Jump to content

KJakker

ELITE MEMBER
  • Content count

    1,925
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by KJakker

  1. Thanks for the info. I thought that the newer packages had a newer model in them that could be modified. I think all of those Bristol Beaufighters that have been put out confused me into thinking the same was true of the Mosquito. As for DAT, I got slapped onto their list almost two years ago. I sometimes wonder how they are still around with a website that appears to be practically designed to trick people into making mistakes. That is all I am going to say on that.
  2. Need Help With Bomb Data

    Once I know exactly which bombs Geezer has built for his project I will probably use a combination of source documents and data from existing weapons packs.
  3. Need Help With Bomb Data

    I can work on the bomb data just send me a PM of what you have.
  4. I'm Not Sure Where to Ask This...

    You should check out the cygnus-x1.net site. They have Lots of images from the various Star Trek tech manuals, papers, and other sources in their blueprint database. http://www.cygnus-x1.net/links/lcars/blueprints-main2.php
  5. I'm Not Sure Where to Ask This...

    Wrench, is that the manual with the Federation-class Dreadnought and the patterns for the ST:TOS Starfleet uniforms in it? Fubar, giving away spoilers. Constellation1710, if you have the SF2 series you need to download, setup, and play the Classified Mission Mod by FastCargo. You should get a kick out of it.
  6. I'm Not Sure Where to Ask This...

    No, no, nothing like that, I just had other things distracting me recently. In fact I knew about the reason for the Constellation's registry in "The Doomsday Machine". I was just trying to make a tongue in cheek comment as to how I caught onto the fact that you were a Star Trek fan.
  7. I added the TCS camera to my TW F-14A(77) as well. Do your edits look something like the ones below? From my edited "F-14A_77_DATA.INI" [Nose] ParentComponentName=Fuselage ModelNodeName=fuselage_front ShowFromCockpit=FALSE DamageRating=DESTROYED MassFraction=0.277 HasAeroCoefficients=FALSE StructuralFactor=1.5 MinExtentPosition=-0.65, 1.64,-0.39 MaxExtentPosition= 0.65, 9.10, 1.38 CollisionPoint[001]= 0.00, 9.05,-1.33 CollisionPoint[002]= 0.00,10.03,-0.79 CollisionPoint[003]= 0.00, 5.13, 1.09 SystemName[001]=InternalGun SystemName[002]=Pilot SystemName[003]=CoPilot SystemName[004]=NoseGear SystemName[005]=ChinLight SystemName[006]=TCS // TCS --------------------------------------------------------- [TCS] SystemType=EO_CAMERA ModelNodeName=TV CameraFOV=2.500000 SightTexture=avq23sight1.tga CameraPosition=0.0,7.469,-0.4748 CameraYaw=0.000000 CameraPitch=-2.000000 CameraRoll=0.000000 EODisplayFlags=268697600 SeekerRange=30.000000 SeekerGimbleLimit=40.000000 SearchFOV=5.000000 SearchTexture= MinExtentPosition=-0.1134,6.614,-0.6165 MaxExtentPosition=0.1134,7.469,-0.3984 From my edited "F-14A_77_AVIONICS.INI". [RadarData] AvailableModes=SEARCH,TWS,STT,ACM,TV,RWR RangeUnit=NM RangeSetting[1]=25 RangeSetting[2]=50 RangeSetting[3]=100 RangeSetting[4]=200 RangeSetting[5]=400 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=65 MinAltitude=15.0 BoresightElevation=0.0 BoresightAzimuth=0.0 MinReturn=0.01 MinimumSpeed=25.72 SearchRange=200 SearchStrength=160 TrackRange=90 TrackStrength=160 AcquisitionSymbolSpeed=2.0 AcquisitionResetPosX=0.0 AcquisitionResetPosY=0.2 AcquisitionResetTime=5.0 DisplayLimitLeft=2 DisplayLimitRight=254 DisplayLimitTop=2 DisplayLimitBottom=250 StartRangeSetting=3 [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=2 DisplayLimitRight=254 DisplayLimitTop=2 DisplayLimitBottom=250 ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= [DTVFilterMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=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=0.000000 PriorityLevel=1 BlendOp=MODULATE NumTextureStages=1 TextureStage[01].TextureName=GreenTVFilter.bmp TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE TextureStage[01].StageAlphaOp=DIFFUSE
  8. You might want to try watching the video below first. Also I have been working almost exclusively on modding ground object data files for quite awhile. Given that I am going to try and get back into the cockpit and start flying SF2 missions again. That way I can be better at helping you out.
  9. In an A-7 your job is to bomb the target and bug out, not hang around and dogfight. If it is available be sure to try and call for a help flight to get some more friendly fighters involved. Being an A-7 fan have you done any flying in the F-8 Crusader?
  10. I would not bother waiting for any of my wingmen to land. You are the one who should be first in the landing pattern so once you come to a stop upon landing, aboard ship or on land you should just end the mission via the Esc key.
  11. Would this info on the shape of the game world help the developing of things like environmental effects or understanding some game play oddities?
  12. You just have to set it up in setting to see the CAT files. Then just view the stock aircraft or object by opening its main INI file with the LOD viewer.
  13. I would recommend getting Mue's Tool Box which includes the LODViewer. http://combatace.com/files/file/15942-mues-toolbox/ These are the nodes in question via the LODViewer.
  14. I have to agree with 331Killerbee, the Vought XF8U-3 Crusader III is an aircraft I have wanted it game for quit awhile myself. I remember searching the downloads What-If section for it at one point but I was a new member here at the time and did not want to bother our busy 3D modelers at the time. It had since slipped my mind until this thread reminded me of it.
  15. Most of the A-7's use the Avionics60.dll so for them just hit the backspace key to set the gun sight to Air to Air and keep hitting it to cycles through you Air to Air weapons, for the A-7 the guns or sidewinders if you have any loaded. Now the A-7 has multiple radar modes so use the "Page Up" to select "boresight" mode for close up dog fighting. Then you just put the pipper on aircraft and you get ether missile lock if in parameters or your gunsight will start computing proper lead. If you acquire the wrong target then just use the Del key unlock it. Basically what is described is this thread holds true for the A-7 as well, you just don't have any radar guided AAMs. SF Series Guide: How to Use the F-4 Radar and RWR I would recommend that you print out the "sf2kb1b.jpg" and "sf2kb2c.jpg" files I included in the a zip file I attached earlier and put them on your desk until your memorize the weapons and armament keys. Now as for mapping joystick buttons I need to ask what joystick are you using?
  16. Just to make sure, have you read this page in the Knowledge Base? http://combatace.com/topic/62302-what-is-the-mod-folder/
  17. David Bowie passes away at 69

    RIP.
  18. Tappedops, a few things you might find useful. These articles, A2A Weapons Delivery In Strike Fighters by Andy Bush (4 pages long) and Techniques For Weapons Delivery In SFP1 by Andy Bush and Leon “Badboy” Smith (2 pages long). Also take a look at the documents I have attached. Some SF2 Decuments.7z
  19. Tappedops, just a question, how familiar are you with installing MODs in SF2? I just realized that I have just dumped large and potentially complicated mod on you and you might not be experienced in SF2 mod installation.
  20. For Vietnam you will probably want the mods linked below. SF2V Air & Ground War Expansion Pack v2 by eburger68 http://combatace.com/files/file/10189-sf2v-air-ground-war-expansion-pack-v20-gold-part-1/ http://combatace.com/files/file/10190-sf2v-air-ground-war-expansion-pack-v20-gold-part-2/ http://combatace.com/files/file/10192-sf2v-air-ground-war-expansion-pack-v20-gold-part-3/ http://combatace.com/files/file/10193-sf2v-air-ground-war-expansion-pack-v20-gold-part-4/ http://combatace.com/files/file/11794-sf2v-air-ground-war-expansion-pack-v20-vpaf-add-on/ http://combatace.com/files/file/14676-sf2v-expansion-pack-end-game-1974-1975/ http://combatace.com/files/file/10466-sf2v-air-ground-war-expansion-pack-v20-sep-2014-update/
  21. Welcome the CombatAce and the Strike Fighters 2 series! Might I suggest giving both the Thirdwire: Strike Fighters 1 Series - Knowledge Base & Thirdwire: Strike Fighters 2 Series - Knowledge Base a through look over as many common questions are answered there. Beyond that feel free to ask questions, there are a lot of good people around here who will be happy to help you out.
  22. A little late here but with regard to the naval Starfigher according to the images on the site Cocas linked to there were three different gun options proposed. One T-171 20mm rotary cannon, two T-182 30mm cannons, or four 20mm Mk12 cannons. As such all three of the cannon options being discussed were possibilities. I wonder how close the T-182 30mm prototype was in design to the ADEN and DEFA series cannons? What looks odd to me is that in this diagram all three gun options have 500 rounds of ammo listed. From what I have been able find the T-182 was a 30mm weapon. If so then it was probably designed to use NATO standard 30mm ammunition, assuming that the same total amount of mass was given to gun ammunition in all three options, then based upon the difference in mass per round of 20mm and 30mm the ammo capacity for the T-182 option should be a total of 250 to 300 rounds for a per gun load of between 125 and 150 rounds. That amount per gun of 30mm is in line with contemporary British and French fighters.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..