-
Content count
255 -
Joined
-
Last visited
-
Days Won
1
Posts posted by DaniloE31
-
-
-
F-106A Delta Dart for SF2
This is a conversion/repainting/repackaging of Pasko & Column5’s F-106A to the newest SF2 standards. It was tested with SF2NA July2013 release, hard settings.
It contains 8 skins, the weapons and the relative effects:5th FIS late 70ies
27th FIS early 60ies
49th FIS early 80ies
84th FIS early 60ies
87th FIS late 70ies
94th FIS 1969 Korea Deployment
95th FIS early 60ies
318th FIS late 70iesAIM-4F Falcon SAHM
AIM-4G Falcon IRM
AIR-2A Genie AHM
Vulcan M61A1 Gun Pod
360Gal external Fuel TanksAerial Nuke Effect
The skins are basically Sundowner’s HiRes textures with small improvements. Brand new decals and serial numbers are my own work, except few patch decals, which are still Dave’s ones. Serial numbers correspond to real life, in accordance to Photo material and the Delta Dart Archive:
http://www.f-106deltadart.com/units.htm
FM is based on eburger68’s file included in OP Tainted Cigar, still heavily reworked and improved by me to suit the latest game engine. Cruise speed, manoeuvrability and energy bleeding seems to me now very much spot on.
The Weapons’s Data files are also revised: don’t pretend to hit anything manoeuvering with the AIM-4G... these are only supposed to hit straight flying Bombers or Black Bandits (landing or low on fuel non-fighting MiGs). The AIM-4F has better chances to hit an enemy fighter. The fuzing distance on both is set to 0.1m... I know the Falcons had no proximity fuse at all, but as the impact sensors were placed on the wings, about 10cm far form the (0,0) axis, it seemed to me a very good compromise.
The AIR-2 rocket is set as Active Radar Homing with very high counter measure and noise rejection. The war head is something bigger than the real 1.5kton. These alterations make the AIR-2 work as it is supposed to. Be sure to put the steering point straight in the middle before firing, as this weapon is supped to be a rocket and won’t turn that much.
One important advice: if you edit this weapon with TW’s Weapons Editor, once you save your changes the program will delete the entire [AerialNukeEffect] section in your data file! So please don’t forget to back up.
Aerial Nuke Effect is Lexx Luthor’s work, as far as I remember...
Keep in mind that the Weapon Station in the Data.ini are marked with Specific Station Codes “AIM4” and “AIR2”, just in case you are trying to use weapons from other Weapon Packs.
The external fuel tanks are set to be jettison type, as people with real life experience on the ‘Six’ says that even though they never were jettisoned in OP because of their good performance, still it was indeed every time possible.
Credits:
3D Model: Pasko
Cockpit: Kesselbrut
Avionics: Column5, eburger68, DaniloE31
Data.ini: Column5, eburger68, DaniloE31
Loadout & loading images: DaniloE31
Hangar image: MKSheppard
holes.tgas: eburger68
Textures: Sundowner
Decals: Dave, DaniloE31
Weapons Model: Pasko (I think?! Please rectify me in case…)
Weapons Data: DaniloE31
Aerial Nuke Effect: Lexx Luthor
Beta Test: 76.IAP-BlackbirdKnown Issues:
- The 3D model has not enjoyed any rework, so you will still see the known problems as:
- Shadow issue on the leading edge of both wings (wrong normals)
- Unsmoothed Canopy
- Lack of Bump Map
- Lack of Specular Map
- The Weapon Bay shows the animation only when firing from the rear Falcon Station (i.e. AIM-4G) because of a limitation of the game engine, as you can’t assign the same animation to different Weapon Stations...I hope you enjoy it as much as I did and still do!
DaniloE31
-
Submitter
-
Submitted09/09/2013
-
Category
- 1
-
-
Danilo - any word on the F-106? Cant wait for your revamp of it.
I think you'll be surprised...
- 2
-
Could this be the reason that I have some weapons not showing up on the racks, that I need to open the doors?
Usually the very first reason why a weapon don't shows up on external pilons is because one forget to install the 3rd part weapon in question
-
Stores loaded in a bomb bay are not rendered/ are not visible as long as the bay is closed.
A virtual bombbay on a external pylon, you can load something but it will be invisible until the 'bombay' is opened.
I don't think so.
The experience I did with the F-106A is that if you set the right "ModelNodeName=" in the WeaponStation, the stores will show even in the closed bomb bay.
-
Best would be to have the source and then mod the F-106 to the latest standart.
Well Soulfreak... nobody gave a d*mn about the "Six" for YEARS... so to be honest I won't wait for that
-
The rebuilding of the F-106A is actually very well on its final straight... but there is this Weapon Bay Animation which is driving me crazy
I set the Weapon Stations like this:
[GenieStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0, 1.70, -0.05 AttachmentAngles=0.0,-1.15,0.0 LoadLimit=900 AllowedWeaponClass=AHM AttachmentType=USAF BombBayAnimationID=7 BombBayOpenTime=0.8 BombBayCloseTime=1.4 AutomaticDoors=TRUE ModelNodeName= MinExtentPosition=-0.65, 4.95,-0.75 MaxExtentPosition=0.65, 2.40, 0.00 SpecificStationCode=AIR2 [FrontMissileStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,-1.15,0.0 NumWeapons=2 AttachmentPosition001=-0.44, 3.49,-0.24 AttachmentPosition002=0.44, 3.49,-0.24 LoadLimit=600 AllowedWeaponClass=SAHM AttachmentType=USAF ModelNodeName=LeftFrontPylon MovingPylon=TRUE RotatingPylon=FALSE BombBayAnimationID=7 BombBayOpenTime=0.8 BombBayCloseTime=1.4 AutomaticDoors=TRUE MinExtentPosition=-0.65, 4.95,-0.75 MaxExtentPosition=0.65, 2.40, 0.00 PylonMass=55 PylonDragArea=0.02 SpecificStationCode=AIM4 [RearMissileStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,-1.15,0.0 NumWeapons=2 AttachmentPosition001=-0.43, 0.92,-0.21 AttachmentPosition002=0.43, 0.92,-0.21 LoadLimit=600 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=LeftRearPylon MovingPylon=TRUE RotatingPylon=FALSE BombBayAnimationID=7 BombBayOpenTime=0.8 BombBayCloseTime=1.4 AutomaticDoors=TRUE MinExtentPosition=-0.65, 4.95,-0.75 MaxExtentPosition=0.65, 2.40, 0.00 PylonMass=55 PylonDragArea=0.02 SpecificStationCode=AIM4
As you see I plan to use the Flag "AutomaticDoors" so the bay will automatically open every time you squeeze a missile. Now the problem is that all three Stations refer to the same AnimationID (as they use the same bay...) and then just ONLY ONE of the three station will show the animation, the other two will fire without opening the doors. In this case it is the Station3 for IRM Falcons, which is the last one in the list (coincidence?).
I really tried a LOT of different configurations, but now it seems to me, there is no way to assign the same Animation to different Weapon Stations... though I'm sure a while back it was possible, don't ask me when this has changed though...
Anyone knowing another way to this goal?
-
-
-
If you don't mind, I'd like to take care of the F-106A and make an individual release to newest SF2 standards.
I did a new FM where the AI don't fly their Wings off or fall like a chicken from the sky and it's still nice and challenging to fly & with the right cruise speed etc. I have also a couple of new unreleased textures laying here.
Just give me a little bit of time... you know... two weeks...
- 2
-
As noone did it so far (here at least ), I'd like to thank you for uploading these nice skins.
Danilo
-
Great Bird! Thank you all!
Anyone else also experiencing a pronounced pitch-down attitude in level flight (Hard settings)?
Fubar?
-
5€ for Ciggies (I stopped smoking one year ago) and Beer is now at around 2,08€ per liter (a good Beer).
But sorry, that is my point of view. This DLC isn´t worth the price.
Other DLCs I have bought are truely worth the money (Belgian Mirage & Oman Hunter f.e.).
Actually half a beer (in Bavaria 0,5l) costed me last sunday 3€ in a beer garden, where you know drinks are self service...
Anyway when thinking about the price of this F-14 DLC, consider how TK most probably sees it as a dangerous competitor of the whole SF2:NA game, because it undo his exclusivity about the Tomcat.
-
I take this as a test from TK to see if there is still a market for PC stuff... so yes TW will get those couple of bucks from me
- 1
-
I really like what I see here!
Still I have a question: are you going to do low poly LODs for far distance drawing?
-
looks almost like AAF Code, but that one dosen't have a dash (-) as part of the font; has a -believe it or not!- star-and-bar!!
if using that font, just leave the space between the numbers blank, and paint in the dash with a 1 or 2 pixel square brush
Here is this very same USAAF Code font with the star rather mapped to the Num Pad Asterisk key and a nice "-" dash drafted by me, obviously mapped to the "minus" key...
I hope anyone enjoy it.
-
Oh, the place I for one hate the most is downtown at the rush hours!
- 1
-
...
Are the wingtip tanks supposed to be non-jettisonable? Was that intentional? I'm seeing photos of these without the tanks, but don't I know anything the plane operationally.
I doubt anyone ever did in OP, but my investigation says the wingtips were actually jettison Tanks.
-
I use paintshop pro,as it lets you convert to a high standard jpeg,
my hawk T2 skin in bmp is 4096x4096 and bmp was 48 fekkin mb...hi res jpg its 2.92mb(and 2.92 mb is uncompressed btw)
speaks for itself eh..and as far as i can see the jpg is just as detailed,if not more.
Do I understand you right, you use a 4096x4096 monster texture for the love of details, to just compress it afterward by a maximal factor of 99??
Well... I call it inefficient, but that's maybe just me...
-
RF-101C 18TRS OP Sun Run
RF-101C 18TRS OP Sun Run
This is a new skin for one of the finest 3rd part models for the SF2 series, ie the RF-101C Voodoo from the Voodoo Mega Pack V2.0 by ErikGen, available here at CA:
http://combatace.com/files/file/12117-f-101-mega-pack-version-20/
It represents the six planes of 18TRS that took part at the Operation Sun Run in 1957, including the spare cells No. 5 & 6. Operation “Sun Run” was the attempt of a transcontinental speed record from LA to NY, which the Voodoos achieved with a time of 3:05,39 for the single trip and of 6:42,06 for the round trip.
Stunning how this record was beaten only 33 years later in 1990, by an SR-71A which took just 64min for the trip from LA to NY...
There are not very much pictures out there, even less reliable paintings, the best information I could gather are the following: a nice article from Jan van Waarde, which is the best story about Sun Run you can find far and wide, a picture by McDonnell of Sun Run No3 before delivery, the “propaganda” video praising the record and finally... some Hasegawa blue prints:
http://de.scribd.com/doc/195090334/Sun-Run-Jan-Van-Waarde-2010
http://www.boeing.com/history/mdc/graphics/hist033b.htm
I used the original metal skin of the 45TRS by Dave (or at least I think... ) coming with the Mega Pack, I cleaned it up to make it naked and basic, and finally added every marking and insigna with the technique of decals. This was surely a bit time-consuming and a kind of compromise, but was to me the only way to display those 6 very different looking planes using just one folder...
The specular dds maps are also based on those from the original Mega Pack. The USAF star badge and the TAC patch are original TW work, everything else was drawn from scratch by me. Tested with Strike Fighters 2 Exp2.
Install extracting to:
X:\your mod folder\Strike Fighters2...\Objects\
I really hope you are going to love this little piece of aviation history.
DaniloE31
-
Submitter
-
Submitted05/24/2012
-
Category
-
-
I was intently reading this thread and I was wondering if raising these values:
[FlightControl]
...
PitchDamper=0.xxx
RollDamper=0.yyy
YawDamper=0.zzz
...
would actually prevent AI to pull too hard on the stick and so over-geeing the plane...
I can't try it by myself, as I have neither MF's F-18s nor F-16s in my install
-
Because it could be a major selling point of another game.
Ah ah... never looked at it this way
-
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...
-
I like the trend TW has taken with the new DLC...
I will for sure support this with my money
IR AIM-4 constant near misses
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted
has the Bravo AIM-9 too, btw...