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eburger68

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Everything posted by eburger68

  1. Folks: As promised, a refreshed mod package is now available. This version corrects the radar problem with the MiG-25PD. It also adds a previously missing Parts.BMP to several MiG-25RB skins. Eric Howes
  2. fallenphoenix: Turns out there is a problem with the PD. In the avionics.ini for that model (but not the others), I screwed up the Min/MaxElevationAngle lines near the top. They should read: MaxElevationAngle=52 MinElevationAngle=-42 I had both values as positive. This problem does not affect the other interceptors. I was already planning to upload an updated version of the mod later this evening to correct some other minor oversights. This bug will also be corrected in that package. Eric Howes
  3. fallenphoenix: There's nothing special about the MiG-25 radar data. If you take a look at it, you'll see that it's roughly comparable to the later F-4s. In testing I was able to achieve a lock on targets, and my wingmen were able to achieve adequate results with radar-guided AA-6s and AA-7s against various aircraft. In fact, the radar data for MiG-25P & PD is almost exactly the same as had been used on those aircraft for several years in NF5 and Desert Storm, and I've yet to hear a complaint about the MiG-25s in those mods. Eric Howes
  4. fallenphoenix: I have read that the MiG-25 did indeed have a powerful radar, but nothing so powerful that it could "burn through ECM as if it wasn't there." That almost sounds like the kind of fear-mongering that surrounded the MiG-25 before Belenko defected with one in 1976, when we learned that this alleged Soviet superfighter was nothing of the kind. I've also read that ECM on the Blackbirds was able to defeat the MiG-25's radar. But then I've also read Soviet accounts that the MiG-25 was able to achieve a radar lock on SR-71s on occasion, so who knows who's telling the truth here. The other factor here is the ECM of the B-52s, which was apparently heavy duty stuff. Ed Rasimus discusses the effects of the B-52s ECM on his F-4E's radar when his backseater made the mistake of trying to lock one up at relatively close range. (See his second book "Palace Cobra.") Eric Howes
  5. Paulo: You wrote: One other problem: that PTB-5500 drop tank is too long by about 2.1 m. It either sticks out the rear under the engine exhausts or protrudes into the nose gear in the front. We need a new one that fits the dimensions of these particular models. Eric Howes
  6. Emp_Palpatine: A Red version of Linebacker '75 would be almost indistinguishable from the existing Red version of Linebacker II. As for the other two South Vietnam centered campaigns, the VPAF doesn't play a large enough role in those conflicts to justify a Red side campaign. The most common Red aircraft that one encounters are An-2s and Il-28s -- at least south of the DMZ. Eric Howes
  7. Emp_Palpatine: You can use the Campaign Customizer to fly Red campaigns. As for British and French navies in later campaigns -- sorry, no interest here in adding them. The later campaigns are full enough without adding additional navies. Eric Howes
  8. Hans: You'll also need to add the new bases that NF5 contains, add the highway strip airfields, merge both TYPES.INIs into a single combined INI, and add all the unique files from NF5 to the new terrain. It's not a simple, straightforward process. I would prefer that folks simply have some patience and wait until we can do a proper job of it, as I cannot support an NF5 install that's using a Frankenstein terrain of unknown provenance. Rends: You wrote: Exactly. Which is why I recommended setting up an alternate terrain that's differently named -- so that you can seamlessly switch between two versions of the same terrain in-game without have to exist and do a re-naming switcheroo. I actually have four different versions of the GermanyCE terrain installed, and I can switch between any of them at will. Eric Howes
  9. Rends: Well, then I will hold off until you have a version that you think might resemble a "final" version (barring, of course, the occasional small update or patch). Until then, I would recommend that users simply set up your version of the terrain as an alternate GermanyCE terrain (different folder name, with the key INIs and the HFD and TFD files matching the folder name) and fly single missions using that terrain. For campaigns, continue to use the default NF5 version of the terrain. Eric Howes
  10. Folks: Since the question has been asked, let me answer it: no, this terrain is not compatible with NF5 campaigns right "out of the box." The NF5 version of the GermanyCE terrain adds a number of target areas, including new air bases that are used in the campaigns. In fact, the NF5 TARGETS.INI is larger than the one in this new version of the terrain. As this new version doesn't have those air bases or other new target areas, it won't work with the NF5 campaigns. I am going to be looking into combining the two versions of the terrain, but this will take some time, as a large number of files have to be sorted and several critical INIs merged. Eric Howes
  11. Version

    2,198 downloads

    SF2NA Ultimate Carriers Pack This package collects a large number of aircraft carriers available at CombatAce, puts them into one package with semi-standardized data tweaks, numerous error corrections, complete SF2NA conversions, and touched up or overhauled skins. Also included are several new carriers based on existing models. This package is thus designed as an ultimate one-stop shop for all carriers available at CombatAce, exclcuding USN and Soviet carriers. Please note that there are no new models in this package. All models included here have been released before on CombatAce. Indeed, most (but not all) of carriers included here have been released previously with rudimentary SF2NA conversions applied. So, why re-release these carriers in this package? This package brings several new things to the table, including: - corrected DATA.INIs (basic ship data, catapult data, angled deck configuation, etc.) - several tweaked or significantly overhauled skins - indexed decal sets to represent various carrier classes - several newly created individual ships (usually to represent particular carriers at specific stages of their service lives) The majority of the ships here are Royal Navy carriers, though you will also find carriers from Canada, Australia, India, the Netherlands, Italy, Spain, and France. Please read the remainder of this ReadMe carefully, as important instructions regarding installation and use are included below. ~~~~~~~~~~~~~~~~~~~~~~~~~ What's Included ~~~~~~~~~~~~~~~~~~~~~~~~~ This package includes 34 different carriers, which are organized by carrier class or by nation (in the case of France, Italy, & Spain). Some of these carriers are set up to represent entire classes or partial classes, with decals indexed by ship number. Please note that you may find several different versions of the same carrier, each configured to represent the same ship at a different stage of its service life. There are also several fictional or "faux" carriers. Colossus Class -------------- \ R95 Arromanches \ Colossus Class CVL [Colossus,Glory,Ocean,Venerable,Vengeance, & 5 others] \ HNLMS Karel Doorman Majestic Class -------------- \ HMCS Bonaventure \ HMCS Magnificent \ HMAS Melbourne \ HMAS Sydney \ INS Vikrant Centaur Class ------------- \ HMS Albion \ HMS Bulwark \ Centaur Class CV [Centaur & Hermes] \ HMS Centaur (Early) \ HMS Hermes ('80s) \ INS Viraat Invincible Class ---------------- \ Invincible Class CVL [invincible,Illustrious,Ark Royal)] Illustrious Class ----------------- \ Illustrious Class CV (Early) [illustrious,Formidable,Victorious] \ Illustrious Class CV [illustrious,Formidable,Victorious] \ HMS Victorious (Post-refit) Implacable Class ---------------- \ Implacable Class CV (Early) [implacable,Indefatigable] \ Implacable Class CV [implacable,Indefatigable] Audacious Class --------------- \ HMS Ark Royal \ HMS Eagle \ HMS Eagle (Late) Misc/Other ---------- \ HMS Eagle (1918) \ HMAS Australia (fictional) [using SCB-125 model] \ Merchant Aircraft Carrier \ INS Vikramaditya \ HMS Vindictive (fictional) France ------ \ R91 Charles de Gaulle \ Clemenceau/Foch Class CV [using SCB-125 model] \ La Fayette Class CVL [La Fayette, Bois Belleau] \ Mistral Class BPC [Mistral,Tonnerre,Dixmude] Italy/Spain ----------- \ R01 SNS Dedalo \ C551 Giuseppe Garibaldi ~~~~~~~~~~~~~~~~~~~~~~~~~ Installation Requirements ~~~~~~~~~~~~~~~~~~~~~~~~~ All of the carriers included in this package are configured for use with "Strike Fighters 2: North Atlantic" (SF2NA). Thus, for any particular install you plan to use one of these carriers in... - SF2NA must be part of the install base (even if other SF2 titles such as SF2V or SF2E are also merged into the install) - the game .EXE you use must be either the main SF2NA executable (StrikeFighters2 NorthAtlantic.EXE) or a re-named copy of it in the case of custom mod installs. If you try to use these carriers in an install that does not conform to the above requirements, you will likely find your aircraft sinking into or falling through the carrier deck. ~~~~~~~~~~~~~~~~~~~~~~~~~ Installation ~~~~~~~~~~~~~~~~~~~~~~~~~ All of the files to be installed can be found in \To_Mods_Folder. The task of installing the various bits included here is fairly straightforward. For any particular install that you want to install carriers to, do the following: 1. Install the supporting files Supporting files include all the files found in the following folders, which should be copied or moved to the corresponding folders in your Mods folder: \Effects \Flight \Objects\Guns \Objects\Weapons \Sounds Please note that the \Flight folder does include a new SOUNDLIST.INI. If your destination Mods folder already has a customized SOUNDLIST.INI, you can simply add the new entries from For_SOUNDLIST.txt (found in the root of this package) instead of overwriting your entire custom SOUNDLIST.INI. 2. Add the carriers The carriers themselves can be found in the numbered directories (which are organized by class or nation). The carriers should be installed to \Objects\GroundObject in your Mods folder. DO NOT simply grab all the numbered directories and drop them in the GroundObject folder, as they won't show up in game. Instead, you will need to drag and drop the particular carrier folders from within the numbered directories. 3. Add the decals For any carriers that you install you should also install the corresponding decals, found in \Objects\Decals. Decals go to the same location in your Mods folder (\Objects\Decals). The decals folders for carriers are named the same as the corresponding carrier that uses them. Please note that there are a few carriers that do not have decals. 4. Install the LODs for Hermes & Viraat We were not able to include the LOD files needed for the HMS Hermes ('80s) and the INS Viraat (which uses the same model as the Hermes). You will need to download the "Falklands '82 for SF2" package from CombatAce, which includes the necessary LODs: http://combatace.com/files/file/13296-sf2-falklands-mod-redux/ When the download is unpacked, you can find the ncessary LOD files in this location: \_For_SF2NA\Objects\GroundObject\Hermes Copy the .LOD files to the folders for the the Hermes and Viraat, which are included in the \1c_Centaur_Class directory of this carrier pack. Once the LODs are installed, make a COPY of the R12-R2b.LOD in each folder and rename it to R12-R2b_COL.LOD (this is the collision LOD for the ship). * * * That's it. You should be good to go. If any carriers are not showing up properly in the game, that's because you didn't install them correctly. My advice will always be to review the steps above, consult the Knowlede Base at CombatAce.com for the relevant articles on installing mods to Mod folders, and try again. ~~~~~~~~~~~~~~~~~~~~~~~~~ Notes ~~~~~~~~~~~~~~~~~~~~~~~~~ A few notes about the carriers included in this pack. 1. Decal problems: many of the models included in this pack suffer from decal problems -- decal bleeding, mirroring, doubling, and occasional distortion. Although I have tried to minimize these problems as much as possible, you might see decals being inappropriately mirrored, often in a distorted fashion, in odd locations on some of these boats. Also, to minimize problems, I have occasionally positioned decals slightly forward or aft (or above or below) where they ideally ought to be. 2. Texture mapping problems: some of these models also suffer from texture mapping issues, which means that sometimes things just quite don't line up properly or aren't perfectly mirrored from one side of the boat to the other (because the texture map is effectively wrapped around the model in an odd fashion). 3. BPC Mistral: included in this package is an alternate skin for the BPC Mistral named FNGrey. I would have liked to make it the default, but discovered that the bridge area of this carrier is simply not mapped -- meaning that part of the island will always remain the default light blue. Also, decals will not show up properly on large parts of the hull, which means that I haven't been able to use them for the hull numbers of the three ships in this class. Thus, we're stuck the painted-on hull numbers for the lead ship of the class. 4. R91 de Gaulle: the model for this carrier is very poly heavy (I'm guessing because of the static aircraft and deck crew included). On some PCs game performance and frame rates might lag severely. As with the Mistral (from the same author), some parts of the model simply aren't mapped, which has limited what I've been able to do with the skin. Finally, it's worth pointing out that many of the models included in this package date from 2004-2006. The oldest are seven or eight years old -- created during the first few years of the ThirdWire series. Although they still stand up fairly well, they are showing their age. Carriers (and ships more generally) seem to be some of their more difficult jobs that modelers can tackle in the ThirdWire series (along with cockpits), so we should be thankful that we have the models we do. ~~~~~~~~~~~~~~~~~~~~~~~~~ Credits ~~~~~~~~~~~~~~~~~~~~~~~~~ This mod package includes the work of several modders: Hinchinbrooke .............. original models for all Royal Navy carrier classes, except where noted below; La Fayette (old) AlphaSim & A-Team .......... Hermes & Viraat Aleks1 ..................... BPC Mistral & Charles de Gaulle YEYEYE ..................... La Fayette & Dedalo bobrock .................... Giuseppe Garibaldi ThirdWire .................. HMAS Australia & Foch/Clemenceau Zola25 ..................... skin for INS Vikramaditya Wrench ..................... previous mods to many carriers included here Paulopanz .................. previous mods to many carriers included here The line drawings included in \_drawings are from ShipBucket.com or The-Blueprints.com. If we have neglected to credit anyone here, please let me know. I will get it fixed ASAP. --------------- Eric Howes eburger68 12/19/2012
  12. Emp_Palpatine: These are the three files: jungle.tga paddy_new.tga paddy.tga Eric Howes
  13. Emp_Palpatine: The clear TGA tree files were replaced in the standard Expansion Pack terrains back in 2010 with blank TGAs to correct the trees/clouds problem that cropped up with the Dec2009 patch. Now that TK has locked the min. cloud height (thus preventing any such issue from occurring), you can add the original tree TGAs back in. Just grab the TGAs from the SouthVietnam75 terrain and drop them in the other two terrains. Eric Howes
  14. Emp_Palpatine: Which map or terrain? There are now three in your Terrains folder. And what do you mean by naked? Eric Howes
  15. Rends: The unit names are already specified in the existing campaign files. All I need are the AirUnit numbers, which are the unique ID numbers assigned to each unit in the campaign DATA.INIs, and the AircraftType. The AirUnit numbers for the Red side usually start in the high 90s or even low 100s in each camaign (NATO units are listed first in campaign DATA.INIs). If you'd like me to test your mod for compatibility with NF5, shoot me a PM and we can make arrangements. Eric Howes
  16. Folks: Red-side campaigns are easy enough to do. I'm already preparing an update for NF5, so it would be a natural addition to include red-side campaigns. I can create the campaigns. I would appreciate some input on which Red units ought to be made Player-flyable in each campaign. If someone wants to put together a list of suggestions, all I would need is the AirUnit numbers and AircraftTypes. Eric Howes
  17. Folks: Attached to this post is a mini-update package for the SF2V Expansion Pack. You must have the Sept. 2013 Cumulative Update package installed in order to use this update, which consists mainly of minor fixes and updates to various aircraft. This update also includes deck lighting (courtesy of Fubar512 & MiGBuster) for all aircraft carriers. A ReadMe with install instructions is included. Eric Howes SF2V_X-P_Mini-Update.rar
  18. Emp_Palpatine: No, that's not normal. You're supposed to start with 10 to the squadron. I'm looking into this right now, but so far I cannot figure out why the game is doing what it's doing. All the data is properly laid out in every involved file, yet the game assigns only the player to the squadron. If and when I have fix, I'll post it here. UPDATE 1: still not able to track down the cause of this bug. One observation, though: the game will assign the proper number of aircraft to the squadron if the squadron is an AI squadron. It's only when the player selects the squadron that this bug manifests itself. UPDATE 2: the bug becomes stranger. It now appears that the game does assign 10 pilots & aircraft to the Avenger player squadron, but only displays the player on the roster list for the first mission. After completion of the first mission, the roster is properly filled out with the expected number of pilots, and multiple aircraft are assigned to missions. I've never seen this particular behavior. The closest I've seen is a start time/date mismatch in campaign files. Eric Howes
  19. Emp_Palpatine: They might have released updated models, which I don't have access to. You could try renaming either the LODs themselves to match the INI or the INI to match the LODs, but I can't guarantee that the current DATA.INIs and skins will work with new models. Worth a shot, though. Eric Howes
  20. Folks: Looks like I forgot to include the afterburner effect for the TMF version of the F-8E FN Crusader. Unpack the attached ZIP file into the \Effects directory of your Mods folder. That should fix the problem. Eric Howes F8AfterburnerEmitter.zip
  21. Emp_Palpatine: I assume you're talking about the TMF F-8E FN Crusader (and not the DLC version). Looks like I did indeed forget to include that effect, Unpack the ZIP file from the following post into the \Effects directory of your Mods folder. That should fix the problem. http://combatace.com/topic/82037-sf2na-expansion-pack-missing-effects-files/ Eric Howes
  22. Paul: It appears the VVSNum decal TGAs are missing from the file uploaded here. Are those decals included in any of your other uploads? Thanks, Eric Howes
  23. deanklef: These are the stated requirements from the ReadMe: In other words, you can install SF2E, Sf2V, and SF2NA if you have them, because the mod is constructed to make use of items from those games if they are present. The only things absolutely required are SF2I plus Expansion Pack 1. Eric Howes
  24. JuanchoGomez: If this weapon upload is intended for Strike Fighters 2 (and the data files inside confirm that it is), why is it being uploaded to the SF1 download section? You've done the same with several other weapons uploaded over the past week or so. Perhaps they should be moved to the SF2 section, because Sf1 users are going to find it difficult to make any use of these without some conversion work. Eric Howes
  25. jeanba: Yes, there's a custom HUDDATA.INI and MAPENEMYICON.TGA in the \Flight folder. Take those out and the enemy planes will again be visible. Eric Howes
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