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Showing most liked content since 07/16/2025 in all areas
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19 pointsHey there, my dear friends! I’m excited to share that I’ve finally finished my treatment! It felt like it took ages, but I’m relieved to be on the other side now. I’m in the recovery stage, which will take about 3 to 4 weeks. After that, hopefully, I can start eating normally again, although I’m still missing my sense of taste, haha! I’ve been taking it easy and, believe it or not, I think I’ve lost around 12 kilograms during this time. It’s been quite the journey, but I’m staying positive and hoping for some great news soon, inshallah. I just want to say a huge thank you to all of you for your incredible support. It means the world to me! Take care and chat soon, Mohamad.
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18 pointsI had this one in my phone before I came to the UK, so this is my first unofficial comeback lol
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13 pointsDawn breaks, the sun glistens off an inbound F-105 streaking across North Vietnam....
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12 pointsUSN trial aircraft camouflage during the Vietnam War applied to the F-8
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11 pointsi wanted to make the engine nozzle as 3D part but i was running in to problems with the fuselage and the lod size would increase to much , so i decided to just change the texture and make some minor changes like adding the inner nozzle and deepen the after burner area to the corecr size thats how they look like now this is the best i could come up with right now , maybe in the future i will get the 3d nozzle working like i want to and added to the aircraft
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8 pointsHello 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!
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8 pointsHOLY MOLY!!! I made another breakthrough as I learn more about the tools with Ghidra, as well creating new script python for output (text files) What I recently used is known as RTTI, which stands for Run-Time Type Information. It helps recovering the class names, shows inheritance and virtual function tables (vtables), and making it possible to link function ack to the classes they belong to! For example, from Looks like I will be doing the same for each DLLs and will update the Modder Resource Library. This is another huge steps, which helps us big times!
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7 pointsSome days ago Wrench send me the files for Udorn RTAFB. I had to simplify it a little bit, because my old computer had the tendency to make a slide show, when i tried a final landing approach. But now it works as it should. And i hope the differences to the original is not to big. It is a very big base. In the background you see the old Udorn RTAB, which was simply a stock airfield. The differences are enormous.
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7 pointswellll sheeeeeet boys, that stadiums gonna be tougher to crack that the Steelers D.........
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7 pointsThere are times when ya just gotta say "F*ck It!!" When anything smaller just isn't enough .... (this one's for Nightshade)
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7 pointsI could have sworn I was never going to make skins for Strike Fighters anymore. I thought I had promised myself I was done... VMA(AW)-533's A-6E TRAM Intruders as they appeared during a rare carrier deployment with CVW-3 aboard USS John F. Kennedy. The BuNos and modex numbers are specific to the 1986 deployment, but can work for the 1988 Med Cruise as well. Sized for the Thirdwire A-6E (79) TRAM Intruder, but will also work for the A-6E(90) from the SuperPack. 12 aircraft will be represented, all with slight variation in markings. Still WIP, and in the years out of practice, my skills haven't gotten any better, but I might release these when they're done. Forgive the screen archery.
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7 pointssome update on the 3D model and the texture i added a new 370 gallon drop tank with more details and a new pylon for it i added anew LAU-7A launch rail with the correct length and more details new outer wing weapons pylon new inner wing pylon new 600 gallon drop tank ( nestable ) , i also have the welded version , the welded version will be used on early F-4E´s the nestable version on the mid to later F-4E´s and early F-4G´s the lod has now 9.34 MB , and i´m not yet done so the lod will further increase in size pictures where taken over a version from Rent´s Germany terrain , so far i dont have any problems may be a small hit on the FPS but no stutter or freezing what surprises me a lot given of the lod size , especially since i have been warned not to create lod´s with a large size and that since the beginning of my modding for SF2 given the fact that i´m still on an old computer , win-7 64 bit with 32 GB ram and an i7-4790k CPU and a RTX 3060 graphics card with 12 MB ram , i begin to wonder what are the limits with regard to lod size and large textures especially with new more powerful computers and graphic cards
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7 pointsHello 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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7 pointsNever underestimate your enemy. A pair of F-102's flew by, looked us over, decided we weren't worth the effort, and just moseyed off towards the horizon; even throttling back and flying straight & level. I followed them, crept in closer from dead astern, and shot down the leader. With a Pulqui
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6 pointsWelcome to the Strike Fighter 2 (SF2) Advanced Modding thread! A quick reminder: We mod ethically, honoring ThirdWire’s life passion in creating SF2. All projects here are strictly freeware, transparent, and require a legit copy of SF2 to use any modified DLL files. This thread also serve as the modder resource library that can assist us finding what we seek for advanced modding. Hello everyone! This thread is dedicated to advanced modding, focusing on DLL file editing using tools like Ghidra and other debugging/reverse engineering tools. We have the rules here: - All projects must remain freeware. Payware is a hard NO! - No links or discussion about pirated SF2, period! - We encourage everyone to share knowledge, collaborate, and keep the community spirit alive! We have the great desires to expand the engine beyond the current limitation, from custom HUDs to radar behaviors, etc... This post will be updated through time with more information. Let's have a happy modding!
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6 pointsAs in real life during Vietnam War the USAF has in DRV 2.1 to attack very high value targets, like some oil barrels, which are hidden in towns or woodland. And sometimes you get the task to attack the command post of Hilton Hanoi POW Camp. If you are not carefull you will not only bomb the Vietnamese, but also kill american colleges, which are POW in Hilton Hanoi. That's not so good for the missions score!
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6 pointsin the works, and coming soon (designed for when I finish the Iberia map) NEW!!! Completely rebuilt and more accurate C.15 Hornet for EDA. The mod from 2009 is udder shite, even though this is based off that old one. vastly improved with things that actually work as advertised (!!!). F-16AM for PoAF, nation specific. lots of new 'fiddly bits' A-7P for PoAF. Yes, I know there's a DLC for that, but we've got plenty of cheapass MFs around that won't buy a subscription, let alone a DLC from TK/3rdWire. (both seen recently in the "Transitions" screen shots thread) Both the F-16 and A-7P are based off TMF's birds (A-7A with A-7E cockpit and electronics).
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6 pointsI am really interested to see the outcome of your hard work. I hope it will improve the game. One of the things I would like to see is air refueling. Keep up the digging. I hope you can find the SF treasure box. P.S. Two more things to see: a pilot eject with a parachute and if there is a chance to add more animation IDs.
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6 pointsI sunk a Sampan! I made the stock vSampan2 to an groundobject. Gave it NVietnam as nation and it worked properly. More or less. The only small problem is, that the Sampan is moving sidewards on the sea.
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6 pointsI have spent the week learning how to use Ghidrea, contemplating on how to find the right information, in order, to make sense out of what is shown as disassembled / decompiled functions and variables. WIth AI help, I am able to come up with an idea: 1) Find the class name that is called by associated functions 2) Find the function with associate strings for possible keywords As first step of building the modder resource library. In the link below, you will see vast number of folder with three types of .txt files: _CLASS_FUNCTION_LIST.txt _STRING_LIST - 1.txt _STRING_LIST - 2.txt And inside each folders, for example: FLIGHT -> AVIONICS 60, you will see the files: AVIONICS60_CLASS_FUNCTION_LIST.txt AVIONICS60_STRING_LIST - 1.txt AVIONICS60_STRING_LIST - 2.txt These files give modders a big head start by helping pinpoint the location of relevant functions, and that's the step one. For next steps, it is up to anyone here. I am here to provide what I can product from the ghidra tools. I will continue to update the resource library as I grow the understanding of Ghidra tools and codes shown in it. MODDER RESOURCE LIBRARY v1.1 SF2 -Resource Library v1.1.zip NOTE about v1.1: I have added two folders, you will see in each folders: REFERENCES RTTI References are the one that I used pyton script to extract the name of class called by functions, as well the strings from the functions. RTTI, in other hand, contains the list of class and the assoicated functions, along with the function names restored. However, please note that, there are two or three of DLL that does not have RTTI, I still ran the script to create the list of class with assoicated functions. Hoowever, I am working an interesting next projects: I just recently realized, after seeing how Ghidra symbolized the native C++ into C Pseudocodes and is working on Name Demangling (Converting C++ mangled symbols back to readable C++ codes). Here is an example: ?MyFunc@@YAHH@Z -> int MyFunc(int)) For now, here is notes that AI generated with me while studying various codes: (NOTE: the note below is incomplete. Will be updated eventualy.) CODES NAME DEMANGLING NOTES.txt Cheers!
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6 pointsOkay, i will call it local communist party HQ. Screenshot: I relocated the TOD buildings in the towns to make space for target objects, like factories, Flak, the famous communication building etc. So it looks ate the moment.
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6 pointsBig Weasel sorry Borscht Bowl. but your Yelp ratings just werent where they shouldve been.....
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6 pointsBAC Lightning F.2B - No.29 Squadron, RAF South Atlantic Command, 1983
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