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Everything posted by malibu43
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Steelflanker, these are great! I tried number 2 on the desert terrain with jsf aggies tiles, and also.on israel.with stary's tiles. Looks great! I tried number 7 with Stary's latest germanyCE, and didn't notice as nuch of a change, but it still looked good! However. I tried number 7 with stary's green hell 3, and got an odd shimmering effect. Any ideas why that might be?
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That second picture looks right to me. The cockpits in SF1/SF2 have alwasy gotten a little lighter when you kick the afterburners on. Since I've never been in anything with an afterburner in real life, I can't say if it's realistic or not. Seems like it would be... Go to the entry that the other thread talks about and change it to 0.0. See if that works.
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To be fair, that's not really a good suggestion. That's not the best way for him to learn about the AAA in the game. There are only a few AAA guns included in the stock game, so it doesn't make sense for him to read up on every soviet AAA gun ever created on the internet. My advice would be to take note of what's getting you each time, or look through the ground objects folder in the objects folder in the saved games directory. Then just google the ones that are relevant. Ignore the altitudes and speeds the game assigns. Like it's been said before, either say down in the weeds (<100ft) or up higher around 5000'. If you're in enemy territory or near anything that might shoot at you and any lower than 5000', try going as fast as you can without using afterburner (will be different speeds depending on what you're flying). Or if you're near the target or there is a lot going on, use the after burner to go even faster. For example, in SF2V, I try to go at least 500kts once I'm in Indian Country. Faster if I can.
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That depends on the weapon you are using. If it's a "free fall" bomb, then, yes, it's going to free fall from your airplane to the ground, hopefully near the target. If your weapon is a LGB, then it will have some tracking and steering ability. Etc.. Also, if you're flying a more modern aircraft, there may be a CCIP in the hud to help you aim. If not, then you just have to use the gun sight. In that case, this will help: http://www.simhq.com/_air/air_055a.html
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This is straight outta the F-4 loadout package I uploaded yesterday. This is from the 'J', but all variants of the 'B' have similar loadouts as well... // Station 1 = Left Wing Station Outboard // Station 2 = Right Wing Station Outboard // Station 3 = Left Wing Station Inboard // Station 4 = Right Wing Station Inboard // Station 5 = Centerline Fueslage Station // Station 6 = Sparrow Station 1 // Station 7 = Sparrow Station 2 // Station 8 = Sparrow Station 3 // Station 9 = Sparrow Station 4 // Station 10 = Sidewinder Station 1 // Station 11 = Sidewinder Station 2 // Station 12 = Sidewinder Station 3 // Station 13 = Sidewinder Station 4 // Station 14 = Left Wing Station Outboard, FT // Station 15 = Right Wing Station Outboard, FT // Station 16 = Centerline Fueslage Station, FT [AirToAir] ////Loadout[05].WeaponType=MK4 ////Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 [AirToAirLongRange] //Loadout[05].WeaponType=MK4 //Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 //Loadout[14].WeaponType=Tank370_F4 //Loadout[14].Quantity=1 //Loadout[15].WeaponType=Tank370_F4 //Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 [Attack] Loadout[03].WeaponType=Rockeye Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=Rockeye Loadout[04].Quantity=3 Loadout[04].RackType=TER //Loadout[05].WeaponType=MK4 //Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 //Loadout[14].WeaponType=Tank370_F4 //Loadout[14].Quantity=1 //Loadout[15].WeaponType=Tank370_F4 //Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 [strike] Loadout[03].WeaponType=MK82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=MK82 Loadout[04].Quantity=3 Loadout[04].RackType=TER //Loadout[05].WeaponType=MK4 //Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 [sEAD] Loadout[03].WeaponType=CBU-24B Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=CBU-24B Loadout[04].Quantity=3 Loadout[04].RackType=TER //Loadout[05].WeaponType=MK4 //Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 //Loadout[14].WeaponType=Tank370_F4 //Loadout[14].Quantity=1 //Loadout[15].WeaponType=Tank370_F4 //Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 [Anti-Ship] Loadout[03].WeaponType=MK82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=MK82 Loadout[04].Quantity=3 Loadout[04].RackType=TER //Loadout[05].WeaponType=MK4 //Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 //Loadout[14].WeaponType=Tank370_F4 //Loadout[14].Quantity=1 //Loadout[15].WeaponType=Tank370_F4 //Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 [FAC] Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 [Recon] Loadout[05].WeaponType=ReconPod Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 [AirToAir_USMC] Nation=USMC StartDefaultDate=1966 DefaultFor=CAP,ESCORT,SWEEP,INTERCEPT Loadout[05].WeaponType=MK4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 [Attack_USMC] Nation=USMC StartDefaultDate=1966 DefaultFor=CAS,ARMED_RECON Loadout[03].WeaponType=Rockeye Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=Rockeye Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=MK4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[12].WeaponType=LAU-33A Loadout[12].Quantity=1 Loadout[13].WeaponType=LAU-33A Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 [Attack_USMC_TripleRP] Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=MK4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=LAU-3A Loadout[10].Quantity=1 Loadout[11].WeaponType=LAU-3A Loadout[11].Quantity=1 Loadout[12].WeaponType=LAU-3A Loadout[12].Quantity=1 Loadout[13].WeaponType=LAU-3A Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 [strike_USMC] Nation=USMC StartDefaultDate=1966 DefaultFor=STRIKE Loadout[03].WeaponType=MK82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=MK82 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=MK82 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 [sEAD_USMC] Nation=USMC StartDefaultDate=1966 DefaultFor=SEAD Loadout[03].WeaponType=CBU-24B Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=CBU-24B Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=MK4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 [Anti-Ship] Nation=USMC StartDefaultDate=1966 DefaultFor=ANTI_SHIP Loadout[03].WeaponType=MK82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=MK82 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 Loadout[16].WeaponType=Tank600_F4 Loadout[16].Quantity=1 If you fly a single mission and set your nationality to USMC, you'll get the USMC loadouts. If you see a typical loadout that I've missed, I can always add it and update the download package.
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I know this is a little off topic, but I'm more of a Star Wars guys vs Star Trek... It could be kinda cool to do an X-wing vs TIE fighter mod for SF2. You could have a couple different terrains... one could be a "Death Star" terrain. You could have minimal tiles, just some generic, grey, death star looking stuff. The terrain would be mostly flat, with some square sided canyons. Tod files would place some random towers and square grey "buildings all over the place. The terrain wouldn't have to be that big, obviously. New sky textures that look like outer space. For targets you could have shield generators and "exhaust ports". Hangar bays, etc... Airfields would require some creativity. I can think of some ways to make "red" airfields look like they are hangar bays. "Blue" airfields... I don't know. Maybe you could make 'em look like some sort of larger capital ship or something (can you raise a runway up in SF2 so it's not on the ground...? Never tried...). You could have another terrain that just use the generic Desert tiles JSF Aggie released. Or maybe Hoth. Then the "blue" side would have airfields and you'd need a way for "red" side to have airfields. Of course we'd also need X-wings, Y-wings, and you TIE variants... Flight models could be similar to over-powered harrier flight models, just to make thigns more interesting... And then you'd also want at least two good quality cockpits (a generic XYZ-wing cockpit and a generic TIE cockpit). None of these are things I'm capable of doing though... So maybe this idea doesn't make it any further than this post. And it of course, we'd be limited to what the TW engine can do. All the ships would have to fly like they're in the earths atmosphere, no in outer space (but again over powered engines and super flight models might be able to help with that).
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I don't think jamming is modeled that way in this game. I believe only the aircraft carrying the jammer is affected. So in your example, the EA-6B would be protected by the jammer, but it won't hamper the enemy from locking up or tracking any other aircraft in the vicinity (even in the same flight). If a specific SAM launcher was placed in the targets.ini file for the terrain, I think it should be selectabel as a target for strike missions. However, the default placement of SAMs in terrains using type=SAM and type=SAM_RADAR result in them not being viable targets for a Strike Mission. You might be able to place the SAM launcher or radar using the mission editor and then assign it as the primary target for CAS or Armed Recon, but I can't remember for sure if that works or not...
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I think the issue with the MF F-14 is that the radar isn't visible from the cockpit, so you can't zoom in on it. When you zoom in, the radar in the upper right corner doesn't get bigger. You can extract HUDDATA.ini from flightdata.cat using the .cat extractor. If you look through that file, there is an entry for the size of the on-screen radar. Editing that file to remove the radar by changing the width and height to 0.0 is a well known trick that's been around for a long time (since the radar screen looks kind of arcadey). I've never tried making it bigger, but you could give it a shot. When you're done the modified file goes into the Flight folder of your mod directory. Of course, if you do this, it will be big all the time. For the F-4's and other aircraft, you just need to zoom in using the mouse wheel or TrackIR.
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SF2 F-4 Loadouts
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I guess I could have been more clear... When I said "we don't have an F-4G," I meant in the stock game. Since these loadouts are meant to be compatible with otherwise stock installs, it makes more sense to leave the ARM's on the other F-4 models. Even if someone adds the F-4G, lots of the SEAD assignments in campaigns will still fall on the other F-4 variants. So, again, better to leave the ARM's in the loadouts. , -
The basic installers: http://combatace.com/files/file/10122-nato-fighters-part-1-main-folder/ http://combatace.com/files/file/10123-nato-fighters-4-for-sf2-part-2-objects-folder/ http://combatace.com/files/file/10124-nato-fighters-4-for-sf2-part-3-aircraft-folder-1/ http://combatace.com/files/file/10125-nato-fighters-4-for-sf2-part-4-aircraft-folder-2/ All the updates: http://combatace.com/files/file/10138-nato-fighters-4-plus-fix-pack-and-aaa-addon/ http://combatace.com/files/file/11099-nato-fighters-4-patch-post-dec-2009-patch-level/ http://combatace.com/files/file/11300-nato-fighters-iv-post-dec2009-update-pack-2/ http://combatace.com/files/file/11399-nato-fighters-iv-post-dec2009-update-pack-3/ http://combatace.com/files/file/11795-nato-fighters-iv-post-dec2009-update-pack-4/ http://combatace.com/files/file/12230-nato-fighters-4-part-5/ Yep. That'll keep you busy downloading for a while. But if you're new, it's a great way to get started without digging around for individual mods and installing them all one at a time...
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SF2 F-4 Loadouts
malibu43 posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File SF2 F-4 Loadouts SF2 F-4 Loadout by malibu43 This package contains updated loadout.ini files for all the stock F-4's in the SF2 series. They are based off of real world loadouts from various conflicts (especially Vietnam), but are not 100% accurate. This is due to a few things: 1.Did not want to do anything that required editing aircraft's data.ini files. With all the patches and updating going on, it could turn into a nightmare to keep updated. 2.It uses mostly stock weapons (only one additional weapon is included). This pack is meant to be enjoyable in a stock install. I didn't want to require users to download all kinds of weapons or weapons packs. It's extra work and it also can make the mod harder to keep updated (see #1). 3.The loadouts may vary from real world examples to make them more useful in the fictional TW world. For example, CAS loadouts in Vietnam utilized munitions that were effective against groups of troops in the jungle (napalm, rockets, etc...). F-4's in SF2E or SF2 (or even stock SF2V for that matter) will be facing massive columns of enemy tanks advancing across open fields. Therefore, these loadouts are more likely to use CBU's, Rockeyes, and AGM-65's. Another good example is most of the stock USAF F-4's carrying ARM's for SEAD in these loadouts. That didn't happen in real life, but we don't have F-4G's so I let it go so that some form of effective SEAD still happens. So, these loadouts will be usefull in an SF2 install that doesn't already have more accurate F-4 loadouts added. For example, I wouldn't use these in place of the F-4 loadouts in the SF2V A/G Exp Pack. Those loadouts have already been set up to be accurate for the specific conflict that pack is representing. Some examples of the changes: - Wing tanks and gun pods not used on USN F-4's - USAF, IAF, UK, and German F-4's don't carry AIM-9's when A/G munitions are carried on that pylon - USMC nation specific loadouts for F-4B's and J's. (with gun pods and zuni's) - Triple LAU-3 loadouts for USMC F-4's. These are selectable via the mission editor. - Gun pods not part of the default loadouts for F-4M before 1975. - Additional strike loadouts for USAF and IAF F-4's that utilize asymetric loadouts with LGB's and Laser Pods. These are selectable via the mission editor. - Additional loadouts for UK F-4's that include BL755's, 540lbGP bombs, and "triple Matra" rocket pod loadouts. These are selectable via the mission editor. - etc... Installation. 1. Copy the contents of the Aircraft folder into the Aircraft folder in your SF2 Mod directory (if you don't know what that is, check the Knowledg Base section at combatace.com). Note: If you don't have a merged install with all 6 titles, check you aircraft folder to see what F-4's are installed and only copy the corresponding folders from this .rar file. If you copy all of them, you won't have any issues, but it may be confusing to look in your aircraft folder and see aircraft that aren't actually installed. 2. Copy the contents of the Weapons folder into the Weapons folder in your SF2 Mod directory. 3. If you have the TW DLC F-4N or the 3rd party F-4S available at combatace, the "Optional" folder has loadouts for them as well. Known issues: - The "triple rocket pod" load outs for USMC and RAF F-4's load extra rocket pods on the sidewinder stations instead of a TER. This is a work around since loading rocket pods on a TER is not possible at this point without extension data.ini editing, and I didn't want to do that in the interest of keeping this mod simple. Credits: - BL755, Matra155 by Ravenclaw_007 - LAU-10A3X by Killer Bee - everyone else at CA that helped out with info on F-4 loadouts! Changes: 11-13-14 - Added 2x/3x rocket pod loadouts for USN, USMC, and RAF Phantoms 11-10-11 - added F-4M_80 Submitter malibu43 Submitted 10/26/2011 Category Loadouts -
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SF2 F-4 Loadout by malibu43 This package contains updated loadout.ini files for all the stock F-4's in the SF2 series. They are based off of real world loadouts from various conflicts (especially Vietnam), but are not 100% accurate. This is due to a few things: 1.Did not want to do anything that required editing aircraft's data.ini files. With all the patches and updating going on, it could turn into a nightmare to keep updated. 2.It uses mostly stock weapons (only one additional weapon is included). This pack is meant to be enjoyable in a stock install. I didn't want to require users to download all kinds of weapons or weapons packs. It's extra work and it also can make the mod harder to keep updated (see #1). 3.The loadouts may vary from real world examples to make them more useful in the fictional TW world. For example, CAS loadouts in Vietnam utilized munitions that were effective against groups of troops in the jungle (napalm, rockets, etc...). F-4's in SF2E or SF2 (or even stock SF2V for that matter) will be facing massive columns of enemy tanks advancing across open fields. Therefore, these loadouts are more likely to use CBU's, Rockeyes, and AGM-65's. Another good example is most of the stock USAF F-4's carrying ARM's for SEAD in these loadouts. That didn't happen in real life, but we don't have F-4G's so I let it go so that some form of effective SEAD still happens. So, these loadouts will be usefull in an SF2 install that doesn't already have more accurate F-4 loadouts added. For example, I wouldn't use these in place of the F-4 loadouts in the SF2V A/G Exp Pack. Those loadouts have already been set up to be accurate for the specific conflict that pack is representing. Some examples of the changes: - Wing tanks and gun pods not used on USN F-4's - USAF, IAF, UK, and German F-4's don't carry AIM-9's when A/G munitions are carried on that pylon - USMC nation specific loadouts for F-4B's and J's. (with gun pods and zuni's) - Triple LAU-3 loadouts for USMC F-4's. These are selectable via the mission editor. - Gun pods not part of the default loadouts for F-4M before 1975. - Additional strike loadouts for USAF and IAF F-4's that utilize asymetric loadouts with LGB's and Laser Pods. These are selectable via the mission editor. - Additional loadouts for UK F-4's that include BL755's, 540lbGP bombs, and "triple Matra" rocket pod loadouts. These are selectable via the mission editor. - etc... Installation. 1. Copy the contents of the Aircraft folder into the Aircraft folder in your SF2 Mod directory (if you don't know what that is, check the Knowledg Base section at combatace.com). Note: If you don't have a merged install with all 6 titles, check you aircraft folder to see what F-4's are installed and only copy the corresponding folders from this .rar file. If you copy all of them, you won't have any issues, but it may be confusing to look in your aircraft folder and see aircraft that aren't actually installed. 2. Copy the contents of the Weapons folder into the Weapons folder in your SF2 Mod directory. 3. If you have the TW DLC F-4N or the 3rd party F-4S available at combatace, the "Optional" folder has loadouts for them as well. Known issues: - The "triple rocket pod" load outs for USMC and RAF F-4's load extra rocket pods on the sidewinder stations instead of a TER. This is a work around since loading rocket pods on a TER is not possible at this point without extension data.ini editing, and I didn't want to do that in the interest of keeping this mod simple. Credits: - BL755, Matra155 by Ravenclaw_007 - LAU-10A3X by Killer Bee - everyone else at CA that helped out with info on F-4 loadouts! Changes: 11-13-14 - Added 2x/3x rocket pod loadouts for USN, USMC, and RAF Phantoms 11-10-11 - added F-4M_80 -
But do this before you try my suggestion!!! Otherwise the game will overwrite the .ini files for stock aircraft when it runs the first time, which will screw up a lot of things in those modded installs. So: 1. Copy and paste your mod folder (for each modded install) to a safe location. 2. Delete old exe's. 3. Copy and rename new .exe's. 4. Run the .exe's once. 5. Copy the folders from #1 back into your mod directory, overwriting when asked.
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Do you have any mods installed? Probably not but it's worth checking. What I'm going to suggest is different from what others have said - you need to be higher in something as slow as the A-10.. 1600 feet is in the engagement envelopes for both AAA and SAMs. I would get up around 4-5K where you'll be safer from the small caliber stuff that's getting you. If you get engaged by SAMs, use that altitude to gain speed and avoid the SAMs. Then climb back up and continue your egress. When you get to the target area use mavericks and CBUs to clear the area of AAA. Then you should be able to mop up your targets.
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SF2 F-4 Loadout Mod
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Some of what I have so far: Does anyone know if/when IAF F-4E's would have started using LGB's and Laser Pods? The _78 variant is the earliest with the capability in game, but I wasn't sure when Israel would have realistically had the equipment and put it to use.
