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aizen

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Everything posted by aizen

  1. Many thanks Gerwin! I'm finally able to play Iceland campaign on my old XP station. Terrain looks nice and fit very well the thirdwire world. Keep up the good work! Fastergekko
  2. Hi! Maybe it's the file you are thinking: http://combatace.com/files/file/11812-sf2v-aoa-indexer-ver10/ It does not correct the ILS but the AOA Indexers of all Navy aircraft. be warned that's it an old file and it need to be updated for the current game version. If there's a way to adjust the ILS glideslope of the carrier, i really would like to know it. Fastergekko
  3. Hi! I would like to know if it was a trick to allow planes to make a U-turn when taxying on the deck. Some can as the Crusader but for the major part of them, they want to bank suddenly on the side when on full crosswind and finish destroyed. Even the new Tomcat do that. Assuming it was maybe the rudder drag i reduced the Cdo at low speed, changed gears damper, tires friction but nothing works. Does anybody have any hints? (This stupid thing make me crazy since years...) Fastergekko
  4. Sure not sir! There's a plenty of space available on all direction but a lot of planes cannot handle the crosswind blowing on on their side. they are able to do a u-turn only if the carrier speed is low enough, around 12-15 knots no more. Maybe i should just be happy with a good trap an hit the Esc key on the centerline. But i ever want more...
  5. Maybe the easiest way to simulate a CVW is to remove all Navy squadrons from both campaign and campaign Data files except squadrons part of the targeted CVW. Then make specific Campaign DATA for each of them.
  6. That's right, i missed the point. it works only with a merged install. Fastergekko
  7. Hi! I dont know if it has been already covered before, but you can use and play SF2:NA even if you have only WinXP. Installer works fine and as long as you are not using the Iceland map, there's no problems at all to enjoy the full benefits of the Tomcat and the CVBG on others maps. Hope this help! Fastergekko
  8. Hello! In any campaigns, flights from any squadrons are tasked randomly to amke missions. Actually flying a Skyhawk from the VA-55, part of CVW-5 i would like to fly only with other CVW-5 others planes( Of course with all USAF planes), in order to simulate a single carrier operation at Yankeee station. So i removed all non CVW-5 squadron from Rolling Thunder's caimpagns.ini. Actually I can choose any of the 4 squadrons and make a full campaign with. But there's 2 main problems, first it seems game engine doesn't allow others flights comming from the player's squadron. Second problem is that with only 5 Navy squadrons remaining, never the game has tasked them for a mission. They showing up on the briefing's map as available but they never fly. At least everything runs fine for USAF and VPAF squadron. I changed the following in the data.ini //---- USN Units [AirUnit056] AircraftType=F-8E Squadron=VF51 ForceID=1 Nation=USN StartDate=9/1965 DefaultTexture=USNGrey2 StartNumber=0 BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=14 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=70 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=70 MissionChance=20 MissionChance[CAS]=40 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=40 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=50 UpgradeType=FIXED Upgrade[01].Date=4/1966 Upgrade[01].Type=F-8E_66 Upgrade[01].Texture=USNGrey2 Upgrade[02].Date=1/1968 Upgrade[02].Type=F-8H Upgrade[02].Texture=USNGrey2 [AirUnit057] AircraftType=A-1H Squadron=VA52 ForceID=1 Nation=USN StartDate=9/1965 RetireDate=5/1967 DefaultTexture=USNGrey1 StartNumber=0 BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=14 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=90 MissionChance[CAS]=100 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=40 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=40 UpgradeType=NEVER [AirUnit058] AircraftType=F-8E Squadron=VF53 ForceID=1 Nation=USN StartDate=9/1965 DefaultTexture=USNGrey1 StartNumber=25 BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=14 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=70 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=70 MissionChance=20 MissionChance[CAS]=40 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=40 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=50 UpgradeType=FIXED Upgrade[01].Date=4/1966 Upgrade[01].Type=F-8E_66 Upgrade[01].Texture=USNGrey1 [AirUnit059] AircraftType=A-4E_65 Squadron=VA55 ForceID=1 Nation=USN StartDate=9/1965 DefaultTexture=USNGrey1 StartNumber=50 BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=14 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=90 MissionChance[CAS]=100 MissionChance[sEAD]=80 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER [AirUnit060] AircraftType=A-4E_65 Squadron=VA56 ForceID=1 Nation=USN StartDate=9/1965 DefaultTexture=USNGrey1 StartNumber=25 BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=14 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=90 MissionChance[CAS]=100 MissionChance[sEAD]=80 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- [CarrierUnit001] CarrierType=SCB-125 CarrierNumber=14 UnitName=CVA-14 Ticonderoga ForceID=1 Nation=USN BaseArea=Yankee Station NumSquadron=5 BaseSize=SMALL Experience=100 Morale=100 Supply=100 Tour[01].Start=9/1965 Tour[01].End=5/1966 Tour[02].Start=10/1966 Tour[02].End=5/1967 Tour[03].Start=12/1967 Tour[03].End=8/1968 //----------------------------------------------------------------------------- And into the campaign.ini [CampaignData] CampaignName=Rolling Thunder CVW-5 DataFile=Campaign CVW-5_data.ini CampaignMap=VietnamSEA Service001=USN //----------------------------------------------------------------------------- //---- USN Units [uSNUnit001] ForceID=1 UnitID=56 AircraftType=F-8E Squadron=VF51 StartDate=9/1965 DescFile=wovRTStart.txt StartText=wovRTStart3.txt StartScreen=CampaignStart3.JPG CampaignBaseScreen=CampaignStart3.JPG [uSNUnit002] ForceID=1 UnitID=57 AircraftType=F-8E Squadron=VF53 StartDate=9/1965 DescFile=wovRTStart.txt StartText=wovRTStart3.txt StartScreen=CampaignStart3.JPG CampaignBaseScreen=CampaignStart3.JPG [uSNUnit003] ForceID=1 UnitID=58 AircraftType=A-4E_65 Squadron=VA55 StartDate=9/1965 DescFile=wovRTStart.txt StartText=wovRTStart3.txt StartScreen=CampaignStart3.JPG CampaignBaseScreen=CampaignStart3.JPG [uSNUnit004] ForceID=1 UnitID=59 AircraftType=A-4E_65 Squadron=VA56 StartDate=9/1965 DescFile=wovRTStart.txt StartText=wovRTStart3.txt StartScreen=CampaignStart3.JPG CampaignBaseScreen=CampaignStart3.JPG Any help would be very appreciated Fastergekko
  9. Totally solved! Thanks FrankD, but the mistake was in start-up date, i just had to change the campaign start from march to september and it finally become Ok! So another problem surfaced. Modex for my squadron(VA-55), is 500, but on my aircraft is written as 400, another flight of VA-55 was correctly written 500 and follows. Actually I dont know how to set it up... And wondering myself if there's a way to attach a pilot, a plane instead to get always modex numbers from the beggining of the list. Fastergekko
  10. File Name: SF2V AOA Indexer Ver.1.0 File Submitter: aizen File Submitted: 01 March 2011 File Category: SF2 Patches and Tools Angle of Attack Indexer mod for Strike Fighters 2:Vietnam This is a mod about AOA Indexers of all stock Navy aircrafts comming with Strike Fighters 2:Vietnam. It does not include Phantoms and Corsairs used by USAF. Use at your own risks! Actually, Angle of Attack Indexers of navy aircraft are totally unusable to make carriers landings, altought the sequence of lights are correct colors are reversed, and angles requested by indexers are too high and wont allow you to see where you are going (Except for Crusaders). This mod is designed to allow you to come at the lowest possible speed and with a correct angle of attack to keep a good view to the deck. Angles are not set to be used with the Carrier ILS system wich seems to bee steep but rather with the standard Navy Daybreak Approach, see included diagrams. I recommand you to save all modded cockpit.ini of all Navy Skyhawk,Corsairs, Crusaders and Phantoms before applying this mod. Simply drop the Object folder into your Mod Strike Fighters directory and it's done. If you want to use correct indexers lights only ,WITHOUT corrected angles, simply remove them from aircraft's folders before droping it. By Aizen/fastergekko Ver.1.0 2011 March 1 Click here to download this file
  11. hello! This is my first post. I'm flying essentially Navy, and feeling concerned to improve a little bit carrier ops. my first experiment is about AOA Indexers, parameters of thoses provided in stock aircrafts are totally unreliable. So I worked to make them usable for all Navy Skyhawks, Phantoms and Crusaders. nothing for corsairs actually sorry... So with this mod, you would be able to maintain correct AOA until the touchdown. Simply replace provided lines in each cockpit.ini and that's over! Take care. Fastergekko A-4: [AoAIndexerFast] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast MovementType=LIGHT //Slow (18.00 - 30.00) Set[01].Value=06.97 Set[02].Value=27.79 [AoAIndexerOnSpeed] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed MovementType=LIGHT //OnSpeed (16.50 - 18.50) Set[01].Value=05.36 Set[02].Value=07.50 [AoAIndexerSlow] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow MovementType=LIGHT //Fast (0.0 - 17.00) Set[01].Value=-5.00 Set[02].Value=05.90 F-8: [AoAIndexerfast] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast MovementType=LIGHT //Slow (13.75 - 30.00) Set[01].Value=7.63 Set[02].Value=35.25 [AoAIndexerOnSpeed] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed MovementType=LIGHT //OnSpeed (12.25 - 14.25) Set[01].Value=6.46 Set[02].Value=8.03 [AoAIndexerslow] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow MovementType=LIGHT //Fast (0.0 - 12.75) Set[01].Value=-5.00 Set[02].Value=6.85 F-4: [AoAIndexerfastLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast_left MovementType=LIGHT //Slow (19.50 - 30.00) Set[01].Value=7.00 Set[02].Value=35.21 [AoAIndexerOnSpeedLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed_left MovementType=LIGHT //OnSpeed (17.90 - 20.10) Set[01].Value=5.20 Set[02].Value=7.20 [AoAIndexerslowLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow_left MovementType=LIGHT //Fast (0.0 - 18.50) Set[01].Value=-5.00 Set[02].Value=5.40 [AoAIndexerfastRight] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast_right MovementType=LIGHT //Slow (19.50 - 30.00) Set[01].Value=6.55 Set[02].Value=35.21 [AoAIndexerOnSpeedRight] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed_right MovementType=LIGHT //OnSpeed (17.90 - 20.10) Set[01].Value=5.20 Set[02].Value=7.20 [AoAIndexerslowRight] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow_right MovementType=LIGHT //Fast (0.0 - 18.50) Set[01].Value=-5.00 Set[02].Value=5.40
  12. Okay it's done. Sob, my first mod... All lights work now correctly in colors and positions. and all angles have been adapted for carrier use. It concerns all Navy Skyhawk, Corsairs, Crusaders and Phantoms, No USAF or IAF versions included so far. From my point of view, ILS Beam is by far too steep, and can't be followed to make correct approaches. but even by approaching via a less steep angle, nose is still too low. I assume that's because pilots position is too low too. I would like to rise it a little bit, but I'm affraid that will mess with cockpits. The Mod is available here and any comments will be very welcome: http://combatace.com/files/file/11812-sf2v-aoa-indexer-ver10/ Fastergekko
  13. SF2V AOA Indexer Ver.1.0

    Version

    239 downloads

    Angle of Attack Indexer mod for Strike Fighters 2:Vietnam This is a mod about AOA Indexers of all stock Navy aircrafts comming with Strike Fighters 2:Vietnam. It does not include Phantoms and Corsairs used by USAF. Use at your own risks! Actually, Angle of Attack Indexers of navy aircraft are totally unusable to make carriers landings, altought the sequence of lights are correct colors are reversed, and angles requested by indexers are too high and wont allow you to see where you are going (Except for Crusaders). This mod is designed to allow you to come at the lowest possible speed and with a correct angle of attack to keep a good view to the deck. Angles are not set to be used with the Carrier ILS system wich seems to bee steep but rather with the standard Navy Daybreak Approach, see included diagrams. I recommand you to save all modded cockpit.ini of all Navy Skyhawk,Corsairs, Crusaders and Phantoms before applying this mod. Simply drop the Object folder into your Mod Strike Fighters directory and it's done. If you want to use correct indexers lights only ,WITHOUT corrected angles, simply remove them from aircraft's folders before droping it. By Aizen/fastergekko Ver.1.0 2011 March 1
  14. Ok, now I understand, I had real difficult time to interpret indications from the indexers while on the groove, I think that I was more looking at colors than a chevron position. Red means you're in danger and not everythings OK! that's why I reverted the light sequence. Well, I will take time to make corrections soon, reverting the sequence and change colors directly on texture files. Thanks FC Fastergekko
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