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Crusader

+MODDER
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Everything posted by Crusader

  1. F-4E/F überarbeitung

    Klappe.. ahhh ok.. für die Kanonenraumbelüftung.. hab gedacht es ist irgendwas am diffusor gemeint ...
  2. F-4E/F überarbeitung

    was solln sich da bei dem diffuser öffnen wenn geschossen wird .. sind doch nurn paar bleche welche die gase verteilen damit die nicht im motor enden nur die kanonenrotation könnte animiert werden aber das is für die füße.... mündung ist fast vollständig verdeckt und da kuckt NIEMAND hin wenn geballert wird meine 0.1 € cent zu dem thema
  3. Thats because both stations use the BOMB weaponclass
  4. RackSpecificStationCode= does work if you add the code to the SpecificStationCode= in the data ini of the rack you want to use.
  5. The shootlist and in range flashing etc works only with the F14avionics dll. The avionics70 dll has some of the new functions listed but they are not all working, particularly the F-14 specific stuff .
  6. Cool Video

    Mega!!!
  7. Type=AUTO_PILOT dont know if its working, try to use it like a light... MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0
  8. Do you have the effect class section in the data ini of your bombs ? Should look similar to this: [WeaponData001] .... [FAEBombEffect] GroundHitEffectName=FAEBombEffect GroundHitSoundName=BigExplosion.wav WaterHitEffectName=FAEBombEffect WaterHitSoundName=BigExplosion.wav ObjectHitEffectName=FAEBombEffect ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=FAEBombEffectt ArmorHitSoundName=BigExplosion.wav AirBurstEffectName=FAEBombEffect AirBurstSoundName=BigExplosion.wav CraterModelName= CraterType= The section header [FAEBombEffect] is called by the EffectClassName= in the weapondata section. BigExplosion.wav is a stock sound, if you want to use a custom sound a entry for it must be added to the soundlist.ini
  9. Hide the tank by declaring it as a damage node mesh Works like this: add a new component [AircraftData] ... Component[xxx]=HideCLTank the XXX is the next number in the component sequence then add the section for it: [HideCLTank] ParentComponentName=Fuselage ModelNodeName= DestroyedNodeName=heregoesthemeshnamefromtheFuelTankNodeName DetachWhenDestroyed=FALSE HasAeroCoefficients=FALSE Thats it. Dont use theFuelTankNodeName on the CL station, only the FuelTankName
  10. File Name: F-15C Eagle Early Production 1979 **For SF2 March2012 and later** File Submitter: Crusader File Submitted: 15 August 2012 File Category: F-15 Early production F-15C Eagle >>>>> For SF2 version March 2012 (North Atlantic) and later <<<<< You Must Have Strike Fighters 2 Europe to use this mod! (for the stock F-15 model) Also required is the ACES_II_F-15 seat from the ACES package available here: http://combatace.com/files/file/12474-aces-ii-ejection-seat-for-f-15/ This is a mod of the stock Third Wire F-15A, making it into a early F-15C. New HUD functions for the SF2NA version: - HUD Landing Mode with ILS steering line and glideslope - NAV mode changed back to uncluttered normal view, added steering line to next waypoint - A/A, new radar range scale on the HUD with weapon min/max range markers - A/A, added radar missile Aim Dot, gun and missile quantity counters, Target Box stays on HUD FOV ~ Click here to download this file
  11. The sun is a missile magnet too. I remember that during testing the Soviet MANPADS mod, I had swarms of missiles heading for the sun. IR seekers usually have a 20° 'dead zone' around the sun, dont shoot at a target in that zone. Later gen sekers are somewhat improved in that regard.
  12. I dont bug out. SF2 is like a scale model collection alife.... no way out :D Even with SF2: Locked Solid ... I stay! ~
  13. Small MIIIO cokcpit tweaks: - cockpit position changed, it was too far back (MIIIC style) - compass scale on the gunsight, with radar lock it is indicating range nautical miles from 1.1 nm to 27 nm If distance to target is 1.1 nm and closer, the indicated distance changes to hundreds of meters. MIIIOcockpittweak.7z
  14. Very nice Stary for a quick mockup Now I can replace the -23 pit in the Yak-15 too... I use it to fly intercepts on B-29 on theTaiwan terrain.. fun fun... :)
  15. Exp3 Mirage F1C for SF2 and SF2E, thats what TK wrote on TW forum. As for the MIIIEL, I wait for a mini campaign mod for SF2I map, some bombing against PLO targets .. perhaps with a Syrian Antonov resupply squadron thrown in for sone chance A/A encounter ...
  16. Yup, die Bucc wurde 3 Jahre ausgewertet, 1959-61 (so in dem Bereich). Als Nachfolger der Sea Hawk.
  17. Dont forget the load of new ships and big bombers ... many completely new
  18. Small quick update , squashing some minor issues :) Main mod file will be updated later. F-15C_AVIONICS.7z
  19. Oha... I know that situation only too well ....
  20. Version v1

    828 downloads

    Early production F-15C Eagle >>>>> For SF2 version March 2012 (North Atlantic) and later <<<<< You Must Have Strike Fighters 2 Europe to use this mod! (for the stock F-15 model) Also required is the ACES_II_F-15 seat from the ACES package available here: http://combatace.com/files/file/12474-aces-ii-ejection-seat-for-f-15/ This is a mod of the stock Third Wire F-15A, making it into a early F-15C. New HUD functions for the SF2NA version: - HUD Landing Mode with ILS steering line and glideslope - NAV mode changed back to uncluttered normal view, added steering line to next waypoint - A/A, new radar range scale on the HUD with weapon min/max range markers - A/A, added radar missile Aim Dot, gun and missile quantity counters, Target Box stays on HUD FOV ~
  21. The Falklands weapon folder has the real NC 621 , made by Kesselbrut...
  22. Whats the CG position in the data ini ? If its any other than 0.0,0.0,0.0, then you can add the line CockpitCGOffset=TRUE and the pit position will be automatically adjusted for any CG offset from 0
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