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SandMartin

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Everything posted by SandMartin

  1. I started North Atlantic campaign on the F-14. So, there are some missions in which I have to defend friendly A7s/A6s flights from enemy MiGs. But the fact is that if these planes are shot down by ships SAM, then I will also lose. That is, I cannot influence it in any way Is this the norm for this game?
  2. Janes WWII Fighters 2020 edition

    WW2 fans are in luck. They have IL-2 Series. What Can't Be Taken About Light Sims Fans Like Novalogic F-22/Janes USAF/Strike Fighters 2
  3. I wanted to try converting Vietnam from RazbaM
  4. Please tell me how difficult it is to convert the terrain mod intended for WoX (Europe/Nam/Israel) into SF2? And will it work with a simple copy to the User/Saved Games/Thirdwire/StrikeFighters2/Terrains folder
  5. View File F-18A Hornet (1983) for SF2 vanilla F-18A Hornet (1983) v1.0.2 for Strike Fighters 2 Vanilla by SandMartin. 04 February 2021 The whole idea of this mod is to show what Hornet could be if made by Thirdwire itself. Therefore, everything is set up to be as much as possible in the style of the original game. ********************************************************************* Based on F-18 pack from Hornet Team mod. https://combatace.com/files/file/15259-fa-18-series-update-by-the-hornet-team/ Thanks The Hornet Team for their amazing mod: Original Model by BPAO and the Mirage Factory, updated by FastCargo. New pit by Brain32 with Crusader, Brain and CB34 doing the avionics. Skins by Siddog, Dave and EricJ. Crash test Dummy: Caeser Seats: Julhelm and Ravenclaw Weapons by Ravenclaw, wpnssgt and others. Original Loadouts and variant shred out by CrazyhorseB34 *********************************************************************** Many thanks for Carrier Ellumination Mod https://combatace.com/files/file/14598-carrier-deck-illumination/ Effects and .ini work: MiGbuster and Fubar512 Placement: MiGbuster Technical Consultant: SidDogg *********************************************************************** To install: C:\Users\xxxxxxx\Saved Games\ThirdWire\ Launch StrikeFighters2.exe from game folder. Mod functionality tested on clean Strike Fighters 2 Complete or Strike Fighters 2 with all DLCs.. This is a standalone mod and does not require any other mods to be installed. Correct work in conjunction with other mods is not guaranteed! So, there is tweaks I made: 1) The "SHOOT" message on the HUD was displayed incorrectly - I had to delete it so as not to mislead the pilot, since the internal tools of the game did not make it right. We need to have avionic80.dll. The "LOFT" message has also been removed from the HUD, since our AIM-7 is launched on a normal rather than LOFT trajectory 2) Changed the names of HUD - 7M and 9M to the more versatile AIM7 and AIM9, since there are several types of these missiles in the game. It's a game convention. 3) On the HUD, when choosing the AGM-84 missile, the AG indicator is added opposite the number of missiles. Before that, just a counter was displayed. 4) At at landing, "NAV" is changed to "ILS", and the angle of attack indicator (E-Bracket) has been removed, since its readings are still not correct and may be misleading. At the optimal angle of attack, E-bracket should be below the visible HUD boundary due to the current FOV in the HUD. 5) The angle of attack and Mach indicator are now displayed in all HUD modes. 6) Bank (Roll) Indicator on HUD in navigation and landing mode now works fine. 7) The sound of the plane inside is made with vanilla, no left background conversations on the walkie-talkie. 8) Black smoke of afterburner exhaust is made in the image and likeness of vanilla F-16A and F-15A 9) Now the afterburner texture inside the nozzle light up correctly, and does not burn all the time. 10) The afterburner flame is now in the likeness of the standard F-15A and F-16A 11) Added vortices on the leading-edge root extension (LEX Vapors) 12) Removed vortices from the tips of vertical tails. 13) Removed the poor prandtl-gloert cone, which for some reason was screwed by the modernists. Better none than this. Moreover, the other planes in the game do not have it. 14) Hornet pilot is now standard NAVY, from F-14A 15) The number of shells for the M61 cannon has been adjusted to 578 (was 570) 16) Fixed glitch textures. Now in TrackIR you can look back over your shoulder, and you are not afraid to see a glitch in the texture of the back of the chair. For this, the pilot's point of view had to be slightly shifted. 17) The wheels "pumped up" a little, as they usually fell through the concrete in the parking lot. 18) The left MFD in the cockpit now correctly displays the indicators of all standard vanilla weapons. To display the bombs on the central pylon, they had to make copies with a different internal name. (see Weapons folder) 19) Fixed Bomb Rack - now =<1000 pound bombs hang side by side, like most real Hornets. Also they can now carry 2xMK83 20) The air target designator (TD Box) on the HUD now does not disappear when approaching the HUD border, but "sticks" to it, that is, it indicates where the target is (while the radar is holding the target). It is more convenient to point the nose of the aircraft towards the target when it is not visible visually, but the radar keeps it locked. 21) In some places, I slightly corrected the textures - the arrows on the map (on the lower MFD) are a little whiter and brighter - that is, the compass on its background is now read a little better .. Also on the right MFD, the attitude indicator (DDI) made a waterline with bright yellow light green. (After all, the MFDs in the cockpit of the early Hornets were black/green monochrome) 22) I changed the mass of the drop tanks - it was 1000 became 1350 kg (this is how it turns out if you calculate the mass of 330 gallons of fuel and add the mass of the empty tank). 23) Adjusted fuel consumption and top speed. Now at altitude, it does not overtake everyone in a row with full suspensions as it was configured at the Mirage Factory. Before that, he calmly gained Mach 1.75 with a full load and also almost did not consume fuel (2.5 times less than the F-16). Now, at an altitude of 40,000 feet, a maximum of Mach 1.78-82 is empty (according to the performance characteristics in real life, 1.8M) and also consumes a little more fuel than the F-16A Netz (due to two engines and 2.5 tons more aircraft mass). 24) Nozzles at idle throttle position are now maximum open. 25) In case of severe critical damage, the MFD just screens go out 26) Adjusted hardpoints. Air-to-air missiles and Walleye missiles can no longer be attached to points 3 and 7 (see loadouts.jpg for more details) 27) Added custom pictures - loading screen and hangar screen 28) Adjusted the default aircraft loading options for different missions. (see f-18a_loadout.ini and loadouts.jpg for more details) 29) Added custom pictures - loading screen and hangar screen 30) To make my mod differ in the list of mods the plane is renamed from "F/A-18A Hornet" to "F-18A Hornet" . It is also a tribute to the early hornets who at that time in the literature were called the "F-18A". 31) Skin of VMFA-531 MARINES added 32) RWR threats now taken from Thirdwire's F-15A RWR List 33) Low Fuel Indicator on the left MFD now set to 2000lbs 34) HUD: Air-to-Air messages configured. Removed "BST", "RADAR" and "AACQ". Instead, "RDR" lights up when the radar locks onto a target. 35) HUD: Letter "R" is no longer displayed in landing mode 36) HUD: ILS during landing on a carrier works correctly 37) HUD: Ammo counter shifted under the weapon type indicator 38) HUD: Steerline is now displayed in NAV mode instead ILS and looks different 39) Ajusted pod stations: The left cheek station is capable of carrying FLIR and TGT Pods The right cheek station is capable of FLIR/RECON Pod The centline station is capable of carrying Datalink Pod. These devices are not yet in the game, but this is done for the future (if ThirdWire decides to update its game). Pave Spike dont capable with Hornets. 40) Missing texture of the AGM-45/HARM pylon - fixed. 41) The left MFD now correctly indicates the presence of all early sidewinders avaible in the game (AIM-9B, 9E, 9P-5 etc.. ) and early bombs like napalm 42) Added 7 instant training missions (Dogfights and carrier take-off/landing) 43) A absolutly necessary thing has been added to this mod - night illumination of the deck of default aircraft carriers! (by default they come with the lights off, which clearly looks like a bug). Big thanx to MiGbuster, Fubar512 and SidDogg for their amazing Illumination fix! Also the nose gear landing light is off as it blinded the HUD at night during landing. 44) HUD in ILS mode - Radar altitude is now indicated 45) RWR now shows the type of ground threat. 46) The images of the formation lights are added to Hornets skins. 47) Adjusted the brightness of the navigation lights. You can see this mod on my youtube channel: Submitter SandMartin Submitted 02/01/2021 Category F-18  
  6. This is what I mean. The difference is visible
  7. Hello. Thanks for the comment. Lighting fix added. Slimers are drawn on the texture but turned off, since they do not work on standard aircraft - F-14A/F-15A and Baz/F-16Netz/ Moreover, the luminous slimmers are slightly shifted from the places where they are in reality. Therefore, there is a disagreement between texture and glow. But I can give a date.ini for their inclusion, everything is simple there.
  8. Why does TK even make a version for Win10? I always thought the July 2013 version works fine under windows 10 and is fully compatible with it
  9. Strange that TK didnt release sf2 complete on the steam yet. (With steam workshop support offcouse) Very strange. Many new and young players are not even aware of the existence of this game! And yes, sf2, thanks to low sys requirements in 4K VR could be an entrance ticket for those who cannot assemble a 5000$ pc with 2xRtx3090 sli for 4k DCS world/msFs but wants to fly in VR.
  10. Hello everybody. I had an idea to get the F/A-18A in such a form as if it was made by Thirdwire themselves. So that it does not differ from a different style of the game. To do this, I am thinking how you can change this version Hornet which has a fairly good cockpit, radar screen and HUD etc... But what needs to be done, and I do not yet understand how: 1) Remove all hornets from this package, leave only the A version, for the style of the game of 1982-1983. 2) Make black engine nozzle one the military thrust. 3) Make the Afterburner a color similar to the default F-15A and F -16A, so that it does not bend during maneuvers 4) Add black weak smoke like default F-16 and F-15 5) Remove all additional weapons (except for external fuel tanks), leave compatibility with default weapons of the game 6) Add vortices (like in the F-16A) from the slugs and remove the rest of the vortices 7) Add the correct display of the missile type. (now AIM-F is displayed as AIM-7M on the HUD) 8) Remove the sounds of negotiations from the standard engine sound of the aircraft
  11. why then slimers reacts to the CTRL + L button, and does not light up constantly?
  12. Do you know how to make the flaps extend more smoothly? Now they come out in less than a second, but on a real hornet they are a little slower. And the second question, which function is responsible for turning on the formation lights (long perpendicular neon lights) on your mod? They just work and turn on regardless of navigation lights and the texture "slimer.tga" is displayed. I would like to understand why when the lights are turned on, the texture starts to be displayed and by default the texture is not displayed. What part of code is responsible for this? I only found this: ***** f/a-18a_data.ini [RightNoseSlimer] SystemType=LIGHT LightNodeName=LP_Nose_Right CanFlash=FALSE ***** But I do not see a variable that is responsible for not displaying the texture "slimer.tga" by default.
  13. Installing old Jane's combat sims (F/A-18 and USAF)

    Can you try janes IAF with taklberry patch? On my PC it runs very slow (10 fps) from cockpit vew.
  14. Folks how to turn on the deck lights at night? The aircraft carrier is very hard to see during CASE3 landings! Is this provided in the game? If not, are there mods that fix it?
  15. Thanks! Yes, that's what I need!
  16. Installing old Jane's combat sims (F/A-18 and USAF)

    Sometimes nvcontainer.exe blocks the installation of 32 bit setup.exe
  17. Installing old Jane's combat sims (F/A-18 and USAF)

    Try to kill all nvcontainer.exe processes in the Task Manager
  18. Installing old Jane's combat sims (F/A-18 and USAF)

    An interesting story is that I installed Jane's IAF, and under Windows 7 it works fine (with the Tuckleberry patch) but under Win 10 it slows down! When viewed from the cockpit, it produces 10 frames per second on my RTX3070, although when viewed from the third person everything is ok. I've tried a lot of things but nothing helps. Apparently there is some kind of conflict during rendering.
  19. I think avionics80.dll, multiplayer return, air to air refuel support and new clouds/water and customize contact visibility is all we need Avionics80 with: AG radar mode. ( Like it was in Janes USAF/IAF level at least) with gmt and asm modes. Manual control of EO cameras fov. More than one multi-page MFD support (Like Janes USAF/IAF) IRST and FLIR subsystems with ability to lock on airborne targets. HMD/HMSD Datalink from Awacs Jstar (like in janes atf) New icons on HUD - like separate weapons model counters, next waypont indicator at heading scale, time to target and "in range" symbol.
  20. Best F/a-18 Sim that isnt DCS?

    Best FM in Hornet 3 series. Hornet 3.0 -> Korea -> Precision Strike Fighter (my favorite) -> Operation Iraq Freedom -> Operation Desert Storm
  21. So, there is full list of tweaks I made: 1) The "SHOOT" message on the HUD was displayed incorrectly - I had to delete it so as not to mislead the pilot, since the internal tools of the game did not make it right. We need to have avionic80.dll. The "LOFT" message has also been removed from the HUD, since our AIM-7 is launched on a normal rather than LOFT trajectory 2) Changed the names of HUD - 7M and 9M to the more versatile AIM7 and AIM9, since there are several types of these missiles in the game. It's a game convention. 3) On the HUD, when choosing the AGM-84 missile, the AG indicator is added opposite the number of missiles. Before that, just a counter was displayed. 4) The angle of attack and Mach indicator are now displayed in all HUD modes. 5) Roll pointer on HUD in navigation and landing mode now works fine. 6) The sound of the plane inside is made with vanilla, no left background conversations on the walkie-talkie. 7) Black smoke of afterburner exhaust is made in the image and likeness of vanilla F-16A and F-15A 8) Now the afterburner texture inside the nozzle light up correctly, and does not burn all the time. 9) The afterburner flame is now in the likeness of the standard F-15A and F-16A 10) Added vortices on the leading-edge root extension (LEX Vapors) 11) Removed vortices from the tips of vertical tails. 12) Removed the prandtl-gloert cone. Moreover, the other planes in the game do not have it. 13) Hornet pilot is now standard NAVY, from F-14A 14) The number of shells for the M61 cannon has been adjusted to 578 (was 570) 15) Fixed glitch textures. Now in TrackIR you can look back over your shoulder, and you are not afraid to see a glitch in the texture of the back of the chair. For this, the pilot's point of view had to be slightly shifted. 16) The wheels "pumped up" a little, as they usually fell through the concrete in the parking lot. 17) The left MFD in the cockpit now correctly displays the indicators of all standard vanilla weapons. To display the bombs on the central pylon, they had to make copies with a different internal name. (see Weapons folder) 18) Fixed Bomb Rack - now =<1000 pound bombs hang side by side, like on most real Hornets. Also they can now carry 2xMK83 19) The air target designator (TD Box) on the HUD now does not disappear when approaching the HUD border, but "sticks" to it, that is, it indicates where the target is (while the radar is holding the target). It is more convenient to point the nose of the aircraft towards the target when it is not visible visually, but the radar keeps it locked. 20) In some places, I slightly corrected the textures - the arrows on the map (on the lower MFD) are a little whiter and brighter - that is, the compass on its background is now read a little better .. Also on the right MFD, the attitude indicator (DDI) made a bright yellow waterline to light green. (After all, the MFDs in the cockpit of the early Hornets were black/green monochrome) 21) I changed the mass of the drop tanks - it was 1000 became 1350 kg (this is how it turns out if you calculate the mass of 330 gallons of fuel and add the mass of the empty tank). 22) Adjusted fuel consumption and top speed. Now at altitude, it does not overtake everyone in a row with full suspensions as it was configured at the Mirage Factory. Before that, he calmly gained Mach 1.75 with a full load and also almost did not consume fuel (2.5 times less than the F-16). Now, at an altitude of 40,000 feet, a maximum of Mach 1.78-82 is empty (according to the performance characteristics in real life, 1.8M) and also consumes a little more fuel than the F-16A Netz (due to two engines and 2.5 tons more aircraft mass). 23) Nozzles at idle throttle position are now maximum open. 24) In case of severe critical damage, the MFD just screens go out 25) Adjusted hardpoints. Air-to-air missiles and Walleye missiles can no longer be attached to points 3 and 7 26) Added custom pictures - loading screen and hangar screen 27) To make my mod differ in the list of mods the plane is renamed from "F/A-18A Hornet" to "F-18A Hornet" . It is also a tribute to the early hornets who at that time in the literature were called the "F-18A" 1.02b Exclusive: 28) The aircraft is limited only by the AIM-9L/9M and AIM-7F/7M air-to-air missiles. The indicators of A-A missles on the left MFD is more authentic. https://cloud.mail.ru/public/Hqtz/TKX11ye5K
  22. I seem to have fixed it https://cloud.mail.ru/public/QEkw/9ZbWogeCA
  23. Finds nothing. In general, it is strange that this triangle is tied to my Track IR view. Don't you remember which parameter need to change? "[HUD_BankIndicator] SymbolType=ROLL_INDICATOR ImageFilename=cockpit\hud\HUD_BKI.tga ImagePosition=0.0,0.030 ImageSize=0.35 ScaleImageFilename=cockpit\hud\HUD_bankindic.tga ScaleImageSize=0.133 ScaleImagePosition=0.00,0.030 Scale=1.0 MaxValue=31 MinValue=-31 HorizontalAlignment=CENTER VerticalAlignment=CENTER"
  24. I managed to limit my hornet to AIM-9L/M and 7F/M Missles. https://cloud.mail.ru/public/iJd7/Afjt3YtEb Also I have limited AIM-7 and AIM-9 on pylons 3 and 7 according to this picture. Early Hornets were cut in the total number of air-to-air missiles. Wallee was removed from them earlier I also adjusted the maximum speed at altitude. Now it does not fly at Mach 1.7+ at 40,000 feet fully loaded. And it consumes so much fuel to be somewhere between Thirdwire's F-16A and F-15A. Your hornet practically does not eat it. (2.5 times less than F16A Netz)
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