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DaniloE31

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Everything posted by DaniloE31

  1. About the necessity of the TWS radar mode, I like to think that people who act like "I want it all or nothing", usually get nothing...
  2. I like the trend TW has taken with the new DLC... I will for sure support this with my money
  3. Nobody mentions the GoNavy data base? http://www.gonavy.jp/AirWingsf.html It mentions any deployments of the Air Wings with the Bu. No. lists of the Aircrafts :wink2:
  4. Just because I love the "six"... 84th FIS doing the right job by firing the last Falcon at one Tu-16
  5. Master Joda-MigBuster got it obviously right hier. A 5nm boresight lock range is deadly spot on. If you want to lock up to a target further away, you have to switch to a "full system lock on", i.e. cycling with the cursor in your radar screen through the detected targets, and then manually lock on = "illuminate" him with CW (countinuous wave). BTW... you surely know this link: http://combatace.com/topic/11165-radar-operation-guidelines/
  6. Arctic Camo F-16 in the nocturnal northern sky...
  7. Did anybody find out how to edit the number of the helper on the way to you? Indeed I think that 8 F-15 helping you out against 3 MiG-21 is way too overdone... Danilo
  8. Aaargh!!! I really can't miss this Patch this time! :yes:
  9. F-104J

    Thank you for this Mod Spillone!
  10. Missile incoming! (or whatever Red Guys say...) (Same fight, few seconds later) Bad odds... Just a Dragon...
  11. And that's how it looks here: Ejection Seat: Parachute:
  12. I don't know if there is another way to get this to work, but that's how it works on MY install, SF2V/SF2E Feb/2010, merged: Add following lines to the original, pristine PARTICLESYSTEM.INI: /////////////////////// Ejection Mod ////////////////////////////// [EmitterType303] Name=EjectionFire EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=0.0 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.000000 LifeTime=0.1 LifeTimeDeviation=0.000000 MaxVisibleDistance=6000.000000 EmissionRate=0.001 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=100.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.5 ParticleLifeTimeDeviation=0.000 ParticleWeight=-50.00000 ParticleInheritence=0.00000 ParticleDragFactor=0.00000 ParticleRandomness=0.0 ParticleWindFactor=0.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.9000,0.9000,0.90000,0.050000 ParticleColor[02].Time=0.1 ParticleColor[02].Value=0.70000,0.7000,0.70000,0.300000 ParticleColor[03].Time=0.2 ParticleColor[03].Value=0.50000,0.50000,0.5000,0.250000 ParticleColor[04].Time=0.3 ParticleColor[04].Value=0.40000,0.4000,0.4000,0.10000 ParticleColor[05].Time=0.4 ParticleColor[05].Value=0.30000,0.3000,0.30000,0.010000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.4 ParticleSizeEnd=0.05 BaseSizeDeviation=0.0 TextureMaterial=FireMaterial2 [EmitterType304] Name=EjectionSeat EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=0.0 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.000000 LifeTime=1.0 LifeTimeDeviation=0.000000 MaxVisibleDistance=6000.000000 EmissionRate=5 HasLightSource=FALSE ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=1.5 ParticleLifeTimeDeviation=0.000 ParticleWeight=-51.00000 ParticleRandomness=0.0 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=0.0 ParticleColorTableType=LINEAR ParticleColorStart=1.0,1.0,1.0,1.0 ParticleColorEnd=0.90000,0.90000,0.900,1.00000 ParticleSizeTableType=CONSTANT ParticleSize=1.0000 TextureMaterial=SeatMaterial [EmitterType305] Name=EjectionChute EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=0.0 PositiveZOnly=TRUE Randomness=0.00000 DragFactor=0.00000 Inheritence=0.000000 LifeTime=1.0 LifeTimeDeviation=0.000000 MaxVisibleDistance=12000.000000 EmissionRate=5 HasLightSource=FALSE ParticleUpdateType=RANDOM_MOVING ParticleRenderType=VERTICAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=300 ParticleLifeTimeDeviation=0.000 ParticleWeight=20.00000 ParticleRandomness=0.0 ParticleDragFactor=0.00000 ParticleInheritence=0.00000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.0,1.0,1.0,0.0000 ParticleColor[02].Time=0.008 ParticleColor[02].Value=1.0,1.0,1.0,1.0000 ParticleColor[03].Time=0.3 ParticleColor[03].Value=1.0,1.0,1.0,1.0000 ParticleColor[04].Time=0.4 ParticleColor[04].Value=1.0,1.0,1.0,1.0000 ParticleColor[05].Time=12 ParticleColor[05].Value=1.0,1.0,1.0,1.0000 ParticleSizeTableType=CONSTANT ParticleSize=10 PositionHeightOffset=100 TextureMaterial=ChuteMaterial //////////////////////// Ejection Mod END ////////////////////////////// ... /////////////////// Ejection Mod /////////////////////////// [seatMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Ejectionseat.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [ChuteMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Ejectionchute.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE /////////////////// Ejection Mod END /////////////////////////// Then find the entry: ... [EffectType039] Name=AircraftFireEffect ... and change it adding the following lines: /// Ejection Seat Effects Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=EjectionFire Element[04].StartTime=0.0 Element[04].StartTimeDeviation=0.00000 Element[04].EjectTime=-1.0 Element[04].EjectTimeDeviation=0.00000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=EjectionSeat Element[05].StartTime=0.0 Element[05].StartTimeDeviation=0.00000 Element[05].EjectTime=-1.0 Element[05].EjectTimeDeviation=0.00000 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName=EjectionChute Element[06].StartTime=0.0 Element[06].StartTimeDeviation=0.00000 Element[06].EjectTime=-1.0 Element[06].EjectTimeDeviation=0.00000 Then place the file into the \Effects folder from your MOD folder.
  13. Are you trying to use the Ejection Mod, am I right? As far as I can say, that procedure works only with SF 1st series. If you want to make it work with SF2, you have to copy and merge (and renumber...) all the entries from that AircraftFireEffect.ini into the original PARTICLESYSTEM.INI from SF2. You get the PARTICLESYSTEM.INI extracting it from the FlightData.cat. Danilo
  14. Isn't the Vulcan the best A2A weapon ever built? 1. Blazing a Fulcrum-C 2. Saving the a$ of a lazy Tomcat driver 3. AIM-9M...
  15. Well... don't expect too much even from the -9E. Despite its name, it was still way behind the -9D navy model... By the way: whoever has a 50% Kill Ratio with the 9Bravo, must have taken all his rounds against a Jumbo 747 .
  16. Ahhh great! I was really looking forward for this one. Thanks
  17. F-4EJ 305th Hikotai pulling its duty I love these modern JASDF liveries (though bump mapping seems not to work on my system...). Now just waiting for Spillone to finish his F-104J Mod...
  18. As someone said, no target too small... no weapon too big...
  19. Voodoos starting for another intercept. But somehow once again is the navy faster and get the kill...
  20. img00008.JPG

    New Casco Cove position...
  21. Great Mod! Absolutely first class! Right now my favourite terrain where to shot dowm MiGs! Surely there is no need to improve anything in this Mod, but if someone like me hate to lose all wingmen on the approach after having saved their a$$es in the battle, they could change this in the KAMCHATKA_TARGETS.INI: ... [TargetArea008] Name=CASCO COVE CGS ///Position=1292750,446412 <--- comment this out Position=1304790,448510 <--- add this new line Radius=5656.854492 ActiveYear=0 Location=4 Alignment=FRIENDLY AirfieldDataFile=german_airbase1.ini NumSquadrons=6 Target[001].Type=Runway1 Target[001].Offset=0.00,0.00 ///Target[001].Heading=220 <--- comment this out Target[001].Heading=90 <--- add this new line ... [TargetArea020] Name=SHELIKHOVO-1 ///Position=334125,199287 <--- comment this out Position=334080,199230 <--- add this new line Radius=8485.281250 ActiveYear=0 Location=6 Alignment=FRIENDLY AirfieldDataFile=soviet_airbase4.ini NumSquadrons=3 Target[001].Type=Runway6 Target[001].Offset=0.00,0.00 ///Target[001].Heading=020 <--- comment this out Target[001].Heading=0 <--- add this new line ... This will shift the position of the Shelikhovo and Casco Cove AB just slightly and bring them in more convenient position.
  22. As I've been already shot at (... and shot down... ) with any type of red SAM in this game, is nice to have some kind of help on its own side... MIM-14 Nike Hercules Booster separating from the missile... Though I've never seen these things hit ANYTHING so far...
  23. Without question no.2!!! Therefore my wishlist: 1. Wingmen who do what they're told! 2. Communication and commands to other flights 3. Enemy AI planes with limited fuel quantity! (I mean: now they can flee in 'burner for hours!!! ) (But somehow I'm just thinking right now that Wrench's Grandma was very wise... )
  24. File Name: F-4J Linebacker MiG Killers File Submitter: DaniloE31 File Submitted: 16 May 2010 File Category: F-4 Three skins for ThirdWire's original F-4J from SF2V, showing them as they were painted during the SEA Linebacker campaign in 1972. These are: VF-31 Tomcatters VF-92 Silverkings VF-114 Aardvarks Original real life Bu. No. from that cruise are included. The MiG Killers among them are: BuNo 7249 NH206, VF-114, crew Robert Hughes and Adolph Cruz BuNo 7245 NH201, VF-114, crew Kenneth Pettigrew and Michael McCabe BuNo 7269 NG211, VF-92, crew Curtis Dose and James McDevitt BuNo 7307 AC106, VF-31, crew Samuel Flynn and William John These skins are heavily based on those Ravenclaw_007 did for WoV, e.g. http://forum.combatace.com/files/file/8226-f-4j-vf-33-tarsiers/ which were again based on Sundowner's famous hi-res template, e.g. http://www.column5.us/phantoms.htm Thus big kudos to them! I just took pieces from both, cleaned them up and made my own templates, modified them and added all bits to fit the mapping of the new meshes from SF2V. Made new decals… et voilà. Textures are 1024*1024 size. Installation instructions: For WinXP users unzip the files to: C:\Documents and settings\"My name"\My documents\Thirdwire\StrikeFighters2 Vietnam\Objects\ For Win7 users unzip the files to: C:\Documents and settings\"My name"\Saved Games\Thirdwire\StrikeFighters2 Vietnam\Objects\ Danilo Click here to download this file
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