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Spillone104

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Everything posted by Spillone104

  1. Here is another fresh tanker by just a week. Same name as here. I agree with all the above considerations about the game.
  2. Well, here in Italy the gasoline price is now around 1,5€/L but 2 years ago in summer was up to near 2€/L. And the annual tax for a small car with a mere 1 liter engine of 43KW and Euro 4 standard is around 110 €. Good thing is that you can go for 25Km with a liter.
  3. The reason about the engine not working is right here: To hear a different sound you only need to change the "EngineSoundName=" in the [sound] section as said by krfrge. The type of engine SystemType=JET_ENGINE or SystemType=PROP_ENGINE in the [Engine] section, define the kind of engine used and to my knowledge the only ones recognised by the game.
  4. @Dave: Many Tu-22 wore some uncommon drawings and sharkmouths just before their retirement in 1994. mandatory screenshot
  5. Normal behaviour for RD-33 engines. And... Isn't better to have 2 engines for safety reasons on a combat plane?
  6. Oh! Bel lavoro Paolo! Se hai un pò di pazienza posso farmi passare una marea di materiale sugli F-84F ed RF-84F italiani in particolar modo. E si potrebbe fare una decente MK-7 Thor. ;-)
  7. Sporadicamente presente.
  8. Is it a two seater? At least it have some elegant lines fo a modern aircraft even if it is clearly inspired by the F-22 shape. Japanese developed aircraft never came cheap but at least they have learned how to do them by theirseves.
  9. The Meteor F.8 have a bit of advantage over the Phanter in the thrust to weight rateo, and the armament is practically identical with 4x20mm cannons.
  10. Actually the everlasting problem with the AI is another one. You can't catch them by surprise, And actually this was the key factor in many fights. In this case the Voodoo have a clear advantage having a radar and being way faster than the MiG-15. In SF2 they always spot you even if you are in their blind corner. And this always put the player in difficulty in this case. Plus, the stock FM for the AI MiG-15 and 17 is "just a bit" generous, giving them the ability to still fly with a swept wing at a mere 80Km/h in turns. On the other hand the F-101 FM is VERY formative.
  11. View File SF2 Lavochkin La-17n & La-17R Lavochkin La-17n and La-17R for Strike Fighters 2 La-17n: Ground launch conversion of the basic La-17 target drone equipped with RD-900 ramjet engine. La-17R: Ground launched reconnaisance version with stretched fuselage, camera bay and powered by an RD-9BK turbojet. FLIGHT MANUAL: These are drones but you crazy test pilots can fly them and have some fun. :P These La-17s have some unusual features like a double landing gear (skids). By default the drone start on the runway with the retractable gear extended, with the right nose up position for take off. About 20°. Now, the AI don't make any use of the JATO unit, but you can. TAKEOFF: Leave the throttle to idle, and activate the JATO with the key used for thrust vectoring the Harrier nozzles down. The rockets will blast you right in the sky and will burn out in about 3 seconds. During this quick process, set the engine thrust to full power. After 5 seconds from the start you can discard the empty rockets by Ctrl-D (Drop tank jettison). Retract the invisible gear and proceed with the mission. Note: for the sake of limitation of the game engine the La-17n have turbojet parameters instead of the true ramjet since the AI can't take off or carefully use an engine that simply offer no thrust at 0 speed and basically the thrust increase directly to the speed. TESTED and DISCARDED. LANDING: Do not extend the gear, you have skids on the engine belly and on wingtips just like sailplanes. During final approach, shut down the engine and descend gently with a speed of about 270Km/h. Once close to the ground and about 240Km/h pull up to kill speed and let the drone gently stall. It will still be under control and will descend quite gently upon touch down. This procedure was applied since the ramjet directly absorbed the impact and limited the damage to the airframe. The engine usually was already good for scrapping by that time anyway. On the turbojet models there was an airbag to absorb the impact. And the engine on the recon drone was intended to be reused as much as possible. AI would do just fine using the retractable gear. ;) WARNING! Both drones are set to SOVIET, in case someone want to have the La-17n target drone set as opponent, you have to change the NationName= in the DATA.INI. But you're still free to fire at friendlies ;) ------------------------------------------------------------------------------------------------------------------- Installation: Copy all the files in the respective directory of your game folder. "User"\Saved Games\ThirdWire\StrikeFighters2 And add these to your SOUNDLIST.INI located in the Flight folder SoundFileXXX=JATO (Replace XXX with a sequential number) [JATO] Priority=NORMAL Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=TRUE MaxDist=3000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 ------------------------------------------------------------------------------------------------------------------- Credits: 3D model, Effects and Sounds: Spillone104 Texture: Spillone104 and Flogger23 Beta testers: Flogger23, Paulopanz and Dysko ------------------------------------------------------------------------------------------------------------------- Legal stuff: This mod is freeware. Commercial use is not allowed. ------------------------------------------------------------------------------------------------------------------ Happy landing. Alex (Spillone104) 25/06/2014 Submitter Spillone104 Submitted 06/25/2014 Category Other
  12. Version 1.01

    323 downloads

    Lavochkin La-17n and La-17R for Strike Fighters 2 La-17n: Ground launch conversion of the basic La-17 target drone equipped with RD-900 ramjet engine. La-17R: Ground launched reconnaisance version with stretched fuselage, camera bay and powered by an RD-9BK turbojet. FLIGHT MANUAL: These are drones but you crazy test pilots can fly them and have some fun. :P These La-17s have some unusual features like a double landing gear (skids). By default the drone start on the runway with the retractable gear extended, with the right nose up position for take off. About 20°. Now, the AI don't make any use of the JATO unit, but you can. TAKEOFF: Leave the throttle to idle, and activate the JATO with the key used for thrust vectoring the Harrier nozzles down. The rockets will blast you right in the sky and will burn out in about 3 seconds. During this quick process, set the engine thrust to full power. After 5 seconds from the start you can discard the empty rockets by Ctrl-D (Drop tank jettison). Retract the invisible gear and proceed with the mission. Note: for the sake of limitation of the game engine the La-17n have turbojet parameters instead of the true ramjet since the AI can't take off or carefully use an engine that simply offer no thrust at 0 speed and basically the thrust increase directly to the speed. TESTED and DISCARDED. LANDING: Do not extend the gear, you have skids on the engine belly and on wingtips just like sailplanes. During final approach, shut down the engine and descend gently with a speed of about 270Km/h. Once close to the ground and about 240Km/h pull up to kill speed and let the drone gently stall. It will still be under control and will descend quite gently upon touch down. This procedure was applied since the ramjet directly absorbed the impact and limited the damage to the airframe. The engine usually was already good for scrapping by that time anyway. On the turbojet models there was an airbag to absorb the impact. And the engine on the recon drone was intended to be reused as much as possible. AI would do just fine using the retractable gear. ;) WARNING! Both drones are set to SOVIET, in case someone want to have the La-17n target drone set as opponent, you have to change the NationName= in the DATA.INI. But you're still free to fire at friendlies ;) ------------------------------------------------------------------------------------------------------------------- Installation: Copy all the files in the respective directory of your game folder. "User"\Saved Games\ThirdWire\StrikeFighters2 And add these to your SOUNDLIST.INI located in the Flight folder SoundFileXXX=JATO (Replace XXX with a sequential number) [JATO] Priority=NORMAL Looped=TRUE NumBuffers=2 3DSound=TRUE DopplerEffect=TRUE MaxDist=3000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 ------------------------------------------------------------------------------------------------------------------- Credits: 3D model, Effects and Sounds: Spillone104 Texture: Spillone104 and Flogger23 Beta testers: Flogger23, Paulopanz and Dysko ------------------------------------------------------------------------------------------------------------------- Legal stuff: This mod is freeware. Commercial use is not allowed. ------------------------------------------------------------------------------------------------------------------ Happy landing. Alex (Spillone104) 25/06/2014
  13. It was never meant to be a total overhaul of the original model. Only as a stopgap until the new, and far better model of Centurion1 an 76.IAP-Blackbird will be released. Paulo asked me if I could get rid of the black rope and a new tank (not jettisonable as in real life). The real improvement is behind the DATA.INI file and the skins.
  14. Great! I will do some changes to the aircraft anyway. For the engine you can choose some centrifugal turbojet of the era, like the J33 or J42 and J48. For the armament maybe only 2 12,7mm MG and a single cannon are a bit light. A couple of M3 or simila M24 20mm cannons and use the american 37mm M4 cannon, used on P-39 and P-63.
  15. If you use a specific nation for airliners you can also set specific formations. Already done with the MB-339 PAN mod. In this case simply left only the first position. [FormationType0xx] Name= BaseLevel=1 Level[01].Name=Squadron Level[01].Size=1 Level[01].Formation[01]=SqTrail Level[02].Name=Flight Level[02].Size=1 Level[02].Formation[01]=Airliner Level[03].Name=Element Level[03].Size=1 [Airliner] Position[01].Offset= 0, 0, 0
  16. Here is my little contribute:
  17. Somehow if you try to play as a bomber and even in a massive formation you can have a bad surprise. I've played a lot with the Tu-16 of all kind of versions. and most of the time my entire flight have been decimated by the guns of the fighters. Yeah, guns because most of the missiles were ineffective due to massive jamming and contermeasures on board of the planes (see mixed formations). Well, the gunners rarely scratched one of the attackers. Somehow the dumb AI gets even dumbier if you fly red side. Basically the Jedi turn into a Stormtrooper
  18. Other detailed walkaround but of a BM version. No open airbrakes but a lot of details depicted. http://walkarounds.airforce.ru/avia/rus/mig/mig-25bm_2/index.htm and RB version: http://scalemodels.ru/modules/photo/viewcat_cid_62.html
  19. As said by FC the problem with limited engine time due to failure have this kind of issue, your plane catch fire and eventually explode. I had an idea too for the "extreme AB regime" for the MiG-21bis. Is basically a second engine wich is controlled by the player only, by the Thrust Vectoring control. There is a good reason why it should be used by player and not AI. The AI will drain all the fuel in a couple of minutes because it will use full AB on takeoff and in any other occasion. Since fuel consumption is extreme, they will go bingo in no time. In any case this additional engine can simulate the limited altitude of operation. Does it have a limit in speed too?
  20. This Mig is coming up very nice and detailed! Good job. This video maybe can help to understand how the complex gear move during retraction. From minute 15:00
  21. For a Red Star pilot there is nothing better than a beer with the Red Star And he is enjoying it so much that he forgot to close the canopy....
  22. Just tested. Nice improvement compared to the old FM. Maybe is just a bit too sensitive on the AOA limit. The plane have a tendency to stall very quickly in any range of speed and in combat manouvre it can't exceed 4 g.
  23. Remember that over the CD0 parameters of the aerodynamic surfaces there are others in the engine section. Particulary the DryMachTable and AltitudeTable. They work as modifier of the thrust value respectively by mach number and by altitude. No matter how much powerful the engine is even in dry thrust, if the value drastically drop around mach 1, the aircraft would not supercruise.
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