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Showing most liked content on 08/15/2025 in all areas

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  2. 1 point
    To finally survive a full DiD campaign in Red Baron 3D! Wounded? Yes! Captured? Temporarily? But Lt. John Parks survived a full tour of duty with the 94th Aero squadron from March to November 1918. It was so much fun to revisit "the old gal" and play through, this time with a stock install running in D3D mode, like I did in 1998 when I first got the game - what a treat! Now if he can just avoid catching the flu on the ship home, he'll be in good shape! And at this rate, I might get a pilot through WOFF by the time I'm 70!
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    Hello everyone! Sorry for being absence for almost two weeks. It have been quite hectic weeks! Real life caught me, so I had to put projects down for time being. Aat the same time, i needed a short break, a fresh breath and many ideas for bothSF - CAP and Advanced modding (DLL editing). There is one video that shocked me, let me show you: X-wing: Tie fighter, got modernized through reverse engineering, which bought improved graphic, VR suports and other amazing feats! And please note, this sim is from 1993! This shows me that it is definely possible. However, what I have realized is that, as stated, by using Ghidra to reverse engineer and looking at the pseudocodes, there is one extra challenges: As stated, the SF2 engine is natively written in C++, not C. So therefore, by editing the C Pseudocodes, we nbeed to carefully codes while remain in the loop of SF2 with the calls and imports, so it will rrun well in SF2. But atleast, C and C++ are somehwere close toe ach other. C++ is deviated from C, so we have to use extra C codes that work the same way what C++ codes intended to doin SF2. Nextw eek I am going back working on SF2 - CAP and further exploring advanced modding. I will post an additional i nforamtion on what tools I use and how I managed to extract the codes out, so you can view it and edit it as well. I use the tool known as Ghidra 11.4 and scripts to help me extracting the codes. Cheers!
  4. 1 point

    Version 1.0.0

    19 downloads

    Hello To use this set, YOU MUST HAVE the Sea Fury FB11 by SKIPPYBING !!! -2 units during The Korean War: 802 Sqn FAA and 805 Sqn RAN -NEW textures in 4k .jpg -NEW normal map -NEW specular map Simply extract the file into the folder "StrikeFighter2" Enjoy
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    Wingman did a go-around and landed a few minutes later..
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    View File New skin in 4k for TU-2S "Bat" 3D model from Cocas Hello YOU MUST HAVE THE TU-2S "Bat" 3D model from Cocas! 2 skins PLAAF and NKPAF of Korean War -NEW textures in 4k .jpg -NEW normal map -NEW specular map -NEW damage textures Simply extract the file into your folder "StrikeFignter2" enjoy Submitter Lacsap Submitted 08/11/2025 Category Other  
  7. 1 point
    View File New Skin in 4k for Yak9P "Korean War" Hello To use this set, YOU MUST HAVE the Yak 9P 3d model by Cocas !!! -2 units during The Korean War: 56thIAP "Guard Taejon" (NKPA) and unit "unknown" PLAAF -NEW textures in 4k .jpg -NEW normal map -NEW specular map Simply extract the file into the folder "StrikeFighter2" Enjoy Submitter Lacsap Submitted 08/10/2025 Category Soviet Origin  
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    View File New skin in 4k for Sea Fury [sb] from Skippybing Hello To use this set, YOU MUST HAVE the Sea Fury FB11 by SKIPPYBING !!! -2 units during The Korean War: 802 Sqn FAA and 805 Sqn RAN -NEW textures in 4k .jpg -NEW normal map -NEW specular map Simply extract the file into the folder "StrikeFighter2" Enjoy Submitter Lacsap Submitted 08/10/2025 Category Other  
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    The LASUR indicator not only shows the flightpath to intercept the target. Left of the indicator you have 3 lamps which shows the distance to target in kilometers. The "x" lamp on the right signals the order to finish the interception and break away. The lamps above and below have something to do with target position and the use of the weapons. There should be a signal lamp to give the order to attack the target and a second lamp which gives the order to activate the radar. With this informations it was possible to bring a MiG-21 into a perfect fire position without to warn the RWR of the enemy plane.
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    Hello everyone! I’ve been grinding for hours to make sense of these massive codebases, and I have an idea! I’m building a huge resource library with lists of class references and the functions handling strings. These will help us zero in on specific functions in Ghidra. Check out the examples: Avionics 60 Class List Avionics String List I’m working through each DLL, generating text files for all of them. It will take some time, but once done, I’ll start a new thread called "Advanced Modding" with the resource library. Eagle114th
  11. 1 point
    Hello everyone! With the disassembled and decompiled codes, being revealed as of an assemble language and C pseudocode at the same time it display the functions and classes that are being functioned as intended, along with public and private variables. Please note that SF2, along with DLL files, are written in C++ languages, according to CFF explorer. However, what makes disassembled / decompiled codes challenging, unlike Source codes is that, there is no named classes, functions, and variables as the coders would do in the source codes. Therefore, we would have to study the codes to understand the targeted or intentions of the codes, based on each DLLs it is written inside. That means, by understanding what the codes does, we can theorize what each functions do. The beauty of the Ghidra is that, it allows us to rename any functions and variables, making it understandable when we look at them. At the same time, if we want to modify, remove, or add, we can only write them in C codes, while maintaining the computability with the original C++ codes of SF2 DLL files. This is another challenges. Finally, one more thing, another challenges is to find the functions that handles what we seek for, such as .lini files handling, as well SF2 engine. Because there are public and private classes / variables. So for public, they can be directly found by using search for the key words. For private functions / variables, they won't be found. So to find them, we would must manually find them. There are various ways to do it. But good news is that, with python scripts, it can automatically search for the key words for you if you can make the scripts! I was lucky enough to land the goldmine (key words of functions and variables). AI have taught me that, when looking in to DLL, start by looking at initDLL, which means initialization DLL. From there, functions can be traced toward where the specific class is likely to be found. I am studying on how to use python script to let Ghidra find for me instead, saving tons of unnecessary time consuming tasks. To conclude this post, I believe that, by finding the disassembled / decompiled is a small, yet big leaps toward modding DLL files. For now, I am taking a break from intense researches and exploring the dll files using ghidra. I still want to focus on SF - CAP (Avionics overhaul) mod projects too! So I decide to do SF - CAP for a week, then do Ghidra and DLL exploring / experimenting for a week, back and fort. What I would like to do before doing anything to the DLL Files is to extract the information from each DLL, such as avionics radar / hud / tv display, cockpit (gunsight), and other aspect of SF2 names list. That way we can have full reference list for .ini modding. Eagle114th


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