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SupGen

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Everything posted by SupGen

  1. Veltro, sorry I couldn't get back sooner. There's two pictures attached; one of the U.S. Mk-13, and one of the British Mk-12, which looks like all the other torpedoes in game. The Mk-13 was stubby!
  2. Version 1.0

    557 downloads

    First, read the readmes; all of them! The first two are Spillone104s', this mod is based on his work and those credited in his readmes. Also, as it says in his readmes, you'll need at a minimum SF2E for the stock F-104s. You'll also need to follow the instructions here: http://combatace.com/topic/57393-flyable-f-104s-for-sf2/ to get the cockpits. This Pack contains six different versions of the Starfighter, three F-104As and three F-104Cs. I felt this was necessary because of the changes that ocurred over the years; the original A models had no gun and didn't recieve one until 1964, later, in 1967 a number of them recieved the J79-GE-19 engine. The C model was originaly optimized as an interim Nuclear Strike Fighter to fill in until the F-105 came online, as such it was cleared to carry either the Mk-28 (B28) or Mk-43 (B43) tactical nuclear weapons. Included are dedicated versions of these weapons and Lexx Luthors' Nuke Effects. I've made this an alternate loadout in the later versions(selectable with the Mission Editor) so if you really want to shake up Uncle Ho, you can. The F-104C also had the ability to carry two more Sidewinders on an under fuselage "Catamaran" ala the F-104G and according to Joe Baugher, while in Viet Nam they did just that. Raven was good enough to make a version of the "Cat" for both the SEA Camo and standard versions of the F-104C. Batman1978s' Hi-Res Cockpit .Bmps are included, as well as a Radar.bmpfrom Starfighter2s' F-104C Cockpit mod that I cleaned up a little. Some of the aircraft have benefited from Wrenchs' secondary ADI fix, however, in later versions of the aircraft that had a RWR, the secondary ADI was given over to a visual display. They also use Wrenchs' steerable nose wheel fix, along with a little bump from Raven. I also modified Spillone104s' "Added 3D Parts" to put the RWR bits on the F-104C_67. I think that's about it; it was a lot of work but if you enjoy it, it's worth it. As always, good luck, good hunting, and give 'em hell! SupGen, Frank Rosato 5/24/2013
  3. Veltro, um, you wouldn't by any chance feel like whippen' up a new U.S. Mk-13, would you? The Mk-48 .lod does a fair job on most torpedoes as they're mostly long and skinny; the Mk-13 was shorter and fatter, about 13 ft. long and 22.5 ins. in diameter. I know you're busy but, a new Mk-13 would be sweet.
  4. Hey Veltro, is this fer thet thar Sparviero o' your'n? The torpedo Data .ini says: Exported=FALSE. Them Etalians kain't use it lak that!
  5. First, to everyone; thanks for the positive feedback! Second, Wrench, the Hangar and Loadout screens...I dunno what happened there. But I just noticed something else; the F-104C_67 Userlists' ServiceEndDate should be 1969; the F-104C_SEAs should be 1967. The C model soldiered on in the ANG 'til (I think) 1975, but active service ended in '69. Not only that, I neglected to put call-outs for the userlists in all the aircrafts' main .inis. Doh! As for the last thing, Wrench is absolutely right, RadarFamilyName should be NASARR for the TEWS readout. I can be very literal minded and sometimes blur the line between game function and reality, NASARR stands for North-American-Search-and-Ranging-Radar; knowing that the AN/ASG-14-T series was made by RCA and not North American Aviation...Oh, well. Edit: Whoops! Wrong files, only the F-104C_SEA is missing the Userlist callout in the main .ini.
  6. Veltro, what's the "header" name in the loadout .ini? If you're using NA it shold look like this: [strikeNaval] Loadout[01].WeaponType=Mk13 Torpedo Loadout[01].Quantity=1 Hope this helps. Oh, and you should have NAVAL_STRIKE in the aircraft Data .ini.
  7. And, if you can afford the fifteen bucks, buy the Razbaam Intruder and use the pit from that. It's verrrry nice!
  8. Paulo, there's this thread: http://combatace.com...-f-8efn-rwrecm/ . Unfortunately, my go to site for all things AeroNavale, French Fleet Air Arm, seems to be down (503, no server available), I hope it's not permanent. Sorry I couldn't be of more help.
  9. The Flanker is here: http://marcfighters.combatace.com/ .The legal Flanker.
  10. Ah, thanks whiteknight, just that I'm seeing a lot more FE2 traffic lately, just as I think interest is building in SF2 WW2 mods...put two and two together and get...?
  11. So download the SF1 series plane and then go here: http://combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-%e2%80%93-a-basic-guide-by-migbuster/ , and have at it. It's not that hard, a little trial and error and you'll be flying in no time!
  12. Well, you guys know that I don't ordinarily go round askin' for people to make stuff for me...but I'm kinda at a loss, here. I'm putting together an F-104A/F-104C pack using Spillone's updates of Ajunaidrs' Starfighters with, of course, some comprehensive .ini editing to bring things into what I believe is a more realistic representation of the aircraft; new radar, changes to what aircraft get RWRs, no gun in the A model until 1964, and other things. Did you know you can drop the flaps on that sucker up to 550 KIAS? One of the things I'd like to model is the F-104Cs' ability to carry two 'winders on a fuselage centerline hardpoint. I'm fully aware of the "controversy" about whether this should be modelled; I know it was rarely used due to pitting of the missiles seeker heads, etc. The thing is, if the Starfighter had been involved in a "Red Hammer" scenario, with Soviet and WarPact forces pouring through the Fulda gap, I think there would have been sufficent "turnaround" of missile stocks that pitting of the seeker heads would have been the least of anyones problems. The other aspect of this is, well, all of the F-104Gs have it; their seekers don't pit? Right now I'm using a modified LAU-105 2IR rack mounted on the centerline pylon; it works but it really doesn't look right. I may upload the pack with it but, (here it comes, boys), if one of our magnificent (yeah, this is shameless stroking but I really mean it, you guys are the best) 3D modellers would create a 2IR weapons rack for Ajunaidrs' F-104C modelled on the F-104Gs' I would be thrilled to death, and it would also be a welcome addition to the community weapons pack, so to speak. So there it is, I know 3D modelling is time consuming and that it isn't easy, but if someone takes this on, I'd really appreciate it.
  13. Spillone104, thanks for checking in; your input on anything related to the Starfighter is always appreciated. Again though, (see my first post in the thread) while the F-104C was used in combat (without the catamaran), the situation in Nam wasn't anything like a hot war in Central Europe. With the full weight of Soviet airpower directed at supporting an armored breakthrough into the North German Plain via the Fulda Gap, we would have been looking for any means to hang more missiles on every aircraft we had.
  14. Main role of the F-15E?

    Picture a long line of Soviet Transport, Armor, 2nd Echelon Troops and Vehicles, all bottlenecked at a bridge far behind the Main line of battle...and some F-15Es loaded with cluster munitions. Whoopsee!
  15. OK Geary, been doin' some more foolin' around...you're absolutely right, you're own Navys' place in the list does not affect whether or not your Carriers generate Strike Missions, the enemys' list position determines what your target type will be, ie. land targets or CBGs. On another note, I did some more foolin' around...I changed the Base .exe for my Vietnam: Air and Ground War Expansion Pack from SF2V to SF2NA, added NavalMap=TRUE to the main .ini in both terrains, and added a slightly different WaterMap to each terrain; the one for South Vietnam has the carrier zone in the southern part of the map, and vice versa for North Vietnam. End result is I now get carrier missions from either Yankee or Dixie Stations depending on what terrain I select and as a bonus it doesn't seem to affect the Campaigns at all; those missions all generate from Yankee Station as defined in the Campaign Data .inis. This is a little off topic, but I found it interesting and thought others might also. Edit: Changed it back to SF2V; same results.
  16. You know, I think I'm losing my mind, but I completely forget about this thread: http://combatace.com/topic/77999-new-hornet-skins/ . Oh well.
  17. Owwwww, my head! Had to do some R/L, so I had a chance to think...and what I'm thinkin' is I am an idiot...first; the USN (or whatever) as 001 is when you want the other guys strikes to attack you; I haven't had a chance to check out the rest of it yet BUT,...to get back to the original question that started this thread I've realized there's one other reason why you were getting carrier launched strikes against land targets and it's something so simple and obvious that I've still got the palm imprint on my forehead. Start Date. Of the Kiev. Geary, is it possible that all the missions you played prior to all the strikes targetting CBGs were prior to 1976, the Kievs' Start Year? I ask this because I enabled naval ops in my Europe install and without changing anything in the EnemyNations list, prior to 1976 all my strikes attack land targets and after, they all target the Kiev CBG. No carrier, no CBG, no airstrike on same. As Homer would say, "Doh"!
  18. Geary, glad you got it straightened out. Thing is, now you got me thinkin'...USN at 009? I had understood that if you wanted Carrier strikes against other CBGs, the Navy your carrier is part of had to be first in the list but, maybe it just has to be the first Navy in the list? In other words, if SovietNavy is first in the EnemyNations list (so your strikes will attack another carrier) but you make USN 012 and FrenchNavy 009, will the French carrier then launch strikes against the Soviet CBG? I hadn't even thought about this aspect until now, you sir, have opened a can of worms (in my head) . Well it is raining out...guess I know what I'll be doing for the next couple of hours.
  19. Oh RAVEN, that looks perfect! Whoo Hoo! Please just ensure clearence for the Sidewinders' fins and that the nose will clear the nose gear doors as Ajunadairs' Starfighters don't have as much room between the nose and main gear doors as the stock F-104Gs. A slight (two degrees?) nose down angle should do it, in a nice shade of Air Superiority Grey. Thank you, thank you!
  20. Geary, a couple of questions first. Did you: 1) Add USN to the LimitedNationsList in the GermanyCE_NATIONS.INI in the terrain folder and make it FriendlyNation001? 2) Add a WaterMap with Carrier Zones defined? Without those two things I couldn't get any Carrier launched strikes at all; once I added them all Strike Missions were, as you say, against CBGs. This, however, is normal; what I don't understand is how you were getting Strike Missions against land targets in the first place. The reason is the game engine assigns Strike Missions based on who's first in the LimitedNationsList; in order to get Strikes launched from U.S. carriers, USN must be FriendlyNation001. The problem arises from the fact that there is no seperate SovietNavy; all Soviet forces are lumped together under the designation "Soviet". Once you enable NavalMap=TRUE, the game assigns Strike Missions against Soviet Naval assets until there are none left. The key is to create a new nation, SovietNavy in the NATIONS.INI that goes in the Flight folder, and to make it EnemyNation002 (or anything but 001) in the LimitedNationsList in the GermanyCE_NATIONS.INI in the terrain folder. Your Strike Missions will now attack land targets, I think exclusively. A couple of weeks ago I (shameless plug here) uploaded a small mod that addresses this, but only on the Iceland terrain. To tell the truth, I just hadn't thought about Naval operations on the other terrains. If you d'load it here: http://combatace.com/files/file/14024-airstrikes-on-land-targets-in-sf2na/ , you can take a look at how it's done and actually, substitute the appropriate files for the GermanyCE terrain and use it. Hope this helps you out.
  21. Yeah, most if not all can be adapted; I'm doing that myself.
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