Jump to content

dtmdragon

MODDER
  • Posts

    2,090
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by dtmdragon

  1. Cheers that was one of my aims, but after reading all the responses I think I am going to go with a merged install with separate mods for the two major add ons: Nato fighters and Vietnam Air Ground war, a separate mod folder left as a stock install and one last mod folder as a stock install with extra add on aircraft, ground objects and the playable years extended to the present day. I also will extend the Nato fighters playable years to the present day and add more aircraft to cover the years up till the present day for when I'm playing single missions. As you pointed out I think there are to many edits to the stock aircraft and the various add on aircraft that are unique to each major add on (Nato fighters etc) to allow a massive merged mod folder to function correctly. I wonder if it would be a good idea for someone to start a sticky topic of all the major and must-have mods available for a full merged game of SF2? It would be a kind of ‘ingredients list’ to download and install to get the best out of the game in terms of more realistic campaigns, aircraft, AAA, terrains, and effects etc. From what I can tell Nato fighters and Vietnam Air Ground war are a good start plus the killer bees weapons pack and what ever add on aircraft you want to cover the years past those covered in those mods. But what about AAA, SAMS and ground objects etc? And what are the best add on effects to use, those with Nato fighters, or are there better ones out there, or are the default game ones the best etc? These are some of the questions I would have liked to ask when I first started modding my game but didn’t want to be a pain asking things that had been covered over and over in other topics. So I just trawled through old topics to try and get the 'gist' of things but here I am months later stumbling across information in random topics that leds me to some great addons I knew nothing about and now I have to re do all my mods folder to include them! lol Just a though if some of the more experienced/senior moders/players are interested? Cheers, Dan.
  2. Cheers thats the kind of thing I was wondering about, as I try out the different terrain/camaign mods I'm finding there are diffrent parts of each that I like and want to use with the stock game or other mods eg certain effects, an addon aircraft or extra ground objects. But It can become quite a job to find the idividual effects or sound files that go with a certian part of a mod so you can copy and past it into a stock vertion of the game or another mod etc. Hence why I am putting the questian to the masses, what are the best mods/terrains/campaigns to use from the get go. Dan.
  3. Cheers, I had a feeling that would be the case! Going back to my original questian then, what are the best mods other than extra aircraft and a weapons pack to use with SF2 to get the best from it?
  4. Hi guys, I have a bit of a question that is probably a matter of opinion but I’m wondering what non addon aircraft mods will give you the ‘best’ out of a merged series of Strike fighters 2? I have had the game for a few months now and even managed to spit out a few mods, personally I just use the default terrains with all the aircraft, ground objects, weapons and effects from the Nato fighters 4 mod plus what ever other aircraft I fancy from the downloads section, all add on SAMs for SF2 and some ships from the SF1 section (changed so they show up in anti-ship missions by changing them from 'warship' to 'cargo_ship' in the data.ini). I have just purchased Strike fighters 2 Vietnam to complete my strike fighters series and looking into the Vietnam ground and air war expansion series but wondered what mods experienced players/modders recommend for someone starting off with all the games merged and patched to the latest versions? As I'm aware the NATO fights and Vietnam ground and air war mods change the game quite a bit. Also can I use one mods folder with all these major addons (nato fighters and Vietnam air and ground war etc) merged into it to give me one ‘super modded’ game so I can fly any aircraft on any map etc or is it best to have separate mods folders for the major modes? Cheers, Dan.
  5. Cheers, I have the Hawks and Roland SAM already installed but to get them to show up I have them set as static or mobile AAA objects with the availability set on the lowest. I've also duplicated and added multiple versions of the stock blue AAA units to flesh out the selection of blue SAM/AAA so I don't end up with a ton of Hawk launchers that blow every soviet aircraft out of the sky before they can get a single bomb off!
  6. Hi guys, Just a quick question on enhancing the game through the use of more realistic and addon SAM ground objects. I installed all the available ones for SF2 from this site but have noticed quite a few references in SF2 addon terrains to other SAM ground objects that I assume are SF1 ground objects that work in SF2? If this is the case what would you recommend using in SF2 from the SF1 downloads section etc? Or any other mods/tricks to enhance the games SAM/AAA Cheers, Dan.
  7. Hi, I cant seem to be able to unpack this file with 7-zip as there is an error. I have tries re downloading it over the span of a few days but have the same problem each time. Cheers, Dan.
  8. The maximum range setting is 120 also but it can only track a target (and thus enter STT mode) out to 28 Nautical miles (Radartrackingrange=28). The 28 Nautical miles (51km) is the figure that seems to small to me. What figure do you use?
  9. Hi, Just wondering what information the Tracking range of the Gripen Radar is based on? It seems fairly short compared to other aircraft of its generation. Cheers Dan.
  10. Hi, Just wondering what information the Tracking range of the Gripen Radar is based on? It seems fairly short compared to other aircraft of its generation. Cheers Dan.
  11. Never mind I found an old post that has all the info :) Dan
  12. Hi guys, I’m trying to update each of my threat library lists for each aircraft to include all the addon aircraft I have in my sim. So how do I go about doing this? I’m unsure what part of an individual aircrafts data defines what its radar system is called as it applies to what needs to be put in the threat library list etc. Cheers, Dan.
  13. 20/06/10 Sorry but there was a small error in the launching velocities of the flares and chaff. If you have already downloaded this update just go into the JAS39_DATA.INI file and copy and paste the following over top of the countermeasures section. Otherwise I have uploaded a corrected vertion. // Countermeasures ------------------------------------------------------- [ECM] ReferenceName=SaabTech EWS 39 SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=65.0 MinFreq=2.0 MaxFreq=20.0 CanJamCW=TRUE MinExtentPosition= 0.0,0.0,0.0 MaxExtentPosition= 0.0,0.0,0.0 [bOP/C1] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.65,-3.50,0.05 EjectVelocity=1.0,0.0,15.0 NumChaff=40 MinExtentPosition=0.65,-3.50,0.05 MaxExtentPosition=0.55,-4.50,0.1 [bOP/C2] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.65,-3.70,0.045 EjectVelocity=1.5,0.0,15.0 NumFlare=40 MinExtentPosition=0.65,-3.70,0.045 MaxExtentPosition=0.55,-1.70,0.145 [bOP/C3] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.65,-3.90,0.04 EjectVelocity=1.5,0.0,12.0 NumChaff=40 MinExtentPosition=0.65,-3.90,0.04 MaxExtentPosition=0.55,-4.90,0.54 [bOP/C4] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.73,-3.70,-0.20 EjectVelocity=1.5,0.0,-15.0 NumFlare=40 MinExtentPosition=0.73,-3.70,-0.20 MaxExtentPosition=0.63,-4.70,-0.00
  14. 20/06/10 Sorry but there was a small error in the launching velocities of the flares and chaff. If you have already downloaded this update just go into the JAS39_DATA.INI file and copy and paste the following over top of the countermeasures section. Otherwise I have uploaded a corrected vertion. // Countermeasures ------------------------------------------------------- [ECM] ReferenceName=SaabTech EWS 39 SystemType=ECM_JAMMER JammerType=DECEPTIVE_JAMMER JammerStrength=65.0 MinFreq=2.0 MaxFreq=20.0 CanJamCW=TRUE MinExtentPosition= 0.0,0.0,0.0 MaxExtentPosition= 0.0,0.0,0.0 [bOP/C1] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.65,-3.50,0.05 EjectVelocity=1.0,0.0,15.0 NumChaff=40 MinExtentPosition=0.65,-3.50,0.05 MaxExtentPosition=0.55,-4.50,0.1 [bOP/C2] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.65,-3.70,0.045 EjectVelocity=1.5,0.0,15.0 NumFlare=40 MinExtentPosition=0.65,-3.70,0.045 MaxExtentPosition=0.55,-1.70,0.145 [bOP/C3] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.65,-3.90,0.04 EjectVelocity=1.5,0.0,12.0 NumChaff=40 MinExtentPosition=0.65,-3.90,0.04 MaxExtentPosition=0.55,-4.90,0.54 [bOP/C4] ReferenceName=Saab Avionics BOP/C SystemType=DECOY_DISPENSER EjectPosition=0.73,-3.70,-0.20 EjectVelocity=1.5,0.0,-15.0 NumFlare=40 MinExtentPosition=0.73,-3.70,-0.20 MaxExtentPosition=0.63,-4.70,-0.00
  15. View File Update for SF2 JAS39C Gripen This is an update for the JAS39C for SF2 available here at CombatACE. You will need both the ‘JAS-39C Gripen For SF2 series’ http://combatace.com...for-sf2-series/ and the “Reworked and fixed JAS-39C Gripen skins For SF2 Series.” http://combatace.com...for-sf2-series/ Simple put my updated files in the appropriate place and let them override. This update includes: -Corrected Flare/Chaff dispenser locations and quantities. -Flare and Chaff dispensers added to the skins of all Gripen operators. -Updated threat library for the RWR -Weapon pylons updated to reflect ability to carry latest weapons as well as the GBU-16 on outboard stations and Taurus KEPD-350 Stand off Missile on the inboard stations. -Modification to RBS 15 missile to make it effective as an anti-ship weapon. -Taurus KEPD-350 Stand Off Missile included. (3d model is not entirely accurate but all data.ini performance figures are.) Thanks to everyone who has worked on the previous Gripens. Cheers, Dan Submitter dtmdragon Submitted 06/19/2010 Category Gripen  
  16. 980 downloads

    This is an update for the JAS39C for SF2 available here at CombatACE. You will need both the ‘JAS-39C Gripen For SF2 series’ http://combatace.com...for-sf2-series/ and the “Reworked and fixed JAS-39C Gripen skins For SF2 Series.” http://combatace.com...for-sf2-series/ Simple put my updated files in the appropriate place and let them override. This update includes: -Corrected Flare/Chaff dispenser locations and quantities. -Flare and Chaff dispensers added to the skins of all Gripen operators. -Updated threat library for the RWR -Weapon pylons updated to reflect ability to carry latest weapons as well as the GBU-16 on outboard stations and Taurus KEPD-350 Stand off Missile on the inboard stations. -Modification to RBS 15 missile to make it effective as an anti-ship weapon. -Taurus KEPD-350 Stand Off Missile included. (3d model is not entirely accurate but all data.ini performance figures are.) Thanks to everyone who has worked on the previous Gripens. Cheers, Dan
  17. Updated 19/06/10 -Threat library for RWR updated. -Gun piper updated. -Pilots updated to ones wearing RNZAF uniform and flight gear. -Engine performance on F-4K 2000 updated
  18. Somehow I managed to completely over look the landing gear!!! I guess I might have to put this in the ‘to hard basket’ for now and shelve it. Cheers guys, Dan.
  19. Hi guys, I’ve been editing the JAS 39C Gripen for SF2 available here for downloading in to the Gripen Next Generation fighter (Gripen NG). http://www.gripen.com/en/GripenFighter/the_future_is_gripen_ng/GripenNG.htm I’ve done most of the editing to the INI files to upgrade the radar to the proposed Raven AESA radar, upgraded the engine/performance/AI to reflect the General Electric F414G engine that will be used, as well as upgrading the ECM gear and internal fuel carriage. However that is as far as my modding skills go as I am still fairly new to this game, so I was wondering if someone who is up with the play on 3d modeling would be interested in picking up the ball and running with it? All I need is the two additional weapons pylons on the underside of the aircraft to be modeled and added. There is one either side of the existing central weapons pylon. Cheers, Dan.
  20. Is there a way to reverse the operation of bomb bay doors so they are open by default and hitting the ‘open bomb bay doors” key will close them etc? This is so I can add a rear gunner on the ramp of the MV-22, so I want the ramp down by default (and all the time) for AI and player aircraft. If that cant be done can they be made to allways be open? Cheers, Dan.
  21. Hi guys, I’m trying to update the MV-22 with a gun turret and gunner on the rear ramp. My question is; can you get gun turrets to target enemy ground vehicles and objects? I only seem to be able to get them to target enemy aircraft in the air. Ideally if I could get it to target ground objects you could fly a close air support or armed recon mission and have the weapons turrets engage the vehicles as you flew over them etc. Cheers, Dan.
  22. Hi guys, I have the nuclear weapons from the killer bees weapons pack installed, however there is no visual effects when they go off. I have used the nuke effects from the enhanced explosions add on to get the effects to show up however there is no sound effect. I remember a thread that showed an edit to the particular weapons data.ini to make the original effects show up. Does anyone know where that thread is or what I need to do? There is a problem with the forum and I am unable to use the search function properly to find it. Cheers, Dan. SF2E/SF2I
×
×
  • Create New...

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..