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SupGen

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Files posted by SupGen

  1. F-104A and C Pack for SF2 by SupGen

    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

    550 downloads

       (6 reviews)

    1 comment

    Submitted

  2. Airstrikes on land targets in SF2NA

    This will allow you to attack Airfields, Fuel Tanks, Evil Comm Buildings, and many other land targets in game assigned Strike missions. The Mod uses JSGME to allow an easy, (almost) one click change between land and naval targetting. JSGME also ensures that if you don't like the Mod, you can easily restore your install to it's original condition. I've only tested this in single missions; I don't think you'll fufill the Campaign Victory Conditions with this installed (you'll never even see the Kiev, much less sink it). To anyone who already knows the trick cheers, you don't need this, anyone else, thank snapper 21 for the original idea.
     
    SupGen
    5/6/2013

    315 downloads

       (3 reviews)

    9 comments

    Submitted

  3. Wings Over Africa and Wings Over Russia-SF1 style Menu Screens in SF2

    If you have the Skunk Works (DAT) Wings Over Africa and/or Wings Over Russia you can use this to enjoy all those beautiful SF1 style Menu Screens.
     
    By SupGen
     
    5/1/2013

    80 downloads

       (0 reviews)

    1 comment

    Submitted

  4. The Ultimate Razbam F-102A

    Well, I'm hoping this will be the last update for this aircraft; not much this time around, just that I found that the Case XX wing not only did not go into production in 1969, it's first flight was in May of 1957! It comprised the last 338 (or so) of the entire production run and was actualy the most important modification made to the aircraft after the introduction of the Area Rule in early production aircraft, enabling the F-102A to fly Mach 1 at 55,000 feet, a full 5000 feet higher than the earlier (Case X Wing) aircraft. The other change I made was to fold the (67) into the other Case X and XX Wing planes; it wasn't a different aircraft it just went to Nam.:) The big difference in installation is because of the consolidation of types; (from F-102A, F-102A (60), F-102A (67), F-102A (69) to F-102A, F-102A (CaseX), and F-102A (CaseXX), it is now necessary (because the ini. names don't match) to pull the aircraft Lod.s out of the Razbam folder and drop into this one (pretty much the same as you did for the missles in the previous updates).The Lod.s from the F-102A go in the F-102A folder, the Lod.s from the F-102A (60) go in the Case (X) Wing folder, and the Lod.s from the F-102A (69) go in the Case (XX) Wing folder. Don't forget Cockpit Lod.s for each. The Aircraft ini.s are setup to only use the main (Lod.1) Lod., however if you drop all three into each aircraft folder you can always change your mind at a later date. This also includes Paulopanzs' latest skin pack, adapted for the changes in folder names. Hope this works for everybody; any screw-ups are mine. I've managed to get a lot of animations in the cockpit working; lots of stuff happening when you engage a target. Good luck, good hunting those Commie swine, and I hope you enjoy it.
     
    SupGen
    3/4/13

    519 downloads

       (4 reviews)

    2 comments

    Submitted

  5. WWll Weapons Pack

    This is a (by no means definitive) Weapons Pack for StrikeFighters2 WWll installs. I used Wrench's WWll Weapons Pack for SF1 (which itself was based on Bunyap's 2006 Pack) as a guide; I used 1948 as a cutoff point so a lot of stuff that was in that pack is gone. I tried to be fairly ruthless on that as I really don't see WWll continuing past that point; in my opinion it would have taken a lot of "what if" just to get there. None of this is original work on my part, I copied what I could from Killerbee's Ordnance Packll, what I couldn't find there I converted from the SF1 WWll Pack. It's more of a compilation so that most, at least, of what's needed for a WWll install can be found in one place. As usual, any screw ups are mine. Hope you enjoy it.
    SupGen
    2/16/13

    622 downloads

       (0 reviews)

    2 comments

    Submitted

  6. Razbam F-102 Update NO.2

    Well, this is my second update for the Razbam F-102, the first was pretty well recieved, to the point that Paulopanz is going to be releasing an update to his old skinpack for this aircraft, which by itself is beautiful and works very well with this release, (you just have to rename some stuff in the main ini.), gorgeous work, though. Anyway, I've been doing a little more research and it seems the F-102 was limited to the AIM-4A, AIM-4C and AIM-26A and B.* The other missles in the Razbam Weapons folder are part of the Super Falcon family and were not only physicaly larger but also looked like the ones in McGunny's Weapons Pack; I'm not sure if the stock ones differentiate between them or not. The sources I'm using also cover the Falcons employment in Vietnam in some depth, giving some insight on it's lack of sucess in combat; ie., this may have been due more to the fact that the F-4 did not have the specialized FCS of the aircraft it was designed for than the missle itself. The F-4 pilot had to manually perform a lot of functions that were completely automated when using the MG-10 or MA-1 Fire Control Systems, this and the fact that many of the missles were fired "outside of parameters" leads inescapably to the conclusion that "we" (both the SF1/2 community and TK) may have been entirely too hard on certain aspects of performance (low Accuracy, LockOnChance, Reliability, NoiseRejection, and CounterCounterMeasures values). Realistic modeling might be better realized by limiting TurnRate, SeekerFOV, SeekerGimbleLimit, and SeekerTrackRate; in other words they should probably have a much higher probability of intercept when used in their intended role against large, non-manuvering targets like Soviet bombers than against small nimble fighters. They did not have proximity fuses, being contact fused they would actually have to hit the target in order to pass their OpEvals and be accepted for use. This may sound naive, but I find it hard to believe the Air Force would have flown F-102s and F-106s as long as they did if they thought they couldn't hit the broad side of a barn. When used in their intended role, fired from aircraft equipped with the proper FCS I'm thinking these missles should really be much more potent in the SF universe than they are at present. Needless to say, any thoughts on this would be appreciated.
    The other thing I'm modeling here is the removal of that damn radar hood; it looks great, and it would be great if you weren't actually trying to fight from this cockpit.This is what I kinda think of as the curse of looking real; at first glance it does look real, however a real Deuce pilot, leaning forward to place his helmet visor against the Radar Hood would have seen an entirely different picture than we do even if we zoom in to the max. The game just does not give us the same view angles; no matter how close we get there is still a huge segment of the radar sacreen we can't see. This update removes the Radar Hood and lets you see the entire radar screen.
    So there it is. If you don't like being limited to the AIM-4A and C, with the Nuclear Falcon for those saturation attacks, if you like not being able to see squat on your radar screen even though the real pilots could, don't install this. On the the other hand, if you want a realistic loadout, and you want to be able to fight the aircraft to it's full potential (which seems to be much higher than anyone gave it credit for, if this thing had a gun you could OWN some Migs that gave the F-4, for example, a very hard time), then by all means install this and go out and KILL SOME MIGS.
    So drop the aim.4LOD and the parts01bmp. into the remaining AIM-4 missle folders, then just drop the Objects folder into your mod folder and allow to overwrite. Enjoy.
     
    *Edit: 1/05/13. Well wrong again. The AIM-4D is now cleared for use. Seriously, the documentation for this stuff is kinda thin, and what there is is sometimes contradictory. Doin' my best, if you know of any source material, please let me know.
     
    SupGen
    1/3/13

    244 downloads

       (2 reviews)

    1 comment

    Updated

  7. Fix Pack for Razbam F-102 Delta Dagger

    These are just some changes I came up with to fix some problems with Razbam's F-102A Delta Dagger.
     
    1)Fuel guage-Corrected SystemName[021] to read FuselageFuelCell-gauge will now read the fuselage tank. Also changed tank amounts to more closely
    reflect actual amount of fuel carried internally; most sources give this as 1,085 Gals or 7,335 Lbs.
    2)HydraulicPressureGauge-Changed this to an OIL_PRESSURE_INDICATOR as there is no provision in-game for hydraulic pressure. Obviously not a true
    reading, but better than a dead gauge.
    3)Drop tanks-Changed these as all references were to 230 Gallon tanks; F-106 had 360's.
    4)Fixed Fuel Low Left, Fuel Low Right lights, they now come on with 20Lbs fuel left.
    5)Set emer fuel on light to come on at 600Lbs.
    6)Changed missle names and added SpecificStationCodes to missles and aircraft to prevent mix-ups with stock or weapons pack missles as these are
     
    larger and protrude thru the fuselage if used in the side bays. Also two AIM-26's with the correct StationCode. After all, if you can't
    nuke it, fook it, no? Copy and paste the aim-4 lod.s and parts01 bmp.s from the weapons that came with the plane into their respective folders in
     
    this mod. Install these into your weapons folder in the game. The AIM-26's have their lod.s; they are from McGunny's Ordnance Pack.
    7)Fire control system-Changed this to Hughes MG-10; again F-106 was equipped with the MA-1. Adjusted Avionics ini. Search/Track Distance/Strength
    entries to match those in the Data ini.
    8)Changed the names of the Avionics, Cockpit, and Data ini.'s to be model specific to prevent mix-ups.
    9)Added ReverseInput=TRUE and ReverseModelOrientation=TRUE to the rudder statement in the Data ini. to fix incorrect yaw.
    After you've placed the aim-4 lod.s etc. in the missle folders just copy and paste the Objects folder either into your Razbam folder or into the
    game after you've installed the aircraft.
    Credits: Cliff11 for the rudder fix; you can blame me for the rest.
    This has been tested in a July 2012 full merged install, it should work in earlier patches but it's untested.
    (SupGen)
    12/28/12

    232 downloads

       (5 reviews)

    1 comment

    Submitted

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