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Everything posted by malibu43
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SF2 Europe A-10A Loadout Mod
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
If someone is using this, can you confirm whether or not LAU-32's are showing up on the default Attack, SEAD, and Recon loadouts? I seem to be having some issues all of a sudden...? *edit* - OK. I apparently set these loadouts up at some point using a weapon named "LAU_32A", and in NF4+ the weapon is named "LAU-32A". If you have already installed this, a quick find/replace in both the loadout.ini files should fix it. I'll update the download shortly. -
Someone would have to create a "missile launch site" target area. Maybe it could just be some bunkers/silos with a few buildings arranged in some sort of layout. Probably some SAM's and AAA too. 0Those target areas would have to be placed in the targets.ini and the types added to the types.ini. I would make the "type" for the silos something that isn't used in the GermanyCE terrain, like "chemical_wep_plant" or something (I don't remember exactly what the choices are and what they're called at the moment). Then, you'd go into the campaign_data.ini file for each campaign and make whatever type you selected for the silos the primary objective for the first offensive. If all that's done correctly, the first strike missions for the blue side (once blue goes on the offensive, most SF2E campaigns start with red on the offensive) would be directed at those facilities. And, of course, all this just results in targets for strike missions. These would not be functional launch facilities.
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SF2 Europe A-10A Loadout Mod
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Yes, it should work on any aircraft that could carry the regular LAU88. -
Well, I’m not really sure what you’re asking about. I’ve never played or messed with the Mercenary campaigns. If you want to add a Mercenary unit to a Vietnam campaign, I would start by extracting campaign files from SF2 and looking at the entries for the Mercenary units. As far as I can tell (from a quick look), the only difference between the Mercenary units and the other units is that MERC is used for the service in the campaign.ini file, and MERC is used as the nation in the campaign_data.ini file. Try something similar in one of the Vietnam campaigns. If you have never edited a campaign before, I suggest you read through the knowledge base and just spend some time looking at the campaign files before trying to add the Merc units. If you just want different types of aircraft to show up in missions, each fulfilling different roles, the game engine already does that on it’s own. Fly a strike mission in an A-4, and there should be escort, CAP, and SEAD flight generated as well with appropriate aircraft. Also - FWIW - the Corsair is an A/G aircraft, not A/A. The Crusader is A/A.
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View File SF2 Europe A-10A Loadout Mod SF2E A-10A Loadout Mod Readme by Malibu43 This mod contains some alternative loadouts for the two A-10A variants in SF2E, as well as a modified LAU-88 rack that allows 2 AGM-65's to be carried vs 3 (Based on images and forums I've read through, this seems to be more accurate. From what I understand, A-10's are never loaded with 3 AGM-65's on one rack). In addition to hopefully being a little more accurate, it also makes CAS a little more fun as it will require you to use something other than guided, stand-off weapons to complete the mission (they put that big gun on the front for a reason!). Strike, Recon, and SEAD loadouts have been tweaked as well. New loadouts are as follows: Attack: 2 x AIM-9 1 x ALQ-131 4 x AGM-65 4 x MK20 Strike: 2 x AIM-9 1 x ALQ-131 2 x AGM-65 4 x MK82 SEAD: 2 x AIM-9 1 x ALQ-131 4 x AGM-65 4 x CBU-24B Anti-ship: 2 x AIM-9 1 x ALQ-131 2 x MK84 FAC: 2 x AIM-9 1 x ALQ-131 2 x LAU-32A Recon: 2 x AIM-9 1 x ALQ-131 2 x LAU-32A 2 x AGM-65 2 x MK82 2 x CBU-24B 1. Requirements: - SF2E - You have the LAU-32A rocket pod installed (included in Nato Fighters 4+). If you don't have the LAU-32A installed, you can do a find and replace for "LAU_32A" in both of the included loadout files and replace that with "LAU-3A", which is a stock weapon. 2. Installation: a. Extract the contents of this .rar file somewhere temporary. b. Drop the folder named "2_LAU-88A" into *SF2E Mod Folder*/Objects/Weapons c. Drop the two *_loadout.ini files into their respective aircraft folders (A-10A, A-10A_78) in the *SF2E Mod Folder*/Objects/Aircraft directory. 3. Enjoy! If there are any questions or problems, please PM me at Combatace.com. This mod may not be used in any payware. It can be used for free as long as appropriate credit is given. Thanks, Malibu43 Note: updated 9-29-10 to correct LAU-32A entries. Note: updated again on 9-30 to correct... LAU-32A entries Note: updated 3-13-11 to correct LAU-32A entries and change some loadouts Note: updated 7-8-11 to correct an error in naming the new LAU-88 rack. Don't know how that wasn't missed before... Note: Jeez.. Updated 7/11/11 to account for a change with the July '11 patch. Submitter malibu43 Submitted 09/28/2010 Category Loadouts
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Then you need to get out more. And, a quick google search puts the max speed of the F-15 somewhere around 2.5 Mach depending on conditions, variant, loadout/fuel, etc... So you are getting close to what should be the max speed for the aircraft. Who cares if the flight model for the F-15 isn't completely accurate all the way to the extreme edge of the envelope? I have never had the plane's flight characteristics at Mach 2.0+ have an impact on my enjoyment of the game, since typical gameplay doesn't usually involve screaming around a combat zone at 2.2 mach.
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337 downloads
SF2E A-10A Loadout Mod Readme by Malibu43 This mod contains some alternative loadouts for the two A-10A variants in SF2E, as well as a modified LAU-88 rack that allows 2 AGM-65's to be carried vs 3 (Based on images and forums I've read through, this seems to be more accurate. From what I understand, A-10's are never loaded with 3 AGM-65's on one rack). In addition to hopefully being a little more accurate, it also makes CAS a little more fun as it will require you to use something other than guided, stand-off weapons to complete the mission (they put that big gun on the front for a reason!). Strike, Recon, and SEAD loadouts have been tweaked as well. New loadouts are as follows: Attack: 2 x AIM-9 1 x ALQ-131 4 x AGM-65 4 x MK20 Strike: 2 x AIM-9 1 x ALQ-131 2 x AGM-65 4 x MK82 SEAD: 2 x AIM-9 1 x ALQ-131 4 x AGM-65 4 x CBU-24B Anti-ship: 2 x AIM-9 1 x ALQ-131 2 x MK84 FAC: 2 x AIM-9 1 x ALQ-131 2 x LAU-32A Recon: 2 x AIM-9 1 x ALQ-131 2 x LAU-32A 2 x AGM-65 2 x MK82 2 x CBU-24B 1. Requirements: - SF2E - You have the LAU-32A rocket pod installed (included in Nato Fighters 4+). If you don't have the LAU-32A installed, you can do a find and replace for "LAU_32A" in both of the included loadout files and replace that with "LAU-3A", which is a stock weapon. 2. Installation: a. Extract the contents of this .rar file somewhere temporary. b. Drop the folder named "2_LAU-88A" into *SF2E Mod Folder*/Objects/Weapons c. Drop the two *_loadout.ini files into their respective aircraft folders (A-10A, A-10A_78) in the *SF2E Mod Folder*/Objects/Aircraft directory. 3. Enjoy! If there are any questions or problems, please PM me at Combatace.com. This mod may not be used in any payware. It can be used for free as long as appropriate credit is given. Thanks, Malibu43 Note: updated 9-29-10 to correct LAU-32A entries. Note: updated again on 9-30 to correct... LAU-32A entries Note: updated 3-13-11 to correct LAU-32A entries and change some loadouts Note: updated 7-8-11 to correct an error in naming the new LAU-88 rack. Don't know how that wasn't missed before... Note: Jeez.. Updated 7/11/11 to account for a change with the July '11 patch. -
Yeah, I've already experienced that by making the initial switch from mouse panning/hat switch to using Free-Track. When free-track was set up and working, it probably was very comparable to Track IR. I'm just hoping that Track IR adds enough convenience and reliability to make my $100 worth it.
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Well, it was a combination of a couple of things: 1) I still had $100 that I got for my birthday that I hadn't decided what to do with yet. 2) For the first time in a few months, I actually had 45 minutes to sit down and fly a sim. So I get everything set up, load up free-track, put on my home made hat covered in wires, LED's, hot glue, and wires... and... nothing. What the-? Oh. Great. One of the solder joints broke again. Out to the garage, solder it up, back inside. Then take 5 minutes trying to get the web cam settings just right so it's picking up the 3 light points and getting good FPS. OK, finally! I jump in the cockpit and take to the skies. But I only have about 15 minutes now instead of 45. Screw it! I'm getting track IR! Don't get me wrong. Free-track is a great product considering it's free. When it works, it works great. But at this point I've wasted enough time tweaking it and trouble shooting that it's worth $100 for what will hopefully be a hassle free experience with Track IR 4. Found it on ebay for $99. Anyone else tried both Free-track and Track IR? Is the $$$ for Track IR worth it over Free-Track?
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View New Content not there any more...?
malibu43 replied to malibu43's topic in Site Support / Bug Reports / Suggestions
Got it! Thanks! -
The Double D's
malibu43 replied to hgbn's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
OK. I started my DiD campaign this morning. I'm bending the rules a little in that I'm going to use the same pilot for all my DiD campaigns so I can track my overall success/failure. But as far as each individual campaign goes, I'm playing by the DiD rules... So I was going to try something easy for my first DiD campaign, but then I thought "what the hell, this is a game and it's supposed to be fun!" So I picked the campaign that sounded the most fun... 357th TFS flying A-10's in NF4+ Red Lightning. First Mission: CAS 4 x A-10A, each armed with: - 4 x AGM-65B - 4 x MK20 - 2 x AIM9 - ECM Pod I don't remember right now where we're stationed or what the specific target area was, but I know it was CAS on our side of the FLOT very close to base. This made for a quick and relatively "safe" mission. Our four-ship took off and climbed to about 8000' AGL for the short flight. Weather was overcast at about 10,000' with limited visibility. After we passed the IP I started a very shallow descent and set 3 and 4 loose on ground targets. My RWR was lit up briefly by a MiG-23 at my 12 o'clock, but he was quickly taken care of by the friendly CAP flight. As I neared the ground battle, I watched my RWR closely for any signs of the SA-8's that are frequently found with Soviet tank formations, but they did not show up. Once inside 5 miles, from an altitude of about 6000' AGL, I started letting loose with my AGM-65's (and let # 2 loose as well). Once all my AGM's were away I broke off and distanced myself from the target area before passing over it, just incase there were still some SA-8/SA-13's hiding down there. At this point I got the mission success message from Red Crown, and also found that the only AAA protecting the remaining tanks was a pair of ZPU-2's off to one side. Avoiding the area where the ZPU-2's were, I made 2 runs with my MK20's and 2 runs with the GAU-8. At that point I ordered my flight to form up and we turned back toward home. Right about this time I got a call telling me I had a bandit on my tail and my RWR lit up with a MiG-23! I immediately broke right and ordered my entire flight to engage air. There were two MiG-23's mixed in with our flight, but before I could get my nose around for a shot on either one, the rest of my flight already had them falling to the ground trailing fire and smoke. So again, we formed up and headed home. The rest of the flight and landing was uneventful. I forget the results of the debriefing, but we got > 10 primary targets and a couple MiG's. The location of this mission and lack of any serious anti-air defenses made his first mission a milk run. I won't expect the same luck on mission #2. -
Shoot. I misread STORM's post and already uploaded the whole thing for download... Looking in the readme here and in the file at *****'s site "Beers" gets credit for "carrier design". I don't know what that means. Anyone know if he would care about the model being used, if he's even the one that made the it? Maybe one of the Admins should pull it until I get this straightened out. Dave? Balls.
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Carriers in Stock SF2 Campaigns View File SF2 Carrier and Campaign Mod Readme This mod adds a carrier to the stock SF2 campaigns, as well as places USN and some of the USMC squadrons in those campaigns on the carrier. Additionally, if you have a merged install with SF2V, SF2E, and SF2NA, you can add F-8's and A-7's to the stock campaigns and a new 1978 campaign with A-7's, F-15's, HarrierGR3's, F-14's, and A-10's as well. Requirements: SF2 and SF2V (for the carriers) are required. SF2E and SF2NA are optional but recommended. To install: 1. Drag the "campaigns" folder into your mod folder. 2. If you already have modified desert_targets.ini in your SF2/Terrains/Desert folder, skip to the next step. If you do not already have modified desert_targets.ini, extract Desert.ini and Desert_targets.ini from Desert.CAT (in the main game folder) using the SF2 .cat extractor. Create a 'Terrains' folder in your SF2 mod foler and create a 'Desert' folder inside that one. Place the extracted Desert.ini and Desert_targets.ini in that folder. 3. Add the following to the bottom of desert_targets.ini: [TargetAreaXXX] Name=Whiskey Station Position=550000,600000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Make sure 'XXX' in the [TargetAreaXXX] is the next number following the target area above where you pasted the entry. 4. That's it! Credits: - Additional campaign tweaks by Homefries I am a member of the free-ware mods group at Combatace. This may be used in any free-ware mods as long as appropriate credit is given. It may not be used in payware.PM me with any issues. Thanks. malibu43 Changes 05/2014 - Corrected typo in campaign.ini files that prevented correct base screen from showing for USN units Changes 11/2013 - Removed options for SF2 only install (who owns only SF2!?!?) - CV61 removed and replaced with stock SCB-125 Changes 6/2012 - Carrier Battle Groups Tweaked - A-6 units tweaked - Other typo corrections and tweaks. Changes 5/2012 - Updated the "merged" install option to utilize carrier battle groups from SF2NA. Changes 10/2011 1. Corrected campaign description entries in campaign files 2. Removed optional F-4 loadouts. They are now their own separate download located here: http://combatace.com/files/file/12380-sf2-f-4-loadouts/ Changes 3/2011 1. Added optional F-4 loadouts 2. Added campaigns for merged install Submitter malibu43 Submitted 09/23/2010 Category User Made Campaigns
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1,369 downloads
SF2 Carrier and Campaign Mod Readme This mod adds a carrier to the stock SF2 campaigns, as well as places USN and some of the USMC squadrons in those campaigns on the carrier. Additionally, if you have a merged install with SF2V, SF2E, and SF2NA, you can add F-8's and A-7's to the stock campaigns and a new 1978 campaign with A-7's, F-15's, HarrierGR3's, F-14's, and A-10's as well. Requirements: SF2 and SF2V (for the carriers) are required. SF2E and SF2NA are optional but recommended. To install: 1. Drag the "campaigns" folder into your mod folder. 2. If you already have modified desert_targets.ini in your SF2/Terrains/Desert folder, skip to the next step. If you do not already have modified desert_targets.ini, extract Desert.ini and Desert_targets.ini from Desert.CAT (in the main game folder) using the SF2 .cat extractor. Create a 'Terrains' folder in your SF2 mod foler and create a 'Desert' folder inside that one. Place the extracted Desert.ini and Desert_targets.ini in that folder. 3. Add the following to the bottom of desert_targets.ini: [TargetAreaXXX] Name=Whiskey Station Position=550000,600000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Make sure 'XXX' in the [TargetAreaXXX] is the next number following the target area above where you pasted the entry. 4. That's it! Credits: - Additional campaign tweaks by Homefries I am a member of the free-ware mods group at Combatace. This may be used in any free-ware mods as long as appropriate credit is given. It may not be used in payware.PM me with any issues. Thanks. malibu43 Changes 05/2014 - Corrected typo in campaign.ini files that prevented correct base screen from showing for USN units Changes 11/2013 - Removed options for SF2 only install (who owns only SF2!?!?) - CV61 removed and replaced with stock SCB-125 Changes 6/2012 - Carrier Battle Groups Tweaked - A-6 units tweaked - Other typo corrections and tweaks. Changes 5/2012 - Updated the "merged" install option to utilize carrier battle groups from SF2NA. Changes 10/2011 1. Corrected campaign description entries in campaign files 2. Removed optional F-4 loadouts. They are now their own separate download located here: http://combatace.com/files/file/12380-sf2-f-4-loadouts/ Changes 3/2011 1. Added optional F-4 loadouts 2. Added campaigns for merged install -
SF2 Screenshot Thread
malibu43 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
IIRC, the F-105 at one point had A2A missions listed as secondary mission types in the data.ini. I think one of the patches finally removed those... I only know this because I had the same issue that you had - lot's of CAP and fighter sweeps in F-105 campaigns! I don't see the issue anymore. -
I'm working on a simple mod that adds a carrier to SF2 and places USN and USMC units on that carrier in the stock campaigns. I need a 3rd party carrier that will work from '59 to '75. The only one I've found is this one: http://combatace.com...class-repaints/ Are there any others available out there? If not, the ones linked above will work fine. Thanks, Gregg
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Question about Flak in WOV
malibu43 replied to krgf15's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Agree. eburger took it to a whole new level when he added those tracers to the Flak guns. Really reminds of scenes from Flight of the Intruder.
