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Everything posted by KJakker
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FM Speculations and Observations (FE2 and SF2)
KJakker replied to VonS's topic in Thirdwire - First Eagles 1&2
Funny you should be talking about Corsairs and performance data. I just watched this video the other day. Also there was an interesting comment by YouTuber Tom Everhart about Corsairs in Korea. Maybe @Wrench know some history as to whether this story is true or not.- 23 replies
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- observations
- data ini files
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Too bad we can't use sidearms in SF2.
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Death Star Terrain Idea. A What If.
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
When you have the gun mounts ready I have some prototype Turbolasers data files based upon game data from X-Wing:Alliance ready for testing. -
Death Star Terrain Idea. A What If.
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Wow! Yes, although the trench itself seems a little wide, I think the trench's width was the same as its depth. Any way to make the trench walls more vertical? Still that is amazing, just need to build some turrets, towers, and surface mounts as ground objects for turbolaser AAA. -
Found this in my YouTube recommendations and thought I should share it.
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- 7
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- flight video
- 2018
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(and 2 more)
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Few bits...and info
KJakker replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Although I do have some prior obligations to meet first, I can build data files for those once those are done if you are interested. -
Clemenceau-class Aircraft Carrier (TMF)
KJakker posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File Clemenceau-class Aircraft Carrier (TMF) This pack has The Mirage Factory's Clemenceau class aircraft carrier by Marcfighters with updated data files for use in SF2:NA installs by KJakker. /------------------------------------------------------------------ There are two data file variants name Alt1 and Alt2. Alt2 is set by default. The "Alt1" variant of the data files uses the gun included in the original SF1 mod set up for SF2 file structure. The "Alt2" version is set to use an alternate gun made with data from sources avalible to me. The both Guns have been included. This file has been tested in SF2:NA. Note that as this model has all 8 100mm gun mounts. As such the operational dates for the class in the Data and Names files are set to run from their Commissioning dates to the time of the classes mid to late 1980's air defense refits. If Anyone has more precice info on when these refits started and finished please let me know. /------------------------------------------------------------------ Insallation. Backup the folders in your mods directory if you should happen to have the original. Place the contents of the "To Mods Folder" in the corresponding folders in your mods directory. You should not have any conflicts. If there are any they are most likly sound files. If you have a conflict just overwrite as you should be backed up. /------------------------------------------------------------------ By Marcfighters and/or The Mirage Factory. <-----LOD Files-----> clem.LOD clem_desk.LOD clem-001.LOD clem-002.LOD clem-003.LOD clem.OUT <-----Skin Files-----> Clemenceau.bmp Clemenceau2.bmp flag.bmp Grade.tga gray.bmp clem.SHD <-----Guns-----> 100MM_ACAS By KJakker <-----INI Files-----> Clem-65.ini Clem-65_Alt1_DATA.INI Clem-65_Alt2_DATA.INI Clem-65_NAMES.ini <-----Guns-----> 100MM_L55_M1964_C 100MM_L55_M1964_TF <-----Skin File Edited-----> In Foch directory. Clemenceau.bmp By ThirdWire. CV63_CATAPULT1.BMP CV63_CATAPULT2.BMP Source uncertain. <-----Sound Files-----> Impact4.WAV ShellWaterHit.wav SmallExplosion.wav TankGun.wav /------------------------------------------------------------------ Submitter KJakker Submitted 03/03/2019 Category Aircraft Carriers- 4 replies
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- aircraft carrier
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Clemenceau-class Aircraft Carrier (TMF)
KJakker replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thanks for the info and files guys. I will see about updating the download soon.- 4 replies
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- aircraft carrier
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Version 1.1.0
707 downloads
This pack has The Mirage Factory's Clemenceau class aircraft carrier by Marcfighters with updated data files for use in SF2:NA installs by KJakker. /------------------------------------------------------------------ There are two data file variants name Alt1 and Alt2. Alt2 is set by default. The "Alt1" variant of the data files uses the gun included in the original SF1 mod set up for SF2 file structure. The "Alt2" version is set to use an alternate gun made with data from sources avalible to me. The both Guns have been included. This file has been tested in SF2:NA. Note that as this model has all 8 100mm gun mounts. As such the operational dates for the class in the Data and Names files are set to run from their Commissioning dates to the time of the classes mid to late 1980's air defense refits. If Anyone has more precice info on when these refits started and finished please let me know. /------------------------------------------------------------------ Insallation. Backup the folders in your mods directory if you should happen to have the original. Place the contents of the "To Mods Folder" in the corresponding folders in your mods directory. You should not have any conflicts. If there are any they are most likly sound files. If you have a conflict just overwrite as you should be backed up. /------------------------------------------------------------------ By Marcfighters and/or The Mirage Factory. <-----LOD Files-----> clem.LOD clem_desk.LOD clem-001.LOD clem-002.LOD clem-003.LOD clem.OUT <-----Skin Files-----> Clemenceau.bmp Clemenceau2.bmp flag.bmp Grade.tga gray.bmp clem.SHD <-----Guns-----> 100MM_ACAS By KJakker <-----INI Files-----> Clem-65.ini Clem-65_Alt1_DATA.INI Clem-65_Alt2_DATA.INI Clem-65_NAMES.ini <-----Guns-----> 100MM_L55_M1964_C 100MM_L55_M1964_TF <-----Skin File Edited-----> In Foch directory. Clemenceau.bmp By ThirdWire. CV63_CATAPULT1.BMP CV63_CATAPULT2.BMP Source uncertain. <-----Sound Files-----> Impact4.WAV ShellWaterHit.wav SmallExplosion.wav TankGun.wav /------------------------------------------------------------------ -
A little addendum to the above video. The YouTuber "The Bonesaw" shared the story below in the comments from his time in the US Navy.
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Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
@Geary Just to check, you are putting things into the mods folder at "C:\Users\"UserName"\Saved Games\ThirdWire\StrikeFighters2" and not the main folder at "C:\Program Files (x86)\ThirdWire\Strike Fighters 2" correct? I have attached my effects folder with an adjusted MissileObject.ini file. Backup your effects folder and give mine a try. My Effects folder.7z Also, I have attached some smoke rockets for you to test. Smoke Rockets.7z -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mine do work in my SF2 install. Try these. Smoke Marker Effects.7z -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Add a letter "s" to the end of effect. -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Open up the smoke rocket's data file and see what is listed under "EffectClassName=". -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It is in the ObjectData001.CAT file but I attached the stock one for you. Put it in your Objects folder. MISSILEOBJECT.INI -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Do you have these in your MISSILEOBJECT.INI files? [WpBombEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WilliePeteBombExplosion GroundHitSoundName=WPExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName=WPExplosion.wav ObjectHitEffectName=WilliePeteBombExplosion ObjectHitSoundName=WPExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=WPExplosion.wav CraterModelName= CraterType=1 [WpRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=WilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpRedRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=RedWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=RedWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=RedWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpGreenRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=GreenWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=GreenWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=GreenWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpYellowRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=YellowWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=YellowWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=YellowWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpARMissileMarkerEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WpARMissileMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName=Splash.wav ObjectHitEffectName=WpARMissileMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=WpARMissileMarkerEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [SmokeMarkerEffects] EffectShaderName=twColor1.fx GroundHitEffectName=SmokeMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmokeMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmokeMarkerEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType= -
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new Tornado 3d model
KJakker replied to guuruu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I came across this the other day and thought I would share it. -
To YAP owners.
KJakker replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I just dug the Clemenceau out of the old TMF weapons pack and updated the data file to my latest standard for SF2. If anyone wants to test it let me know and I will PM it to you. Are there any restrictions beyond the normal regarding uploading TMF items? If not then I will add it to the SF2 ships download section. -
Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@warthog64 and @JosefK Please give me some testing details. Given the work I put into this I am considering creating and uploading a complete ground object overhaul pack for the Falklands 82 campaign. Also which YAP Rising Sun ships are you most interested in updated data files for? There are a lot more of them and I would like a place to start. -
Stary's old bombsight?
KJakker replied to OncomingStorm1984's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You can try this in your bomber's Cockpit.ini and Avionics.ini files respectively. I find that it works well for level bombing with B-52's. <------------------------------[Cockpit.ini]------------------------------> [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 <-----Set to the size you want. GunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install. GunsightComputedName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install. AGGunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install. GunsightRollTabsName=F-15A_rolltabs.tga <-----Set to whichever roll tabs texture you want or have in your install. GunsightRangebarName=F-15A_rangebar.tga <-----Set to whichever range bar texture you want or have in your install. RangeBarOrientation=6TO12 RangeBarHasGunRange=FALSE RangeBarUseWeaponRange=TRUE RangeBarWeaponRangeAtCenter=FALSE RangeBarMax=6096.0 RangeBarMin=914.4 LeadComputing=TRUE MinDepression=156.213333 MaxDepression=779.822222 DefaultDepression=556.622222 MinLeadRange=985.943752 MaxLeadRange=15856.299997 DefaultLeadRange=10022.180070 RocketDepression=256.213333 BombDepression=556.622222 <------------------------------[Avionics.ini]------------------------------> //CCIP// [HUD] HUDMaterial=HUDMaterial HUDColor=0.0,1.0,0.0,0.7 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.272,-1.205 ViewportBottomRight=0.272,180.0 GunBoresightAngle=0.00 RocketBoresightAngle=0.50 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=11 TextBold=TRUE [HUDModeNav] Symbol[01]= Symbol[02]= Symbol[03]=HUD_Guncross [HUDModeAG] Symbol[01]= Symbol[02]=HUD_CCIP Symbol[03]=HUD_Guncross [HUD_CCIP] SymbolType=CCIP FallLineImage=cockpit\F-15A_FallLine.tga <-----Set to whichever fall line texture you want. ImageSize=0.200 FallFromFlightPath=TRUE [HUD_Guncross] SymbolType=IMAGE ImageFilename=cockpit\F-15A_guncross.tga <-----Set to whichever gun cross texture you want. ImageSize=0.025 ImagePosition=0.00,-0.0208 -
Rookie Modeling Work in progres
KJakker replied to acesfakia's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I like the depth bombs, I was researching them when I was modding Cold Waters. Are you going to make the US and RN WWII ones? @acesfakia I thought you might find these interesting. https://www.dropbox.com/s/c2s0tm9notgrldt/Booklets of General Plans.7z?dl=0 @JosefK I helped WhiteBoySamurai with the data files for a number of the ships he built. If you are working on some ships I should be able to help. -
Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Took me a little longer than I planned as I got bogged down in a number of details involving ships, guns, AAA and SAM's. Try this and see how it works for you. Falklands_Ship_&_AAA_Update_Test.7z Note: Ships with files designated Mod1 and Mod2 indicate proper top speed or all stop is set respectively. The way I have the files set in the attachment is the same way speed is set in the base Falklands 82 mod, as such you should be able to drop all if the files into your Falklands mod folder and they should work straight away. Be sure to back up just in case. If you are using the ships in any other install then make sure the data file reference in the ship's main INI file is pointing to the Mod1 variant. -
I think you might have a problem with that cockpit. Your comm/IFF/nav control panel on the right side has a distinct case of doggy eyes. If you are not careful it will convince you to let it eat all of your survival rations before you even reach the target area.
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stop the game from overwriting files
KJakker replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I usual just set everything in the Objects folder to read only when I am not modding files.