Jump to content

Spillone104

+MODDER
  • Posts

    1,463
  • Joined

  • Last visited

  • Days Won

    22

Everything posted by Spillone104

  1. Hey Muesli, do you mean this one? No button Anyway... what is the point of having a fighter that in flight performace is inferior to other 4 or 4.5 generation fighters and armed with 4 missiles or 2 missiles and 2 JDAM. I always being sceptic at best with the JSF.
  2. No one here seems to think for a moment about some sort of electrical or engine failure? These kind of things can happen to any aircraft. From the cheapest to the most expensive one. just my 2 cents. And anyway a drone can be jammed even if it's hard since it use continuous command link via RF signals.
  3. It looks more and more promising! And what a nice Havoc you have!
  4. Uahahahah
  5. Si Coupi, il pitot come gli altri dettagli sono aggiunti via "fake pilot".
  6. Really, really nice pics here!
  7. Nice! Something similar and maybe better than a Wyvern.
  8. At first sight I would say that the nose and maybe the canopy don't look the same as an F-16. but it seems from renders that the block 70 have this things different from a standard Fighting Falcon.
  9. Looks superb! Now I'll wait to see the aircraft in all its glory. :-)
  10. Eh no eh! Va bene che siamo in tempi di "crisi" e magari non si ha personale, voglia o soldi per aprire le caserme. L' anno scorso almeno campeggiavano un AMX del 1° lotto e un preserie per prove tecniche del Tornado IDS. Ma quest' anno ci si è proprio ridotti male a mettere in piazza e senza nemmeno un pò di scenografia se non quella solita impietosa delle transenne un MacPan e il solo muso (questa è una bestemmia colossale) di un F-104S delle Tigri! Rinnovo il mio più sentito" Va a cagher" al mefistofelico ministro.
  11. Engine ID is used for instruments in the cockpit. I guess is irrilevant if the engines are called 3 and 4 instead of 1 and 2 again. For the armor I think it changes nothing since it will only protect with the same value the fake engine.
  12. View File Improved Afterburner Effects for Strike Fighters 2 Improved Afterburner Effects for Strike Fighters 2 V1.0 ------------------------------------------------------------------------------------------------------------------- Installation: Put the .INI and .TGA files in the Effects folder. User\Saved Games\ThirdWire\StrikeFihgters2\Effects <<<VERY IMPORTANT!>>> Then the real work begins: Open the DATA.ini of the aircraft you want to use these effects. Since this effect is a combination of 2 emitters, one volumetric and the other in the form of a ribbon(for shock diamonds)... You need to duplicate the engine or engines in this way: (As exhample the F-105 is used) [Fuselage] SKIP ALL THE PARAMETERS SystemName[001]=Engine SystemName[002]=Tailhook SystemName[003]=Airbrake1 SystemName[004]=Airbrake2 SystemName[005]=Airbrake3 SystemName[006]=Airbrake4 SystemName[007]=AftTank SystemName[008]=BombbayTank SystemName[009]=CenterlineStation SystemName[010]=TopFuselageLight SystemName[011]=Engine2 ADD THE NEW ENGINE Edit the afterburner emitter on the first engine: [Engine] AfterburnerEmitterName=J79-ABEmitter CHANGE TO THIS ONE Then add the second engine below the first true one. [Engine2] SystemType=JET_ENGINE InputName=THROTTLE_CONTROL EngineID=1 HasAfterburner=TRUE NumAfterburnerStages=4 SLThrustDry=0.00 THE THRUST MUST BE SET TO 0.00 SLThrustWet=0.00 THE THRUST MUST BE SET TO 0.00 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 ThrottleRate=0.15 NozzleAnimationID=3 IdleThrottle=0.10 IdleRPM=0.68 IdleNozzle=0.0 CruiseThrottle=0.37 CruiseRPM=0.82 CruiseNozzle=0.0 MilThrottle=0.65 MilRPM=1.00 MilNozzle=0.0 MaxThrottle=0.78 MaxRPM=1.00 MaxNozzle=0.0 FullABThrottle=1.12 FullABRPM=1.00 FullABNozzle=1.0 AltitudeTableNumData=10 AltitudeTableDeltaX=3048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.802,0.634,0.496,0.381,0.288,0.206,0.147,0.105,0.000 DryMachTableNumData=4 DryMachTableDeltaX=0.4 DryMachTableStartX=0.0 DryMachTableData=1.000,0.980,1.172,0.000 WetMachTableNumData=7 WetMachTableDeltaX=0.4 WetMachTableStartX=0.0 WetMachTableData=1.000,0.991,1.207,1.683,2.473,2.750,3.027 MaxInletTemperature=136.1 TSFCM0=0.00 AND THE FUEL CONSUMPTION TOO TSFCM1=0.00 AND THE FUEL CONSUMPTION TOO AfterburnerTSFCM0=0.00 AND THE FUEL CONSUMPTION TOO AfterburnerTSFCM1=0.00 AND THE FUEL CONSUMPTION TOO MinFuelFlow=0.02 ExhaustEmitterName= DELETE THE SMOKE ExhaustPosition=0.0,-9.27,0.51 AfterburnerNodeName=afterburner AfterburnerEmitterName=J79-ABEmitter2 AND CHANGE THE EMITTER AfterburnerEffectSize=1.10 MinExtentPosition=-0.78,-9.07,-0.28 MaxExtentPosition= 0.78,-3.22, 1.29 FireSuppression=TRUE GasTempMaxRPM=650.0 GasTempIdleRPM=340.0 GasTempChangeRate=5.0 OverheatTemp=675.0 DamageTempDelta=300.0 OilPressMaxRPM=50.0 OilPressIdleRPM=35.0 OilPressChangeRate=0.5 LowOilPress=12.0 LowOilTempDelta=400.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12 Armor .Thickness=12 Armor .Thickness=12 Armor[REAR].Thickness=12 Armor[bOTTOM].Thickness=12 That's it! Now you have your jet with new afterburner flames. ------------------------------------------------------------------------------------------------------------------- Beta testers : Canadair and Dysko. ------------------------------------------------------------------------------------------------------------------- Legal stuff: This mod is freeware. Commercial use is not allowed. ------------------------------------------------------------------------------------------------------------------ Enjoy and good flight. :) November 2011 Spillone104 Submitter Spillone104 Submitted 11/01/2011 Category Effect Mods
  13. @Ace888 and Skatezilla: Just uploaded the effects. Need to be validated by a moderator. :)
  14. Version 1.0

    535 downloads

    Improved Afterburner Effects for Strike Fighters 2 V1.0 ------------------------------------------------------------------------------------------------------------------- Installation: Put the .INI and .TGA files in the Effects folder. User\Saved Games\ThirdWire\StrikeFihgters2\Effects <<<VERY IMPORTANT!>>> Then the real work begins: Open the DATA.ini of the aircraft you want to use these effects. Since this effect is a combination of 2 emitters, one volumetric and the other in the form of a ribbon(for shock diamonds)... You need to duplicate the engine or engines in this way: (As exhample the F-105 is used) [Fuselage] SKIP ALL THE PARAMETERS SystemName[001]=Engine SystemName[002]=Tailhook SystemName[003]=Airbrake1 SystemName[004]=Airbrake2 SystemName[005]=Airbrake3 SystemName[006]=Airbrake4 SystemName[007]=AftTank SystemName[008]=BombbayTank SystemName[009]=CenterlineStation SystemName[010]=TopFuselageLight SystemName[011]=Engine2 ADD THE NEW ENGINE Edit the afterburner emitter on the first engine: [Engine] AfterburnerEmitterName=J79-ABEmitter CHANGE TO THIS ONE Then add the second engine below the first true one. [Engine2] SystemType=JET_ENGINE InputName=THROTTLE_CONTROL EngineID=1 HasAfterburner=TRUE NumAfterburnerStages=4 SLThrustDry=0.00 THE THRUST MUST BE SET TO 0.00 SLThrustWet=0.00 THE THRUST MUST BE SET TO 0.00 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 ThrottleRate=0.15 NozzleAnimationID=3 IdleThrottle=0.10 IdleRPM=0.68 IdleNozzle=0.0 CruiseThrottle=0.37 CruiseRPM=0.82 CruiseNozzle=0.0 MilThrottle=0.65 MilRPM=1.00 MilNozzle=0.0 MaxThrottle=0.78 MaxRPM=1.00 MaxNozzle=0.0 FullABThrottle=1.12 FullABRPM=1.00 FullABNozzle=1.0 AltitudeTableNumData=10 AltitudeTableDeltaX=3048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.802,0.634,0.496,0.381,0.288,0.206,0.147,0.105,0.000 DryMachTableNumData=4 DryMachTableDeltaX=0.4 DryMachTableStartX=0.0 DryMachTableData=1.000,0.980,1.172,0.000 WetMachTableNumData=7 WetMachTableDeltaX=0.4 WetMachTableStartX=0.0 WetMachTableData=1.000,0.991,1.207,1.683,2.473,2.750,3.027 MaxInletTemperature=136.1 TSFCM0=0.00 AND THE FUEL CONSUMPTION TOO TSFCM1=0.00 AND THE FUEL CONSUMPTION TOO AfterburnerTSFCM0=0.00 AND THE FUEL CONSUMPTION TOO AfterburnerTSFCM1=0.00 AND THE FUEL CONSUMPTION TOO MinFuelFlow=0.02 ExhaustEmitterName= DELETE THE SMOKE ExhaustPosition=0.0,-9.27,0.51 AfterburnerNodeName=afterburner AfterburnerEmitterName=J79-ABEmitter2 AND CHANGE THE EMITTER AfterburnerEffectSize=1.10 MinExtentPosition=-0.78,-9.07,-0.28 MaxExtentPosition= 0.78,-3.22, 1.29 FireSuppression=TRUE GasTempMaxRPM=650.0 GasTempIdleRPM=340.0 GasTempChangeRate=5.0 OverheatTemp=675.0 DamageTempDelta=300.0 OilPressMaxRPM=50.0 OilPressIdleRPM=35.0 OilPressChangeRate=0.5 LowOilPress=12.0 LowOilTempDelta=400.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12 Armor .Thickness=12 Armor .Thickness=12 Armor[REAR].Thickness=12 Armor[bOTTOM].Thickness=12 That's it! Now you have your jet with new afterburner flames. ------------------------------------------------------------------------------------------------------------------- Beta testers : Canadair and Dysko. ------------------------------------------------------------------------------------------------------------------- Legal stuff: This mod is freeware. Commercial use is not allowed. ------------------------------------------------------------------------------------------------------------------ Enjoy and good flight. :) November 2011 Spillone104
  15. Quà trovi il pacchetto con i TOW 2A e B con relativi tubi di lancio. http://combatace.com/files/file/7486-weapon-pack-part-3/ un' altra cosa... a dire il vero il TOW 1 o era l' I-TOW con 2 o 4 tubi era presente nel mod Malvinas assieme agli HOT. Ho anche scoperto però che le rotaie di lancio per gli Hellfire sono nel modello stesso. Quindi dovresti mettere la voce per portare i missili nei loro dedicati tubi di lancio (RP,WGR) sotto al "pilone" che viene usato per i pod lanciarazzi.
  16. Happy Birthday!!!
  17. Penso che quasi qualsiasi altro caccia attuale sia preferibile a quella Megasola-35. Tirare su un' aereo delle dimensioni e peso di un F-105 che a malappena và in supersonico e porta 2 missili e 2 JDAM direi che è uno spreco enorme di risorse. A sto punto meglio armare i Reaper come di fatto stanno facendo. Poi esteticamente l'è proprio brutto. Nemmeno un briciolo di linee filanti. Per il mustelide gigante invece ti consiglio di guardare in uno dei pacchetti armi per SF1 di lindr2. C' erano i TOW con i loro lanciatori dedicati. E per le decals è un pò come fanno tutti... si và a tentativi. prima disponi in maniera approssimata e poi correggi di fino.
  18. Spillone104

    BIRTHDAYS!

    Happy Birthday guys!!! Have a great one!
  19. Sempre per la questione revamp... X RAY, come stai messo con la skin del 12° Gruppo? Sarei più che pronto a rilasiare l' update per SF2. Intanto stavo sperimentando qualcosina....
  20. Caspita! Pare proprio promettente :D Prova a contattare NGHENGO visto che anche lui aveva tentato di cimentarsi in un' impresa simile. A dire il vero mi sa che le città purtroppo hanno sempre quel brutto schema quadrato. Ma non essendo un' esperto di terreni mi baso solo su quello che alla fine vedo su quelli già fatti. Buon proseguimento!
  21. Si, infatti sul fronte DLC confermo i miei dubbi sulla loro utilità vista la mancanza di appropriati teatri. Poi sulle pezze da mettere.... mah. Io rimango a quella di gennaio 2011 e al momento va bene così. Aspetterò il nuovo titolo.
  22. Right. this is FUGLY but.... have you ever seen a pic of the father of this one? the IL-40? http://www.hobbiesvicente.com/images/AMU72213.jpg http://en.wikipedia.org/wiki/Ilyushin_Il-40
  23. This happen with AB effets done for SF1. SF2 light system does not care about the intensity of light but only range. Try to replace the ligth range parameter with this line. LightRange=5.0
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..