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eburger68

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Everything posted by eburger68

  1. ikon71: For this mod you will need the Expansion Pack in addition to SF2I. Eric Howes
  2. Folks: Last night I discovered some minor typo-errors in several campaign files for this mod. Attached are corrected DATA.INIs for the affected campaigns. Best, Eric Howes
  3. Kulbit80: Just tested on WOI -- no difference in behavior. With MomentOfInertia=0.32 I get a very pronounced roll to the right, whereas the 3.86 works perfectly. I'm at a loss to explain why you and I are getting different results. Eric Howes
  4. Kulbit80: OK, that might explain the difference. Let me test on WOI (I had been testing on SF2I). Eric Howes
  5. Kulbit: Just tried MomentOfInertia=0.32 -- with that value I get a pronounced roll to the right that only gets worse if you flip the prop rotation direction. With my original values I get no roll one direction or the other. Did you test with the corrected DATA.INI that I posted (the one with the corrected Ymac values)? Eric Howes
  6. Wrench: OK, I'll split difference on the tail wheel with my original value. New value will be .185. Anything else that needs adjusting? Also, I just realized I neglected to credit the pilot figure authors: PilotFN & WW2GunnerCBNavy. Either of you recognize who the authors of those are? Thanks, Eric Howes
  7. Guys: Actually, I'm the one who caused the confusion. I did't see Kulbit80's reply and so misunderstood Wrench's post right below it. In any case, the Ymac values are indeed wrong for the right side. Interestingly, those incorrect numbers are the A-Team originals. Attached is a DATA.INI with the correct Ymac values as well as the new RollingRadii. Let me know how this one works. Eric Howes
  8. Wrench: Thanks for looking at this mod. 1. Rolling Radii Actually, the values in the DATA.INI are adjusted (the original values had the wheels sinking deep into the tarmac). Your values work a little better, so I'll go with those. 2. Engine torque/pull I'm no expert on props in ThirdWire games, but I never understood ThrustPosition to be associated with torque/pull. TK has the following for his Spitfires, and they most definitely pull: ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.0 The AVHistory P-51D flight model uses this (and it pulls, too): ThrustAngles=0.0, 0.0, 0.0 ThrustPosition=0.0, 3.05, 0.00 Keep in mind that the aircraft is flying with an unbalanced/asymmetrical load. So far as I can tell, the engine torque's pull is partially (but only partially) off-setting the pull to right from the radar pod on the right outer wing. If you flip the PropRotationDirection you'll notice that the pull to the right becomes much more pronounced -- even to the point of making it difficult to take off (at least on Hard flight model; not sure if engine torque/pull is simulated on Normal flight model). Best, Eric Howes
  9. Metratron: Glad to hear that you're enjoing the mod. The oddly placed co-pilot is something we noticed during beta testing (you'll see the same thing with the HalifaxTR as well). Unfortunately, I don't know of an easy fix for that oddity. The other issues you raise are easy to address, though: 1) MiG-15 gunsight Attached is a corrected COCKPIT.INI that will add a circular gunsight to the cockpit. Just drop the .INI file in your MiG-15bis folder, overwriting the existing COCKPIT.INI file. 2) WWII pilot figure For any aircraft you want to use a WWII-style pilot figure, open the DATA.INI for that aircraft and change the PilotModelName= statement (in the "Crew" section) to point to PilotLanc: PilotModelName=PilotLanc Best, Eric Howes
  10. Wrench: I figured honesty was the best approach with this. This is a historically inaccurate aircraft playing a real one on the 3W groove tube. Thanks for the offer of the template, but it wouldn't do me any good -- I'm no skinner or decalist. I'm hoping that someone else will step up to the plate and do a proper 9F texture/decal set. As for the landing gear, I actually tweaked or added a number of things. Put 'em side-by-side and you'll see. I fought with that thing most of last night and into the wee hours of this morning before I finally noticed that decreasing the spring factor and increasing the shock stroke had beneficial effects. So far as I can tell, the spring factor combined with the extremely short shock stroke caused the AI aircraft (always three & four in the formation) to tip over when they taxiied forward, then hit the brakes. Think of a really springy rubber ball bouncing off a hard wall. The AI aircraft hit the brakes, the spring factor caused a wild rebound off the short shock stroke on the main gears, and the aircraft tipped over. With the revamped landing gear they still wobble around a little bit, but they (like Weebles) don't fall over. The flight model tweaks were comparatively simple -- just "relaxed" some of the key settings a bit. On Hard flight model the aircraft still has the determined, tank-like sluggishness of the orignal fm, but it's on sturdier legs now and won't send you into into a flat-spin just because you *thought* about attempting a slow turn below 200 knots. Eric Howes
  11. Kulbit80: My own mods to the Avenger are now available: http://combatace.com/topic/56655-sf2i-suez-avenger/ Eric Howes
  12. Hi All: As mentioned in the discussion for Kulbit(80)'s Royal Navy Avenger skin, I've been working on incorporating the Avenger into SF2I. I now have a beta available for anyone with interest to test: https://netfiles.uiu...uez_Avenger.rar Please note that you will need to download the TBF/TBM Avenger from the WWII Aircraft section at the Dev A-Team's web site (see below for link). What follows is the ReadMe (which you will need to pay some attention to): ------------------------------------------------------------------------------------------------------------- TBM-3E Avenger for SF2I Expansion Pack - Suez Crisis ------------------------------------------------------------------------------------------------------------- This is a modification of the TBM-3E released by The Wrench, which is itself a mod of the TBF/TBM Avenger available in the WWII aircraft section at the A-Team Skunkworks web site: http://cplengineeringllc.com/SFP1/ This mod creates a TBM-3E Avenger for use in ThirdWire's SF2I Suez Expansion Pack. Included are French Navy and Royal Navy texture sets. Historical purists & rivet-counters take note: what you're about to read is likely to cause nausea, dizziness, and mild vomiting. Before discussing anything else, let me tell you what's wrong with this mod: 1) It uses the wrong aircraft: the French Naval Air unit participating in the Suez Crisis flew the TBM-3S/W, not the TBM-3E. I don't have access to a TBM-3S/W model, so the TBM-3E it is. 2) It represents the wrong unit: the French Naval Air unit flying the Avenger in the Suez was 9 Flotilla, not 15 Flotilla. I don't have decals for 9F, so I used the 15F decals from The Mirage Factory's F4U-7 Corsair instead. 3) It flies the wrong missions: the French Avenger was primarily an anti-submarine aircraft. Given that there are no Anti-Sub missions in SF2I (and given that flying around over an open ocean for hours at a time would get really old really fast in this game), this Avenger is configured to fly Strike, CAS, and Armed Recon missions like other attack aircraft in the world of ThirdWire. For those of you still with me, let me provide some other information about this mod. ~~~~~~~~~~~~ Installation ~~~~~~~~~~~~ This mod is NOT a complete, self-contained package. It requires that you download the TBF/TBM Avenger from the A-Team's site (see above for a link). Once you've got that file downloaded, do the following: 1) Unpack the A-Team's TBF/TBM Avenger into its own folder. 2) Copy or move the \Objects & \Sounds folders from this mod (i.e., the Suez Avenger mod) to your SF2I Mod Folder. 3) Copy or move the following items from the A-Team TBF/TBM Avenger to the \Objects\Aircraft\TBM-3E folder in your SF2I Mod Folder: - TBM Avenger-R5.LOD - TBM Avenger-R5.OUT - \Cockpit [the entire folder "as is"] That's it. You're ready to fly. Please note that the default unit/skin is the French Navy 15F. I've thrown in Kulbit(80)'s Royal Navy skin as a bonus. This aircraft can be flown reliably on both Hard and Normal flight model settings. Although packaged for SF2I, this mod will work fine in Wings Over Israel (WOI), provided you move the decals to their proper texture folders in the TBM-3E folder and install the AN/APS-4 radar pod to your WOI Weapons folder. ~~~~~~~~~~~~~~~~~ Changes & Updates ~~~~~~~~~~~~~~~~~ This mod makes extensive changes to Wrench's TBM-3E. Here's a short list: - added French Navy 15F texture set - added Kulbit(80)'s Royal Navy texture set - moved decals to SF2 \Decals folder - added USERLIST.INI - added custom Hangar & Loading screens - added updated Loadout image - added DestroyedModel data - tweaked flight model for Hard settings in SF2 - tweaked landing gear to fix AI aircraft exploding on the taxiway - removed belly gunner node and gun - performed other minor, misc. tweaks & adjustments ~~~~~~~ Credits ~~~~~~~ As noted earlier, this is a modification of the TBM-3E released by The Wrench, which is itself a mod of the TBF/TBM Avenger available in the WWII aircraft section at the A-Team Skunkworks web site: http://cplengineeringllc.com/SFP1/ Original aircraft: Dev A-Team (Capun, Charles, Gramps and Kesselbrut) TBM-3E Modifications: Kevin Stein, aka The Wrench AN/APS-4 radar pod: Tim Davis Royal Navy skin: Michal Minta, aka Kulbit(80) 15F decals: The Mirage Factory Please see the \_Docs folder for the original readme files included with the mods listed above. Any errors or omissions are entirely my responsibility. ------------ Eric Howes 12 Jun 2010
  13. Kulbit80: Great timing, this. I was working on the Avenger for my own SF2I installation just this morning. I did the basic SF2 conversion work (not difficult), then tweaked the fm to be a bit more relaxed (and flyable) on Hard settings. (Edit: also did custom Hangar/Loading screens for this, too.) I had just started fiddling with a basic French Navy texture set when I had to leave for work. You just saved me a good bit of time and effort. Thanks, Eric Howes
  14. Malibu43: The stock EW_Radars may not be networked, but the ones in the Expansion Pack are networked. Eric Howes
  15. Wrench: No, I didn't add more EW_Radars, but in my experience with the terrain, few actual EW_Radars are replaced with Firecans. And given the concentration of air bases in the Hanoi/Haiphong area, one or two less EW_Radars is no loss. There are three S-60s in the Expansion Pack: a KS-60, an S-60, and an S-60_G. Two are Static_AAA and networked with the Firecans; the remaining one is a Mobile_AAA and not networked. Eric Howes
  16. Malibu43: Actually, Firecans have been individually placed in the Expansion Pack terrain. It was a time consuming process, but they are there. The Firecan ground objects are also marked as EW_Radar, so they show up that way as well. Eric Howes
  17. Malibu43: I've got all the AAA/SAMs already prepared for SF2I (done for my own SF2I install), including the new AAA units included in the just-released 1948-56 Mod for SF2I Suez Expansion Pack 1. You'd probably still want to verify dates with knowledgeable folks around here, but I could put my collection up for you to download and work off of (if you're interested). Eric Howes
  18. dapit: You can find the four main install packages here: http://combatace.com/files/category/407-sf-series-add-on-missions-and-campaigns/page__sort_by__DESC__sort_key__file_submitted__num__10__st__10 Please read the ReadMe before plunging in. Eric Howes
  19. Andrew: Weapons is a sub-folder in \Objects, like the Aircraft folder. But it sounds like you got it straightened out. Glad to hear that you're enjoying it! Best, Eric Howes
  20. Andrew: From your description it sounds like none of the add-on aircraft are even installed. (The RAAF Canberra uses the CanberraB20 model, whereas the USAF Canberra uses the B-57 model.) Questions: 1) Did you download and install all four parts (which are four separate .7z files) from CombatAce? 2) If you did download all four parts, are you sure that the add-on aircraft folders are in the right place? You should, for example, find an A-1H and CanberraB20 folder in the same \Objects\Aircraft directory as the standard aircraft (A-4B, A-4C, etc.). Eric Howes
  21. Andrew: Can you fly game created Single Missions ("Create a Mission") with the CanberraB20 or the A-1H? Also, which campaign are you attempting? Rolling Thunder or Steel Tiger? Eric Howes
  22. View File Vautour IIB/N for WOI - Updated ------------------------------------------ Veltro2K's Vautour IIB/N for WOI - Updated ------------------------------------------ This is an update of Veltro2K's Vautour IIB & IIN for Wings Over Israel (WOI). In this update (the originals available at CombatAce in the SF1 Downloads section), I have done my best to correct or mitigate these models' several anomalies: AI inability to taxi and takeoff correctly; AI aircraft exploding on the taxiway; AI problems handling the aircraft in flight; loadout errors; glaring white spots in the engine nacelles. Notes: You will notice that AI aircraft still bounce around just a bit while taxiing, but they do now take off in timely fashion. The updates applied here mirror those offered in my updated SF2I version, also uploaded to CombatAce. Thanks to Wrench for looking over an early version of this update and supplying some additional fixes and adjustments, as well as the F-86D cockpit for the IIN model. ~~~~~~~~~~~~~~~ Updates & Fixes ~~~~~~~~~~~~~~~ These aircraft versions incorporate a number of fixes and updates: - applied Veltro2K's fixpacks for B & N model - added damage TGAs from Christian59's "damage pack" - added new LOADOUT.BMP - spiffed up LOADING & HANGAR screens - darkened IDFCamo textures - removed spinner nodes to fix unsightly white spots within engine nacelles (no material assigned to spinner nodes) - corrected, renamed, or removed a number of node names within DATA.INIs - made engine ThrustPositions symmetrical to correct AI handling problems - tweaked landing gear data to improve AI ground handling behavior - added tail bumper to improve taxiing & takeoff stability - updated flight model for SF2 - tweaked loadouts & weapon stations - added F-86F cockpit from Dave Zurawski & the F-86F Development Team to the Vautour IIB - added F-86D cockpit from the Sabre Dog Team to the Vautour IIN - added Israeli AF '50s/'60s pilot model by Wrench & PappyCheckSix ~~~~~~~~~~~~ Installation ~~~~~~~~~~~~ Installation is simple: 1. Drop the Objects folder into your WOI installation directory. 2. Add the following data to your WeaponsData.INI and save the changes with the 3rdWire Weapons Editor: [WeaponDataXXX] TypeName=TANK300_VA_CEN FullName=300 gal Drop Tank ModelName=Tank_V Mass=989.500000 Diameter=0.650000 Length=5.920000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=884.520020 Asymmetrical=FALSE ~~~~~~~ Credits ~~~~~~~ Original Aircraft: Veltro2K Flight Model: ThirdWire F-86F Cockpit: Dave Zurawski & F-86F Dev Team F-86D Cockpit: Sabre Dog Team Damage Textures: Christian59 IAF 50s/60s Pilot: Wrench & PappyCheckSix Misc. Fixes: Wrench ----------- Eric Howes 23 May 2009 Submitter eburger68 Submitted 05/23/2010 Category Heavy Bombers and Multi Engined Aircraft
  23. Wrench: Thanks much for the fixes and updates. I've incorporated most of them. Packages for SF2I and WOI have now been uploaded to CA. Wilco, if you complete new skins for these aircraft, I would be happy to update the packages to include them (with your permission, of course). Best, Eric Howes
  24. 387 downloads

    ------------------------------------------ Veltro2K's Vautour IIB/N for WOI - Updated ------------------------------------------ This is an update of Veltro2K's Vautour IIB & IIN for Wings Over Israel (WOI). In this update (the originals available at CombatAce in the SF1 Downloads section), I have done my best to correct or mitigate these models' several anomalies: AI inability to taxi and takeoff correctly; AI aircraft exploding on the taxiway; AI problems handling the aircraft in flight; loadout errors; glaring white spots in the engine nacelles. Notes: You will notice that AI aircraft still bounce around just a bit while taxiing, but they do now take off in timely fashion. The updates applied here mirror those offered in my updated SF2I version, also uploaded to CombatAce. Thanks to Wrench for looking over an early version of this update and supplying some additional fixes and adjustments, as well as the F-86D cockpit for the IIN model. ~~~~~~~~~~~~~~~ Updates & Fixes ~~~~~~~~~~~~~~~ These aircraft versions incorporate a number of fixes and updates: - applied Veltro2K's fixpacks for B & N model - added damage TGAs from Christian59's "damage pack" - added new LOADOUT.BMP - spiffed up LOADING & HANGAR screens - darkened IDFCamo textures - removed spinner nodes to fix unsightly white spots within engine nacelles (no material assigned to spinner nodes) - corrected, renamed, or removed a number of node names within DATA.INIs - made engine ThrustPositions symmetrical to correct AI handling problems - tweaked landing gear data to improve AI ground handling behavior - added tail bumper to improve taxiing & takeoff stability - updated flight model for SF2 - tweaked loadouts & weapon stations - added F-86F cockpit from Dave Zurawski & the F-86F Development Team to the Vautour IIB - added F-86D cockpit from the Sabre Dog Team to the Vautour IIN - added Israeli AF '50s/'60s pilot model by Wrench & PappyCheckSix ~~~~~~~~~~~~ Installation ~~~~~~~~~~~~ Installation is simple: 1. Drop the Objects folder into your WOI installation directory. 2. Add the following data to your WeaponsData.INI and save the changes with the 3rdWire Weapons Editor: [WeaponDataXXX] TypeName=TANK300_VA_CEN FullName=300 gal Drop Tank ModelName=Tank_V Mass=989.500000 Diameter=0.650000 Length=5.920000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=884.520020 Asymmetrical=FALSE ~~~~~~~ Credits ~~~~~~~ Original Aircraft: Veltro2K Flight Model: ThirdWire F-86F Cockpit: Dave Zurawski & F-86F Dev Team F-86D Cockpit: Sabre Dog Team Damage Textures: Christian59 IAF 50s/60s Pilot: Wrench & PappyCheckSix Misc. Fixes: Wrench ----------- Eric Howes 23 May 2009
  25. View File Vautour IIB/N - Updated for SF2 ------------------------------------------ Veltro2K's Vautour IIB/N - Updated for SF2 ------------------------------------------ This is an update of Veltro2K's Vautour IIB & IIN for Strike Fighters 2: Israel (SF2I). In the process of updating those aircraft (available at CombatAce in the SF1 Downloads section), I have also done my best to correct or mitigate these models' several anomalies: AI inability to taxi and takeoff correctly; AI aircraft exploding on the taxiway; AI problems handling the aircraft in flight; loadout errors; glaring white spots in the engine nacelles. Notes: You will notice that AI aircraft still bounce around just a bit while taxiing, but they do now take off in timely fashion. Thanks to Wrench for looking over an early version of this update and supplying some additional fixes and adjustments, as well as the F-86D cockpit for the IIN model. ~~~~~~~~~~~~~~~ Updates & Fixes ~~~~~~~~~~~~~~~ These aircraft versions incorporate a number of fixes and updates: - applied Veltro2K's fixpacks for B & N model - added damage TGAs from Christian59's "damage pack" - added Vautour destroyed model data - adapted decals for SF2 directory structure - added USERLIST.INI - added LOADOUT.TGA - spiffed up LOADING & HANGAR screens - darkened IDFCamo textures - removed spinner nodes to fix unsightly white spots within engine nacelles (no material assigned to spinner nodes) - corrected, renamed, or removed a number of node names within DATA.INIs - made engine ThrustPositions symmetrical to correct AI handling problems - tweaked landing gear data to improve AI ground handling behavior - added tail bumper to improve taxiing & takeoff stability - updated flight model for SF2 - tweaked loadouts & weapon stations - added F-86F cockpit from Dave Zurawski & the F-86F Development Team to the Vautour IIB - added F-86D cockpit from the Sabre Dog Team to the Vautour IIN - added Israeli AF '50s/'60s pilot model by Wrench & PappyCheckSix ~~~~~~~~~~~~ Installation ~~~~~~~~~~~~ Installation is simple: simply drop the Objects folder into your SF2I Mod Folder. ~~~~~~~ Credits ~~~~~~~ Original Aircraft: Veltro2K Flight Model: ThirdWire F-86F Cockpit: Dave Zurawski & F-86F Dev Team F-86D Cockpit: Sabre Dog Team Damage Textures: Christian59 IAF 50s/60s Pilot: Wrench & PappyCheckSix Misc. Fixes: Wrench ----------- Eric Howes 23 May 2009 Submitter eburger68 Submitted 05/23/2010 Category Other
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