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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Top quality I'm loving the cockpit and extras.
  2. Open bomb bay doors. Default is CTRL+O
  3. The Sunshelter object was designed as one whole model, and it's weird to see that behavior. I don't have WoTimor to check, but it could be something to do with zbuffer values in _types.ini
  4. Can't wait for this conversion The first gen engine just can't keep up with Max setings in this mod, imho.
  5. Thanks for your latest updates FastCargo
  6. Good tip Brain:good: Also, this could be too obvious, an object should have a non-zero TargetValue to be target-able.
  7. You guys rock this game, everytime
  8. Ok, I've almost got a SF2 version ready for Spillones SF1 TF-104G & G-M Here's what I've added: * Decals SF2 format * Shadows SF2 game engine generated * Ravenclaw's pilot models * Ravenclaw's MB Mk7 seats * Drop Tanks converted to SF2 format * [RocketAttackAI] based on stock F-104G * SF2 style hangar screen (wip) I'm thinking the TF-104G is pretty close to F-104G in terms of equipment and performance, is that right? Then, should I also copy over the Radar settings from stock F-104G? And perhaps the flight model (not sure if I'll mess this up or just copying the values from stock would work?)
  9. File Name: TF-104G_G-M_SF2 File Submitter: pureblue File Submitted: 03 November 2010 File Category: SF2 Series Add On Aircraft Lockheed TF-104G and TF-104G-M for SF2 series (04.Nov.2010) ------------------------------------------------------------ This mod is the SF2 conversion of Spillone's TF-104G and TF-104G-M mod for SF1 (http://combatace.com/topic/60210-tf-104g-g-m/) Additions to original SF1 release: * Decals placed in proper SF2 Decals folder * NASAAR radar values copied over from stock SF2 F-104G * Used Ravenclaw's GAF Pilots (Edited their flag patches and named the pilots _Generic) * Drop Tanks ini files converted to SF2 format * [RocketAttackAI] based on stock F-104G * Aircraft model Shadows now handled by SF2 Gfx Engine (Still has a glitch from canopy mesh, from certain angles) * Optional Martin Baker Mk7 seats by Ravenclaw included * Hirez cockpit textures included from "F-104G High-Resolution Cockpit Textures 1.0 2005/10/29" by (?) (no cockpit lod included) INSTALLATION in SF2 generation games: 1. Extract or Copy the Effects, Objects and Sounds folder to your Mod Folder. (Example: C:\Users\pureblue\Saved Games\ThirdWire\StrikeFighters2\ in Win7) 2. You MUST copy over the F-104G_Cockpit.LOD file from your SF1 install to Objects\Aircraft\TF-104G\cockpit and Objects\Aircraft\TF-104G-M\cockpit folders. 3. If you want to use MB_Mk7 seats also copy over the contents of "Optional_MB_Mk7_Seat" to your Mod Folder. The TF-104G*_DATA.INI files will be overwritten. 4. That should be all :) Credits: Original aircraft, 3D model and templates: Ajunaidr Added 3D details, Fuel tanks, INI work, flight model, sounds and effects: Spillone104 Texture and decals: Spillone104 and Paulopanz Fake Pilot mod: FastCargo BETA testers: Paulopanz, Muesli and Derk. SF2 conversion: Pureblue ;) Thank you all! enjoy, Pureblue --------------------------------------------------------------------------------- ORIGINAL README --------------------------------------------------------------------------------- Lockheed TF-104G and TF-104G-M for SFP1/WOV/WOE/WOI oct.08 patch standard: This mod is intended as a general update of the TF-104G model of Ajunaidr released some years ago. The FM is improved and now there are a new ogival nose, pitot and other details added via "fake pilot". TF-104G skins: KLu camo AMI 20- Gruppo AMI 4- Stormo AMI 4- Stormo with blue stripe TF-104G-M: AMI mono gray Included there are new Camo(AMI) and Gray(ASA-M) tanks. To open the canopy use Shift+0 . ------------------------------------------------------------------------------------------------------------------ Installation: Simply copy all the files in the respective directory of your game folder. :) And add the code lines of the fuel tanks to your WEAPONDATA.INI Note: You need to have the stock SFP1 F-104G for the cockpit in your install. ------------------------------------------------------------------------------------------------------------------ Credits: Original aircraft, 3D model and templates: Ajunaidr Added 3D details, Fuel tanks, INI work, flight model, sounds and effects: Spillone104 Texture and decals: Spillone104 and Paulopanz Fake Pilot mod: FastCargo BETA testers: Paulopanz, Muesli and Derk. Thank you all guys! ------------------------------------------------------------------------------------------------------------------ Legal stuff: This mod is freeware. Commercial use is not allowed. ------------------------------------------------------------------------------------------------------------------ Enjoy and good flight. :) Click here to download this file
  10. TF-104G_G-M_SF2

    Version

    400 downloads

    Lockheed TF-104G and TF-104G-M for SF2 series (04.Nov.2010) ------------------------------------------------------------ This mod is the SF2 conversion of Spillone's TF-104G and TF-104G-M mod for SF1 (http://combatace.com/topic/60210-tf-104g-g-m/) Additions to original SF1 release: * Decals placed in proper SF2 Decals folder * NASAAR radar values copied over from stock SF2 F-104G * Used Ravenclaw's GAF Pilots (Edited their flag patches and named the pilots _Generic) * Drop Tanks ini files converted to SF2 format * [RocketAttackAI] based on stock F-104G * Aircraft model Shadows now handled by SF2 Gfx Engine (Still has a glitch from canopy mesh, from certain angles) * Optional Martin Baker Mk7 seats by Ravenclaw included * Hirez cockpit textures included from "F-104G High-Resolution Cockpit Textures 1.0 2005/10/29" by (?) (no cockpit lod included) INSTALLATION in SF2 generation games: 1. Extract or Copy the Effects, Objects and Sounds folder to your Mod Folder. (Example: C:\Users\pureblue\Saved Games\ThirdWire\StrikeFighters2\ in Win7) 2. You MUST copy over the F-104G_Cockpit.LOD file from your SF1 install to Objects\Aircraft\TF-104G\cockpit and Objects\Aircraft\TF-104G-M\cockpit folders. 3. If you want to use MB_Mk7 seats also copy over the contents of "Optional_MB_Mk7_Seat" to your Mod Folder. The TF-104G*_DATA.INI files will be overwritten. 4. That should be all :) Credits: Original aircraft, 3D model and templates: Ajunaidr Added 3D details, Fuel tanks, INI work, flight model, sounds and effects: Spillone104 Texture and decals: Spillone104 and Paulopanz Fake Pilot mod: FastCargo BETA testers: Paulopanz, Muesli and Derk. SF2 conversion: Pureblue ;) Thank you all! enjoy, Pureblue --------------------------------------------------------------------------------- ORIGINAL README --------------------------------------------------------------------------------- Lockheed TF-104G and TF-104G-M for SFP1/WOV/WOE/WOI oct.08 patch standard: This mod is intended as a general update of the TF-104G model of Ajunaidr released some years ago. The FM is improved and now there are a new ogival nose, pitot and other details added via "fake pilot". TF-104G skins: KLu camo AMI 20- Gruppo AMI 4- Stormo AMI 4- Stormo with blue stripe TF-104G-M: AMI mono gray Included there are new Camo(AMI) and Gray(ASA-M) tanks. To open the canopy use Shift+0 . ------------------------------------------------------------------------------------------------------------------ Installation: Simply copy all the files in the respective directory of your game folder. :) And add the code lines of the fuel tanks to your WEAPONDATA.INI Note: You need to have the stock SFP1 F-104G for the cockpit in your install. ------------------------------------------------------------------------------------------------------------------ Credits: Original aircraft, 3D model and templates: Ajunaidr Added 3D details, Fuel tanks, INI work, flight model, sounds and effects: Spillone104 Texture and decals: Spillone104 and Paulopanz Fake Pilot mod: FastCargo BETA testers: Paulopanz, Muesli and Derk. Thank you all guys! ------------------------------------------------------------------------------------------------------------------ Legal stuff: This mod is freeware. Commercial use is not allowed. ------------------------------------------------------------------------------------------------------------------ Enjoy and good flight. :)
  11. Thanks for the info guys. So, I've switched back to stock C2 seats. (Included an optional MB_Mk7 seat, since I don't know what the Italians used?) Copied over the NASAAR radar values from the stock SF2 F-104G. Haven't touched any of the FM stuff. Left alone the internal fuel capacity too. (couldn't find any references to TF-104G capacity) Will be uploading this shortly
  12. Fubar, that looks pretty good to me. Could you share your enviro settings please?
  13. Thanks for another beautiful mod Alex Although this is a SF1 release, May I suggest two things for SF2 users: Using the game engine generated shadow: This fixes the weird shadow problem from the nose. In the TF-104G.ini and TF-104G-M.ini [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 And placing the FakePilot,TF-104G_Model, TF-104G-M_Model folders in Objects/pilots folder
  14. Hats off to the team for this huge undertaking
  15. Nice job Storm I'm not sure if it's possible but could the afterburner cans glowing all the time be fixed?
  16. Great work Baltika! Custom coast tiles are a beauty and the few villages and towns I came across really fit in nicely.
  17. Thank you Baltika, this is really nice work. Just installed it on SF2I. I love the custom coastal tiles, the small villages and the icy ocean. Lots of targets to explore here..
  18. TrackIR 4

    I just use the TrackIR profiler. All axis have custom options and very easy to setup with the visual feedback of the interface. One trick I can suggest is, turn off Trueview, thats how I could get it to zoom while looking sideways. TrackIR is the bomb and I can't imagine flying without it
  19. I also think the wingmen are a little better defensively against SAMs. But one thing thats broken in 2nd gen games is that if you place specific SAM objects (using terrain_types.ini callouts) they won't paint your RWR. Only the generic SAM objects register on the RWR gear. So when you place Hawks or S-300 or a Perry frigate on the map, you won't have anything to detect them, all the while they can track and shoot, you only get a SAM launched call after the missile is in the air. This is the way it is in Campaign game. AND in the dynamically created single missions. Since here, the ground objects are called from the terrain_targets and specifically written Hawk batteries won't still register on RWR. Only in Custom Single missions, when you place the ground objects by hand in the MSN file, they do work correctly. The only way around this bug is define them as generic and let the game engine decide how to populate your sites..
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