./NATO missiles have the ASM tag (e.g., AGM-84D Harpoon ASM). - Soviet/WP missiles follow the naming convention used by ThirdWire's Soviet cruise missiles (e.g., Kh-59M AS-13 Kingbolt). At the same time aircraft that typically carry these missiles have been updated to accommodate the ASM versions. Loadouts for these aircraft have been updated to use ASM versions by default for Anti-Ship, Naval_Attack, and Cruise_Missile loadouts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Note on Laser-Guided Bombs (LGBs) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AI pilots in Strike Fighters have long had problems employing LGBs. AI pilots in the player's flight can drop LGBs, but will treat them as dumb bombs. AI pilots in flights not controlled by the player (i.e., AI-only flights) cannot use LGBs at all, and will typically get stuck circling the target. To address this problem I have created EOGB versions of all LGBs for AI pilots to use (AI pilots have no problems with EOGBs for some reason). These AI versions are identical in all respects to the LGB versions save for the Guidance Type, which is set to "Electro-Optical Guided" instead of "Laser-Guided." By default aircraft that use LGBs for certain loadouts (usually Stike, Attack, SEAD, or Anti-Ship) are loaded with these AI (EOGB) versions instead of the LGB versions. You should make it a habit to check the Loadout screen and switch the bomb version on your own aircraft to the LGB version. You can distinguish between the AI (EOGB) and LGB (Player) versions by the weapon name -- for example: LGB version: GBU-12D/B Paveway II LGB AI version: GBU-12D/B Paveway II (AI) While this solution introduces an extra step for the player in the preparation to start a mission, it allows AI pilots and AI-only flights to use these weapons. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Note on the Water Shader Effect ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This updated version of ODS for SF2 implements a different water shader effect from Fubar512, replacing the water shader effect from the original release that caused costal tiles to have an odd, shimmering appearance. If you run into problems with this replacement water shader, do the following: 1) Remove the following files from the \Terrains\DS folder: DiffuseMap.tga WATEREFFECT.FX WaterNormal.tga Water.dds WNormal16.tga TERWATEREFFECT2.FX At this point, the game will revert to using the stock SF2 watershader and WaterNormal.BMP. If you wish to restore the water shader used in the original release of this mod, proceed to the next step. 2) Restore the water shader effect from the original release by unpacking WaterEffect_Fubar512.zip (found in \Terrains\DS\_Water) to the main DS terrain folder (\Terrains\DS). If you later decide you prefer the new water shader effect included in this updated version of the mod, simply unpack WaterEffect_V1.zip (found in \Terrains\DS\_Water) to the main DS terrain folder (\Terrains\DS). If you do encounter problems with this replacement water shader effect, please report them to the forums at CombatAce.com. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Changes, Fixes, & Additions ~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod is a conversion and upgrade of the original "Operation Desert Storm" mod released for SFP1. This version incorporates the following major updates and additions over the original: New Aircraft ------------ A-6E_90 F-15D MiG-23BN_IRQ A-10A_87 F-16C_B40 MiG-23MF_IRQ AC-130U F-16C_B40_RBAF MiG-23MLAE_IRQ AH-64A F-1CK MiG-23MS_IRQ Buccaneer-S2B F-1CR Mirage5AD C-130E F-1EDA Mirage5EAD C-130H FA-18C Mirage2000C C-130K H-6D Mirage2000EAD C-130K-30 Hawk65 NimrodMR1 E-2C IL-76/B2 SH-3D EA-6B JaguarA3_DS Su-20B EA-6B_86 KA-6D Su-22 EC-130H KC-130F Su-22M F-7B/M KC-135A Su-22M3 F-14A+ KC-135E Su-22M4 F-15C_RSAF Mi-8 Su-25 Upgraded Aircraft * ----------------- A-10A_78 F-14A F-117A A-4KU F-15C JaguarGR1A_DS B-52G F-15E MiG-25PDS EF-111A F-16C_B30 Tornado_GR1_DS F-4E_86 F-111E Tornado_GR1_RSAF F-7A F-111F Tornado_IDS_IT * The above are aircraft that were either converted to newer models or that received major upgrades of some kind. All aircraft from the original version of this mod were updated or tweaked in some way -- at the very least for SF2 compatibility. New Ground Objects ------------------ AH-64 CG-59 M167-VADS AMX-30 CG-60 Iowa80s AMX-30B2 CGN-25 M1939 Arab_DSHK Chieftain2 M1939_G Arab_DSHK_G Chieftain5 PAC2_AMG Avenger Chieftain11 PAC2_LS CG-16 CVN68 PAC2_RS CG-47 Humvee RolandRad CG-52 Humvee_M1025 USNTransport CG-53 Humvee_M1046 ZPU-1 In addition to the above updates and additions, the following major changes were made: - All aircraft brought up to SF2 standards - All naval aircraft made SF2NA compatible - All ground SAM & radar ground objects brought up to SF2 standards - All ships made SF2NA-compatible - All weapons & guns converted to SF2 format - All major modded INIs made SF2 compatible - All effects made SF2 compatible - DS terrain made SF2 or SF2NA compatible - Overhauled "Desert Storm" campaign - Added Red-side "Mother of All Battles" campaign Please note that the above list does not constitute an exhaustive change log, as this update incorporates too many minor fixes and tweaks to list or account for here. Suffice it to say that this version of "Operation Desert Storm" for SF2E represents a major overhaul of the original mod for SFP1. ~~~~~~~ Credits ~~~~~~~ This release adds a number of new items to the "Operation Desert Storm" mod package. These new items are from the following modders, who generously allowed their use: Home Fries ..................................... Optional 3W A-6E_90 & EA-6B_86 Spectre8750 .................................... Optional A-10A_87 Dels ........................................... AH-64 Apache helo & ground object Crusader ....................................... Harrier avionics mod Dels & wpnssgt ................................. B-52GH MegaPack (for B-52G) ravenclaw_007 .................................. Buccaneer S2B Dels ........................................... AC-130U, C-130E, C-130H, EC-130H Daddyairplanes ................................. C-130E/H upgrades & new skins Dels, Sundowner, & Dave ........................ RAF C-30K Super Pack Hawker/Agemmenon & 331KillerBee ................ EA-6B Prowler Fubar512 & Wrench .............................. EA-6B upgrades & fixes Paul Nortress .................................. EA-6B skins The Mirage Factory.............................. F-7B & F-7M Airguard The Mirage Factory ............................. F-4E ARN-101 (F-4E_86) Crusader ....................................... F-5E avionics mod The Mirage Factory ............................. F-14 Tomcats Spectre8750 .................................... F-14 fixes & upgrades JSF Aggie, Paul Nortress, Hrntfixr ............. F-14 skins Dave, Caesar, & SupGen ......................... F-14A SF2NA avionics & cockpit upgrade FastCargo & team ............................... F-15C & F-15E Viper Crew ..................................... F-16C_B30 & F-16C_B40 FastCargo ...................................... EF-111A, F-111E, F-111F slick_cowboy ................................... F-111E/F new skins liamp51 ........................................ re-textured F-111A cockpit Dels ........................................... F-117A new model The Mirage Factory ............................. F/A-18C model & skins Spectre8750 .................................... F/A-18C upgrade RussoUK2002 .................................... Hawk 65 model RussoUK2004 .................................... Hawk Mk.65 updates Veltro2K ....................................... IL-76 & A-50 (IL-76B2) Oli & Sundowner ................................ Jaguar GR1 Bpao, Jeanba, Tom Venom, & Sony Tuckson ........ Jaguar A Stary .......................................... Jaguar & Mirage F1 cockpit repaints Monty CZ & wpnssgt ............................. KA-6D Tanker Paul Nortress .................................. KA-6D skins Daddyairplanes ................................. KC-10 new skins Pappychksix & 331KillerBee ..................... KC-130F Bpao ........................................... KC-135A/E Tankers Marcfighters ................................... Mi-8 Hip Paulopanz ...................................... MiG-21PF skins Rafael & BPAo .................................. MiG-23 models Lindr2 ......................................... MiG-23 upgrade packs eburger68 ...................................... MiG-23 SF2 upgrades CrazyhorseB34 .................................. MiG-25PDS upgrade Baffmeister .................................... MiG-25 updated flight model RussoUK2004 .................................... MiG-29A updated model The Mirage Factory ............................. Mirage F-1CK, F-1EDA models Bpao, Centurion-1, Brain32, & Ludo.M54 ......... Mirage F-1CR model FRPignon/cangas ................................ Mirage F-1CR mod/update Paulopanz, Denis Oliveira, Coupi, & Ludo.M54 ... Optional Mirage 5AD/EAD The Mirage Factory ............................. Mirage 2000C Ace888 & The Mirage Factory .................... Mirage 2000EAD Veltro2K & Wrench .............................. Nimrod MR.1 Florian ........................................ SH-3D Sea King ArmourDave & AmokFloo .......................... Su-20/22 models Lindr2 ......................................... Su-20/22 upgrades eburger68 ...................................... Su-20/22 SF2 upgrades Florian, Baffmeister, & Paulopanz .............. Su-25 (new model & skins) WingsOverIsrael ................................ Su-25 IrAF camo skin Sundowner & Ianh ............................... Tornado IDS Bobrock, X-Ray, & Soulman ...................... Tornado IDS skins & decals Sundowner, AD, & Dave .......................... Tornado GR1 Ianh ........................................... Tornado GR1 fixes & updates Paulopanz & Spillone104 ........................ H-6 & Tu-16 Packs for SF2 whiteknight06604 ............................... Tu-22 Iraq AF camo skin -------------------- Stefano ........................................ AMX-30 & AMX-30B2 EricJ .......................................... Arab_Dshk Abhi ........................................... AN/TWQ-1 Avenger WhiteBoySamurai ................................ Leahy, Ticonderoga, & Bainbridge class ships Florian ........................................ USN AOE Transport Fubar512 & MiGBuster ........................... Carrier Deck Illumination package SFP1Ace ........................................ Chieftain tanks aleks1 ......................................... CVN-68 SUICIDAL & TORNO ............................... Humvees ID(io)T Team, Torno, YeYeYe, & Spitwulf ........ Iowa '80s battleship Fubar512 ....................................... Iowa '80s configuration JSF_Aggie ...................................... ThirdWire LHA upgrade Julhelm ........................................ Firecan radar (new model) BANIDOS TEAM ................................... M-167 VADS bigal1 ......................................... M270MLR rebel ryder & Nicholas Bell .................... M1939 flak guns YEYEYE ......................................... PAC-2 system Florian ........................................ RolandRad CrazyhorseB34 .................................. RolandRad desert skin Kesselbrut ..................................... ZPU-1 SUICIDAL ....................................... New Destroyed Tank LODs ------------------- Kout ........................................... Main screen cellinsky, Insky/Orsin, & PanamaRed ............ Environment mods Fubar512 ....................................... Improved water shader effect Spectre8750 .................................... Fake Afterburner Node Capitaine Vengeur .............................. Coalition Pack (medals & icons) Brennus ........................................ ODS desktop icon OldDiego, Pappy, Wrench, Pasko, Florian/ ....... Pilots AmokFloo, & PureBlue Malibu43 ....................................... Revamped ground campaign Dave, Sundowner, Crusader, JSF_Aggie, Dels, .... Testing & minor fixes Caesar, Gocad, Malibu43, & CrazyhorseB34 -------------------- (Used in an earlier release of this mod package) Swede & Wpnssgt ................................ F-16C_B30 & F-16C_B40_RBAF models Oli & Sundowner ................................ Jaguar A Erwin Hans ..................................... Mirage 2000EAD model TORNO/Banidos Team ............................. Mirage 2000EAD skin 101tfs, YEYEYE, Erwin Hans, & Lindr2 .......... Su-25 (based on Su-39) Credit for the original "Operation Desert Storm" mod package goes to Dave, JSF_Aggie, and the team of modders that contributed to that original release for SFP1. For a list of all the modders whose work is used in the complete "Operation Desert Storm" mod, see the original ReadMes included in \_OriginalReadmes. If we have neglected to credit anyone here, please let us know. We will get it fixed ASAP. -------------------------- eburger68 & USAFMTL (Dave) 28 April 2012 26 November 2014 -
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9,412 downloads
"Strike Fighters 2: Vietnam Air and Ground Expansion Pack" Strike Fighters 2 Vietnam Game Enhancement Package. Works with Strike Fighters 2 Vietnam. by eburger68 and malibu43 V2.1 Final (Gold - Updated) 03.01.10 ------------------------------------------------------------------ What's in this readme: 1. What's Inside 2. Installation 3. Optional Installs 4. Known Issues 5. New Terrain Targets & Targets Areas 6. New Terrain Items 7. Terrain Notes 8. Environment Notes 9. Colors of AAA/Flak Tracers 10. Legal Stuff 11. A Note on Old Diego's Items 12. A Note on the KC-135A Tanker 13. Credits 14. Version 2.1 Change Log ------------------------------------------------------------------ 1. What's Inside: This is intended to be an overall enhancement to the SF2 Vietnam (SF2V) experience without having to hunt for, download, and install some of the "must have" mods for the game. We've also made some great changes and additions to the terrain and campaigns to give users a wider variety of missions types to fly. At the same time we've also made changes to help the user control where they fly. Here's a brief summary of what's new and changed: -Terrain is split into North and South vietnam, with unique target areas for each. -Terrain include dozens of new targets and target areas, using numerous new terrain items. -Three stock SF2V campaigns overhauled and expanded with new units, aircraft, and textures. -Two new campaigns that are centered around fighting in South Vietnam -CA_Stary's "Green Hell 2" Terrain Mod -Brain32's "Re-painted VietnamSEA Tiles" -Pappa Goat's re-painted versions of the GH2/Brain32 tiles -Bananimal's "Re-scaled Trees for Green Hell 2" -Insky/Orsin's "Better Widesky" Environment Mod -Deadlier and more varied flak, AAA, and SAMs -New ground objects, weapons, and effects -New (or newly flyable) aircraft: - A-1H/J Skyraider (flyable) - A-6A Intruder (flyable) - A-6B Intruder (from A-6A) - B-57B Canberra (flyable) - B-57G Tropic Moon III - AC-119G Shadow - AC-119K Stinger - AC-123K Black Spot - AC-130A Spectre - AC-130A Surprise Package - An-2 Colt - B-52F Stratofortess - B-52G Stratofortess - C-123K Provider - C-130A Hercules - C-130E Hercules - Canberra B.mk20 (RAAF) - Cessna180 (RAAF) - EA-6A Electric Intruder - EA-6B Prowler - EB-66C Destroyer - EF-4C Phantom II - F-4D Phantom II (69) (from F-4D_67) - F-4D Night OWL - F-4E 'Rivet Haste' - F-5A Freedom Fighter - F-5B Tandem Tiger - F-5C Skoshi Tiger - F-100D Wild Weasel - F-102A Delta Dagger - F-104C Starfighter - F-105F Wild Weasel - F-105G Wild Weasel - F-111A Aardvark - KA-3B Tanker - KA-6D Tanker - KC-130F Tanker - KC-135A Stratotanker - MiG-17PF Fresco-E - MiG-19SF Farmer-C (sky-blue texture) - O-1E Bird Dog - OV-10A Bronco - RA-5C Vigilante - RB-66C Destroyer - RF-4B Phantom II (from MF RF-4C) - RF-4C Phantom II (MF) - RF-8A Crusader (from MF F-8B) - RF-8G Crusader (from MF F-8C) - RF-101C Voodoo - SP-2H Neptune For a more complete accounting of the changes and additions in this version of the "Air and Ground Expansion Pack" see the "Version 2.1 Change Log" below. Note: this "updated" version of the Expansion Pack is a roll-up package that includes all the updates and fixes previously available in separately released updates (the "Terrain Tiles Update," the "January 2010 Update," and the "February 2010 Update"). ------------------------------------------------------------------------------- 2. Installation: A. PRELIMINARY NOTES We strongly recommend installing this expansion pack to an unmodded SF2V Mod Folder. Installing to a Mod Folder that contains other mods (e.g., new aircraft, weapons, ground objects, etc.) could result in a partially or completely broken installation. The SF2V Air & Ground Expansion Pack can be installed to a standalone install of SF2V or a "merged" install that includes the original SF2 and/or one of the other SF2 titles, SF2 Europe (SF2E) and SF2 Israel (SF2I). Depending on what other SF2 games your "merged" install includes and what patch level you are running, you may have an additional installation step. - Dec2009 & later installs: If you are installing the Expansion Pack to an SF2V installation that has been patched to the Dec2009 level (which includes the "Combo Pack") or later (e.g., the Feb2010 level), then you will have an extra intallation step (see below). - SF2I installs: If you are installing the expansion pack to a "merged" install that includes SF2 Israel (SF2I) but is NOT patched to Dec2009 level or later, then you will have an extra intallation step (see below). At minimum you will need to be at the Nov 2009 Update patch for SF2I available from ThirdWire. All ThirdWire patches and updates should be applied BEFORE installing the Expansion Pack. B. THE MAIN INSTALLATION To install this expansion pack properly: a) Ensure that "Strike Fighters 2: Vietnam" is already installed and patched to the latest level. b) If you have a prior installation of SF2V, rename your existing SF2V Mod Folder. Note: for more guidance on managing "Strike Fighters 2" installations and your Mod Folder, see this discussion at CombatAce: http://forum.combatace.com/index.php?showtopic=40588&st=0&p=289170&&do=findComment&comment=289170 c) Run the game once. The game will generate a fresh Mod Folder with default contents. d) Unpack all four .7z files (SF2V_AG-XP_v2_Part1.7z, SF2V_AG-XP_v2_Part2.7z, SF2V_AG-XP_v2_Part3.7z, SF2V_AG-XP_v2_Part4.7z) to a safe location on your drive. e) Simply drop the contents of the "To_Mod_Folder" into your Strike Fighters 2 Vietnam Mod Folder (NOT the folder that the game installs to). By default your Mod Folder should be located here: Windows XP: \Documents and Settings\[username]\My Documents\ThirdWire\StrikeFighters2 Vietnam\ Windows Vista: \Users\[username]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\ Windows 7: \Users\[username]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\ If you have defined a custom Mod Folder, then drop the contents of "To_Mod_Folder" in that location. f) Download the FOTI A-6A from here: Copy the "cockpit" folder from the .RAR file and drop it into the following sub-directories of the \Aircraft directory in your SF2Vietnam Mod Folder (objects/aircraft): A-6A A-6B EA-6A EA-6B EB-66C KA-6D RB-66C If you are running SF2V are any patch level earlier than Dec2009 and your "merged" install does NOT include SF2I, then your installation process is finished. If you are running at the Dec2009 patch level (which includes the "Combo Pack") or later (e.g., the Feb2010 level), or your "merged" install DOES include SF2I, then you have one last step. g) SF2I & Dec2009 or later patch level users: this is your additional installation step. - If you are running the Dec2009 patch level (including the "Combo Pack") or later (e.g., the Feb2010 level), then open the \For_Dec2009_Patch directory. Drag and drop all the files and folders from within the \To_Mod_Folder to your SF2V Mod Folder, overwriting as prompted. - If your "merged" install includes SF2I but is NOT patched to the Dec2009 patch level or later, then open the \For_SF2I directory. Drag and drop all the files and folders from within the \To_Mod_Folder to your SF2V Mod Folder, overwriting as prompted. That's it. You should be good to go. C. OPTIONAL INSTALLATIONS Optionally, install the items included in the \Optional directory (see the "Optional Installs" section below for more information). You may also install the extra items and other bonus mods included in the \Extras folder. Please see the ReadMes included in those directories for more information. ------------------------------------------------------------------------------- 3. Optional Installs Depending on what Series 2 games you have installed and whether you performed a "merged" install (creating a single Mod Folder for all your Series 2 games), you may need the items included in the \Optional directory. A. M60A1 tank If your SF2V Mod Folder has an \M60A1 directory in \GroundObject, then copy the M60A1_DATA.INI to that directory. If your Mod Folder doesn't have an \M60A1 directory in \GroundObject, then skip this item. B. A-4Bs Not all SF2 games ship with the A-4B and A-4B_65 Skyhawk. (Standalone SF2V installs, for example, will not have either A-4B version.) If you are applying the Expansion Pack to a "merged install" that does include the A-4Bs, you will want to also apply the customized A-4B files from the \Optional directory. First, verify that your SF2V install includes A-4Bs by checking the \Objects\Aircraft directory in your SF2V Mod Folder. If it does include A-4Bs, then copy the two folders from within the \Optional\A-4Bs directory to your the \Objects\Aircraft directory in your SF2V Mod Folder, overwriting as prompted. C. Alternate MiG-17A If you have installed the Expansion Pack to a stand-alone installation of SF2V -- either because you don't have the other SF2 titles or elected not to perform a "merged" install -- then you will need to install the alternate MiG-17A included in the \Optional directory. To install it, simply drag and drop the \MiG-17 folder to the \Objects\Aircraft directory in your SF2V Mod Folder. D. ThirdWire MiG-17PF If you have "Strike Fighters 2: Europe" (SF2E) or "Strike Fighters 2: Israel" (SF2I) installed and you performed a "merged" install (meaning that all your SF2 games share a single Mod Folder), then you may use the ThirdWire MiG-17PF instead of the third-party MiG-17PF that ships with the expansion pack. If you have SF2E and wish to use the ThirdWire model, then do the following: - Remove the existing \MiG-17PF folder from your \Aircraft directory. - Copy the entire \MiG-17PF folder from \Optional to your Aircraft directory. At this point the game should start using the ThirdWire model. Hint: you always can tell what version of the MiG-17PF is currently installed by checking the name of the aircraft. The version shipped with the original Expansion Pack Beta will be identified as the "MiG-17PF Fresco-E." The ThirdWire model is identified as the "MiG-17PF Fresco-D." E. Dec2009 Cockpits In the Dec2009 patch for SF2 ThirdWire changed the way that cockpit poitions are calculated. This change affected the A-6A/B as well as the F-5B. In later patches (starting with the Feb2010 patch) ThirdWire reverted to the old method for determining cockpit positions. If you are running at the Dec2009 patch level (but NOT the Feb2010 or later level), then you should copy the three folders from the \Optional\Dec2009_Cockpits directory to the \Optional\Aircraft in your SF2V Mod Folder, overwriting as prompted. F. Alternate Exhaust Emitters On some systems the custom exhaust emitters used on for the B-52s, F-4s, and the F-104C may cause slowdowns. If you experience severe frame rate drops whenever these aircraft are visible, you might consider switching to versions of the aircraft that use the standard DirtyExhaustEmitter. To install aircraft versions that use the DirtyExhaustEmitter in lieu of custom exhaust emitters, simply copy the folders from the \DirtyExhaust folder (excluding \_CustomExhaust) to the \Objects\Aircraft directory of your SF2V Mod Folder, overwriting as prompted. A copy of the original DATA.INIs with the custom exhaust effects is included in the \_CustomExhaust sub-directory, in case you wish to revert back to the originals. G. Mobile SAM Launchers If you wish to increase the SAM threat in North Vietnam, you can use mobile SAM launchers to boost the number of active SAMs. To install the mobile SAM launchers, simply copy all folders from the \Mobile_SAMs folder to the \Objects\GroundObject directory of your SF2V Mod Folder. Note any mobile SAMs that exist in \Objects\GroundObject will show up in CAS missions in the "Easter Offensive" Campaign. H. Alternate Flak One of our main goals for this expansion pack was to make North Vietnamese air defenses more varied and deadly. We think we've succeeded. If you make it a habit to fly straight and level over Pack 6, you will be walking home. Included in the \Optional\Flak directory are three sets of files that you can use to change the effectiveness of the flak guns (37mm, 40mm, 57mm, 85mm, 100mm, & 130mm): 1_Insane: only those with a masochistic streak should use this flak. Expect to see entire flights blown from the sky. Any campaigns you start are almost guaranteed to be very brief and extremely violent. 2_Deadly: significantly deadlier than the default "Normal" flak (see below). Take care to plot flight paths around flak-infested areas and get out of the target area as quickly as possible. Despite your efforts, chances are high that at least one of your wingmen will not make it home. 3_Normal: the least effective and the default installed with the Expansion Pack. Flak guns are still many times deadlier than in the stock ThirdWire game. Best practices are not to fly straight and level through flak-infested areas and not linger over targets. We recommend sticking with the default "Normal" flak, though you're welcome to test your nerve with the deadlier flak varieties. To change to a different flak level, simply copy the five sub-folders from flak directory you'd like to use to the \Objects\Guns directory of your SF2V Mod Dir, overwriting as prompted. I. Alternate Flak Effects On some lower-end systems the custom flak effects used in this expansion pack may cause severe slowdowns, esp. in large strikes with lots of flak guns opening up on multiple flights of aircraft. If you see large drop in frame rate performance during intense flak bursts, then you may want to use the alternate flak effects available in the \Flak_Effects directory. To install, simply drag and drop the four .INI files from the \LOW sub-directory of \Flak_Effects to the \Effects directory in your SF2V Mod Dir, overwriting as prompted. If you wish to restore the original flak effects, copy over the .INI files from the \HIGH sub-drectory to the \Effects directory in your SF2V Mod Dir. Note that using the alternate flak effects does NOT reduce the effectiveness of flak guns. J. Smoke-Marking Infantry Squads By default most friendly infantry squads (but not individual soldiers) will have their positions marked by red smoke. (The smoke-marking is performed by ENEMY squads -- a key point to remember.) There are several ways to customize this effect: 1) If you would prefer not to have friendly squads's positions marked with red smoke, then you can turn that effect off. Copy the \NVA_Squad & \VC_Squad folders from \Optional\PopSmoke\Non-Smokers to the Objects\GroundObject directory in your SF2V Mod Folder, over-writing as prompted. 2) If you would prefer to change the color of the smoke used to mark friendly squads, then drill down to the \Objects\GroundObject directory in your SF2V Mod Folder. You need to edit the VC_Squad_DATA.INI and NVA_Squad_DATA.INI. At the bottom of each file you will find the data for GunBarrel5: [GunBarrel5] SystemType=GUN GunTypeName=M18_Red_Smoke // GunTypeName=M18_Green_Smoke // GunTypeName=M18_Yellow_Smoke // GunTypeName=M18_Violet_Smoke The commented ( // ) GunTypeNames are disabled. Simply comment out the M18_Red_Smoke line and un-comment the line for the color you'd prefer to use. 3) If you would like friendly squads to mark enemy squads with smoke, then drill down to the \Objects\GroundObject directory in your SF2V Mod Folder. You will need to edit the following files: ARVN_Squad_DATA.INI US_Squad_early_DATA.INI US_Squad_DATA.INI VNMC_Squad_DATA.INI At the bottom of each file you will find the data for GunBarrel5: [GunBarrel5] SystemType=GUN GunTypeName=DUMMY_GUN // GunTypeName=M18_Yellow_Smoke // GunTypeName=M18_Red_Smoke // GunTypeName=M18_Green_Smoke // GunTypeName=M18_Violet_Smoke By default GunBarrel5 for friendly squads uses the "Dummy_Gun," which does not pop smoke. Comment out the Dummy_Gun line and un-comment the line for the color of smoke you'd prefer friendly sqauds to mark enemy troops with. K. BUFF-less Campaigns On some systems B-52 strikes can degrade performance to the point where the game is almost unplayable. If you would like to fly campaigns that include no strikes by B-52s, copy the DATA.INIs included in the \NoBUFFs folder to the appropriate sub-directory in the \Campaigns directory of yur SF2V Mod Folder. For example, CAMPAIGNV1_DATA.INI would go to \Campaigns\CampaignV1, and so on. L. Alternate Terrain Tiles By default this mod package installs Pappa Goat's re-painted versions of the Brain32/Green Hell 2 tiles. If you would prefer to revert to the original tiles by Brain32 and CA_Stary (Green Hell 2) -- which are characterized by a lighter, more blue-ish tint -- you can install those original tiles from the \Optional\GH2_Alt directory. To install, simply copy all the .BMP and .TGA files from top level of the \Optional\GH2_Alt directory to the following locations in your SF2V Mod Folder, overwriting files as prompted: [sF2V Mod Folder]\Terrains\VietnamSEA [sF2V Mod Folder]\Terrains\SouthVietnam The sub-directories of \Optional\GH2_Alt contain alternate air base tiles and differently sized trees that you can also use to tweak the terrains' appearance to your liking. The \_config sub-dir contain an alternate terrain DATA.INI that is designed for use with these alternate tiles. M. Old Diego's Optional Items Old Diego has generously allowed us to use a number of his terrain and ground object models. Most of these are installed by default with the expansion pack. A few ground object items, however, have been left as "optional" installs. Most of these "optional" are additional soldiers. We made them "optional" because we thought not all users would like the way the game will use them for Single Missions (esp. Armed Recon and CAS missions). For example, if you install the USArmyMortar item, you could see entire squads consisting only of mortar-equipped soldiers slugging it out with NVA regulars in CAS missions. These "optional" items from Old Diego could be useful for those building single missions for use with this expansion pack. If you would like to install these other items from Old Diego, simply copy all the folders from the \OldDiego directory to the \Objects\GroundObject directory in your SF2V Mod Dir. Please note that none of Old Diego's items may be re-used or re-distributed outside of this expansion pack without Old Diego's explicit permission. For a complete listing of the items from Old Diego included in this mod, see the section titled "Note on Old Diego's Items" towards the end of this ReadMe. ------------------------------------------------------------------------------- 4. Known Issues A. General Notes - Default CAS loadout for A-1's should include CBU-25's on the outer wing stations, but the AI doesn't know how to use that weapon. So, load them onto your own aircraft, but don't load them on AI! The same holds true for CBU-14's, which are similar to the CBU-25's. - The A-1H/J Attack loadout (used for CAS and Armed Recon missions) specifies LAU-32 rocket pods on the outer wing stations. These will not show in the Loadout screen even though they will be loaded for the mission. - Similarly, in the Loadout screen some USAF F-4 loadouts may show either nothing loaded on the forward AIM-7 Sparrow missile wells or two ECM pods. In the mission itself those weapon stations will carry an ECM pod and a Sparrow respectively. - Due to a bug in the Single Mission engine for SF2 versions patched only to the May2009b level, the game will always choose the SAME ship/boat type to attack for Anti-Ship missions. The type is determined alphabetically -- whatever "Cargo_Ship" type comes first alphabetically in the GroundObject directory will be selected without variation. This bug appears to have been fixed at the June2009b patch level. - The model used for the RA-5C does not have a visible tailhook, though one is present on the aircraft. Thus, you can deploy the tailhook, and it will work -- it just won't be visible in external views. The same holds true for the P-2H Neptune. - The model used for the F-102A does have a visible tailhook, however, it is non-functional. - The F-100D Wild Weasel aircraft is not historically accurate. The first Wild Weasels actually used two-seater F-100F Super Sabres fitted out with special electronic equipment to locate and track the radars associated with the SA-2 Guideline. In mid-1966 they began upgrading to F-105Ds. As there is no F-100F model that we are allowed to re-distribute, we elected to cobble together a single-seat F-100D Wild Weasel to stand in its place. B. A Note on the Dec2009 & Later Patch Levels This updated package includes fixes for problems introduced by the Dec2009 patch for Strike Fighters 2 released by ThirdWire. These problems continue to affect subsequent patch levels, incuding the Feb2010 patch. If you have the "Combo Pack" (available from ThirdWire for a short period of time at the end of 2009) then you are affected. Although we have been able to address most issues introduced by the Dec2009 patch, in at least one case we have been able to offer only a work-around of sorts. The Dec2009 patch changes the way that terrain TGAs with "alpha layers" are rendered, causing weird display issues when viewing 3D trees through clouds at certain distances. We have no real fix for this bit of ugliness (which you'll immediately recognize if and when you see it). The best solution we've been able to come up with is to "disappear" the 3D trees with clear TGAs on the Dec2009 patch level. The terrain itself still looks fantastic, primarily because the terrain tiles created by Brain32 and CA_Stary (and modded by Pappa Goat) are so excellently detailed. We are hoping that ThirdWire will issue a follow-on patch to fix the trees/clouds issue. Until then, we think players will notice the missing 3D trees a lot less than the glaring eyesore of the oddish trees/clouds rendering caused by the Dec2009 patch. ------------------------------------------------------------------------------- 5. New Terrain Targets & Targets Areas This expansion pack adds dozens of new targets and target areas to the North & South Vietnam terrains. In addition to adding a dozen new bridges to the NVN terrain, we've added the following target areas: - Thai Nguyen Thermal Power Plant - Hanoi Thermal Power Plant - Uong Bi Thermal Power Plant - Phu Tho Electric Power Plant - Ben Thuy Thermal Power Plant - Nam Dinh Thermal Power Plant - Lang Chi Electric Power Plant - Haiphong Thermal Power Plant (East) - Haiphong Thermal Power Plant (West) - Haiphong POL Storage (North) - Haiphong POL Storage (South) - Duong Nham POL Storage - Ha Gia POL Storage - Viet Tri POL Storage - Bac Giang POL Storage - Phuc Yen POL Storage - Gia Thuong POL Storage - Ben Thuy POL Storage - Hanoi Air Defense Command & Control Center - Thai Nguyen Steel & Iron Works - Haiphong Cement Plant - Van Dien SAM Support & Vehicle Depot - Gia Lam Machine Tools Facility - Yen Vien Industrial Complex - Kinh No Motor Vehicle Repair Facility - Vinh Yen Industrial Complex - Phu Tho Chemical Plant - Quang Khe - Ha Dong Barracks - Xom Bong Munitions Depot - Hanoi RADCOM Transmitter Facilities - Hanoi Radio - Thai Nguyen Munitions Depot - Trai Ca SAM Storage Facility - Le Pap Electrical Transformer Station - Cat Bi Munitions Dump - Haiphong Electrical Transformer Station - Hai Duong Barracks West - Xuan Mai Insurgency School - Hong Gai PT Boat Base - Hong Gai Electric Power Plant - Loc Chau PT Boat Base - Vinh PT Boat Base - Yen Bai Arsenal - Phu Qui Munitions Depot - Phu Van Munitions Depot & POL Storage - Vinh Son Radar Facility - Vinh Son Army Supply Depot - Vu Con Barracks & Supply Depot - Vinh Linh Radar Station - Bac Long Radar Station - Ta Xa POL Storage - Kep Air Defense Command & Control Center - Yen Son Ordnance & Ammunition Depot - Quang Suoi Barracks - Son Tay Barracks & Supply Depot - Chanh Hoa Barracks & Division HQ - Chap Le Barracks - Dao Quan POL Storage - Hai Duong Warehouse Complex & Marshalling Yard - Phu Ly Transshipment Point - Ai Mo Warehouse Complex - Can Thon POL Storage - Ninh Binh Transshipment Point - Thanh Hoa Transshipment Point - Co Trai - Dong Phong Thong - Kien Trung - Ham Rong - Nam Phong RTAFB - An Bo POL Storage Depot - Xuan Bo Supply Depot - Mu Gia Transshipment Point - Ban Karai Transshipment Point - Ban Raving Transshipment Point - Lang Mo Transshipment Point - Haiphong Rail Yard - Hanoi Rail Yard - Thai Nguyen Rail Yard - Yen Bai Rail Yard - Thach Son Xa We also spent some time working on the dock areas at Vinh, Hong Gai, and Haiphong, adding cranes, ships, and other structures to give the sense of an active port bristling with activity. We do plan to add still more target areas to the two terrains after the Gold release of this Expansion Pack, however, those will be released as separate terrain update packages. ------------------------------------------------------------------------------- 6. New Terrain Items To support and populate all the new target areas, we have added several dozen new terrain objects. These new objects have been drawn mainly from the following third-party add-on terrains for the Strike Fighters series: - DRV Terrain (by Gepard) - Black Sea Terrain (by PFunkWorks) - Libya Terrain (by Wrench) - Norway Terrain (by S.Ansons) Templates for some Target Areas have been adapted from: - Operation Desert Storm (by ODS Group) The new terrain objects that we've added should be familiar to those who have used other third-party add-on terrains, as these objects tend to show up in many different terrains. The majority of objects were originally drawn from these sources: - CA_Stary's Forests & Farms Mod - Polak's Hi-Rise Mod & ObjectsPak1 - JSF_Aggie's Enhanced Runways - RadarDome by Grumpapotamus - HeadQuarters, Control Center, Gas station, & Factory Area by Wingwiner - RailwayStation by Armourdave If you are a modder and we've used one of your terrain items but neglected to give you credit here, please let us know. We would be more than happy to add you to the credits list. ------------------------------------------------------------------------------- 7. Terrain Notes This expansion pack splits the standard VietnamSEA terrain into two different terrains: North Vietnam and South Vietnam. We decided to go with a split North/South scheme in order to impose more control over the different operations in North and South Vietnam. To that end, there are some key differences between the terrains: A. North Vietnam The North Vietnam terrain includes all the target areas that you are familiar with in the stock SF2V terrain. This terrain is designed primarily for Strike missions and the several mission types that support Strikes: Escort, Fighter Sweep (aka MiG CAP or MiG Sweep), and SEAD (Air Defense Suppression) -- in other words, the core mission types for the several air campaigns conducted against North Vietnam. You can also fly Armed Recon and Anti-Ship missions. B. South Vietnam The South Vietnam terrain includes new target areas and target items in South Vietnam, eastern Laos, eastern Cambodia, and the DMZ area. It also includes target areas in North Vietnam up through Route Pack II -- roughly speaking, the Vinh area. This terrain is primarily designed for CAS, Armed Recon, and Anti-Ship missions, though you can also fly Strike and SEAD missions in the lower Route Packs. If you are unfamiliar with the Route Package system used during the air war in Vietnam, see these discussions: http://www.airbattle.co.uk/d_history.html http://www.nationalmuseum.af.mil/factsheets/factsheet.asp?id=1394 Put simply, where the focus in the North terrain is air operations against North Vietnam, the focus in the South terrain is air operations in support of the ground war against the NLF (Viet Cong, or VC) and PAVN (North Vietnamese Army, or NVA) units. Here's another way to think of the differences between the two terrains when you're flying Single Missions: 1. If you want to fly Strike missions against the big targets in North Vietnam, select the North Vietnam terrain in the Single Mission screen. 2. If you want to tangle with MiGs as part of Escort or Sweep missions, select the North Vietnam terrain. 3. If you want to do battle against North Vietnam's formidable air defense network, fly Air Defense Suppression missions with the North Vietnam terrain. 4. If you want to fly CAS missions, choose the South Vietnam terrain. You will be tasked with supporting friendly forces throughout South Vietnam right up to the DMZ area. 5. If you want to fly Armed Recon missions, you can go with either the North or South terrain. With the North terrain, you get armed recon missions along the Northeast and Northwest rail lines down through the lower Route Packs as well as the northern third of the Ho Chi Minh Trail in eastern Laos. The South terrain will give you armed recon missions in the lower Route Packs and the complete length of the Ho Chi Minh Trail from the Mu Gia Pass in the north all the way down through southeast Laos and northeast Cambodia. 6. Anti-Ship missions are similar: you can fly them in both terrains. Northern shipping routes extend from Haiphong down to Dong Hoi; Southern shipping routes extend from Dong Hoi in North Vietnam down to the Go Cong area near the Mekong Delta in South Vietnam. Also, for historical accuracy, we have also imposed limits on the MiG bases that are operational and available to host VPAF squadrons. Early on in Operation Rolling Thunder, MiGs operated from a small handful of bases: Noi Bai, Kep, Gia Lam, Bac Mai, and Hoa Loc, though other airfields in the Haiphong area and the northwest existed. After the end of Rolling Thunder the North Vietnamese began building or renovating other airfields, including those in the southern panhandle of the country. These included: Ben Loi, Bai Thuong, Dong Hoi, Dong Suong, Khe Phat, Quang To, Quon Lang, Vinh. Both terrains impose start dates on this list of airfields that became operational only after Rolling Thunder. Until the start date for each airfield, the runways will not appear. All the other buildings in those target areas, however, will appear, being labeled "barracks areas." ------------------------------------------------------------------------------- 8. Environment Notes For this expansion pack we have implemented several well known terrain and environment mods: - Brain32's SEA Tile Repaint - CA_Stary's Green Hell 2 - Better WideSky (based on Cellinsky's original WideSky) Given that players may have different needs and preferences, depending on their systems and aesthetic inclinations, we have have included a number of files that can be used to tweak the look and performance of these mods. A. Terrains - Trees You will notice several sub-directories in each of the main terrain directories in your SF2V Mod Folder. These contain alternate files that can be used to control the size and complexity of the trees used in the terrains. Tree Complexity/Detail The three "Detail" folders contain files to control the complexity and detail level of the trees. From the ReadMe for "Green Hell 2": Now you'll notice three folders: High Detail, Medium detail and Low Detail. These contain, well, three versions of the mod. Level of detail corresponds to "tree cluster" mesh complexity, NOT the number of trees! - High detail are the "X-type with base" and "X-type" trees, which look best from high angles, - Medium detail are the "X-type" trees, more cartoonish from top view - Low detail are the "fence-type" trees, less buildings in cities Generally try the Medium first, if you have low framerates, try Low, if you have decent system go ahead and try High, there isn't much difference between high and medium in performance hit. And read the section 5 about tips to control draw distance! By default both terrains use "High Detail." To switch to a lower level of detail, simply copy of the files from the appropriate "Detail" sub-directory to the main terrain directory that you wish to modify, overwriting as prompted. Tree Size By default both terrains use the standard "Green Hell 2" trees. Some users may prefer to use Bananimal's "Re-scaled Trees for Green Hell 2," which are smaller and more realistically sized than the original, larger trees, however. You can find copies of both tree sets (large and small) in the last two sub-directories in each terrain. Again, to install, simply copy the files from the appropriate sub-directory to the main terrain directory that you wish to change, overwriting as prompted. B. Terrains - Air Bases We were dissatisfied with the default air base tiles used by SF2V -- those neat, nicely mown squares of green -- not only because they stood out like sore thumbs on the terrain, but also because they took up so much real estate (a precious commodity around Hanoi, which is surround by five air bases). So we developed alternate air base tiles by tweaking several of the default tiles from Brain32 and CA_Stary. These tiles are installed by default with the Expansion Pack. Although we think the new air base tiles look much better (and more realistic), we understand that some users may prefer the original air base tiles from Brain32 and CA_Stary. If you would like to restore the "old" air base tiles, copy the two .BMP files from the \ABs_Old sub-directory in each terrain folder to the main terrain folder for North and South Vietnam, overwriting as prompted. To restore the "new" air base tiles, simply copy the .BMP files from the \ABs_New sub-directory in each terrain to the main terrain folder. C. Environment - Sun & Stars Cellinsky's original "WideSky" included several files to cange the appearance of the sun and stars, especially at sunset. By default, this expansion pack uses the original ThirdWire sun images and Cellinsky's stars. If you wish to change to Cellinsky's sun images, you can find them in the \Widesky sub-directory in the \Flight directory of your SF2V Mod Folder. Simply copy the four "Sun" TGAs from the \Widesky sub-directory to the main \Flight directory. To revert to the original ThirdWire sun and star images, remove the "Sun" and "Star" TGAs from the \Flight directory. D. Alternate Terrain Tiles By default this Expansion Pack installs Pappa Goat's re-painted versions of the Brain32/Green Hell 2 tiles. If you would prefer to revert to the original tiles by Brain32 and CA_Stary (Green Hell 2) -- which are characterized by a lighter, more blue-ish tint -- you can install those original tiles from the \Optional\GH2_Alt directory. To install, simply copy all the .BMP and .TGA files from top level of the \Optional\GH2_Alt directory to the following locations in your SF2V Mod Folder, overwriting files as prompted: [sF2V Mod Folder]\Terrains\VietnamSEA [sF2V Mod Folder]\Terrains\SouthVietnam The sub-directories of \Optional\GH2_Alt contain alternate air base tiles and differently sized trees that you can also use to tweak the terrains' appearance to your liking. The \_config sub-dir contain an alternate terrain DATA.INI that is designed for use with these alternate tiles. ------------------------------------------------------------------------------- 9. Colors of AAA/Flak Tracers This mod package makes changes to the colors of tracers used with AAA/flak guns. As the new default colors may not suit some players, the table below can be used to adjust the colored tracers to personal preferences: Gun TGA File Color --- -------- ----- 12MM_DSHK tracer6.tga orange 14MM_KPV tracer6.tga orange 23MM_ZU23/T tracer2.tga green 23MM_AZP23 tracer2.tga green 37MM_ZP39T tracer4.tga red (solid) 57MM_S68T tracer7.tga purple (solid) n/a tracer.tga orange/yellow n/a tracer3.tga yellow n/a tracer5.tga green (solid) n/a tracer6.tga orange/red The easiest way to adjust the color of tracers for AAA/flak guns is to modify the tracer TGAs in the \Objects directory of your SF2V Mod Folder (as opposed to editing the guns themselves). To change the color of particular tracer, simply rename the existing TGA file to something else, then copy the tracer TGA for the color you want and rename the copy to match the original name of the tracer TGA that you renamed. For example, if you wanted to change the color of the purple tracer used with the 57MM_S68T gun to red, you would: 1. Rename TRACER7.TGA to TRACER7-OLD.TGA 2. Make a copy of TRACER4.TGA 3. Rename the copy of TRACER4.TGA to TRACER7.TGA It's that simple. Note that in some cases two guns use the same tracer TGA, so changing the tracer color using the method outlined above will affect both guns that use that TGA. ------------------------------------------------------------------------------- 10. Legal Stuff We have signed onto the freeware "list" on combatace.com. As such, the work here can be included or used in other mods as along as they aren't payware and credit is given to the creator(s). Thanks, Malibu43 & eburger68 ------------------------------------------------------------------------------- 11. A Note on Old Diego's Ground Objects & Terrain Items Old Diego has generously allowed us to use a number of his models for Ground Objects and Terrain Items. Those items (some of which are located in the \Optional folder) include: Ground Objects: - 51CalPit - NVA - NVAgren - NVASA-7 - NVASmlArms - sampan01 - sampan02 - SampanSail01 - SampanSail02 - SAMsite01 - Sapper - SForces - SForcesLaw - USArmy - USArmyBzka - USArmygren - USArmyM79 - USArmymortar - USMC - USMCm60 - USMCm60up - USMCm79 - VC_bike - VC_bike_2 - VC_bike_3 - VC_hoe - VC_rake - VCmortar - VCrpg - VCSmlArms - VietCong - waterbuffalo - WB_plowTM Terrain Items: - Boxcar - CoalTender - connex20a - connex20b - connex40a - crate rotor - crate01 - crate02 - cratesStk01 - cratesStk02 - DJBridge (mod of RRBridge01) - FlatCarNV - Hut01 - Hut02 - Hut03 - HutS01 - HutS02 - HutS03 - LocomotiveNV - pallet - Rail100 - Rail50 - Rail_45L - Rail_45R - Rail_sweep_100L - Rail_sweep_100R - Rail_sweep_200L - Rail_sweep_200R - Rail_sweep_90 - RDBridge01 - RRBridge01 - SAM_Site - Slum01 - Slum02 - TankCarNV - Train - WaterBuffalo None of Old Diego's models may be freely re-used or re-distributed outside of this Expansion Pack. Those wishing to re-use or re-distribute any of Old Diego's models listed above must contact him to get explicit permission to do so. ------------------------------------------------------------------------------- 12. A Note on the KC-135A Tanker Dave at CombatAce.com has generously allowed us to include bpao's KC-135A Stratotanker, which originally appeared in the NATO Fighters 4+ mod package for SF2. Bpao was the heart of The Mirage Factory, and we are very fortunate to have been given permission to ship this high quality aircraft as part of the Expansion Pack. Needless to say, bpao's KC-135A may not be re-distributed outside of NF4+ or the SF2V/WOV Expansion Pack without Dave's explicit permission. The NF4+ all-inclusive mod for SF2V may be downloaded at CombatAce: http://forum.combatace.com/index.php?app=downloads&showcat=407 ------------------------------------------------------------------------------- 13. Credits This Expansion Pack would not have been possible without the hard work of many modders over the years. We've used the work of the following individuals: ajunaidr Anthony Beardmore ArmourDave Bananimal bpao Brain32 Buggerstein Bunyap Canadair CA_Stary Cellinsky ChampionsVA56 Column5 comrad Coyote David Zurawski Dels Diego Dueces Erikgen FastCargo Fracture Fubar512 gbreuder Gepard Gerald14 Gocad Gramps Grumpapotamus Hawker HrntFixr InSky/Orsin Jat81500 JSF_Aggie Kesselbrut KillerBee krfrge MigBuster Mirage Factory MJ Monty CZ mppd Nicholas Bell NormanKnight Old Diego (see "Note" section above) Ordway Pappa Goat pappychksix Pasko Paul Nortress (Fist of the Fleet) PauloPanz pcpilot PFunkWorks Polak rebel ryder Rhugouvi S.Ansons Signum Spillone104 Starfighter STORM suicidal Sundowner Syrinx Tannethal TeTeT Torno Tracker USAFMTL (Dave) Veltro2K Wingwiner Wpnssgt Wrench Thanks also to the several beta testers who helpfully supplied fixes for various issues, including ravenclaw_007, ericj, and DrArrow. Hopefully we didn't miss anyone. If we did, let us know! ------------------------------------------------------------------------------- 14. Version 2.1 - Change Log Changes from version 1.0: CAMPAIGNS - upgrade campaigns for split North/South terrains & new target areas - expand campaigns w/ additional aircraft, units, & textures - overhaul campaign targeting schedules - revise mission texts for all campaigns - create optional Campaign DATA.INIs w/ no B-52 strike missions - set Steel Tiger campaign to begin 04/03/1965 - revise mission texts for all campaigns EFFECTS - add Deuce's latest effects & explosions - upgrade all effects to SF2 standards - add custom flak effects - add custom SAM launch effect - add custom ship smoke effect - add J-79 exhaust effects to all F-4s - add alternate DATA.INIs w/ DirtyExhaustEmitter for B-52s, F-4s, and F-104C to \Optional folder - add smoke marker effects (by Pappa Goat & krfrge) - add CA_Stary's Ejection Mod 1.0 effect - add custom BULLETOBJECT.INI ENVIRONMENT - swap out original WideSky for hybrid WideSky/BetterWideSky EXTRAS: - include ELH AWNVN docs - include alternate/optional Rattler RWR sounds GROUND OBJECTS - add new air defense collection (AAA/SAMs/radars) - re-name Sampans to force use in anti-ship missions - add Green textures to stock 3W objects where available - add new APCs, Artillery, Squads, Tanks, Troops, & Trucks - add new civilian ships (Small Cargo Ship, Supply Ship, Container Ship, Trawlers) - add tweaked SumnerFRAM2 DATA.INI - add UserLists for M113-ZPU & M113-ZU-23 to prevent these items from showing up in Vietnam - add additional Fansong, Spoonrest, & Barlock variants - add SA-2E model - add ARVN_Squad & VNMC_Sqaud ground objects - correct names for the several "squad" ground units. GUNS - add effects missing effects classes to Guns - add guns necessary for new aircraft & ground objects - boost effectiveness of flak guns WEAPONS - add weapons necessary for new aircraft - add SA-2X Black SAM - add SA-3 Goa - add 15 or so new 'Nam-era aircraft weapons - add custom grey drop tanks for A-1s - add KillerBee's Phantom Recon Camera Mod for RF-4s - change AGM-12s to TV Homing type (EOGR, to let them work with "Hard" Weapons setting) - tweak AGM-45 start dates and Attachment Types - remove Loft values from AGM-78s - tweak base quantities for ARMs (AGM-45s & AGM-78s) & bombs used by B-52s (Mk82s, M117s) - rename Walleyes - remove custom MER & TER items - tweak start dates for AIM-9G - add new AIM-9 model for AIM-9G/H - tweak texture for AIM-9J - tweak performance of most air-to-air missiles NATIONS/SQUADRONLIST - add "U.S. Army" to NATIONS.INI - use expanded SQUADRONLIST.INI SOUNDS - add new sounds as needed for new ships, ground objects, & aircraft TERRAINS - replace single terrain w/ North/South terrains - include Pappa Goat's re-painted SEA tiles for both terrains - restrict mision types for base terrain .INIs - create separate TARGETS.INIs & MOVEMENT.INIs appropriate for each terrain - remove now unnecessary target types from TYPES.INIs - change DATA.INI sea textures (1st two) to HasWater=2 - add MipMapLevels= values to DATA.INI textures w/ water - add Firecan radars to target areas - separate runways and buildings into different target areas & apply start dates on the following airfields: Ben Loi, Bai Thuong, Dong Hoi, Dong Suong, Khe Phat, Quang To, Quon Lang, Vinh - adjust target values for key terrain item types in TYPES.INIs - add dozens of new target areas and bridges, mainly to NVN terrain (see below for more detail) - add dozens of new terrain items to support new targets and target areas (see below for more detail) --------------------------- EXISTING AIRCRAFT - Changes A-1H,A-1J - new hangar & loadout images - add Syrinx's USAF camo texture w/ tail codes & nose art - USAFSilver1 skin - VNAF1 & VNAF2 skins for A-1s - animated canopy/wingfold - landing gear tweaks - correct loadout errors - remove inis_and_bits folders - use A1Engine sound from Eagle114th's sounds pack 1.6v A-4C,A-4C_65 - add AirToAirRefueling loadout - tweak service end dates to A-4C_65 A-4E,A-4E_65,A-4E_67 - add AirToAirRefueling loadout - tweak USMC decals - USNGreen1 skin for A-4E_65 A-4F - add AirToAirRefueling loadout - tweak USMC decals A-6A - new hangar & loadout images - tweak flight model - convert RWR to Vector-type - add RackLimitOutsideOnly=TRUE to inner weapon stations - SF2 ECM data - replace AGM-45s w/ LAU-3As in SEAD loadout - tweaked decals & add Sqname A-7D - WoV A-7 camo texture B-52D - B-52D upgrade 3.0 (lights,exhaust,sounds,bombay mods) - Shark Mouth USAF camo texture - WoV B-52 camo texture - restrict Mission Types B-57B - new hangar & loadout images - F-86F-based cockpit - additional lights - Night Intruder texture - restore RAAF texture from WoV - change Attack loadout B-57G - rename model to B-57G (from MBB-57G) - new hangar & loadout images - F-86D-based cockpit - correct specified Squadron for B-57G textures F-4B,F-4B_65,F-4B_67 - correct Loadout errors - custom USMC Attack loadout w/ SUU-23 - tweak air-to-air loadouts for F-4B_67 - add LAU-3As to SEAD loadout - custom USNGrey3 textures for all F-4Bs - custom USNGrey4 texture for F-4B_67 - VF-51 & VF-161 textures for F-4B_67 F-4C,F-4C_67 - change SUU-23 to SUU-16 in F-4C_67 - remove gunpod from F-4C loadouts - add Mike D. SEA camo texture - add LAU-3As to SEAD loadout - tweak Service end dates - add new TAC tail insignia for F-4C USAFGrey1 texture F-4D,F-4D_67 - add Mike D. SEA camo texture - comvert Sparrow loadouts from 4xAIM-7-E2 to mixed AIM-7E/AIM-7-E2 w/ single ALQ-101 replacing one Sparrow - replace AGM-45s w/ LAU-3As in SEAD loadout - adjust Start/End Dates for F-4D F-4E,F-4E_72 - add Mike D. SEA camo texture - comvert Sparrow loadouts from 4xAIM-7-E2 to mixed AIM-7E/AIM-7-E2 w/ single ALQ-101 replacing one Sparrow - replace AGM-45s w/ LAU-3As in SEAD loadout - adjust Start/End Dates for F-4E F-4J - replace AIM-7-E-2s w/ AIM-7Es - custom USMC Attack loadout w/ SUU-23 - add LAU-3As to SEAD loadout - adjust service years - custom USMCGrey3, USNGrey3, USNGrey4, USNGrey5, & USNGrey6 textures F-8C,F-8C_66 - remove Strike mission role from Loadouts F-8D,F-8D_66 - remove Strike mission role from Loadouts F-8E,F-8E_66 -tweak USMC decals F-100D,F-100D_64,F-100D_68 - restrict mission types - tweak Service end dates for F-100s - remove Shrikes from SEAD loadouts F-105D,F-105D_66 - replace AGM-45s w/ LAU-3As in SEAD loadout - adjust service years for F-105D_66 F-105G - new Loadout.tga - tweak flight model - SF2 ECM data F-111A - new loadout.tga - SF2 RWR data - change ServiceStartYear to 1968 or 1972 - add UserList - restrict Mission Types IL-28 - add NVietnam to UserList.ini - VPAFSilver & VPAFgreen textures - airbrakes - new landing lights J-6 - change NVietnam ServiceStartYear to 1972 - green/silver camo scheme MiG-17 - use MiGBuster's & Fubar512's accurate flight model - add NVietnam to UserList - VPAFmetal & VPAFSilver textures - add Anti-Ship Mission Type & Loadout - tweak start/end dates - correct Export dates MiG-17F - use MiGBuster's & Fubar512's accurate flight model - comrad's VPAF_dCamo texture - add Anti-Ship Mission Type & Loadout - tweak start/end dates MiG-17PF - use MiGBuster's & Fubar512's accurate flight model - add ThirdWire MiG-17PF as Optional install MiG-19S - change NVietnam ServiceStartYear to 1972 - restrict Mission Types MiG-21F,MiG-21MF,MiG-21PFM,MiG-21PFV - restrict Mission Types - add 927_Camo & 927_Green textures to MiG-21PFM General (All) - add destroyed model data to most aircraft - tweak anti-ship loadouts for all aircraft w/ Anti_Ship Mission Type - add tail serial decals for all Navy aircraft as well as the F-4C USAFGrey1 texture & USAF A-1 textures - correct shadow data for a number of aircraft --------------------------- NEW AIRCRAFT - Additions - A-6B Intruder (from A-6A) - AC-119G Shadow - AC-119K Stinger - AC-123K Black Spot - AC-130A Spectre - AC-130A Surprise Package - An-2 Colt - B-52F Stratofortess - B-52G Stratofortess - C-123K Provider - C-130A Hercules - C-130E Hercules - Canberra B.mk20 (RAAF) - Cessna180 (RAAF) - EA-6A Electric Intruder - EA-6B Prowler - EB-66C Destroyer - EF-4C Phantom II - F-4D Phantom II (69) (from F-4D_67) - F-4D Night OWL - F-4E 'Rivet Haste' - F-5A Freedom Fighter - F-5B Tandem Tiger - F-5C Skoshi Tiger - F-100D Wild Weasel - F-102A Delta Dagger - F-104C Starfighter - F-105F Wild Weasel - KA-3B Tanker - KA-6D Tanker - KC-130F Tanker - KC-135A Stratotanker - MiG-17PF Fresco-E - MiG-19SF Farmer-C (sky-blue texture) - O-1E Bird Dog - OV-10A Bronco - RA-5C Vigilante - RB-66C Destroyer - RF-4B Phantom II (from MF RF-4C) - RF-4C Phantom II (MF) - RF-8A Crusader (from MF F-8B) - RF-8G Crusader (from MF F-8C) - RF-101C Voodoo - SP-2H Neptune -------------------- malibu43 & eburger68 16 November 2009 1 March 2010 (updated) -
1 point
Version 1.2
1,480 downloads
Speech Enhancement & Expansion February 13th, 2019 (1st Release) by Menrva >For Strike Fighters 2 games This package is my personal enhancement meant to improve the consistency and quality of the in-game English speech. I tweaked the SpeechSystem.ini file to include the additional SF2NA voices ("call the ball" and "Vampire") separately from those of the TACC; the additional SF2NA voices are now meant to be those of a Navy Controller. By chance, I have found and fixed a stock bug in the original SF2 SpeechSystem.ini file. With some .wav editing, I created a generic Hawkeye TACC using the original, female Red Crown voice. Additional .wav files have been created so that in-game flights and Departure mention Hawkeye instead of Red Crown. I hex-edited the .str file so that subtitles properly display Hawkeye instead of Red Crown. Other little fixes were also made; for instance, you'll no longer see "Call the ball" (capital letter after a comma), now it correctly is "call the ball". You get Hawkeye as TACC when flying for naval aviation services, otherwise you get Red Crown. This enhancement is a mixture of Polak's beautiful speech pack for SF1 games, and of SkateZilla's and Rends' improved Hawkeye voices; my thanks for their work! As a bonus, correct and complete or mostly complete speech files have been added for other languages: Italian, Spanish, Vietnamese, Arabic, Persian. These languages have been added to the proper aviation services of countries where these languages are official: -Arabic is used for Egypt, Syria, Iraq, Jordan, Saudi Arabia, Kuwait, Lebanon, Somalia, Chad, Yemen, Oman, Algeria, Morocco, Sudan, Tunisia, Bahrain, Qatar, United Arab Emirates, Libya, Djibouti. -Spanish is used for Spain, Argentina, Cuba, Colombia, Ecuador, Peru, Venezuela, Bolivia, Chile, Paraguay, Uruguay, El Salvador, Guatemala, Honduras, Mexico, Nicaragua, Dominican Republic. -Persian is used for Iran, Afghanistan, Tajikistan. -Vietnamese is used for North Vietnam only. -Italian is used for Italy only. It's highly suggested to install this mod on top of my Nations & Medals Expansion package; the included NATIONS.ini file is entirely based on the one from that mod (hence that mod is required), but with additional edits for enabling different speech packs and callsigns where proper. Mentioned countries feature correct callsigns as heard by the respective audio files (except for Persian, not possible for me to rework them without a transcription). The in-game subtitles have been fully reworked to feature such different callsigns. >Credits (in no particular order): -Polak, for his SF1 mod which enhances all of the original SFP1 speech sound files. -Rends and SkateZilla, for the improved SF2NA Hawkeye voices, which I have tweaked a bit. -GKABS, for producing the (still in progress) Arabic speech pack started for the development of ODS 30AE. -Nguyen Dang Hat and Rhugouvi, for creating the amazing Vietnamese speech pack. -FX Interactive, for producing the Italian and Spanish speech packs for their release of Strike Fighters: Project 1. -Gerwin, for his tips on properly hex-editing the header of .STR files. I included the original readme files from the mentioned mods, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. -
1 point
Version 1.0.0
166 downloads
ARA General Belgrano was an Argentine Navy light cruiser in service from 1951 until 1982. Originally commissioned by the U.S. as USS Phoenix, she saw action in the Pacific theatre of World War II before being sold by the United States Navy to Argentina. Transferred to Argentine Navy as Diecisiete de Octubre, 9 April 1951, renamed ARA General Belgrano 1956. The vessel was the second to have been named after the Argentine founding father Manuel Belgrano (1770–1820). She was sunk on 2 May 1982 during the Falklands War by the Royal Navy submarine Conqueror with the loss of 323 lives. Losses from General Belgrano totalled just over half of Argentine military deaths in the war. She is the only ship to have been sunk during military operations by a nuclear-powered submarine. Sister shipi Nueve de Julio (ex USS Boise) served in Argentine Navy from 1951 to 1978 WHAT'S IN: - an SF-2 working ship class to use out Falklands mod - sounds, guns and missiles needed CREDITS: - Foxmonter: ship model - Richard and CAPUN: Skins - paulopanz: SF-2 fix (Seacat works, gunflashes in place) and porting; new names.ini for the wholw class INSTALL: - all in you mod folder - sounds upgrade Edit soundlist.ini in flight folder (if you haven't you have to extract) -> Add to the bottom of soundfile list and change XX in sequence //-- ARA Belgrano SoundFile0XX=SteamTurbine SoundFile0XX=Underway -> Add to the bottom of soundlist.ini [SteamTurbine] Priority=Normal 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE NumBuffers=2 MaxDist=2500.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 [UnderWay] Priority=NORMAL 3DSound=TRUE DopplerEffect=HIGH Looped=TRUE NumBuffers=2 MaxDist=250.000000 MinDist=10.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 NOTE: If you want to use in Sf-2 Falklands mod only put Belgrano_DATA.ini in belgrano folder and overwrite Enjoy @paulopanz -
1 point
Version 1.0.0
92 downloads
This is my JASDF F-35A skin pack. It contains two skins: reallistic F-35 Rinji Hikotai plain skin and a semi-fictional one with 302 Hikotai tail markings. The skin was made with my latest template. This skin and any other content of this mod cannot be used in any commercial project. Use it under Combatace Freeware License. To install, simply copy the contents of "to mod folder" folder into your game's mod folder. Read the Knowledge Base for more information. Enjoy! Chris -
1 point
Version 1.0.0
933 downloads
The Gloster Meteor F.4 was Derwent 5 powered with strengthened fuselage, 489 planes were built by Gloster and 46 by Armstrong Whitworth for the Royal Air Force. The F.4 was also exported to Argentina (50 aircraft), Belgium (48 aircraft), Denmark (20 aircraft), Egypt (12 aircraft), Netherlands (38 aircraft). WHAT's IN: - a new plane - 18 RAF Skins - 16 FAA Skins - 11 KLU Skins - 7 BAF Skins - 2 EAF Skins - 1 RADAF Skins - sounds, pilot, weapons etc. OPERATIONS: - canopy openable Key=10 CREDITS: - Yakarov model - Paulopanz skins, decals, hangars, edits INSTALL: - put Objects & sounds folders from all 5 Archives in your mod folder and overwrite yes, It's a big, huge mod ...... !!! Enjoy. @paulopanz -
1 point
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