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Showing most liked content since 07/22/2025 in Posts
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19 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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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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13 pointsUSN trial aircraft camouflage during the Vietnam War applied to the F-8
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9 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 pointsAs shown on my channel at https://www.youtube.com/@philipsabin1653, I still do most of my tactical air gaming using my own total conversions of air board games, since this allows me to focus in on and savour the formation tactics which are hard to appreciate from the brief flurry of first person aerobatics in real time computer dogfights. When I do play PC air sims, I like to fly entire missions as a wingman and spend most of the time practising formation flying to complement the far shorter and more frenetic experience of combat itself. It is a shame that SF2 and FE2 do not allow the player easy access to this 'wingman experience' as in EAW and some other sims. However, I have just discovered a simple workaround which fits the bill. I am sure that some users have already discovered this, but I thought I would mention it just in case. The first step is to create and save a single mission, either after aborting on the runway in FE2 or from within the mission editor in SF2. Then, exit the sim, open the MSN file in your Third Wire Saved Games folder, and copy the entire block for [AircraftMission001]. Paste it after the final Aircraft Mission, and change its number to the next in sequence. Change the Size in the original Mission 1 to 1, reduce the Size in the new final mission by 1, and in SF2 change the Name at the top of the new mission to an unused friendly call sign. Make any other desired changes, save the MSN file, start the sim and load the amended mission. In FE2, the leader of the new flight should start super-imposed with you and roar ahead as he takes off, allowing you easily to catch and formate with him. In SF2, the new leader begins flying over the airfield, but you just need to take off yourself and then select and padlock the nearest friendly plane, allowing you gradually to climb and catch him at full throttle and join formation. The new AI leaders fly at a stately pace, so you should not be left in prolonged and frustrating long distance pursuit as often happens in EAW. There is more risk of overshooting the leader if you do not cut your throttle as you approach. Formation flying is a fascinating and challenging endeavour in its own right, and it is well worth perfecting it as real combat pilots did as a matter of course during their prolonged journeys to and from the combat itself.
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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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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 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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5 pointsGuys, I know we are all excited for this discovery, but then again, let's wait for @Eagle114th to play, understand completely, and then, I think he will come up with some changes and ideas. I'd wish for better graphics options and so many more, but for now, i merely will be just watching how this develops, and my fingers are crossed for good, all my good vibes are for him. And if I can be of help, count me in. Thanks!
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5 pointsI'm working now on the traffic lines for Armed Recon missions. Armed Recon is, in my eyes, one of the most boring missions. You have to find a line of 16 trucks which are driving slowly in a straight way. The only challenge is to adjust the course of your plane with the course of the trucks and then dive down and strafe them with guns, unguided rockets or drop some clusters about them. Thats all. Maybe, that it becomes a little bit more challenging, when MiG's appear. But mostly it is a boring job. I thought i should make it a little bit more challenging. So i have concentrated all truck traffic in the Vinh area of DRV terrain. And then i added SAM and Flak cover to this area. This is more or less realistic, since each village in North Vietnam had a militia, which was armed with guns, machine guns, sometimes assault rifles or 20 mm Flak. They shot on all, what was flying and had had some success. the biggest prey was a F-111, which was downed by concentrated fire from old german 98k carabines. So if you fly a Armed Recon mission in the next update, then you can enjoy a certain amount of ground fire. And by the way, while test flying the Flak downed me a couple of times, something, that never had happen before in Armed Recon.
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5 pointsI would. Don't look so surprised. You KNEW I was going to do this.
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5 pointsDos Lobos SHACK quit screwin around 2 doing more by 0730 than most people do all day....
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5 points" I dont think they like us around here" "Yeah well, some folks are just camera shy"
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5 pointsHeavy rain, deepening dusk, moving deck...perfect weather for a carrier trap.
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5 pointsHello everyone! Recently completed the works on Columbia's Mirage 5COA / 5COAM / 5CODM, as well IAI Nesher S and T. I am currently working on IAI Kfir series, especially Yakarov79's excellent Kfir over Israel mod pack. The Kfir C.7, appear to have more advanced HUD compared to earlier series. Here is pictures of, what I believe to be IAI Kfir C.7's HUD. The picture is not exactly clear, it can't be helped. Based on the images, here is crafted optical sight and unique looking range bar: In-game screenshot of IAI Kfir C.7 cockpit and HUD Eagle114th
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