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ianh755

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Everything posted by ianh755

  1. If you mean like a Tornado with an external Chaff/Flare pod then add "AllowedWeaponsClass=EP" to the A/C data.ini in the Pylon section but there aren't any pods that are small enough to replace an IRM except maybe the Phimat pod which is French/British.
  2. A great find there Svetlin!
  3. Teras - It's in the Rafale File Announcement thread (it's changed very slightly from the one above)
  4. CadetBRA - I've made a slight change based on a Rafale pic showing the Pod on the front right only (thought it was centreline in my reference pic), put the right loadout on the centreline and removed the front left Pod as nothing gets fitted to it. I've also added a damage texture, Hangar screen and rafale.ini to use these - http://www.ianhenshall.com/sf2/rafale_wip_01.7z I noticed a few other things. There's no Rafale-1250_FT fuel tank included in the pack, no gun and the "heading bug" in the Typhoon HUD is massive (seems to have changed size and position with Mar '12 patch but don't know why?). I'll PM you tomorrow with some fixes for all that. Have fun! I'm off to bed
  5. I'm really liking this but one thing I found in the data.ini is the weapon groups don't work using the in-game loadout screen as they go higher than 6. I changed mine like this Centreline = Group 1 Ventral L/R = Group 2 Pod L/R = Group 3 InnerStation L/R = Group 4 MidStation L/R = Group 5 Wingtips L/R = Group 6 and I've made the Centreline carry any Pods rather than the two front pylons (which are now normal weapons) which is how they carry stuff in real life. I can send you a modified ini if you'd like? Cheers for the great plane..............................IanH
  6. Loving this! - I changed the data.ini slightly so the weapon stations work, hope you don't mind!
  7. LOL, the highest I hit was over 500,000ft in the Hawk which definitely makes it a spacecraft! It is interesting to think about "is there a ceiling limit"? anyway it goes high enough for our needs!
  8. The "roof" is only a "view" limit, you still keep climbing and if you stay in the cockpit (even though the 3d model disappears) you get heights like this - not to be taken seriously as it was in a modded TSR2 but I've been higher in a Mach 6.5 BAE Hawk when testing how engine entries work! PS just noticed I'm high enough to be classed as a space craft (80KM+ with 0g LOL)
  9. Dan - Could you make a list of the ships that you removed in Darwin (even if it's all of them)? Then, as my Darwin install works, if I have any of those ships I can upload them for you to compare to yours to see if there's any difference. If there is that'd confirm that it's the definitely something the ships data.ini thats causing this and not something else (like a formation issue etc) which removing the ships would mask. Cheers!
  10. For comparison, flying the same A-7E (74) in my very heavily modified SF2:E over Starys 1024x1024 Germany terrain also gets 90% GPU but it does 150 FPS at 1920x1080 Unlimited (completely stock SF2:E is 250+ FPS). I think when it 1st came out Brain32 used the De-Bug tool and found that when he flew near land there was about 3.6 million polygons in the terrain! No wonder the GPU takes a beating!
  11. Skulz - I switched Afterburner OSD on for my Graphics Card and SF:2NA is using 100% of the GPU but only around 40% of the CPU over Land & Sea (GPU in Pink top Left) -
  12. That FPS is about right for Land with your setup at 1920x1080 with Unlimited selected. Mine is 20FPS minimum over Land and I have N580GTX with i7 2600K @ 4.6Ghz on Unlimited. However the Average FPS is 50-60 FPS which is OK. Over Sea and with Ships you should get about 10-20FPS more than land on Unlimited. The only thing is either to reduce the graphics to High/Medium as it's not Optimised very well unfortunately. You could use the older style terrain found here http://combatace.com/topic/71249-sf2na-iceland-classic-tfdhfd-terrain which should make it quicker. Here's my FPS shots - Land - 19FPS Minimum Sea - 33FPS Minimum
  13. We knew she'd survived from visiting Dave who was in the same hospital as her but I thought the leg was lost in Basrah rather than back in the UK. As bad as it sounds we were being hit alot back then with pretty high amount of casualties which is, I'll be honest, why I didn't recognise her even as I was reading the story. It wasn't until I saw the pic of her injured face with her head wound that I remembered who it was. The SF guys really deserve all the credit though, although we got there a few minutes before them (I was in an Internet cabin about 50m away) their 1st aid was much more advanced then anything we could do and they kept her going for the 10mins or so until the ambulance/doctors etc could get to her.
  14. There's a Controls HotFix for the Mar '12 patch which cures this - http://www.thirdwire.net/files/dl/SF2_update_Mar2012_Hotfix.exe - and it's built-in to the Apr '12 patch if you're going to update. Hope that helps!
  15. Cheers guys, MissionControl.ini is almost what I'm after. In the stock game a Strike mission (when "start in Air" is selected) starts at around 16-22,000ft ("normal" height in MC.ini file) while CAS starts around 1500ft ("low" in MC.ini) yet in ODS both mission types start at 1500ft (like both are linked to "low"). I increased the "low" figure in the missioncontrol to 7000m which'll do for now, it just means a dive down for CAS. Thanks!
  16. Hi all, For that little bit of extra realism I wanted to change the displays in the Tornado GR4 Cockpit to more accurately portray it's current cockpit (it still uses the old GR1 cockpit). However I've hit a snag, I want change which screens are allowed to display the FLIR and Laser Pod. At the moment the Radar, FLIR and Laser are all shown on a small screen just to the lower left of the HUD (IRL this is the TFR screen) but I want to allow the larger Moving Map display to display the FLIR and Laser leaving just the Radar on the smaller screen (see pic below) and for the life of me I can't figure out how to do it or if it's even possible. If anyone can shed any light on this I'd be a happy bunny! Cheers..............................................IanH
  17. Howdo, I trying to edit the Start Altitude for Strike missions as it's currently around 1500ft (same as CAS) and I'd like to bump it up to 20,000ft+ but I've no idea where that entry is, can anyone give me a clue please? Cheers!
  18. Luftwaffe Ag51 on a Strike Mission near Mazar-i-Sharif in Afghanistan '07 targeting a compound where IED's are made. Taking Fire at the IP Bombs Gone (slightly reskinned GBU-54 with true Black/yellow spot nose) Litening Pod on Target Impact with multiple secondarys Alot quieter on the Egress, back to Base!
  19. [TVDisplayData] UseRadarTexture=TRUE DisplayLimitLeft=3 DisplayLimitRight=150<------------------------------------------------------------------------ DisplayLimitTop=3 DisplayLimitBottom=150<------------------------------------------------------------------------ ApplyFilter=TRUE FilterMaterial=DTVFilterMaterial OverlayTexture= It's these two here - they tell the TV display how far left/right & up/down to display so it's 150 too high and 150 too far right with the figures above. Try 3(same as Left/Up) instead which should centre it and then fine tune it if it's too large by increasing all 4 sets of numbers which will squash the image to fit the screen.
  20. Version V1.0

    1,324 downloads

    ***************** German Tornado ECR/IDS/Marine Pack for SF2 V1.0 ************************ This pack contains 4 German Tornado aircraft with all the sounds, effects and weapons etc necessary for use. Although initially based on Dave, AD and Sundowners Tornado GR1/GR4 pack (in which I was involved) this pack includes new models, converted SF1 skins and improved ini's over the original GR1/GR4 release. It has been tested in both a Full Merged Nov '11 and a single SF2:E Nov '11 game with no problems found (not tested in SF1). Installation ------------- Unzip then copy and paste these folders into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 or whatever yours is called). AIRCRAFT ------------ Aircraft Specific Info (in-game, not accurate to real life timeline) - --------------------------------------------------------------------- Tornado ECR '90 (1990-2020) - The SEAD/Electronic Warfare version of the Tornado IDS, this comes with a much more powerful ECM pod than the IDS, no Cannons and a FLIR turret under the nose. Tornado IDS '00 (2000-2020) - This is the Mid-Life Update for the IDS which gives it precision weapons like 2000lb Laser-JDAM, GBU-24, IRIS-T (post '06) and post '09 the Taurus Stand-Off Missile. It also has a secondary function in an Anti-Ship/SEAD role after the disbandment of the last Navy IDS squadron in 2005 allowing it to carry the new Kormoran 2 ASM. This comes in 2 paint schemes, an all-over grey for AG51 or a green camo design for JaboG 31 so I've allowed you to change the fuel tank colour at the loadout screen based on which skin you prefer. Tornado IDS '79 (1979-1999) - The standard IDS for the Luftwaffe it carries a fairly limited payload due to the politics of the era but does come with the awesome MW-1 Dispenser in either Anti-Runway or Anti-Tank/Personnel varieties (AI Has trouble using it as it designed for 100ft deployment and AI can't go that low). Tornado Marine/Navy IDS '82 (1982-2005) - The Naval version of the IDS, it's primary mission is Anti-Ship/SEAD and it was the only IDS capable of carrying larger 1000lb bombs and the Kormoran ASM until their disbandment started in 2000 lasting until the last Sqn went in 2005. It also carries it's defensive pods on the opposite wings to every other Tornado User. OTHER INFO ----------- Loadout Screen - -------------- As per the Other Tornado Italian/GR1/GR4 packs most of the defensive pods & A-A missiles are combined in Weapons group 1 so please don't use the in-game loadout screen to change anything in Group 1. Issues - ------ Due to the Political issues in Germany in the 80's the Luftwaffe's armory's were pretty bare and contained very few different weapon types which is why the loads outs are all very similar so be perpared for lots of MK82 Snake-Eye and BL755 sorties until 2000 and the arrival of the IDS '00 with it's enlarged weapons types. The Taurus missile is using the old Storm Shadow model as it's the only one square enough to simulate it. The Flir Turrent on the ECR has no display. With the IDS '79 Strike loadout the AI can't use the MW-1, they just pull up into a stall when trying to use it. *******If you find any issues or find that I've got something wrong please contact me on CombatAce - http://combatace.com/user/64030-ianh755/ ******************* THANKS -------- My thanks for all their hard work and efforts go to the following - Soulman - All the Decals help and his fantastic AG51 in Afghanistan Skin which I "grey'd" slightly for the European threatre. Sundowner, AD & Dave - The Original SF1 & SF2 Tornado packs including some of the Luftwaffe Skins I used for this pack. Dave - The Luftwaffe ECR Skin. Sundowner - The new IDS/ECR models and the Tornado Skin Template. Wrench - The Hangar Screen Templates. WildCat - The Navy MFG1 A/C and Weapon Skins. Ravenclaw007 - Once again for his fantastic weapons. ************************************************************************************* Have fun and thanks for Downloading.............................................IanH *************************************************************************************
  21. Russ - Looking good matey, I realise it's still a WIP but just in-case you didn't know there's some stuff on the top thats extra on a T2 - There are 2 new GPS AE's on the top now just behind the canopy (a GPWS one between the two air scoops - a rounded white rectangle - and a standard GPS AE to the right of the top Anti-Collision light - small white circle), some air vents behind the UHF AE and the APU exhaust just infront of the tail. Other than that and new wingtips it's ready to go!
  22. Stary - It sounds quiet to me too so I bumped the voice volume up a little.
  23. Some ODS - Mirage 2000c on a Strike mission against a Factory (level bombing at 20,000ft with Stary's viewlist mod) followed by a quick strafe on a moored cargo ship.
  24. Here's the AA-10D from my install, originally it had "SpecificStationCode=AA10" so I've removed that for you - http://www.ianhenshall.com/sf2/AA-10D.7z
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