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dtmdragon

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Everything posted by dtmdragon

  1. Ukrainian MiGs with HARMs

  2. From the Lightning F1 data.ini: [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=INTERNAL <<<<<<<<<<<<<<<<<<<<<<<< change to external and add in values for drag/ weight of the pylon or keep at 0 and have the values in the fake rocket pod with no rockets. Remove all the bomb bay animations etc AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack <<<<<<<<<<<<<<<<<< use the node name of the F-5 weapon pylon HideNodeName=no_weapon_pack <<<<<<<<<<<<<<<<<<<<<<<< won't need this DoNotDetachPylon=TRUE <<<<<<<<<<<<<<<<<<<<<<<< play around to see what effect this has NoJettision=TRUE <<<<<<<<<<<<<<<<<<<<<< change to False BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP1 <<<<<<<<<<<<<<<<<<<<<<<< change to match what you use for the Fake rocket pod with no rockets. Example of a fake rocket pod with no rockets: [WeaponData001] TypeName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon FullName=LAU-3A Rocket Pod <<<<<<<<<<<<<<<<<<<<<<<< F-5 Weapon Pylon ModelName=LAU-3A <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove model name Mass=35.299999 Diameter=0.420000 Length=2.350000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF,NATO SpecificStationCode= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< F-5_Pylon NationName=USAF StartYear=1948 EndYear=0 Availability=3 BaseQuantity=50 Exported=TRUE ExportStartYear=1948 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk40_M151 <<<<<<<<<<<<<<<<<<<<<<<<<<< change to anything that is not an actual rocket eg "NO_ROCKET" NumRockets=19 ROF=10.500000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName=Front_Cover <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< remove RearCoverNodeName= ShowRockets=TRUE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< False Rocket01Position=-0.074000,-0.080000,-0.128000 Rocket02Position=0.074000,-0.080000,-0.128000 Rocket03Position=-0.111000,-0.080000,-0.064000 Rocket04Position=0.111000,-0.080000,-0.064000 Rocket05Position=-0.148000,-0.080000,0.000000 Rocket06Position=0.148000,-0.080000,0.000000 Rocket07Position=-0.111000,-0.080000,0.064000 Rocket08Position=0.111000,-0.080000,0.064000 Rocket09Position=-0.074000,-0.080000,0.128000 Rocket10Position=0.074000,-0.080000,0.128000 Rocket11Position=0.000000,-0.080000,-0.128000 Rocket12Position=0.000000,-0.080000,0.128000 Rocket13Position=-0.037000,-0.080000,-0.064000 Rocket14Position=0.037000,-0.080000,0.064000 Rocket15Position=0.037000,-0.080000,-0.064000 Rocket16Position=-0.037000,-0.080000,0.064000 Rocket17Position=0.074000,-0.080000,0.000000 Rocket18Position=-0.074000,-0.080000,0.000000 Rocket19Position=0.000000,-0.080000,0.000000
  3. Check out the TW lighting F.1 data.ini but I may have steered you wrong now that I think about it
  4. My only suggestion is instead of a fake fuel tank use a fake rocket pod with no rockets. This way your pylons will stay when you jettison your fuel tanks (ctrl-d) but jettison when you jettison all your air-to-ground ordnance (ctrl-j). By being empty the AI won't try and use them as an actual rocket pod.
  5. Good catch I will upload a fix later today, in the meantime just move 'Kurnass' and 'Kurnass_78' folders from the 'weapons' folder to the 'decals' folder. Let it over ride.
  6. A lot will also depend on how the pylons are structured in the .lod in terms of rails etc. PM me a working copy and I'll have a look at the model and I'll see what I can do
  7. There is a away you can have the pylons jettisonable which I have done for my F-86 Sabres. Set the pylon nodes up as fake fuel tanks or a rocket pods with no rockets in it. Use station specific codes etc.
  8. 'F-4E Kurnass IAF Yom Kippur war pack' is updated and now the 'F-4E Kurnass IAF Yom Kippur & beyond pack
  9. Download updated and is now the 'F-4E Kurnass Israeli Airforce Yom Kippur war & beyond pack' - Now contains ALL F-4E Kurnass variants up to and including the Kurnass 2000 - Camouflage colors in original release lightened slightly - Modified Lebanon 1982 Campaign added to also utilize the aircraft and weapons in this pack.
  10. Download updated and is now the 'F-4E Kurnass Israeli Airforce Yom Kippur war & beyond pack' - Now contains ALL F-4E Kurnass variants up to and including the Kurnass 2000 - Camouflage colors in original release lightened slightly - Modified Lebanon 1982 Campaign added to also utilize the aircraft and weapons in this pack. https://combatace.com/files/file/17879-f-4e-kurnass-iaf-yom-kippur-beyond-pack/
  11. That's what I thought, then mues lod viewer gives you the exact coordinates just like any other part of the .lod?
  12. Are you talking about decals on drop tanks that are not part of the .lod?
  13. https://combatace.com/forums/topic/63073-what-if-screenshot-thread/?do=findComment&comment=778509
  14. F-4E IAF Yom Kippur pack uploading now....
  15. Anyone know if the AIM-7 used by the Kurnass in 1973 was the standard E model or the E-2 model? The stock TW loadout.ini has the AIM-7E-2 but the stock Yom Kippur campaign has the AIM-7E listed for the F-4E Kurnass squadrons. Google hasn't helped me thus far....
  16. Version

    317 downloads

    Indonesian A-4E & H Skyhawk Pack for Strike Fighters 2 This pack contains nation specific installs of the A-4 E and H model Skyhawk’s used by Indonesia. These Aircraft were obtained from the Israeli Air force via the Alpha Project in 1980. They stayed in service until 2003 when they were replaced by two Russian Su-27SK and two Su-30MK. However the Indonesian Air Force is planning to reactivate the A-4 Skyhawks by buying spare parts after the United States ended its weapons and spare part sales embargo. The aircraft made its final flight on 5 August 2005 Includes 3 different skins: 11 SkU Camo (Tan and Green), 12 SkU Camo (Tan and Blue) & 12 SkU Camo (Tan and Blue) Low-Viz Included is a folder called “2005 plus” which if installed will extend the operational years to 2015 with a ‘very_rare’ availability representing the above proposed reactivation. These are basically the stock E and H Ahit with skins upgraded for SF2 from the Wings over Timor campaign. Credit goes to Third Wire and the ‘A Team’ I made this after Wrench released the SF2 Modern Darwin terrain and I wanted some half decent opposition, to go along with some skins I updated for the SU-27SK & F-5, for the Aussie Hornets and Kiwi Skyhawks to do battle with. INSTILATION: Drop files in to appropriate folders, override when asked to. NOTE: Has only been tested/used in a merged install of ALL SF2 titles but should only require SF2I Credit goes to Third wire for the game and A-4 models, Dev A-Team of Capun and CB Productions for permition to use thier modified skins.
  17. Thanks mate here is the page from the section from the book that mentions the Rockeyes: "The end of the War of Attrition on 7 August 1970 enabled the IDF/AF to expand its Kurnass force, and No 119 Sqn formally became the third unit to operate the type at Tel Nof on 29 October. New tactics and weapons were introduced to counter the Egyptian air defence challenge, including the AGM-45 Shrike anti-radiation missile (ARM) and the Mk 20 Rockeye II cluster bomb unit (CBU). "
  18. Any one out there got some good intell on actuall Yom Kippur weapon loadouts? I have this web site: https://www.fresh.co.il/vBulletin/showthread.php?t=580055#post4438309 And this book to go by: Two weapons that are mentioned but I can not find any pictures on the actuall loadout configuration are AGM -45 Shrike and Rockeye
  19. Never underestimate the Mongoose....
  20. Version 2.1

    1,284 downloads

    F-16XL for SF2 – F-16E Blk 62 Fighting Falcon 2.1 In March 1981, the USAF announced the Enhanced Tactical Fighter (ETF) program to procure a replacement for the F-111. The program was later renamed the Dual-Role Fighter (DRF) competition. The concept envisioned an aircraft capable of launching deep air interdiction missions without requiring additional support by fighter escort or jamming. General Dynamics submitted the F-16XL, while McDonnell Douglas submitted the F-15E. As we all know the F-15E was chosen... BUT what if the F-16XL had been chosen instead? And so I give you the F-16E/F Block 62 Fighting Falcon. The designation F-16E/F Block 60/62 would have been used had the XL been selected (The F-16E/F Desert Falcon as we know it today wasn't even on the drawing board in the late 80's). Included in this mod are: - F-16E (XL) Blk 62 Fighting Falcon - F-16EM (XL) Blk 62 Fighting Falcon (CUPID mods) - F-16EV (XL) Blk 62 Fighting Falcon (AN/APG-83 AESA radar upgrade) - 8 different USAF squadrons. To Install simply un pack and drop into your mods folder. Notes: - The weapon stations are quite complicated due to the set up on the real aircraft itself and the limitations in SF2 with the maximum amount of hard-points etc. As such it is best to use the default load out from the loadout.ini. That being said if you do want to change it at the loadout screen you need to follow these rules: If the default loadout uses rail launched weapons (Aim-9/120, AGM-65/88) under the inner wings, only change it for another rail launched weapon and vice-versa. This is because the weapon rails are loaded as an EP class weapon that doesn't show up at the loadout screen. - The default 'Attack' loadout is designed for the mass anti-armour mission as that is the kind of CAS mission SF2 generates. However in the loadout.ini file under each 'attack' loadout entry is a CAS loadout option with LGB etc. - There are a ton of different loadout options in the loadout.ini file so check them out with the single mission editor. - Loadouts are based on the F-16C Blk 40/42 but with an F-15E Strike Eagle flavor e.g. AGM-130 - Shadows are deactivated as 'tractor beams' are an issue as it is an older .lod 2.1 Changes: - Added missing 20mm M61A1 Vulcan (PGU-28) to 'Guns' folder. PGU-28 loads generally don't have tracers. 2.0 Changes: - F-16EV (XL) Blk 62 Fighting Falcon added. - Loadout.ini and weapon station fixes. - Cockpits changed to Block 42 type with WAR hud as LANTIRN would have been fully integrated on the jet. - Ferris test skin added for F-16E (XL) Blk 62 Fighting Falcon. - Canopy RCS reducing tinting added as per F-16C/CM Block 40/42. - Semi- conformal AIM-120 station position and angles corrected. - Internal ECM changed to AN/ALQ-165 Airborne Self-Protection Jammer (ASPJ) as was planned for production aircraft. Released under the CA fair use agreement. Credits: The Viper Team The Mudhen Maintenance Team 2016 Viper63a USAFMTL Dave ravenclaw_007 Original Model by wpnssgt via Swede Dels moonjumper Fubar512 creepin death Mirage Factory Enjoy, Dan.
  21. 2.1 Changes: - Added missing 20mm M61A1 Vulcan (PGU-28) to 'Guns' folder. PGU-28 loads generally don't have tracers.
  22. View File F-16XL for SF2 – F-16E Blk 62 Fighting Falcon F-16XL for SF2 – F-16E Blk 62 Fighting Falcon 2.1 In March 1981, the USAF announced the Enhanced Tactical Fighter (ETF) program to procure a replacement for the F-111. The program was later renamed the Dual-Role Fighter (DRF) competition. The concept envisioned an aircraft capable of launching deep air interdiction missions without requiring additional support by fighter escort or jamming. General Dynamics submitted the F-16XL, while McDonnell Douglas submitted the F-15E. As we all know the F-15E was chosen... BUT what if the F-16XL had been chosen instead? And so I give you the F-16E/F Block 62 Fighting Falcon. The designation F-16E/F Block 60/62 would have been used had the XL been selected (The F-16E/F Desert Falcon as we know it today wasn't even on the drawing board in the late 80's). Included in this mod are: - F-16E (XL) Blk 62 Fighting Falcon - F-16EM (XL) Blk 62 Fighting Falcon (CUPID mods) - F-16EV (XL) Blk 62 Fighting Falcon (AN/APG-83 AESA radar upgrade) - 8 different USAF squadrons. To Install simply un pack and drop into your mods folder. Notes: - The weapon stations are quite complicated due to the set up on the real aircraft itself and the limitations in SF2 with the maximum amount of hard-points etc. As such it is best to use the default load out from the loadout.ini. That being said if you do want to change it at the loadout screen you need to follow these rules: If the default loadout uses rail launched weapons (Aim-9/120, AGM-65/88) under the inner wings, only change it for another rail launched weapon and vice-versa. This is because the weapon rails are loaded as an EP class weapon that doesn't show up at the loadout screen. - The default 'Attack' loadout is designed for the mass anti-armour mission as that is the kind of CAS mission SF2 generates. However in the loadout.ini file under each 'attack' loadout entry is a CAS loadout option with LGB etc. - There are a ton of different loadout options in the loadout.ini file so check them out with the single mission editor. - Loadouts are based on the F-16C Blk 40/42 but with an F-15E Strike Eagle flavor e.g. AGM-130 - Shadows are deactivated as 'tractor beams' are an issue as it is an older .lod 2.1 Changes: - Added missing 20mm M61A1 Vulcan (PGU-28) to 'Guns' folder. PGU-28 loads generally don't have tracers. 2.0 Changes: - F-16EV (XL) Blk 62 Fighting Falcon added. - Loadout.ini and weapon station fixes. - Cockpits changed to Block 42 type with WAR hud as LANTIRN would have been fully integrated on the jet. - Ferris test skin added for F-16E (XL) Blk 62 Fighting Falcon. - Canopy RCS reducing tinting added as per F-16C/CM Block 40/42. - Semi- conformal AIM-120 station position and angles corrected. - Internal ECM changed to AN/ALQ-165 Airborne Self-Protection Jammer (ASPJ) as was planned for production aircraft. Released under the CA fair use agreement. Credits: The Viper Team The Mudhen Maintenance Team 2016 Viper63a USAFMTL Dave ravenclaw_007 Original Model by wpnssgt via Swede Dels moonjumper Fubar512 creepin death Mirage Factory Enjoy, Dan. Submitter dtmdragon Submitted 04/27/2016 Category What If Hangar  
  23. Missing 20mm M61A1 Vulcan (PGU-28) from the 'Guns' folder 20MM_M61A1_PGU-28.7z
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