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UllyB

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Everything posted by UllyB

  1. Can anyone do , please this chaff/flares dispenser (the documentation follows) ? ACE PYLON the requirement for re-calibration of the aircraft’s stores management system. The ACE Pylon overall length and self-protection equipment arrangement is also tailorable to the application, in particular by minimizing installation height when it is possible to locate the Pylon tail cone in front of the wing flap. As the ACE Pylons may directly replace the outermost weapons pylons, the typical configuration will be a symmetrical LH/RH shipset pair for maximum sensor coverage and symmetrical flare dispensing. However, a single ACE Pylon in a symmetrical centerline pylon or an asymmetrical single-side wing installation may be accommodated if required. Equipment Arrangement Self-protection suites can be incorporated in stages and with several levels of complexity: 1. Basic: Chaff/Flare Dispensers (ACMDS) 2. Intermediate: Adds MWS to ACMDS 3. Advanced: Adds RWR to MWS and ACMDS A jammer may be incorporated in lieu of Chaff dispensers. Beginning at the ACEPylon front end and typical for either a LH or a RH unit: • Front RWR spiral antenna or jammer antenna as applicable • Front quadrant horizontal MWS sensor, as applicable • Forward/Outboard Firing Flare dispenser (optional) • Upward or downward-looking MWS sensor (optional) • ERU (‘bomb rack’) in main body, above it the aircraft-specific integrated ‘stub’ pylon interface to wing • Stores arming lanyards and umbilical cables connections • 1, 2 or 3 ea. sideways firing dispensers, depending on application installation mass and volume availability • Electronics compartment (length tailorable to application) • Aft quadrant horizontal MWS sensor, as applicable • EMI-Filter/ground safety switch • Aft spiral antenna or jammer antenna as applicable If required by a particular customer, a configuration variant may omit the forward firing flare dispenser in lieu of a third sideways firing dispenser. Note that there may be cases where the aerodynamic impact (airflow and air loads) of the forward firing dispenser may preclude its application. Variants Although the ACE Pylon will be tailored to each specific application, the basic modularity of the concept enables re-use of many components across applications. Due to the disparity in flight performance and load carrying capacity across the range of potential carriage aircraft, two basic variants of modular component “packages” are proposed, one for fast, high performance aircraft and one for smaller, slower aircraft: • High performance aircraft (fast jets) with up to 1500 lbs. stores capacity: o 14” + 30” 2000 lbs. max. capacity bomb rack o MILDS-F-type MWS o Forward Firing Flares optional o 9g maneuver limit o 1.2M @ SL air speed limit • Lighter, slower aircraft with up to 750 lbs. stores capacity: o 14” 1000 lbs. max. capacity bomb rack o MILDS-type MWS o Forward Firing Flares standard o 7.33g maneuver limit o 400 KTAS @ SL air speed limit
  2. I tell you what I did. I, too, like to have a lots of planes in my aircraft folder to make colorful and spicy enough any campaign I will play. The same goes for the single player missions where is a true delight to encounter, depending of year mission, a lot of different random planes in your way. In SF1 series , where i worked years to create and tweak them, then store them in aircraft folder, I had 300+ planes, each with its colorful paintjobs and weapons etc. Here, in SF2 series, the job to make them , again, is time consuming as well but, having skill and experience (more than15 years of modding) I can advance quickly with my list of restored planes. First it would be a good idea to tweak , mod the existent ones (stock planes). After that you can add SF1 transformed planes or/and add-on aircraft created in SF2 section (see the download section for SF2 add-on planes). Also you have to keep an eye on your maps stored , they will give a clue of what planes you will need for them (on every map you know who is vs who according to conflicts history), so you can make it , in time, your priority. That's all in a nutshell. Good luck and feel free to ask for help if you are stuck, here, where, with very few exceptions , there is a community eager to help you chisel your own path. Don't be a stranger !
  3. The userlist.ini is a file added in SF2 series. It practically take the living span data from the begining of the data.ini file (in both SF1 and SF2 present) and rewrites it here. Also is added a line which tells you which country had that plane. This may seem to bring more chaos than order (i personally ignore them for simplicity) but for someone who want rigor in his planes' folders may be hepful. An example: USSR used exclusevly a MIG-21F since 1961 to 1970. After 1962 , because of being exported to Egypt, let's say, it will apppear in the same file that Egypt used it too, in that respective period. So the file it would look like this: [Soviet] ServiceStartYear=1961 ServiceEndYear=1970 Availability=VERY_COMMON [Egypt] ServiceStartYear=1962 ServiceEndYear=1997 Availability=RARE If the plane was exported along the years to more countries, they will appear in the file accordingly.But as i say this may be confusing. If you want to bypass this file and not bother with it you can do this: In data.ini file of each plane, in the beginning of the file, you put the EXPORT parameter to FALSE. This way each country will appear with the same plane, in a interval of time separately. But because you put the name of the plane , by countries (adding brackest with the name of the country for each plane it would be simplier. [MissionData] NationName=SOVIET AircraftRole=FIGHTER AircraftCapability=DAY_ONLY ServiceStartYear=1961 ServiceEndYear=1970 Availability=VERY_COMMON Exported=FALSE //ExportStartYear=1962 //ExportEndYear=2002 //ExportAvailability=VERY_COMMON TK, the author of the game, made this file for historical accuracy, for people who want to see that and for more rigor and order in so many nations and planes.It's up to you if you want to simplify things or make them more complex as data. I just gave you an example if you want to keep things not too complicated. So, you will be having MIG-21F(Soviet) and MIG-21F(Egypt). That is the way they look into my aicraft folder. Personally i add the userlist.ini file for each, but I don't bother with it too much. I just check if the period of time plane was available for that nation correspond with the data in data.ini file of the plane. I do that because some players put different data because they have info that that plane was earlier brought or later and forget to change the data accordingly in userlist.ini file etc. If the data is different in data.ini file and the userlist.ini file then you will have a hard time asking yourself, why that plane, in the game's menu list won't appear in the year X or why the plane appears earlier in the list than it should, according to the data.ini data line etc
  4. I take it you want to sort planes by nations because you are not too familiar with who has what.In this case maybe letting the names being and just adding in brackets the country would be a good idea. I know who has a specific (militar) plane in the world but i still use this method. This way you have in front of you the planes and the countries that have that type. I'm just saying it. For instance , let's say you play the Israel map and all you see are just MIGs but you don't know if they are Syrians, Lebanese, Iraqians or Egyptians. Adding the country name in the brackets will help you know on spot what nation has that MIG flight you detected.
  5. I was afraid that was the case. Thanks. I'll try to remember that from now on.
  6. I have a Kfir C7 which has in its LOD two 1300L and two 500L supersonic fuel tanks designed. I tried to move the center 1300L fuel tank a little further (for symmetry reasons) but the changes made fail to implement when I run the game to see them. The same with 500L supersonics fuel tanks (I wanted to lower them a little from the wing they are attached to). Any idea why I can't do that ? I don't recall having the same problems with former aircraft LODs which had incorporated fuel tanks models in the past or am I recalling it all wrong ? Which one is it ? Thank you in advance.
  7. well I know it's from 2020. I haven't entered here for a year so please be patient with me if I answer old posts which were addressed to me.
  8. Thanks. That was the revelation I was waiting for.
  9. I guess you meant the SF2 ones, the SF1 ones (in case I want a plane from there) I should save them in UTF-16LE format. Thanks you for help.
  10. Can anyone , please , tell me, who exactly, here on this forum, knows to work with a 3D editor , in order to make planes for SF1/SF2 series ? I am so pissed because I can't find that plane that I am willing to pay someone to make a SU-34. If anyone is interested and want to take up my offer please PM me. Thank you!
  11. Just a quick question if you please... I saw that a cargo ship that has StructuralFactor=5.0 goes to the bottom in aprox. 30 seconds with one missile only. Warships have StructuralFactor=1000 (hundreds/thousands of time bigger!). What value (apox) should I put to sink a warship with just 4 antiship missiles ? "20" would be enough or it's not working that way ? I ask that because I bet this issue is old now and everybody already set their own ships long time ago and they know these values/ratio very well. It also would save me time to try it for myself. (What is the relationship/ratio between any ship's StructuralFactor value and how many bomb/missiles/rockets needs to go to the bottom ?) Thank you!
  12. SF2 Mirage 4000M and M2

    Nice one friend! Thanks!
  13. Thanks I didn't know they were stock.
  14. I tried to improve some of the effects with Stary's Hollywood pack but, unfortunately, two TGA files are missing for an ini effect file. Maybe one of you have them ? Thank you in advance -AnimatedRedGlow.tga -shock.tga PS - I tried to write to him asking for hekp but, unfortunately, his page is set to not receive messages.
  15. I wanted to test some distances for some cruise missile and I hooked up a cockpit for the stock Tu22M3. When I tried to order something to the wingman, games keep crashing (in 50% of situations). I thought it's something with the map, but it's the same on every map. I said, well maybe it's something with the stock model. I brought a TU-22M3 from SF1, which basically it's the same model. I modded it and try it. The same thing, game keeps crashing in one of two cases, no matter what map I choose to experiment. Did anyone encounter this situation please ? Any idea what is causing that ? I think maybe it's not the plane itself, maybe it's something I can't pinpoint for now. PS - I didn't change anything on maps or anything. Also I didn't load new drivers for the graphic board either. For now this is happening with this plane only, the other, included fighters brought from SF1, all work fine. I tried the Tu-22M3 in SF1 environment, and there there is no such issue.
  16. I did that. I didn't touch the A.I. intended planes. I renamed another one for SovietNavy, brought from SF1 and converted, that's all and this one I will use it. But for this one I must change to ATTACK if I want to use it. That's all.
  17. It seems that changing to ATTACk did the trick. I made one mission and told him to attack my target multiple times and game didn't crash. I'll run more tests and let you know if this is the definitive solution. However , it's good to know that this is an issue (Nobody signaled TK for this ?), I didn't know, I am new to SF2 and I am learning the ropes for now and asking a lot of questions until things are clear for me. I hope I won't bother you too much because of that LOL UPDATE I ran more ballistic tests and I can confirm now that game won't crash after this changing. Thanks once again for help and ideas.
  18. Thank you very much for your help Sir.
  19. What is the difference between a ship and its static twin on a map/terrain? I noticed the static ones have the same weapons. Thanks
  20. So, is mandatory to declare them in both files, in order to appear as targets ? I know how to put them in Types file but I don't know to put them in targets file, I don't know to write the exact coordinates for them. One more problem if you please: I downloaded a static aircraft but it has no data.ini file, it has just the ini file, the LOD and the bitmaps for it. I never saw it in game. Does it need a data.ini file manadatory ?
  21. This is a bargain for people who never had all these, not for me. For me means to pay extra 1/4 for something I already paid and that, long ago and no Win 10 (officially) support. I don't think so.
  22. I read that the missile were introduced after hundreds of tests with MIG-29 just in 1988, but, of course I didn't find a second source to confirm it so I don't know what is true and what is not.
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