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Fubar512

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Everything posted by Fubar512

  1. SF2 works fine under XP, Kev, so unicode isn't a "Vista" thing. Unicode's been around for quite some time. Lex, Only SF2 has unicode .lod files. Lods from the Oct2008 patch-series are not in unicode, so that's why you can back-port them to earlier versions of TW games.
  2. That's what got it in the end. You'll see one land about 200 yards astern, and another nailed the bastige, hitting amidships.
  3. Udaloy_Beta.wmv

  4. If you're using .lods from the SF2 model, then it won't work. They're compiled in Unicode, which earlier TW titles cannot read.
  5. Another possibilty is that it's either pilot or seat shadows.
  6. Scratch one Udaloy-class FFG.....
  7. Stay low and fast (over 400 knots). Pop up only when you have the opportunity to nail an opponent with a rear quarter shot at knife-fighting range, and then dive for cover again. By staying low, under 300 feet-100 meters, you will be able to avoid most of their radar-guided AAMs.
  8. Even we seasoned TW veterans refer to the KB once in a while.
  9. I have a suggestion, read the knowledge base. If you had done that first, you'd have known better than to have applied an update onto anything other than a fresh install.
  10. Nope. Those are Pulse-Doppler systems. "In 1963 Westinghouse was awarded a US Navy contract for the AN/AWG-10 to provide fire control for guns and Sparrow and Sidewinder air-to-air missiles on the McDonnell Douglas F-4 Phantom. The first radars were delivered in 1966 and became standard equipment. The AWG-10 was claimed to be the first interceptor radar to feature transistorised circuitry. During 1966 the US Navy announced a look-down requirement for its F-4s and the AWG-10 became the first multimode radar with pulse Doppler look-down capabilities and a comprehensive built-in test system. During 1973 Westinghouse was contracted by the US Navy to improve the performance and reliability of the AN/AWG-10. The most significant change affecting reliability was the substitution of a solid-state transmitter using a klystron power amplifier. A digital computer was added for the more effective solution of launch equations, for example target manoeuvring information was included. A servoed optical sight display was also added and these modifications permitted the full range of air-to-ground ordnance to be exploited. Only three of the AWG-10's 29 LRUs remained unmodified; there were six new LRUs and seven units of the AWG-10 system were deleted. The success of the AWG-10A computer led to its procurement by the US Air Force for the APQ-120 radar in the F-4E to provide computer-aided target acquisition. The German Air Force, in a programme known as Peace Rhine, also procured the computer to upgrade its F-4F Phantoms. Status The AWG-10 family has long been out of production, but is still in widespread service. In early 1984 the US Defense Department announced the possibility of flight demonstrating McDonnell Douglas F-4s with new engines and avionics suites, to create a new market for F-4s currently in the US inventory. A fundamental change in the avionics would be the replacement of the AN/AWG-10 with the Westinghouse AN/APG-66 used in the Lockheed F-16 fighter."
  11. The unit's ability to jam Continuous Wave Radar, as in the Hawk's CWR unit, that relies on changes in frequency to plot target course & position, via Doppler shift.
  12. Name This Boat

    Can anyone name this boat? It 's a 50-foot Striker convertible, a one-off built in 1979, and is a Hollywood veteran.
  13. Added a few more weps and ground objects to SF2 for testing, and then flew a SEAD mission against an SA-10 battery, in an F-4 (yes, I equipped it with the appropriate ECM pod). Fired Shrikes at the Flaplid radar, but wound up taking it out with bombs during a low-level pass. Monty CZ's SA-10 battery, or rather, what's left of it Get nailed by an SA-6 while I was egressing, though...
  14. One folder per weapon, as the folder name and and the .ini name must match (for example, the AA-8B folder must contain an AA-8B.ini).
  15. Started, consider it a "perpetual work in progress" http://forum.combatace.com/index.php?showt...t=0#entry253194
  16. That's correct. I'll post a frequency chart when I get a chance, so you'll have some idea as to what to set the values to. Needless to say from here on in, weapons mods for titles based on the SF2 engine will be ridiculously easy to create and to install.
  17. FYI, there's also a new jammer type added. In addition to NOISE_JAMMER and DECEPTIVE_JAMMER, there's now a DUALMODE_JAMMER, as well (at least in the aircraftobject.dll).
  18. Add a weapons folder to the object folder in your SF2 install (remember, it's in the "My Documents" folder), drop this in, and use the format for guidance: r_60mk.rar
  19. Precisely. Otherwise, it might prove awkward to port over hundreds, if not upwards of 1000 weapons, by hand.
  20. Yes, but it's no longer necessary to use a weapons editor to modify it (unless you wish to remove or replace existing entries).
  21. The same folder structure as a groundobject or aircraft would have, including a main.ini and a data.ini for that weapon. The patch would be "My Documents\ThirdWire\StrikeFighters2\Objects\Weapons, and then the folder for that weapon. Just look at your groundobjects folders for guidance. You'll figure it out
  22. Just follow the same format as you would for adding groundobjects and aircraft. Every individual add-on weapon should have its own separate folder, containing all the .lod, .bmp, and .ini files for that weapon, as well as a unique weapondata file of its very own. As Brain32 implied, it's very simple.
  23. SF2loadout.JPG

  24. Sounds as if your tank .lod names don't match the tank name entries in the weapondata. Edit either of them so they match.
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