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dtmdragon

+MODDER
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Everything posted by dtmdragon

  1. Use the weapons editor to copy the Python 4 or just copy and past the folder, re-name it to Python 5 and edit the weapons data with the following which is from SF2 but should still work I believe. [WeaponDataxxx] TypeName=Python5 FullName=Python 5 ModelName=Python4 Mass=105.000000 Diameter=0.160000 Length=3.100000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=ISRAEL,USAF,NATO SpecificStationCode= NationName=ISRAEL StartYear=2005 EndYear=2020 Availability=2 BaseQuantity=40 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=11.300000 FusingDistance=1.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=90 MaxTurnRate=70.000000 MaxLaunchG=9.000000 LockonChance=90 LaunchReliability=90 ArmingTime=0.500000 SeekerFOV=30.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=200.000000 SeekerRange=40000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=150.000000 MaxLaunchRange=26500.000000 Duration=90.000000 CounterCountermeasure=100.000000 NoiseRejection=95.000000 CapabilityFlags=0x100004c4 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=4.700000 BoosterAccel=39.320000 BoosterEffectName=RocketFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.485000,0.000000 SustainerDuration=80.000000 SustainerAccel=0.680000 SustainerEffectName=SmokelessMissileEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.485000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Finally open the Python4.bmp image with a paint program and repaint the white areas to light grey (try and match it to the grey from an AIM-120 etc). I tried to upload mine for you but I’ve never been able to figure out how to upload a file on a post without exceeding my ‘global upload quota.’
  2. Has anyone out there had a go updating the Sea Harrier FRS2 to SF2 standards? I’m doing that now but having real trouble with getting the landing gear info in the data.ini file right so the wheels all touch the ground correctly. If someone has already done this and changed all the rolling radius figures etc I would really appreciate it ifthey would share it with me. Cheers, Dan.
  3. Does anyone have an all black mirage factory F-16 skin they don’t mind sharing? Thanks, Dan.
  4. Great work one thing I noticed is the flare and chaff positions need some work on the C model as they fire out of nowhere.
  5. Cheers mate. Yours are the same as the stock figures which the 'low' and 'very low' seem way off. I think TK has left them in feet not meters so I converted them to meters which after goggling low level flying and nape of the earth etc seems more realistic. Unfortunately it seems to have no effect lol so maybe it’s something to do with the fight engine???
  6. Is there any way to make your wing man and flight fly as low as you can e.g. nap of the earth? It seems they are programmed somewhere not to go below 1000ft which also happens to be the lowest height you can set a waypoint at. When you try and have them follow you lower or even at 1000 ft they ‘bob’ up and down as the AI tries to follow you then realises it shouldn’t and shoots back up only to repeat the cycle. It makes them very good SAM targets lol. I’m assuming there must be a minimum height setting somewhere in an .ini file that tells the AI to try and stay above a certain height....
  7. Cheers, at the moment I'm going through the new DLC A-4K and A-4G ini’s to integrate them into my Kiwi Skyhawks mod, as I have mentioned before the DLC A-4K is quite lacking in some areas. I also have the Mirage Factory F-16A Block 15 OCU updated for SF2 to do a 'what could have been' RNZAF F-16 had we gone through with the purchase of the embargoed Pakistani order in 2002, hence why I asked about a Pakistani skin as I'm just using the USAF one with kiwi markings at the moment.
  8. That worked, thanks :) Any chance of a Pakistani F-16 Skin or total Aircraft?
  9. Great mod but the skin for the fake pilot parts don't seem to be showing up? The 3d model is there but it is just black without any skin....
  10. I actually already have an all over green skin for the mirage factory model however the RNZAF switched to an all over tactical grey for all its aircraft in the mid 2000s so I doubt green would have ever been used, but I’ll still include it as an option. What I want is it to have the PAF scheme to start off with and then switch to an all over grey latter on, which brings me to my next point- needing an all over grey for the mirage factorymodel! lol
  11. You and me both! I’m trying to create a more accurate ‘what could have been’ New Zealand F-16 from the deal that fall through in the early 2000’s. So far I’vetaken the Mirage Factory F-16A Block 15 OCU and updated it for SF2 with some updates to the cockpit, hud and radar displays from the F-16C that’s just been released. I’ve also added a kiwi pilot and a more likely RNZAF loadout. At the moment I’m using a USAF skin with RNZAF markings but the actual aircraft New Zealand would have received were from a canned Pakistani order and were already painted in the PAF scheme. Given that the RNZAF Skyhawks switched from a multi-colour euro camo pattern to an all over green for purely financial reasons I doubt we would have repainted the F-16s for some time had we received them! lol. http://f-16.net/f-16_users_article28.html (Scroll down to the New Zealand section.)
  12. Hi guys, Does anyone have a good repaint of a Pakistani Air ForceF-16 that will go on the Mirage Factory F-16A BLK15 model that they wouldn’tmind uploading or sending me? Cheers Dan.
  13. Thanks that seems to have sorted the problem out. I have changed the main aircraft.ini files of the stock aircraft I've made flyable to read only as well just to see if it stops them being re-set to default next time I patch the game.
  14. Have you released this one somewhere or the No. 1417 flight badge? Cheers, Dan.
  15. Hay guys, all of a sudden every time I start SF2 it re-sets all my aircraft.ini files to the default, just like it does the first time you run it after installing a new patch. Has anyone run across this problem and know how to stop it? The result is I can’t make any stock aircraft flyable as each time I start the game my ini edits are undone! Grrrrrrr lol very frustrating....
  16. Open the extractor program, browse to the ‘Third Wire >Strike Fighters 2 > DLC’ folder, then change the drop down menu next to the ‘Filename’ box from ‘Third Wire Catalog Files (*.cat)’ to ‘All files (*.*)’ The DCLData002.DLCfile will now show up and you just select it and click open.
  17. Same here, the new A-4G models means I can finally replace the A-4E model in my RNZAF A-4K mod to give it sidewinder rails on the outer wing pylons and working spoilers :) Here is a project Kahu upgraded 75 Squadron A-4K above New Zealand's Southern Alps in the late 1980's
  18. Hay guys, Does anyone know the node name of the pitot tube just in front of the canopy on the A-4E model and half way down the nose on the new A-4G model? Cheers, Dan.
  19. That’s what I thought to so I repainted every singlet exture (eg A-4F_body, A-4F_RightWing...) in one of the texture files a different colour but the rail still appearedcorrectly coloured in the game.
  20. Hay guys, Does anyone know where the texture skins for the A-4 IRMrails are? I know they are not in the individual texture folders like the droptanks are but I believe they are a node of the aircrafts model like the droptanks. Does anyone know the game handles the rails, where the texture is and what they are called? Cheers, Dan.
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