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Boeing MH-47G SOA Chinook View File Notes: This is not actually a MH-47G SOA Chinook, but a standard base model Chinook. It's the only one we have in SF2 so it will have to do. The MH-47G Special Operations Aviation (SOA) version is currently being delivered to the US Army. It is similar to the MH-47E, but features a more sophisticated avionics including a digital Common Avionics Architecture System (CAAS). The CAAS is common glass cockpit used by different helicopters such as MH-60K/Ls, CH-53E/Ks, and ARH-70As. Like the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. Pinnacle landings are hard but can be done. You get what you put in, so if you practice you will be rewarded. She is armed with a pair of player operated 7.62mm miniguns. US Army Rangers can be deployed from the rear of the bird. A nice feature is that they will "run" down the ramp and deploy onto the ground (using a "crater" effect). Be careful when selecting the Rangers to deploy as many of the MH-47's parts are "fake" weapons and therefore can be "fired". The bird has a full set of lights, including landing lights and a searchlight which are activated/deactivated by the "L" landing key. Included are two real Chinook wav files, you can pick which one you like. Listen to them IN GAME, as the game plays them correctly whereas the likes of Windows Media Player does not. Another nice effect is that if your bird is destroyed a nice Chinook wreck will be your funeral pyre! INSTALLATION: Place the MH-47G folder into your Aircraft folder. Place the CH-47EA-Dam.bmp and MH-47G-Destroyed.LOD into your Aircraft folder. Place the 160MiniGun, 47R, 47Tank2, 47Winch, 160HeloGunnerR and US Ranger folders into your Weapons folder. Place the 160HeloPilot1 & 2, 47A, 47Boom, 47Cargo, 47CM, 47FLIR, 47J, 47M, 47M2, 47RN, 47S, and 47W2 folders into your Pilots folder. Place the Chinook and Chinook4 wav files into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. And finally, place the contents of the Object folder (RangerCrater001, USForces and Wreckobject.ini) into your main Objects folder. These are the "craters" that will show the Rangers on the ground once deployed. NOTE: The new "crater" is WreckType008, if you already have a WreckType with this number, just paste mine in and rename them as required. You will need to copy over the CH-147-R0g.LOD from the A-Team Chinook mod. If you do not already have it, get it from the A-Team Skunkworks site. CREDITS (a LONG list of contributors): A-Team for Chinook Mod. Note my skin is best possible with current model limitations. It is a generic SOA Chinook from the 160th Special Operations Aviation Regiment. Dave "Zur" Zurawski for the glass CAAS cockpit. Thanks Dave for the permission. My good friend Florian "AmokFloo" Schneider for the new US Army Ranger model and freight palette. Thanks buddy! Thanks also to the following: The BANIDOS TEAM for the most excellent damaged Chinook. Kevin "Wrench" Stein for Hangar/Loading Screens I used as a base. Daniel "Kesselbrut" Himmel for Helo Pilots and Helo Gunner on which I based the 160 pilots and gunner. Dels for the C-130J tanks. FastCargo for the Paveknife pod and TSS FLIR pod. Wingwiner for the THC Cluster Rocket. Ravenclaw_007 for the flare/chaff launchers. Dmtdragon for the flare/chaff positions etc. Tracker for the GRUA_Alouette. 331KillerBee for the M134 Minigun, Ac-123K CBU, A4Q antenna, Flashbox, Mk7 Depth charge, LAU-32, and XM-8. Anyone else I have missed, apologies. Thanks to all. Submitter JimBeamer5 Submitted 06/24/2011 Category SF2 DAT Mods
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Version 2.1
1,085 downloads
Notes: This is not actually a MH-47G SOA Chinook, but a standard base model Chinook. It's the only one we have in SF2 so it will have to do. The MH-47G Special Operations Aviation (SOA) version is currently being delivered to the US Army. It is similar to the MH-47E, but features a more sophisticated avionics including a digital Common Avionics Architecture System (CAAS). The CAAS is common glass cockpit used by different helicopters such as MH-60K/Ls, CH-53E/Ks, and ARH-70As. Like the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. Pinnacle landings are hard but can be done. You get what you put in, so if you practice you will be rewarded. She is armed with a pair of player operated 7.62mm miniguns. US Army Rangers can be deployed from the rear of the bird. A nice feature is that they will "run" down the ramp and deploy onto the ground (using a "crater" effect). Be careful when selecting the Rangers to deploy as many of the MH-47's parts are "fake" weapons and therefore can be "fired". The bird has a full set of lights, including landing lights and a searchlight which are activated/deactivated by the "L" landing key. Included are two real Chinook wav files, you can pick which one you like. Listen to them IN GAME, as the game plays them correctly whereas the likes of Windows Media Player does not. Another nice effect is that if your bird is destroyed a nice Chinook wreck will be your funeral pyre! INSTALLATION: Place the MH-47G folder into your Aircraft folder. Place the CH-47EA-Dam.bmp and MH-47G-Destroyed.LOD into your Aircraft folder. Place the 160MiniGun, 47R, 47Tank2, 47Winch, 160HeloGunnerR and US Ranger folders into your Weapons folder. Place the 160HeloPilot1 & 2, 47A, 47Boom, 47Cargo, 47CM, 47FLIR, 47J, 47M, 47M2, 47RN, 47S, and 47W2 folders into your Pilots folder. Place the Chinook and Chinook4 wav files into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. And finally, place the contents of the Object folder (RangerCrater001, USForces and Wreckobject.ini) into your main Objects folder. These are the "craters" that will show the Rangers on the ground once deployed. NOTE: The new "crater" is WreckType008, if you already have a WreckType with this number, just paste mine in and rename them as required. You will need to copy over the CH-147-R0g.LOD from the A-Team Chinook mod. If you do not already have it, get it from the A-Team Skunkworks site. CREDITS (a LONG list of contributors): A-Team for Chinook Mod. Note my skin is best possible with current model limitations. It is a generic SOA Chinook from the 160th Special Operations Aviation Regiment. Dave "Zur" Zurawski for the glass CAAS cockpit. Thanks Dave for the permission. My good friend Florian "AmokFloo" Schneider for the new US Army Ranger model and freight palette. Thanks buddy! Thanks also to the following: The BANIDOS TEAM for the most excellent damaged Chinook. Kevin "Wrench" Stein for Hangar/Loading Screens I used as a base. Daniel "Kesselbrut" Himmel for Helo Pilots and Helo Gunner on which I based the 160 pilots and gunner. Dels for the C-130J tanks. FastCargo for the Paveknife pod and TSS FLIR pod. Wingwiner for the THC Cluster Rocket. Ravenclaw_007 for the flare/chaff launchers. Dmtdragon for the flare/chaff positions etc. Tracker for the GRUA_Alouette. 331KillerBee for the M134 Minigun, Ac-123K CBU, A4Q antenna, Flashbox, Mk7 Depth charge, LAU-32, and XM-8. Anyone else I have missed, apologies. Thanks to all. -
Paul, I may be speaking out of turn but I'm pretty sure Murphy's is correct. Only your flight will start on the ground, all the others will spawn over their start airfield. It's a "feature" not a bug. As to why they immediately crash and burn, that's a new one on me. What I can say is that when I design a mission with moving ground objects, if I don't give them waypoints that just stop, naturally enough. I assume your giving your AI flights proper waypoints, so I'm flummoxed. I've never had a problem with AI aircraft - with the exception that sometimes they run out of fuel if I give them too long a mission. JB5
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AmokFloo has kindly redone his German Paratroopers as US Army Rangers (thanks Florian). Note the M4's and Boonie hats! So just the readme to write and I'll be able to release it. Silverbolt the mission is really nothing special. A couple of minutes in the Mission Editor. Basically fly to a pinnacle, drop off, and meet up with a nearby tanker. It's so simple it's embarrassing actually. .
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Russian AC carriers
JimBeamer5 replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Make the catapult end position higher than the start position. I have done this for the British carriers and can get the Sea Harriers to fly up and off the ramp pretty accurately. JB5 -
Was almost a year ago though. But still... JB5
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I don't usually do this, but it's taken a month of work to get this bird to an acceptable level, and I'm pretty pleased with the result - keeping in mind what I started with and that I have NO 3D modelling skills. So I'm going to show the bird in a photo pictorial. Afghanistan - current day: It’s a dark night. You could see a billion stars in the sky overhead, if you could see through the constant haze of dust. More like talcum powder that seems to rest in the air all the time. The two MH-47’s start up and take off into the night. They are on a special mission. Several miles into the flight crew members in each aircraft test fire their miniguns and M-240’s. The aircraft fly low, following the terrain as they pass over and through the rugged mountains. The engines of the aircraft work harder as they continue to climb in altitude, still following the landscape. As the aircraft continue to climb in altitude, everyone begins to feel a bit short of breath. The aircraft split up, and Two-Two heads in a direction off to the left, towards a precisely timed separate target. Crew members in the back of the aircraft manning their guns begin assisting their pilots in scouting for the landing zone. Only tonight, they’re not landing. "See that pinnacle just ahead? It’s on top of that.” “Got it.” “One minute.” “Roger.” The right seater is carefully slowing down. “OK, I think I have the landing area in sight. Looks pretty tight.” “Roger that Sir, I have the LZ in sight. Continue forward one hundred, slow your forward speed. Looking good Sir, forward fifty, continue down.” The pinnacle is no bigger than twenty feet square, definitely too small to land. But they all knew this coming in. “It’s not too bad, I think we’ll blow it out.” “Ok Sir, I still have the ground in sight. Come forward ten.” With the aircraft now over the pinnacle, the dust from the ground begins to kick up. The pilot hovers forward slowly, straining to see something, to keep the aircraft steady. Two-One will have to perform a "pinnacle landing". The aft wheels and rear of the helo will settle on the pinnacle, while the pilot keeps the forweard wheels and nose off the ground. “Clear down the left.” “Roger Sir, clear down right. Come down ten…eight…six…four…three…two…one. HOLD YOUR DOWN! Come up two.” “Roger.” “OK Sir, this looks good.” “First man’s on the ground. Unload in progress. Last man’s on the ground. Team is off to the side. Thumbs up from the Team, aft ready.” “Forward ready, clear for flight.” “On the go. Two-One’s out!” “Two-Two, Two-One when able.” Meanwhile, the exact same thing was happening in Two-Two, except their first spot was unsuitable, and they had to find another. “Two-One this is Herc, standby. Two-Two’s out!” A sigh of relief goes through Lead’s cockpit. Both aircraft turn on their infra-red searchlights as they search for each other. “Two-One is four miles from Waypoint 10, 90 knots calibrated.” “Roger, Turkey.” The aircraft link up and continue, headed to a refuel stop. As they pass through a valley, a stream of tracer fires wings its way into the air at the flight. Two-Two executes an evasive maneuver. The fire is close, but thankfully doesn’t hit anything. The aircraft link up at the ARIP, and begin the aerial refuel procedures. They’re conducting a “Receiver Low” procedure, so they can remain low-level longer. “Buckhurst Two-One, altimeter reading two-niner-niner-two.” “Roger, two-niner-niner-two. Two-One is in the pre-contact position.” “Cleared for contact.” “Fuel flow checklist complete, refueling in progress.” They have to time their quantities of gas so as not to arrive at the exfil site too heavy, and still make it back to base. “Re-fuelling complete. Descending down to tactical altitude.” “Two-one this is Eight-Seven, ready for exfil.” They avoid the threat area, as they head back to their respective Teams. They’ll have to hoist the Team members back into the aircraft, one by one, from those same high altitude brown out pinnacles, in zero illumination…… OK, I don't have a working hoist, so lets just imagine the exfil was 100% successful! The Special Forces Team arrives safely back at base after a successful mission. OK, one more shot: Just a shot showing how she looks during the day. But she's a Night Stalkers bird after all. Lots of people to thank, and they'll all be listed in the readme, but a special thanks to The A-Team for the basic Chinook, and especially Dave Zurawski who has graciously allowed me to use his excellent MV-22 cockpit as the CAAS cockpit used in the SOA Chinook (amongst other birds). Oh, and Boeing for the mission! JB5
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Which game to buy
JimBeamer5 replied to TSgtT's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The best feature of SF2, IMHO, is the in game mission editor. It is fantastic. Now it only comes with Expansion Pack 2 (IIRC), so I recommened SF2 Euro + Exp Pack 2. JB5 -
Apologies for the thread necro, but any chance of an MH-47G? JB5
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? for our 3d Guys...
JimBeamer5 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Dunno Kevin, didn't he sell them to the YAP'ers for Rising Sun? You know what they, well zero-zero, is like when it comes to anyone else using something he believes he has exclusive rights to. JB5 -
Sikorsky MH-60S KnightHawk View File This is not actually a MH-60S KnightHawk, but a HH-60G Pave Hawk. It's the closest we have in SF2 so it will have to do. The MH-60S is based on the UH-60L Blackhawk, unlike the other USN helo's which are Seahawk based. The KnightHawk peforms vertical replenishment, troop transport, and search and rescue, amongst other things. Although the KnightHawk has the usual minigun for your destructive pleasure, it is basically set up for vertrep. Non combat but very challenging. Vertrep only works via the intricacies of sorcery. Actually, vertrep only works on land, as although the cargo palettes are "weapons" and can be "fired" anywhere, the will only show up on land as they become a "crater" when the hit the dirt. Craters, of course, do not show up on ships or the ocean. You can still have lots of fun flying missions from ship to shore, and if you do not wish to have the cargo sling, for example, just de-select it in the Loadout screen. As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. She has the more powerful engines from the UH-60L so can hover with a full cargo load aboard. INSTALLATION: Place the MH-60S folder into your Aircraft folder. NOTE: You may have my fictional MH-60S "StealthHawk" in your Aircraft folder, rename or move it as this is the "real" MH-60S. Place the 160MiniGun, Cargo, KHF, Sling1, Sling2 and USNHeloGunnerR folders into your Weapons folder. Place the USNHeloPilot1 & 2 folders into your Pilots folder. Place the MH60LDAP wav file into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. And finally, place the contents of the Object folder (cargo_03d, Dragchute, Frachtnetz, Frachtpalette, SlingLoad_03d, Storage and Wreckobject.ini) into your main Objects folder. These are the "craters" that will show the cargo palettes on the ground once released. NOTE: The new "craters" are WreckType006 and 007, if you already have WreckTypes with these numbers, just paste mine in and rename them as required. You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site. Credits: A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic KnightHawk from Helicopter Sea Combat Squadron Two-Six. Kesselbrut for MH-60G Cockpit. Wrench for Hangar/Loading Screens I used as a base. Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the USN pilots and gunner. AmokFloo for the Freight Palette. 331KillerBee for the M134 Minigun, Crate, Gris, and Douglas IFR pod. Anyone else I have missed, apologies. Thanks to all. Submitter JimBeamer5 Submitted 06/01/2011 Category SF2 DAT Mods
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Version 1.1
753 downloads
This is not actually a MH-60S KnightHawk, but a HH-60G Pave Hawk. It's the closest we have in SF2 so it will have to do. The MH-60S is based on the UH-60L Blackhawk, unlike the other USN helo's which are Seahawk based. The KnightHawk peforms vertical replenishment, troop transport, and search and rescue, amongst other things. Although the KnightHawk has the usual minigun for your destructive pleasure, it is basically set up for vertrep. Non combat but very challenging. Vertrep only works via the intricacies of sorcery. Actually, vertrep only works on land, as although the cargo palettes are "weapons" and can be "fired" anywhere, the will only show up on land as they become a "crater" when the hit the dirt. Craters, of course, do not show up on ships or the ocean. You can still have lots of fun flying missions from ship to shore, and if you do not wish to have the cargo sling, for example, just de-select it in the Loadout screen. As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. She has the more powerful engines from the UH-60L so can hover with a full cargo load aboard. INSTALLATION: Place the MH-60S folder into your Aircraft folder. NOTE: You may have my fictional MH-60S "StealthHawk" in your Aircraft folder, rename or move it as this is the "real" MH-60S. Place the 160MiniGun, Cargo, KHF, Sling1, Sling2 and USNHeloGunnerR folders into your Weapons folder. Place the USNHeloPilot1 & 2 folders into your Pilots folder. Place the MH60LDAP wav file into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. And finally, place the contents of the Object folder (cargo_03d, Dragchute, Frachtnetz, Frachtpalette, SlingLoad_03d, Storage and Wreckobject.ini) into your main Objects folder. These are the "craters" that will show the cargo palettes on the ground once released. NOTE: The new "craters" are WreckType006 and 007, if you already have WreckTypes with these numbers, just paste mine in and rename them as required. You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site. Credits: A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic KnightHawk from Helicopter Sea Combat Squadron Two-Six. Kesselbrut for MH-60G Cockpit. Wrench for Hangar/Loading Screens I used as a base. Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the USN pilots and gunner. AmokFloo for the Freight Palette. 331KillerBee for the M134 Minigun, Crate, Gris, and Douglas IFR pod. Anyone else I have missed, apologies. Thanks to all. -
Can't visualize Jim beammer's profile
JimBeamer5 replied to Silverbolt's topic in Site Support / Bug Reports / Suggestions
Ah, that would be telling! I'm working on a big twin rotor at the moment, we'll see how I go with that. JB5 -
Can't visualize Jim beammer's profile
JimBeamer5 replied to Silverbolt's topic in Site Support / Bug Reports / Suggestions
Funnily enough I also have trouble accessing my profile! Anything in particular you're looking for? Later today I will have another one ready, for those fans of vertrep! :) JB5 -
SF2 Screenshot Thread
JimBeamer5 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Definately! :) But don't they look great. I have a similiar setup to you Gustav and use a similiar technique (ALT+D and CTRL+F12), but my screens are motsly sub-par. I must take a leaf from your book and try some color colr/light/shade etc editing. JB5 -
SF2 Screenshot Thread
JimBeamer5 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Gustav, how do you produce such magic screenshots? They are truly beautiful, mostly I have to tell my brain they are not real photographs! JB5 -
HH-60 Pave Hawk View File Notes: This is actually a HH-60G Pave Hawk. It's the actual bird (for a change!). She has a pair of miniguns for your destructive pleasure. As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. . Installation: Place the HH-60G folder into your Aircraft folder. Place the 160HeloGunnerR and 160MiniGun into your Weapons folder. Place the 160HeloPilot1 & 2 folders into your Pilots folder. Place the MH60LDAP wav file into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site. Credits: A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic Pave Hawk from the 129th Rescue Squadron. Kesselbrut for MH-60G Cockpit. Wrench for Hangar/Loading Screens I used as a base. Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the 160th pilots and gunner. 331KillerBee for the M134 Minigun. Anyone else I have missed, apologies. Thanks to all. Submitter JimBeamer5 Submitted 05/25/2011 Category SF2 DAT Mods
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Version 1.1
860 downloads
Notes: This is actually a HH-60G Pave Hawk. It's the actual bird (for a change!). She has a pair of miniguns for your destructive pleasure. As with all the Hawks, she is relatively easy to fly on "normal" mode, which SF helicopters are tuned for. You can hover, fly backwards and sideways, ascend verticaly etc. It takes some practice and skill but is definately doable. . Installation: Place the HH-60G folder into your Aircraft folder. Place the 160HeloGunnerR and 160MiniGun into your Weapons folder. Place the 160HeloPilot1 & 2 folders into your Pilots folder. Place the MH60LDAP wav file into your Sounds folder. Place the two TADS files and the Loading wav file in your Flight folder. You will need to copy over the MH-60G LOD's from the MH-60G Pave Hawk mod. If you do not already have it, get it from the A-Team Skunkworks site. Credits: A-Team for MH-60G Pave Hawk Mod. Note my skin is best possible with current model limitations. It is a generic Pave Hawk from the 129th Rescue Squadron. Kesselbrut for MH-60G Cockpit. Wrench for Hangar/Loading Screens I used as a base. Kesselbrut (? - they're the same model as in the pit, so I assume they're his)) for Helo Pilots and Helo Gunner on which I based the 160th pilots and gunner. 331KillerBee for the M134 Minigun. Anyone else I have missed, apologies. Thanks to all.