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Everything posted by tiopilotos
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Realistic SA-6 Gainful / 2K12 Kub SAM Pack
tiopilotos commented on tiopilotos's file in Ground Object Mods
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Realistic SA-6 Gainful / 2K12 Kub SAM Pack
tiopilotos posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Realistic SA-6 Gainful / 2K12 Kub SAM Pack File Submitter: tiopilotos File Submitted: 10 May 2017 File Category: Ground Object Mods SF2 Realistic SA-6 Gainful / 2K12 Kub SAM Pack 1.0 -------------------------------------------------------------------------------- This pack features the SA-6 SAM system. It is a mobile low to medium-level air defense system, designed to protect ground forces from air attacks. Following variants are included: 2K12 Kub (SA-6, 1967) - The first Kub version exported to Middle East and other Third World countries. 2K12M1 Kub-M1 (SA-6, 1973) - Upgraded version exported to Warsaw Pact countries. 2K12M3 Kub-M3 (SA-6, 1976) - Final modification exported to Warsaw Pact and some other countries. -------------------------------------------------------------------------------- New features: - More realistic search/track ranges along with search/track times for StraightFlush radar - Launchers can perform 360 degree rotation and now all battery launchers can point at the target - Corrected missile parameters - Fuze distances were increased and thus a hit is not a guaranteed kill. Also it has impact on the near pass with no detonation situation. With longer fuze distances, missiles will detonate sooner and there will be at least some damage if not a kill - Repainted missile skins - New launch effect and sound - Dramatically improved performance ---------------------------------------------------------------------------------- Known issues: - Due to game engine limitations mobile SAM batteries can not move with other ground units and thus offensive ground forces will be exposed to enemy air attacks. - Fire control radar can guide only one missile against a single target. Real SA-6 system could guide two missiles against a single target. - Missiles can fly longer at low altitudes as they tend to reach the Missile Duration time. ---------------------------------------------------------------------------------- REQUIREMENTS: You must have installed any SF2 title which will feature the stock SA-6 system. I think that SF2, SF2E and SF2I have it. ------------------------------------------------------------------------------------ As always open readme.txt first to see installation instructions and credits. Lot of research and hard work was made to make this SAM as realistic as possible. Enjoy as much as you can this SAM and leave comments with your in-game experience in the support topic! Click here to download this file -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Question about Optical Backup
tiopilotos posted a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Just wanted to ask how actually works. In general optical backup helps radar operator to track a target in case of heavy ECM environment but how far the optical system can see targets in SF2? It is being used as an alternative track method which uses the same radar range values as the primary radar or there are parameters which limit the optical range? I guess a typical fighter size aircraft can be hardly seen from 15-20 km range using an optical system. -
Ground objects issue
tiopilotos replied to Marat's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Open data.ini for this object, set Exported=False and make sure that the nation name of the object is not appearing on other terrains. -
Lately I have been trying to use the same LOD file for three different missiles. Initially I repainted the existing BMPs so that the missile versions can be distinguished but an error occured. Because BMP filename is the same for all missiles, many times in game the later missile version appears with the skin of the earlier version. Maybe game engine can load only one skin between BMPs with the same name. In order to overcome this problem I decided to use different BMP filenames. I used a hex editor to change the BMP filename inside the LOD but then an another error occured. Missiles became invisible! (The inside LOD skin names match with the BMPs) Then I reverted back to the initial LOD file and opened it again with the hex editor. This time I just added a character before the skin filename (a different character for each missile version) and then I made the corresponding changes in BMP filenames so they can match. After that, missiles in game become black! Trying to solve this problem but no luck so far. Any thoughts?
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Skin problem
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well I solved the problem by changing LOD names as well as the BMP names inside the LOD. Thanks. -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
A new SAM pack is coming... -
Skin problem
tiopilotos replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Guys I tried changing just a single character but no luck. Game engine loads only one skin at a time. I have used Matra LRF4 and LRF5 rocket pods as an example. I copied LRF4 and created a new version LRF5. I simply renamed ini and data.ini, repaint the original LRF4 skin and changed Matra LRF4 to Matra LRF5 inside LODs using a hex editor. In game I had the same result, one skin was loaded for both rocket pods. You can check it and tell me what's wrong: http://www.filedropper.com/rocketpods -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Mirage F1CG by night Crossing the Desert Canyon -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Anyone know where these awesome flares are from?
tiopilotos replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Reloaded Mod -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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1st Look: Aegean Sea v0.2b & HAF Su-30MKG Flanker
tiopilotos replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Really good work Pfunk! ...and fast progress also! Some thoughts: - The modern greek F-4s (F-4E AUP) are upgraded aircarft with AIM-120 and modern A/G weapons capability. I suggest that they sould be used instead of Su-30MKG. - The area of Evros is the only constant piece of land between Greece and Turkey and thus is the only area which a ground battle can take place. In my opinion this area must have more target areas and ground objects than others. -
Strike Fighters 2 Screenshots
tiopilotos replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Version 0.1
303 downloads
SF2 Realistic SA-3 / SA-N-1 Goa Pack Beta ------------------------------------------------------------------------- This pack features the famous S-125 Neva (SA-3 Goa) and its naval version Volna-M (SA-N-1B). The following SAM systems are included: S-125 Neva (SA-3A, 1961) - The first Neva variant. Limited export. Volna-M (SA-N-1B, 1967) - First improved naval variant. Only missile included since Kashin ship is a stock stuff. You can use this missile only if you have installed SF2 North Atlantic! S-125M Neva-M (SA-3B, 1970) - The standard Neva version with significant improvements over the first variant. Widely exported. S-125M1 Neva-M1 (SA-3B+, 1978) - Upgrade for S-125M. Many S-125M operators received this modernization in the '80s. S-125 Pechora-2M (2002) - Modern upgrade which included anti-stealth capability, improved performance against heavy jamming and new missiles with extended range. ------------------------------------------------------------------- New features: - New search and track ranges for fire control radars - Launchers can perform 360 degree rotation and now all battery launchers can point at the target - More realistic missile parameters. Some values may be higher due to game engine limitations mainly concerning guidance - Fuze distances were increased and thus a hit is not a guaranteed kill - New launch effect and sound - Guidance was changed from Beam Rider to Semi Active Radar Homing. The basic type of guidance for SA-3 requires target tracking in azimuth, elevation and range and when launched, the missile flies to a pre-calculated impact point, receiving signals from the fire control radar. This type is very similar to Semi Active Radar Homing. - Dramatically improved performance especially in low altitude ----------------------------------------------------------------------- Things that need to be done: - 1024x1024 missile skins - Low Blow model so that we can use the original SA-3 radar instead of Flatface ----------------------------------------------------------------------- Known issues: - Fire control radar can guide only one missile against a single target. Real SA-3 system could guide two missiles against a single target - Low altitude performance is good enough but not at the desired level. Tests are still going on - Missiles can fly longer at low altitudes as they tend to reach the Missile Duration time - Userlist.ini has only Soviet as the only operator but temporarily this is not a problem since they appear as the red side in many terrains. The complete operators list will be on the final version. -------------------------------------------------------------------------- REQUIREMENTS: You must have installed SF2 North Atlantic to use the stock missile model otherwise you need to use the 3rd party models (included here). ----------------------------------------------------------------------------- Check read me file for installation instructions. Lot of research and hard work was made to make this SAM as realistic as possible. Keep in mind that is a beta version. When all the issues will be fixed in the desired level, we will have our final version! Stay tuned and enjoy as much as you can this SAM and leave comments with your in-game experience in the support topic! --------------------------------------------------------------------------- Sources: ru.wikipedia.org pvo.guns.ru historykpvo-2.ucoz.ru SAM Simulator ---------------------------------------------------------------------------- Credits: Flatface and SA-3 launchers.........................Pasko SA-3 missiles..............................................Thirdwire ---------------------------------------------------------------------------- Tiopilotos 16 February 2017 -
Realistic SA-3 / SA-N-1 Goa Pack Beta
tiopilotos commented on tiopilotos's file in Ground Object Mods
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Realistic SA-3 / SA-N-1 Goa Pack Beta
tiopilotos posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Realistic SA-3 / SA-N-1 Goa Pack Beta File Submitter: tiopilotos File Submitted: 15 February 2017 File Category: Ground Object Mods SF2 Realistic SA-3 / SA-N-1 Goa Pack Beta ------------------------------------------------------------------------- This pack features the famous S-125 Neva (SA-3 Goa) and its naval version Volna-M (SA-N-1B). The following SAM systems are included: S-125 Neva (SA-3A, 1961) - The first Neva variant. Limited export. Volna-M (SA-N-1B, 1967) - First improved naval variant. Only missile included since Kashin ship is a stock stuff. You can use this missile only if you have installed SF2 North Atlantic! S-125M Neva-M (SA-3B, 1970) - The standard Neva version with significant improvements over the first variant. Widely exported. S-125M1 Neva-M1 (SA-3B+, 1978) - Upgrade for S-125M. Many S-125M operators received this modernization in the '80s. S-125 Pechora-2M (2002) - Modern upgrade which included anti-stealth capability, improved performance against heavy jamming and new missiles with extended range. ------------------------------------------------------------------- New features: - New search and track ranges for fire control radars - Launchers can perform 360 degree rotation and now all battery launchers can point at the target - More realistic missile parameters. Some values may be higher due to game engine limitations mainly concerning guidance - Fuze distances were increased and thus a hit is not a guaranteed kill - New launch effect and sound - Guidance was changed from Beam Rider to Semi Active Radar Homing. The basic type of guidance for SA-3 requires target tracking in azimuth, elevation and range and when launched, the missile flies to a pre-calculated impact point, receiving signals from the fire control radar. This type is very similar to Semi Active Radar Homing. - Dramatically improved performance especially in low altitude ----------------------------------------------------------------------- Things that need to be done: - 1024x1024 missile skins - Low Blow model so that we can use the original SA-3 radar instead of Flatface ----------------------------------------------------------------------- Known issues: - Fire control radar can guide only one missile against a single target. Real SA-3 system could guide two missiles against a single target - Low altitude performance is good enough but not at the desired level. Tests are still going on - Missiles can fly longer at low altitudes as they tend to reach the Missile Duration time - Userlist.ini has only Soviet as the only operator but temporarily this is not a problem since they appear as the red side in many terrains. The complete operators list will be on the final version. -------------------------------------------------------------------------- REQUIREMENTS: You must have installed SF2 North Atlantic to use the stock missile model otherwise you need to use the 3rd party models (included here). ----------------------------------------------------------------------------- Check read me file for installation instructions. Lot of research and hard work was made to make this SAM as realistic as possible. Keep in mind that is a beta version. When all the issues will be fixed in the desired level, we will have our final version! Stay tuned and enjoy as much as you can this SAM and leave comments with your in-game experience in the support topic! --------------------------------------------------------------------------- Sources: ru.wikipedia.org pvo.guns.ru historykpvo-2.ucoz.ru SAM Simulator ---------------------------------------------------------------------------- Credits: Flatface and SA-3 launchers.........................Pasko SA-3 missiles..............................................Thirdwire ---------------------------------------------------------------------------- Tiopilotos 16 February 2017 Click here to download this file -
IR SAM bug?
tiopilotos replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have encountered same problem some months back. I think the most critical parameters for IR SAMs are Seeker FOV, Seeker Gimble Limit and Seeker Track rate. Which IR guided SAMs have this problem? Only MANPADS? I think SA-9 and SA-13 from SAM Pack are quite effective. By the way, I'm also preparing a Red Side MANPADS pack which will fix the existing problems. Check the MANPADS from Angola/South-West Africa terrain. Strelas and Iglas are a real threat there! -
Good work Snail! Now the blue side aircrafts will face a real challenge! Turning the missile's guidance to SARH is the best we can do to simulate the "Half Lead" of the real system. It's a shame that game engine limitations don't allow to use the passive mode (CLOS). The next step is to adjust the blue side ECM .INIs so that the can effectively jam the enemy fire control radars! Also great skins!!!
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New Terrain Project
tiopilotos replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Both countries operate/operated the same types of military equipment since early cold war. This limits significantly the number of objects which will be used (same aircrafts, radars, missiles etc). As for the number of SAMs, I think you should place a considerable amount of sites since all of the existing SF2 SAMs can engage only a single target each time. An attacking formation of 4 aircrafts may suffer 50% losses against a SAM site but they can easily put out of action the fire control radar. Also the number of target areas must be in a considerable level since campaigns offer multiple attacking formations during a single mission and thus many target areas can be under attack at the same time. Finally, Greece is indeed quite green but also very mountainous! -
Angola/South West Afrika Full terrain With REDONE Campaigns
tiopilotos replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I'm currently working on a full pack for this terrain which will include everything and thus there will be no need to download other stuff. -
SF2 Inactive SAMs Issue
tiopilotos replied to Mike Dora's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
There are some game engine limitations and particularities regarding the number of active SAMs in a single mission. In general even if you select heavy air defence, probably you will end up with minimum active SAM batteries or even none! In my installs there are many times especially in Israel and Desert terrains where there is completely lack of SAM batteries. However you will get plenty of active SAM batteries if you fly over Vietnam or if you play campaigns. For a very strange reason, Vietnam is full of active SAMs.