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Everything posted by UllyB
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weapondata.ini
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
So if I put all the weapons , from a downloaded weapon pack for SF2 and copy them all, into my weapons folder (from my SF2 install mod folder) they will just be available in game ? That is what you are saying ? Secondly I still need to operate inside a weapon editor (like in SF1 series), because maybe I will change some parameters , tweaking distances to suit my style etc. I just need to know how I can operate it. is it like in SF1 series or is different ? Tell me like you explain to a person who never operated a weapon editor in SF2 environment, which is no far from truth. And yes, I have the 2012 weapon editor, you downloaded. -
I downloaded the last weapon packs but there is no weapondata.ini file there. Making such a file it will take me weeks to put one by one, all the weapons. I looked into SF2 CAT which has the weapondata.ini. I put the file into my C:\GAMES\StrikeFighters2 Israel\Objects\Weapons folder , but it can't read directly the weapon archive so the weapon editor can't open anything. Am I doing anything wrong ? If not and is no other way around can someone please give me a weapondata.ini plus all the weapons ? Thank you. PS - in SF2 the weapons editor can read whole folder where is a weapon stored ? I asked that because I noticed that weapons come in folders and they are separately and I don't know squat about how weapons work in SF2 (format, where are they stored, syntax importance etc) PPS - I looked into knowledgebase but the info for weapons there are old, from 2008, 12 years ago.
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Hangar sounds in SF2
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Nope, it doesn't work for me. The hangarscreen.ini file already was into C:\GAMES\StrikeFighters2 Israel\Menu\ folder. Then I put HangarRadio1.wav (from SF1 hangar) into the same folder and I modified Hangarscreen.ini accordingly, the rest letting it untouched: [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle //MenuItem012=HangarNoise MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic=HangarRadio1.wav TextFilename=HangarScreen.str [BriefingsButton] MenuItemType=INACTIVE [LoadoutButton] MenuItemType=TEXTBUTTON DestinationMenu=LoadoutScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_LOADOUT TextPosition=112,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_LOADOUT_INFO [PlanningMapButton] MenuItemType=TEXTBUTTON DestinationMenu=PlanningMapScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PLANNINGMAP TextPosition=257,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PLANNINGMAP_INFO [PilotRosterButton] MenuItemType=TEXTBUTTON DestinationMenu=RosterScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PILOTROSTER TextPosition=402,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PILOTROSTER_INFO [FlyButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextRight ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_FLY TextPosition=976,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_FLY_INFO [CancelButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextLeft ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_EXIT TextPosition=48,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_BACK_INFO [SummaryTextArea] MenuItemType=TEXTAREA TextSetting=MediumTextLeft ScrollBarSetting=ScrollBarSetting Position=46,180 Width=430 Height=400 Spacing=2 [SummaryTitle] MenuItemType=TEXT TextSetting=LargerTextCenter TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=257,120 ScaleToFit=TRUE Width=430 [DateText] MenuItemType=TEXT TextSetting=MediumTextRight TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=466,160 [HangarScreenTitle] MenuItemType=TEXT TextSetting=ScreenTitleTextSetting TextStringID=TXT_MENU_HANGAR_TITLE //[HangarNoise] //MenuItemType=AMBIENTNOISE //StartTime=1.0 //RepeatInterval=0.5 //Randomness=4.0 //BackgroundLoop=HangarRadio1.wav //SoundName[001]=HangarNoise1.wav //SoundName[002]=HangarNoise2.wav //SoundName[003]=HangarNoise3.wav //----------------------------------------------------------------------------- #include "SystemMenu.ini" #include "MouseAnimation.ini" #include "InfoTextSetting.ini" #include "TitleTextSetting.ini" #include "MenuSetting.ini" //----------------------------------------------------------------------------- [SummaryText] RightColPosition=100,0 //============================================================================= -
"Afterburner.ini"s missing ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I took a look, interesting. Thanks for the link friend. -
"Afterburner.ini"s missing ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I solved it! I managed to transfer the effects from SF1. All I have to find now it's a decent afterburner.tga or to make one. Thank you once again. Ideas exchange stimulated me and in the end I made it! -
"Afterburner.ini"s missing ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
So is exactly what I suspected, that's unfortunately. I hate the SF2 afterburner.tga files, they are ugly. In SF1 I had state of the art afterburner effect without any afterburner.tga meshes. Thanks for clearing it out for me. -
"Afterburner.ini"s missing ?
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I looked into those CATs, there is the afterburner TGA for the effect but I was talking about TGA files for the effect declared in the afterburner.ini alright ? The "afterburner.ini"s are not there, even if they are declared in the plane's dataini file (in the engine section), so they must be somewhere. From what I know the afterburner.tga is linked directly through 3D model as a mesh so it isn't related to the declaration in the afterburner.ini file. One supposedly reason it won't work it would be that in SF2 TK used a simplified method having just the afterburner.tga and the afterburner.ini, that's what I suspect. I need the afterburner.ini as well because I want to compare it with the afterburner.ini taken from SF1, which won't work, even if they should have the same structure (game's engine should recognizes them no matter if they are SF1 or SF2 afterburner.ini right ?) -
I extracted everything that can be extracted (except cockpit and models) but I can't see the Effects folder afterburners "ini"s and their effect TGA files. Where are they ? Are they locked ? Also I tried to use a afterburner.ini file, I used in SF1 (plus its TGA effect file). I put them both in the EFFECTS folder made in mod main folder and they won't work. Any idea why ? That was the reason I was seraching for the "afterburner.ini"s in CATs, I want them to compare with the ones made in SF1 to see why they won't work.
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hangar screen matter
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
well, at the end of the day , what matters is that I made it work even if we chose different approaches. -
Hangar sounds in SF2
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Wow if so PLEASEEEEEEE let me know how you did it. Maybe you can upload here the files to see how they look and let me know the files structures ? I really want that music and noises in the hangar. -
I hoped that I can keep the sound settings for the hangar as in SF1 games. I compared the hangarscreen.ini files and they are 99% the same , except the entry for the sound and the entry which I added for this menu (the red ones I stressed): [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuItem012=HangarNoise MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic= TextFilename=HangarScreen.str [BriefingsButton] MenuItemType=INACTIVE [LoadoutButton] MenuItemType=TEXTBUTTON DestinationMenu=LoadoutScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_LOADOUT TextPosition=112,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_LOADOUT_INFO [PlanningMapButton] MenuItemType=TEXTBUTTON DestinationMenu=PlanningMapScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PLANNINGMAP TextPosition=257,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PLANNINGMAP_INFO [PilotRosterButton] MenuItemType=TEXTBUTTON DestinationMenu=RosterScreen TextSetting=LargerTextCenter ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_PILOTROSTER TextPosition=402,614 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_PILOTROSTER_INFO [FlyButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextRight ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_FLY TextPosition=976,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_FLY_INFO [CancelButton] MenuItemType=TEXTBUTTON DestinationMenu= TextSetting=LargerTextLeft ButtonSetting=MenuButtonSetting TextStringID=TXT_MENU_EXIT TextPosition=48,694 InfoTextSetting=InfoTextSetting InfoTextStringID=TXT_MENU_BACK_INFO [SummaryTextArea] MenuItemType=TEXTAREA TextSetting=MediumTextLeft ScrollBarSetting=ScrollBarSetting Position=46,180 Width=430 Height=400 Spacing=2 [SummaryTitle] MenuItemType=TEXT TextSetting=LargerTextCenter TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=257,120 ScaleToFit=TRUE Width=430 [DateText] MenuItemType=TEXT TextSetting=MediumTextRight TextStringID=TXT_MENU_NOTAVAILABLE TextPosition=466,160 [HangarScreenTitle] MenuItemType=TEXT TextSetting=ScreenTitleTextSetting TextStringID=TXT_MENU_HANGAR_TITLE [HangarNoise] MenuItemType=AMBIENTNOISE StartTime=1.0 RepeatInterval=0.5 Randomness=4.0 BackgroundLoop=HangarRadio1.wav SoundName[001]=HangarNoise1.wav SoundName[002]=HangarNoise2.wav SoundName[003]=HangarNoise3.wav //----------------------------------------------------------------------------- #include "SystemMenu.ini" #include "MouseAnimation.ini" #include "InfoTextSetting.ini" #include "TitleTextSetting.ini" #include "MenuSetting.ini" //----------------------------------------------------------------------------- [SummaryText] RightColPosition=100,0 //============================================================================= I also placed the sounds guiding myself after SF1 folder structures but it doesn't work. I thought maybe it could have anything to do with sound bit format (in SF1 it was 8bits and in SF2 I noticed is 16bits) or maybe in SF2, TK hanged some other entries in other ini/setting files. Does anyone know ? Did anyone, please , make hangar music/sounds work in SF2 ? If you did please let me know how. If you didn't bother with that maybe you can point me in the right direction. Thank you in advance.
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hangar screen matter
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
If by "aircraft's main ini" you mean the "ini" file where are declared the hangar and the loading screens (among other entries) , I already did that and it didn't work for me. I put them in the aircraft's folder, too, both JPGs. So I am puzzled when you say they should work 'cause I couldn't make them work this way no matter how hard I've tried. The only way I made them work for me was when I modified the whole path. Maybe it mattered that I saved separate folders for all SF2 games. -
Tried Everything but Not Fixed
UllyB replied to PJB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Oh , sorry to hear that friend, I really am, I didn't know your condition at all. I myself, recently, was THERE (nasopharyngeal cancer). At the end of February I finished the radiotherapy. Man I wish I could help you. I wish you to make yourself well quickly and not have severe secondary effects (like in my case). I will think of you and I will pray for you friend. PS - Try fidlling with the graphics settings. You can access it via option menu and you can choose custom etc. If you close lens flare, shadows (put them on LOW) and mirrors you will have a serious frame boost. Maybe that will help.- 14 replies
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hangar screen matter
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I solved it. It is logic and simple now but in my mind I was following the SF1 pattern or close to it and I couldn't see it. You have to put the WHOLE path, to the mod folder, in order to work! For me it looks like this : [AircraftData] AircraftFullName=Kfir C2 AircraftShortName=Kfir AircraftDataFile=KfirC2_data.INI LoadoutFile=KfirC2_Loadout.INI UserList=KfirC2_UserList.INI CockpitDataFile=KfirC2_cockpit.INI LoadoutImage=KfirC2_loadout.TGA HangarScreen=C:\GAMES\StrikeFighters2 Israel\Objects\Aircraft\KfirC2\KfirC2_Hangar.JPG LoadingScreen=KfirC2_Loading.JPG AvionicsDLL=Avionics70.DLL AvionicsDataFilename=KfirC2_avionics.INI Thank you anyway. Changing opinions with you helped me finding, in the end, the solution. -
hangar screen matter
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
After a few trials I realize the whole picture. I was trying, above, to make hangar screen for a STOCK plane and it won't work. When I tried to make a hangar screen for a third party plane , it worked ! It even read directly the hangar bitmap! How can I make a hangar screen for stock planes ? Is the stock hangar screen jpg stored in another folder other than the stock plane itself as it was in the SF1 series? -
Tried Everything but Not Fixed
UllyB replied to PJB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I see...It means it doesn't accept the command because that command it's not caught in the programming terms pool or the command, if exists, has another syntax. I think only TK can really help you because he programmed the game's lines.I am sorry it didn't work out for you. With the risk to annoy you I would suggest to play the game on a pc desktop, it's really worth it, in Win 10 64x. Why torture yourself on a laptop ?- 14 replies
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Tried Everything but Not Fixed
UllyB replied to PJB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Try this maybe it helps: Go to where you installed the game Find game's "exe" file and right-click it, then create a desktop shortcut Right-click the new shortcut and select "Properties" Inside the "Target" field, add in "-force-d3d9" (without the quotes) at the end, so it looks like, for instance: "C:\Program Files (x86)\ThirdWire\Strike Fighters 2\StrikeFighters2 Israel.exe" -force-d3d9 Click "OK" and run the game from the shortcut- 14 replies
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hangar screen matter
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Did both. It won't work. I checked the name in plane's ini file. I took a jpg, resized it to 1920x1080, I added an alpha layer saved it and I put it in the plane's folder, where is the loading screen jpg also. Any other suggestions ? Maybe you could give me a reworked larger hangar screen jpg to take a look ? -
I try to learn the ropes for SF2 and the directories changing is a big pain for me used to the SF1 one. What I did ? I copied two screen files, for loading and hangar from SF1. They were bitmaps of course. I changed them to jpg and I put them into the plane's folder and changed accordingly the plane ini file. The loading screen works (it's in 2560x1440) but the hangar one won't show. I looked to other hangar screen in download section for SF2, they are all 1024x768. In SF1 the stock one were too 1024x768 but I could change them for 16:9 in 1920x1080. However they won't work, I don't know why, in 2560x1440. My question for the hangar screen jpg is: can I make it work for 1920x1080 or should I give in to the stupid 1024x768 resolution ? And if is the latter could anyone explain to me why I can't change it please ? Thank you
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View File TU-160 Blackjack - Cold War version for SF2 1.0.0 by UllyB TU_160 Blackjack - Cold War version for SF2 series project by UllyB The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown. Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014. ************************************************************************************************************* TU-160[ColdWar] test package readme (Baffmeister observations & conclusions) This test package requires the addition of the Cockpit folder, Skin folder, and Aircraft Lods to work properly. MODEL ISSUES: No model animation ID for the leading edge flaps. They are presently set up on a rotation axis but they don't look very good so it is probably better to just disable them for the release version. The real TU-160 probably used a combination of ailerons, spoilers and differential H-stab deflections for roll control but only ailerons are available at present. The H-stab is built as one piece so no way to get the differential H-stab deflections functioning. WEAPON ISSUES: Slightly modified KH-15 nuclear tipped missle included. The base quantity was increased from 4 to 6 to match the present capacity of AGM missle bay. The maximum capacity is 12 on the real Tu-160 but considering the effect on frame rates with so many nukes going off 6 might even be to many. Maybe 2 per plane would be enough. The maximum of 12 would be a good option for later versions with conventional warheads. When carrying conventional bombs the accuracy is very poor which is typical for Bombers in game. Maybe someone could put together a "semi smart" bomb that the AI can use that would improve accuracy. BOMB BAY ISSUES: The original was set up with both manual doors and automatic doors to operate the rotary launcher. I don't think that can be made to work so just using manual doors. DATE RANGE: For testing the start date is set to 1986 so you can fly F-14 intercepts on the TW Iceland NA terrain. The actual service entry date for the first TU-160 version was April, 1987. AVAILABILITY: Probably should be RARE or VERY_RARE for a release version but set to VERY_COMMON for test version. Should only take a few trys to get an F-14 intercept against the TU-160 on the Iceland NA terrain. ANTI-SHIP ISSUES: When doing player flown ANTI-SHIP missions I haven't been able to get the AI to successfully "Attack My Target". They can't seem to get within the firing parameters for the KH-15 Missile and end up flying around in circles. It's possible to get them to do an attack if you lead them around first and line them up outside 10KM before giving the "Attack My Target" command. FLIGHT MODEL AND DATA INI ISSUES: The flight model still needs work as do the min/max extents, damage modeling and collision points. *************************************************************************** *The model has Triple dragchute as in the real aircraft and has one historical skin made . Also the model has proper crew windows and proper crew positions inside the plane. *************************************************************************** TO INSTALL: - unzip all in main mod folder CREDITS: project manager - UllyB design, 3D modelling, skin, swing wing & other animations, decals, hangar & loadout pics - AngelP FM tweaking & other corrections- Baffmeister cockpit - B-1B bomber cockpit - Dels weapons tweaking & tester - Baffmeister project supervising - Baffmeister & Yakarov79 Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas Special thanks to this wonderful community who gave me ...wings and courage in all these long years. *************************************************************************************************************** I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient. Submitter UllyB Submitted 06/06/2020 Category Other
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TU-160 Blackjack project
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I also decided to upload a cold war version for SF2 (balistic missiles version) tweaked by Baffmeister in the early days of the project. Also feel free to improve it if possible.Check it out in the download cold war section. -
Version 1.0.0
469 downloads
TU_160 Blackjack - Cold War version for SF2 series project by UllyB The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown. Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014. ************************************************************************************************************* TU-160[ColdWar] test package readme (Baffmeister observations & conclusions) This test package requires the addition of the Cockpit folder, Skin folder, and Aircraft Lods to work properly. MODEL ISSUES: No model animation ID for the leading edge flaps. They are presently set up on a rotation axis but they don't look very good so it is probably better to just disable them for the release version. The real TU-160 probably used a combination of ailerons, spoilers and differential H-stab deflections for roll control but only ailerons are available at present. The H-stab is built as one piece so no way to get the differential H-stab deflections functioning. WEAPON ISSUES: Slightly modified KH-15 nuclear tipped missle included. The base quantity was increased from 4 to 6 to match the present capacity of AGM missle bay. The maximum capacity is 12 on the real Tu-160 but considering the effect on frame rates with so many nukes going off 6 might even be to many. Maybe 2 per plane would be enough. The maximum of 12 would be a good option for later versions with conventional warheads. When carrying conventional bombs the accuracy is very poor which is typical for Bombers in game. Maybe someone could put together a "semi smart" bomb that the AI can use that would improve accuracy. BOMB BAY ISSUES: The original was set up with both manual doors and automatic doors to operate the rotary launcher. I don't think that can be made to work so just using manual doors. DATE RANGE: For testing the start date is set to 1986 so you can fly F-14 intercepts on the TW Iceland NA terrain. The actual service entry date for the first TU-160 version was April, 1987. AVAILABILITY: Probably should be RARE or VERY_RARE for a release version but set to VERY_COMMON for test version. Should only take a few trys to get an F-14 intercept against the TU-160 on the Iceland NA terrain. ANTI-SHIP ISSUES: When doing player flown ANTI-SHIP missions I haven't been able to get the AI to successfully "Attack My Target". They can't seem to get within the firing parameters for the KH-15 Missile and end up flying around in circles. It's possible to get them to do an attack if you lead them around first and line them up outside 10KM before giving the "Attack My Target" command. FLIGHT MODEL AND DATA INI ISSUES: The flight model still needs work as do the min/max extents, damage modeling and collision points. *************************************************************************** *The model has Triple dragchute as in the real aircraft and has one historical skin made . Also the model has proper crew windows and proper crew positions inside the plane. *************************************************************************** TO INSTALL: - unzip all in main mod folder CREDITS: project manager - UllyB design, 3D modelling, skin, swing wing & other animations, decals, hangar & loadout pics - AngelP FM tweaking & other corrections- Baffmeister cockpit - B-1B bomber cockpit - Dels weapons tweaking & tester - Baffmeister project supervising - Baffmeister & Yakarov79 Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas Special thanks to this wonderful community who gave me ...wings and courage in all these long years. *************************************************************************************************************** I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient. -
View File TU-160 Blackjack for SF1 series by UllyB TU_160 Blackjack project by UllyB for SF1 series The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown. Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014. TO INSTALL: - unzip the Tu-160 folder into your ...\Objects\Aircraft folder - unzip the content of the Effects folder into game's effects folder CREDITS: project manager - UllyB design,3D modelling,skin,decals - AngelP FM tweaking & other corrections- Baffmeister cockpit - the model uses a F-111A cockpit designed by NormanKnight. weapons tweaking & tester - Baffmeister project supervising - Baffmeister & Yakarov79 Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas Special thanks to this wonderful community who gave me ...wings and courage in all these long years. *********************************************************************************************************************************** I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient. Submitter UllyB Submitted 06/05/2020 Category Modern Soviet Aircraft
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View File TU-160 Blackjack for SF2 series by UllyB TU_160 Blackjack for SF2 series project by UllyB The Tupolev Tu-160, NATO reporting name: Blackjack) is a supersonic, variable-sweep wing heavy strategic bomber designed by the Tupolev Design Bureau in the Soviet Union in the 1970s. It is the largest and heaviest Mach 2+ supersonic military aircraft ever built and second only to the XB-70 Valkyrie in overall length.It is the largest and heaviest combat aircraft, the fastest bomber now in use and the largest and heaviest variable-sweep wing airplane ever flown. Entering service in 1987, the Tu-160 was the last strategic bomber designed for the Soviet Union. As of 2016, the Russian Air Force's Long Range Aviation branch has at least 16 aircraft in service.The Tu-160 active fleet has been undergoing upgrades to electronics systems since the early 2000s. The Tu-160M modernization programme has begun with the first updated aircraft delivered in December 2014. *************************************************************************** *The model has Triple dragchute as in the real aircraft and has one historical skin made . Also the model has proper crew windows and proper crew positions inside the plane. *************************************************************************** TO INSTALL: - unzip all in main mod folder CREDITS: project manager - UllyB design, 3D modelling, skin, swing wing & other animations, decals, hangar & loadout pics - AngelP FM tweaking & other corrections- Baffmeister cockpit - the model uses a B-1B bomber cockpit (unknown designer) weapons tweaking & tester - Baffmeister project supervising - Baffmeister & Yakarov79 Special thanks to Stratos, 76IAP-Blackbird and Logan4 for support, help and ideas Special thanks to this wonderful community who gave me ...wings and courage in all these long years. *************************************************************************************************************** I pledge that I will continue the work to this plane bringing, from time to time, upgrades but it will take a while so please be patient. Submitter UllyB Submitted 06/05/2020 Category Other
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