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ianh755

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Everything posted by ianh755

  1. Version V1.0

    905 downloads

    ***************** Italian Tornado ECR/IDS Pack for SF2 V1.0 ************************ This pack contains 4 Italian 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 AMI ECR '98 (1998-2020) - The SEAD/Electronic Warfare version of the Tornado IDS, this comes with a powerful Built-In ECM jammer than the IDS and no Cannons. Tornado AMI IDS '04 (2004-2020) - This is the Mid-Life Update for the IDS which gives it precision weapons like 1000lb JDAM, GBU-12/16/24, Storm Shadow Stand-Off Missile and post '06 the IRIS-T. It also has a secondary function in an Anti-Ship/SEAD role allowing it to carry the new AGM-88D HARM and Kormoran 2 ASM. Tornado AMI IDS '79 (1981-2003) - The standard IDS for the AMI it carries fairly limited payload types to just Dumb bombs upto 1000lb MK83 and the Kormoran ASm in the Anti-Ship role. Tornado AMI IDS Op Locusta '91 (1991 Op Desert Storm) - A Gulf War version of the IDS, it is a basic AMI IDS '81 but with a Sand Paint scheme. OTHER INFO ----------- Loadout Screen - -------------- As per the Other Tornado German/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 - ------ Just a limited weapons loadout for the AMI IDS '81, similar to the Luftwaffe setup, until the '04 Update which introduce much more variety. *******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 Decal help once again. Sundowner, AD & Dave - The Original SF1 & SF2 Tornado packs. Bobrock - The 6 & 70 Stormo AMI Skins X-Ray - The 50 Stormo AMI Skins Sundowner - The new IDS/ECR models and the Tornado Skin Template. Wrench - The Hangar Screen Templates. Ravenclaw007 - Once again for his fantastic weapons. ************************************************************************************* Have fun and thanks for Downloading.............................................IanH *************************************************************************************
  2. Version V2.0

    525 downloads

    ************************ USMC AV-16A/B Kestrel II for STRIKE FIGHTERS 2 V2.0 ************************ Due to technical internet issues Cocas has asked me to release this for him as he's unable - This is the V2.0 update of Cocas and Spinners fantastic "Sea Kestrel" pack and is a fairly comprehensive overhaul of the original pack with almost everything either new or improved! This pack includes all the Effects, Weapons and Sounds required to run on a standalone setup but it has only been tested on an Full 5 Merged setup. Installation ------------- Unzip then copy and paste the Effects/Flight/Objects/Sounds folders into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 **or whatever yours is called**). AIRCRAFT ------------ Aircraft Specific Info - ---------------------- AV-16A Kestrel II ('91 - '02) - was the USMC version of the Royal Navy's Sea Kestrel FRS.1 and included the Marines new 25mm GAU-22 (instead of the Royal Navys 25mm Aden 5) but was otherwise virtually identical in performance. It was painted in light Grey for this version. AV-16B Night Attack Kestrel II ('03 - '20) - was the USMC version of the Royal Navy's upgraded Sea Kestrel FRS.2. It included a new Nose mounted FLIR camera and the ability to carry more advanced weapons but otherwise virtually identical in performance to the FRS.2. It was painted in Dark Grey for this version. OTHER INFO ----------- Issues - ------ Hovering is quite difficult at 1st. With a fuel weight of under 25% and no weapons you can hover at around 55% thrust but without a working Nozzle gauge it's difficult to tell where your nozzles are pointing, especially as the 3D model nozzles stop moving at only 40' visually! My recommendation is to apply fully forward nozzles (98.5') and then slowly move it backwards until the engine exhaust dirt looks like it's pointing at 90' but it's not ideal (see Alternate Cockpit below). The mapping is "interesting" in some places with stretching, especially on the 2 Booms. *******If you find any issues or find that I've got something wrong please contact me on CombatAce - http://combatace.com/user/64030-ianh755/ ******************* ------------------------------------------------- Alternate Cockpit Usage (for Advanced Users only) - ------------------------------------------------- Included in this pack is Bobrocks fantastic Harrier AV-8B cockpit which, as it includes important Nozzle info, makes hovering much easier. However the Cockpit is more limited in comparison to the Kestrel (F-23/29) version so, if you're not bothered about trying to hover that much, I'd stick to the original Cockpit. Installation is simply dropping the Cockpit folder with it's 2 ini's into your A/C and altering the aircraftname.ini to point to the 2 new ini's. I'd make a backup before you though just to be safe! Please use at your own risk, if you don't know how to alter ini files then please don't attempt to install the new cockpit in case you break something! THANKS -------- Massive thanks to Cocas for creating the 3D model and patiently modifying it everytime I asked for any/every crazy little thing! Spinner for his fantastic work with the original Pack. Dels for creating his superb F-23/F-29 cockpit used here with his kind permission. Bobrock for creating his amazing AV-8B cockpit used here with kind permission. Ravenclaw007 for the stunning weapons he makes and I continue to enjoy using. Spillone104 for his Improved Afterburner Effects. The Various Modders who've made the Pilots and Seats which I used from my install but sadly I can't find out who you are to give full credit (please PM me and I'll update this with your name) but I think its' EBurger68, ChrisBV, Ravenclaw007 and EricJ ************************************************************************************* Have fun and thanks for Downloading.............................................IanH *************************************************************************************
  3. This is a quick reference guide for what all the different "***Type=" Numbers mean when editing Weapons. It's primarily for people who are used to editing ini's rather than Newbies but hopefully it'll help both. I got some of the information from posts on here and some from playing about with the TW weapons editor but if you spot anything wrong let me know and I'll get it changed. Ta...............................IanH *******************Strike Fighters 2 - Editing Weapon Data********************* What are the different types of weapons I can fit to a Pylon in SF2? ------------------------------------------------------------------------------------------------------------------------- **********This is Found in the Aircraft data.ini and it Lets the Pylon know the type of weapons it can carry********* ------------------------------------------------------------------------------------------------------------------------- AllowedWeaponClass=??? BOMB ... Bomb LGB .....Laser-guided Bomb EOGB ... Electro-Optically Guided Bomb AWD .... Area-weapon Dispenser NUC .... Nuclear Bomb WGR .... Wire-guided Rocket CGR .... Command-guided Rocket LGR .... Laser-Guided Rocket EOGR.... Electro-Optically Guided Rocket ARM .... Anti-radiation Missile ASM .... Anti-ship missile IRM .....Heat-seeking Missile SAHM ... Semi-active Homing Missile AHM .... Active Homing Missile RP ......Rocket Pod RCKT ... Rocket, single GP ......GunPod EP ......ECM Pod LP ......Laser Pod NP ......Navigation Pod DLP .... Data-link Pod RCN .....Recon Camera Pod IFP .....Illumination Flare Dispenser FT ......Fuel Tank 2BR .... Twin Bomb Rack 2IR .....Twin IRM Rack 2AR .... Twin AHM Rack TER .... Triple Ejector Rack TLR .... Triple Homing Rocket Rack (AGM-65 for example) MER ... Multiple Ejector Rack (6 Bombs) BFT .... Bomb carrying Fuel Tank ATR .... Guided Rockets Rack (WGR/LGR only - No Racks for CGR) --------------------------------------------------------------------------------------------------------------------------- How can I change how a weapon works, what warhead it carrys, how it's guided etc? --------------------------------------------------------------------------------------------------------------------------- **********All the following are for editing an individual Weapons Data.ini and are found in the Weapons Folder********** --------------------------------------------------------------------------------------------------------------------------- WeaponDataType=??? * WeaponDataType=0 Free Fall Bombs * WeaponDataType=1 Guided Missiles & Torpedoes * WeaponDataType=2 Rocket Pod and Unguided Rockets * WeaponDataType=3 Gun Pod * WeaponDataType=4 ECM, Navigation, Targeting, Data Link (See "StoreType=" below) * WeaponDataType=5 Drop Tank * WeaponDataType=6 Bomb/Missile Rack Type So using the "AllowedWeaponClass=" Labels above WeaponDataType=0 = BOMB NUC LGB EOGB AWD WeaponDataType=1 = ARM SAHM IRM CGR EOGR AHM LGR WGR ASM WeaponDataType=2 = RCKT RP WeaponDataType=3 = GP WeaponDataType=4 = EP RCN LP NP DLP (See "StoreType=" below) WeaponDataType=5 = FT BFT WeaponDataType=6 = MER TER CGR ATR TLR 2IR 2AH 2BR --------------------------------------------------------------------------------------------------------------------------- StoreType=??? If using WeaponDataType=4 then "StoreType=" states what the Pod does StoreType=0 = EP = Noise Jammer StoreType=1 = EP = Deceptive StoreType=1 = EP = Dual Mode (you also have to add DualMode=1 below WeaponDataType=4 as well) StoreType=2 = EP = Decoy Dispenser StoreType=3 = LP = Laser Pod StoreType=4 = NP = Navigation Pod StoreType=5 = DLP = Data Link Pod StoreType=6 = RCN = Recon Pod/Camera For more Information on EP Types visit http://combatace.com/topic/57249-ecm-jammers-in-sf2-for-sf2-kb/ --------------------------------------------------------------------------------------------------------------------------- WarheadType=??? WarheadType=0 = High Explosive WarheadType=1 = Armour Piercing WarheadType=2 = HEAT WarheadType=3 = Incendiary WarheadType=4 = Napalm WarheadType=5 = Fuel Air Explosive WarheadType=6 = Penetrator WarheadType=7 = Runway Cratering WarheadType=8 = Cluster - Anti Personnel (AP) WarheadType=9 = Cluster - Anti Tank (AT) WarheadType=10 = Cluster - Mix AP/AT WarheadType=11 = Cluster - Incendiary WarheadType=12 = Cluster - Runway Cratering WarheadType=13 = Area Weapons Dispenser WarheadType=14 = Nuclear Fission WarheadType=15 = Nuclear Fusion -------------------------------------------------------------------------------------------------------------------------- GuidanceType=??? ***Air to Ground*** GuidanceType=0 None (BOMB,RCKT,NUC,AWD) Unguided Dumb bombs & rockets etc GuidanceType=1 Wire Guided (WGR) TOW & HOT etc - Can be used for small missiles (i.e mW radar Brimstone/Hellfire) to substitute Radar Guidance - CAN be Rack Mounted (ATR). GuidanceType=2 Radio Command Guided (CGR) AS-30 etc GuidanceType=3 Semi-Auto Command Guided (CGR) Can used for Large missiles (i.e Anti-Ship) to substitute Radar Guidance - CAN'T be Rack Mounted. GuidanceType=4 Laser Guided (LGB,LGR,NUC,AWD) GBU-12, Laser AGM-65 etc GuidanceType=5 TV Homing (EOGB,EOGR,NUC,AWD) Walleye, TV AGM-65 etc GuidanceType=6 Imaging Infra-red Homing (EOGB,EOGR,NUC,AWD) IIR AGM-65, GBU-15 etc GuidanceType=7 Inertial Homing (ASM) ASMP, some Anti Ship models GuidanceType=8 GPS Homing (EOGB,EOGR,NUC,AWD) JDAM, Storm Shadow etc GuidanceType=9 Anti Radiation (ARM) AGM-88, Martel, ALARM, Kh-28 etc ***Air to Air*** GuidanceType=10 Heat Seeking (IRM) Sidewinder, Archer etc GuidanceType=11 Beam Riding (SAHM) SA-2, SA-3 etc GuidanceType=12 Semi-Active Radar Homing (SAHM) ie Aim-7 Sparrow, SA-6 GuidanceType=13 Active Radar Homing (AHM) ie AMRAAM, Adder etc **Anti Ship Missiles** - Radar guidance for A2G Weapons isn't modelled in-game (only A2A weapons) so in the past people have used GuidanceType=7/8 to simulate it but this will only hits static targets and will miss moving ones. Please consider using GuidanceType=2/3 (CGR) as a work around instead for Large Single Pylon Missiles or GuidanceType=1 (WGR) for smaller weapons that may require Rack mounting (ATR). The GuidanceType doesn't affect the WeaponDataType so both a LGB GBU-12 (WeaponDataType=0) and an EOGR Laser AGM-65 (WeaponDataType=1) use the same GuidanceType (GuidanceType=4 Laser). -------------------------------------------------------------------------------------------------------------------------- ***EDIT 07 Jan '12 - Changed GuidanceType=??? section slightly to include AllowedWeaponClass acronyms and new WGR data.
  4. Version V1.1

    418 downloads

    ************************ United States Air Force F-118 Pack for STRIKE FIGHTERS 2 ************************ This pack contains several United States Air Force versions of the Vought Raider F-118 - created by Cocas (Daniel) - and it has been tested on a May '13 fully merged install of all 5 games. ***Aircraft can be found under "VOUGHT F-118" in the In-Game Menu*** History -------- In 1974 the USAF started the Light Weight Fighter competition for a new light combat Fighter to complement the F-15A Eagle and in this version of History the winner was..........The Vought F-118A Raider. This pack is designed to roughly mirror the service history of the F-16C/D/I so the design of a Blk30 F-118 is fairly similar to that of a Blk30 F-16 for example although not exactly the same (i.e the cockpits will be different). Installation ------------- Unzip then copy and paste the Effects/Flight/Objects folders into your Mod folder, usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 **or whatever yours is called**. AIRCRAFT ------------ Aircraft Specific Info - ---------------------- Vought Raider F-118 Block 30/32 ('87 - '01) - With the "A" initially designed as a fighter with a limited Air to Ground capability the USAF modified it into the "C" variant, a capable multi-role aircraft able to dominate the airspace whilst improving the original designs limited Air to Ground capabilities. Vought Raider F-118 Block 40/42 ('02 - '08) - This upgrade saw everything from the engine to weapons to the avionics all upgraded, especially with the addition of Conformal Fuel Tanks (CFT's) to allow the pylons to be fully loaded with the latest smart weapons instead of fuel tanks creating a true multi-role aircraft whilst still allowing it to retain a significant Air to Air capability should the need arise. Vought Raider F-118 Block 50/52 ('09 - '40) - This massive upgrade once more saw everything uprated, from the engine to the weapons it can carry and, with this version, the avionics were all hugely upgraded, allowing it survive far behind any future enemys lines, a mission for which it was especially designed. In addition to the CFT's fitted on the Block 40/42 there was now a Spine Rack fitted to store all the extra Avionics required to make this the most advanced F-118 in the USAF's inventory. OTHER INFO ----------- Issues - ------ Bonus Skin - In the Blk 50/52 aircraft there's a Greek skin too! The mapping is "interesting" around the nose with some skin stretching. The USAF Euro skin was really tricky, so much so that I wanted to punch a thousand cute kittens in their cute little faces by the end, after spending hours/days trying to get the edges to match up! So sadly some of it's not as good as I'd like but the PS templates are out to so hopefully you can improve on my skin. Weapons - PLEASE download Ravenclaw007's weapons packs, they are truely fantastic and include many unique Israeli weapons which haven't been included in this pack. *******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 -------- Cocas for creating the 3D model and then patiently modifying it everytime I asked for any/every crazy little thing! Ravenclaw007 for creating the superb F-16 cockpits used here with his kind permission, the Ejection Seats and yet again the stunning weapons he makes and I continue to enjoy using. RussoUK2004 for the use of his Hawk T1A models Damage DDS files which I used to create the damage DDS files for this pack. Spillone104 for his Improved Afterburner Effects. Old Diego (Diego Lozano) for the use of his F-16 Pilot. ************************************************************************************* Have fun and thanks for Downloading.............................................IanH *************************************************************************************
  5. Sea Harrier FRS.2

    Version V1.1

    1,600 downloads

    ****************************************** Sea Harrier FRS.2 for SF2 V1.1 ****************************************** This update by Wrench, DTMDragon and myself brings the SF1 Sea Harrier FRS.2 upto SF2 standards. This has been designed to work on everything from any of the Stock Games (May '12 patched) including SF2:NA to a fully Modded install with NATO Fighters IV etc. The new weapons are standalone and will not affect other weapons packs, however you may see other weapons from your pack are available. Please use the ones labelled "Royal Navy (WEAPONS NAME)" (they're all grouped together for ease of use) as these have all been designed and/or modified for this Sea Harrier release specifically, even though the Weapons may seem to be identical to ones you already have. 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 - --------------------------------------------------------------------- Sea Harrier FRS.2 (1993-2006) - Used by the Royal Navy primarily for Fleet defence although it does have a useful, if limited, Strike/Anti-Ship capability. With it's immense power to weight ratio it accelerates/decelerates like a sports car and is 9G capable with a sustained 7G turn possible. Sadly the lack of money meant that the weapons loadout was fairly limited yet, for it's primary task, the Blue Vixen radar mated to the AMRAAM system proved to be world class. OTHER INFO ----------- Loadout Screen - -------------- If you want to add the 2 Belly AMRAAM's (Group 5) in place of the gun pods (Group 4) then you also have to add the Belly Pylons which are also in Group 4 and they will replace the Gun Pods. Issues & Optional Files - --------------------------- Refuel Probe - Sadly this was never skinned in the original model and with the new high resolution skins we now have it looked truly terrible and just didn't work so we've removed it until such time as a new one can be made and added via Fake-Pilot. Optional Files - 2 different Hanger/Loading Screens, just copy/paste them into the aircraft folder. *******If you find any issues or find that I've got something wrong please contact me on CombatAce - http://combatace.com/user/64030-ianh755/ ******************* Change Log -------------- V1.0 - Initial Release V1.1 - Data.ini edited to allow Carrier Take Offs THANKS -------- This update was a collaboration between the following and my thanks for all their hard work and efforts go to them entirely - "GUEST" - Original SF1 release with Automatic Nozzles. DTMDragon - Various Ini Edits, Gun Pods/Belly Pylons & Manual Nozzles. Wrench - Various Ini Edits & Hangar/Loading Screens. ChrisBV - SKin and Decals. AmokFloo & AleDucat - Pilot and Seat. Monty CZ, Kesselbrut & VolksJager - Original FRS.1 Cockpit. Ravenclaw007 - Once again for his fantastic weapons. IanH (me!) - Weapons Pack, Loadouts & Various Ini Edits. ************************************************************************************* Have fun and thanks for Downloading.............................................IanH *************************************************************************************
  6. File Name: Sea Harrier FRS.2 File Submitter: ianh755 File Submitted: 12 May 2012 File Category: Harrier ****************************************** Sea Harrier FRS.2 for SF2 V1.1 ****************************************** This update by Wrench, DTMDragon and myself brings the SF1 Sea Harrier FRS.2 upto SF2 standards. This has been designed to work on everything from any of the Stock Games (May '12 patched) including SF2:NA to a fully Modded install with NATO Fighters IV etc. The new weapons are standalone and will not affect other weapons packs, however you may see other weapons from your pack are available. Please use the ones labelled "Royal Navy (WEAPONS NAME)" (they're all grouped together for ease of use) as these have all been designed and/or modified for this Sea Harrier release specifically, even though the Weapons may seem to be identical to ones you already have. 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 - --------------------------------------------------------------------- Sea Harrier FRS.2 (1993-2006) - Used by the Royal Navy primarily for Fleet defence although it does have a useful, if limited, Strike/Anti-Ship capability. With it's immense power to weight ratio it accelerates/decelerates like a sports car and is 9G capable with a sustained 7G turn possible. Sadly the lack of money meant that the weapons loadout was fairly limited yet, for it's primary task, the Blue Vixen radar mated to the AMRAAM system proved to be world class. OTHER INFO ----------- Loadout Screen - -------------- If you want to add the 2 Belly AMRAAM's (Group 5) in place of the gun pods (Group 4) then you also have to add the Belly Pylons which are also in Group 4 and they will replace the Gun Pods. Issues & Optional Files - --------------------------- Refuel Probe - Sadly this was never skinned in the original model and with the new high resolution skins we now have it looked truly terrible and just didn't work so we've removed it until such time as a new one can be made and added via Fake-Pilot. Optional Files - 2 different Hanger/Loading Screens, just copy/paste them into the aircraft folder. *******If you find any issues or find that I've got something wrong please contact me on CombatAce - http://combatace.com/user/64030-ianh755/ ******************* Change Log -------------- V1.0 - Initial Release V1.1 - Data.ini edited to allow Carrier Take Offs THANKS -------- This update was a collaboration between the following and my thanks for all their hard work and efforts go to them entirely - "GUEST" - Original SF1 release with Automatic Nozzles. DTMDragon - Various Ini Edits, Gun Pods/Belly Pylons & Manual Nozzles. Wrench - Various Ini Edits & Hangar/Loading Screens. ChrisBV - SKin and Decals. AmokFloo & AleDucat - Pilot and Seat. Monty CZ, Kesselbrut & VolksJager - Original FRS.1 Cockpit. Ravenclaw007 - Once again for his fantastic weapons. IanH (me!) - Weapons Pack, Loadouts & Various Ini Edits. ************************************************************************************* Have fun and thanks for Downloading.............................................IanH ************************************************************************************* Click here to download this file
  7. Version V1.1

    258 downloads

    ************************ Israeli Air Force F-118 Pack for STRIKE FIGHTERS 2 ************************ This pack contains several Israeli Air Force versions of the Vought Raider F-118 - created by Cocas (Daniel) - and it has been tested on a May '13 fully merged install of all 5 games. It requires SF2:Israel for the A/C serial numbers to show up on the tails, however, it will run without SF2:I but the tails will be blank. ***Aircraft can be found under "VOUGHT F-118" in the In-Game Menu*** History -------- In 1974 the USAF started the Light Weight Fighter competition for a new light combat Fighter to complement the F-15A Eagle and in this version of History the winner was..........The Vought F-118A Raider. The aircraft's low cost and advanced design meant that it was exported widely, with Israel in particular buying a sizeable amount and modifying them well beyond what the original designers had ever thought possible. This pack is designed to roughly mirror the service history of the F-16C/D/I so the design of a Blk30 F-118 is fairly similar to that of a Blk30 F-16 for example. Installation ------------- Unzip then copy and paste the Effects/Flight/Objects folders into your Mod folder, usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 **or whatever yours is called**. AIRCRAFT ------------ Aircraft Specific Info - ---------------------- Single Seat - Vought Raider F-118C 'Netz-A' ('87 - '94) - Initially designed as a fighter with a limited Air to Ground capability the IAF transformed it into a capable multi-role aircraft, able to dominate the airspace whilst improving the original designs limited Air to Ground capabilities. Vought Raider F-118H 'Barak' ('95 - '30) - This upgrade saw everything from the engine to weapons to the avionics all upgraded, especially with the addition of Conformal Fuel Tanks (CFT's) to allow the pylons to be fully loaded with the latest smart weapons instead of fuel tanks creating a true multi-role aircraft whilst still allowing it to retain a significant Air to Air capability should the need arise. Two Seat - Vought Raider F-118D 'Netz-B' ('87 - '94) - Originally designed as a trainer the IAF transformed it into a superb Strike & Wild Weasel aircraft. More importantly for the IAF, the 2nd crew member also turned it into a deadly CAS aircraft. Vought Raider F-118I 'Barak II' ('95 - '04) - This upgrade saw everything from the engine to weapons to the avionics all upgraded, especially with the addition of Conformal Fuel Tanks (CFT's) to allow the pylons to be fully loaded with the latest smart weapons instead of fuel tanks which, with it's 2nd crew member and advanced avionics, makes it ideal for the Wild Weasel role. Vought Raider F-118M 'Sufa' ('05 - '30) - This massive upgrade once more saw everything uprated, from the engine to the weapons it can carry and, with this version, the avionics were all hugely upgraded, allowing it survive far behind any future enemy's lines, a mission for which it was especially designed. In addition to the CFT's fitted on the Barak II there was now a Spine Rack fitted to store all the extra Avionics required to make this the most advanced F-118 in Israel's inventory and possibly the deadliest aircraft in the Middle East. OTHER INFO ----------- Issues - ------ Python Missiles & Fuselage Pylons - Due to the size of the rear fins on the Python Missiles then can sometimes touch the stores put on the inboard wing pylon. MApping - The mapping is difficult around the nose with some skin stretching. The USAF Euro skin was really tricky, so much so that I wanted to punch a thousand cute kittens in their cute little faces by the end, after spending hours/days trying to get the edges to match up! So sadly some of it's not as good as I'd like but the PS templates are out to so hopefully you can improve on my skin. Weapons - PLEASE download Ravenclaw007's weapons packs, they are truly fantastic and include many unique Israeli weapons which haven't been included in this pack. *******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 -------- Cocas for creating the 3D model and then patiently modifying it every-time I asked for any/every crazy little thing! Ravenclaw007 for creating the superb F-16 cockpits used here with his kind permission, the Ejection Seats and yet again the stunning weapons he makes and I continue to enjoy using. RussoUK2004 for the use of his Hawk T1A models Damage DDS files which I used to create the damage DDS files for this pack. Spillone104 for his Improved Afterburner Effects. Old Diego (Diego Lozano) for the use of his F-16 Pilot. ************************************************************************************* Have fun and thanks for Downloading.............................................IanH *************************************************************************************
  8. Tornado GR1/GR4 for SF2 V4.0

    Version V4.0

    2,372 downloads

    ***RAF Tornado GR1, GR4 and RSAF GR1 Pack V4.0 - Full*** V4.0 Updates - Fixed Cockpit Position Fixed Jammer Pods (they now work) Fixed Airbrake Animation Timings Fixed Position of A/C Nav Lights Fixed Various Weapon Skins New RWR Setup New RAF Pilot Models New Weapon Models New Damage Textures New Loading Screens New Hangar Screens Decal Folder Cleaned Up This is the updated V4.0 version of Dave & Sundowners original Tornado GR1 & GR4 series. This pack is a combination of the previous V3.0 pack by Dave & Sundowner, the 2 extra Updates I released (V3.1 and V3.2) and my unreleased V3.3 Update, which included the improvements seen above. This pack can either be used as a Standalone (if you don't have the V3.0 pack) or as an Update of your existing Tornado pack. This has been designed to work on everything from a Stock Game (July '13 patched) to a fully Modded install with NATO Fighters V etc. The new weapons are standalone and will not affect other weapons packs, however you may see other weapons from your pack are available. Please use the ones labelled "RAF (WEAPONS NAME)" (they're all grouped together for ease of use) as these have all been designed and/or modified for this Tornado Pack specifically, even though the Weapons may seem to be identical to ones you already have. INSTALLATION ------------ Copy and paste the 4 folders into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 Europe\) to add or update everything. Aircraft Specific Info (in-game, not accurate to real life timeline) - --------------------------------------------------------------------- RAF TORNADO VERSIONS --------------------- GR1_82 (1982-1989) - Carrys Unguided 1000lb Slick/Retarded Bombs, BL-755 Cluster Bombs, JP233 & ALARM. GR1_90 (1990-1997) - The LGB years when the TIALD Laser Pod came into service which allowed it to carry 1000lb GBU-123 LGB's. GR1DS_90 Desert Storm (1990-1991) - Year limited for Op Granby (Desert Storm) only. It can carry the same weapons fit as the GR1_90 above. GR4_98 (1998-2005) - A complete systems overhaul of the GR1_90. Although massively upgraded from a GR1 due the RAF's lack of Hi-Tech weaponary this kept virtually the same weapons fit until 2002 when the RAF purchased their 1st truely Smart Weapons, the 1000lb Enhanced Laser/GPS Guided Paveway II and the Bunker Busting 2000lb Enhanced Laser/GPS Guided Paveway III. GR4_06 (2006-2020) - 2006 saw the RAF finally get the advanced set of weapons they needed which included new Litening III Designation pods, 500lb Enhanced Laser/GPS Guided Paveway IV, Laser & IIR Brimstone Anti-Tank Missiles, Storm Shadow Cruise Missiles, ASRAAM and the RAPTOR recon pod. Due to their higher collateral damage risk the larger Paveway III was phased out for the the new Super Weapon the Storm Shadow, a Stealthy 500+ mile ranged Cruise Missile. This weapons update makes it the most advanced combat load currently carried by any aircraft in the world. ROYAL SAUDI AIR FORCE VERSIONS ------------------------------- GR1_93 RSAF (1993-2005) - The Royal Saudi Air Forces version of the standard GR1_90 with the same capabilities. GR1_06 RSAF (2006-2020) - A modernisation program in 2006 brought their GR1_93's to a GR4-"Lite" standard (although still called GR1). It can carry IIR Brimstone (but not Laser) and Storm Shadow but none of the other advanced weapons/pods that a standard GR4 can carry. OTHER INFO ----------- Loadout Screen - -------------- Because the Tornado carrys all of it's offensive weapons underneath please view the 3 loadout pictures included to understand which drop-down menu is used for each type of weapon. GR1 (82) - The Top loadout box shows empty but it's the fuel tanks and ECM pods, DO NOT TOUCH! GR1 (90) & GR1 Desert Storm - The Top loadout box shows empty but it's the fuel tanks and ECM pods, DO NOT TOUCH! Also it shows 4x ALARM fitted but it's actually 2x ALARM and 2x AIM-9, again DO NOT TOUCH! GR4/RSAF - The Top loadout box shows empty but it's the fuel tanks, AIM-9/ASRAAM, ALARM and ECM pods, DO NOT TOUCH! Issues - ------ 1. There is still no animations for the Refueling Probe or Nose Wheel Steering and the Airbrake Jacks aren't modelled. 2. In the cockpit mirrors you can "just" about see the undercarriage through the model. ------------------------------------------------------------ CREDITS ---------- As usual this pack is only made possible due to the contributions of the fantastic people at CombatAce.com listed below and I'm extremely grateful for their time and/or knowledge. Original Pack - Dave & Sundowner via AD Weapons - RavenClaw007 & KillerBee New Pilots - ChrisBV If you find anything broken, strange, doesn't look right or even if you're a Tornado buff and spot that somethings in the wrong place please let me know on the CombatAce SF2 forums. Hope you have fun with this!!! Cheers.........................................IanH!
  9. I have the same settings as yours (using the Hawk T.1A rather than Goshawk) and mine launches OK from US carriers - So I'm not sure where your problem is as it's not "The Usual Problem". Have you tried different carriers?
  10. In the aircrafts data.ini scroll to the bottom and have a look at the Undercarriage entries and look for these three entries in each undercarriage leg - ShockStroke=XXX SpringFactor=XXX DampingFactor=XXX Post them up here so we can check them as it's usually the Spring Factor too high but I'm sure Russo set them up right.
  11. He means you can only get the BETA model at the moment, the ace888 one above is not released yet so only ace888 has it so far.
  12. This is the Original Unmodded Viewlist [ViewClass001] ViewClassName=FreeViewClass ViewType=FREE_VIEW ViewGroupID=0 DefaultView= AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE StepZoom=FALSE ZoomScale=0.1 PanScale=0.00140 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.0 [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=60.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE [ViewClass003] ViewClassName=SnapViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=FALSE SnapView=TRUE InsideView=TRUE FocusObjectOnly=TRUE FOV=60.0 PitchControl= YawControl= RollControl= ZoomControl= JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=360.0,240.0,240.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.06 [ViewClass004] ViewClassName=ExternalViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=80 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=TRUE SmoothPositionTransition=TRUE SmoothFOVTransition=TRUE RememberAngle=TRUE RememberPosition=TRUE RememberFOV=TRUE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 MinObjectDistance=10.0 MaxObjectDistance=1000.0 OffsetDistance=0.0 ResetTime=2.5 [ViewClass005] ViewClassName=FlybyViewClass ViewType=Flyby_VIEW ViewGroupID=0 DefaultView=freeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=45.0 ObjectDistance=100.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE RememberAngle=TRUE RememberPosition=TRUE RememberFOV=TRUE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=False LimitYaw=FALSE PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 StepZoom=FALSE ZoomScale=0.01 FOVRate=60.0 MinObjectDistance=100.0 MaxObjectDistance=4000.0 OffsetDistance=40.0 MinFOV=4.80 MaxFOV=23.0 ResetTime=120 [ViewClass006] ViewClassName=ShoulderViewClass ViewType=FIXED_VIEW ViewGroupID=0 DefaultView=COCKPITFRONT AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=70.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE ZoomFOV=TRUE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=100.0 Acceleration=10.0 AngleRates=360.0,240.0,240.0 FOVRate=60.0 MinFOV=55.0 MaxFOV=85.0 ResetAngles=False ResetTime=1.0 ResetRate=0.3 TrackIRUseAbsolutePos=TRUE [ViewClass007] ViewClassName=DeathViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=40.0 JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE TrackObjectPitch=TRUE TrackObjectYaw=TRUE TrackObjectRoll=TRUE LimitPitch=FALSE LimitYaw=FALSE ZoomFOV=TRUE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinObjectDistance=10.0 MaxObjectDistance=100.0 OffsetDistance=0.0 [ViewClass008] ViewClassName=PadlockViewClass ViewType=PADLOCK_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=60.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.06 [ViewClass009] ViewClassName=TargetViewClass ViewType=TARGET_VIEW ViewGroupID=2 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=TRUE FOV=45.0 ObjectDistance=40.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinObjectDistance=10.0 MaxObjectDistance=100.0 OffsetDistance=0.0 MinFOV=15.0 MaxFOV=90.0 ResetTime=2.5 [ViewClass010] ViewClassName=TacticalViewClass ViewType=TACTICAL_VIEW ViewGroupID=3 DefaultView=ObjectView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=TRUE FOV=45.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinFOV=15.0 MaxFOV=90.0 ResetTime=2.5 [ViewClass011] ViewClassName=WeaponViewClass ViewType=TRACKING_VIEW ViewGroupID=4 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=40 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=TRUE RememberPosition=TRUE RememberFOV=TRUE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.04 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=63550000.0 Acceleration=63510000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 //distance to zoom MinObjectDistance=3.0 MaxObjectDistance=1200.0 OffsetDistance=0.0 ResetTime=5.5 [ViewClass012] ViewClassName=EjectViewClass ViewType=EJECT_VIEW ViewGroupID=5 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=45.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinFOV=15.0 MaxFOV=90.0 [ViewClass013] ViewClassName=TowerViewClass ViewType=TOWER_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=15.0 ObjectDistance=1000.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE StepZoom=FALSE ZoomScale=0.01 FOVRate=60.0 MinObjectDistance=10.0 MaxObjectDistance=2000.0 OffsetDistance=0.0 MinFOV=5.0 MaxFOV=60.0 ResetTime=2.5 [ViewClass014] ViewClassName=NarrowCockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=30.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE [ViewClass015] ViewClassName=WideCockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=90.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE [ViewClass016] ViewClassName=CheckSixViewClass ViewType=FIXED_VIEW ViewGroupID=6 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=TRUE FOV=60.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.0 //----------------------------------------------------------------------------- [View001] ViewName=FreeView ViewClassName=FreeViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_FREE_VIEW CycleNextControl= CyclePrevControl= [View002] ViewName=CockpitFront ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_FRONT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 [View003] ViewName=CockpitRight ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_RIGHT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=90.0,0.0,0.0 [View004] ViewName=CockpitLeft ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_LEFT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-90.0,0.0,0.0 [View005] ViewName=CockpitUp ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_UP_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,30.0,0.0 [View006] ViewName=ObjectView ViewClassName=ExternalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_OBJECT_NEXT CycleNextControl=GOTO_VIEW_OBJECT_NEXT CyclePrevControl=GOTO_VIEW_OBJECT_PREV ObjectFrom=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=165.0,-20.0,0.0 [View007] ViewName=FlybyView ViewClassName=FlybyViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_FLYBY CycleNextControl=GOTO_VIEW_FLYBY CyclePrevControl=GOTO_VIEW_FLYBY_PREV ObjectFrom=SearchAircraft [View008] ViewName=SnapViewFront ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_FRONT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 RightModifierControl=SNAP_VIEW_RIGHT RightModifierAngle=45 LeftModifierControl=SNAP_VIEW_LEFT LeftModifierAngle=-45 [View009] ViewName=SnapViewRight ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_RIGHT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=90.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 LeftModifierControl=SNAP_VIEW_FRONT LeftModifierAngle=-45 [View010] ViewName=SnapViewLeft ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_LEFT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-90.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 RightModifierControl=SNAP_VIEW_FRONT RightModifierAngle=45 [View011] ViewName=SnapViewUp ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_UP CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,60.0,0.0 [View012] ViewName=SnapViewFrontRight ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_FRONT_RIGHT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=45.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View013] ViewName=SnapViewFrontLeft ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_FRONT_LEFT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-45.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View014] ViewName=SnapViewRearRight ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_REAR_RIGHT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=135.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View015] ViewName=SnapViewRearLeft ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_REAR_LEFT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-135.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View016] ViewName=SnapViewDown ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_DOWN CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,-20.0,0.0 [View017] ViewName=ShoulderView ViewClassName=ShoulderViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_SHOULDER CycleNextControl=GOTO_VIEW_OBJECT_NEXT CyclePrevControl=GOTO_VIEW_OBJECT_PREV ObjectFrom=SearchAircraft PositionOffsets=-0.60,-9.0,3.3 [View018] ViewName=DeathView ViewClassName=DeathViewClass UpdateAlways=FALSE ViewGotoControl= CycleNextControl= CyclePrevControl= ObjectFrom= PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 [View019] ViewName=GroundObjectView ViewClassName=ExternalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_GROUND_OBJECT_NEXT CycleNextControl=GOTO_VIEW_GROUND_OBJECT_NEXT CyclePrevControl=GOTO_VIEW_GROUND_OBJECT_PREV ObjectFrom=SearchGroundObject PositionOffsets=0.0,0.0,0.0 AngleOffsets=165.0,-20.0,0.0 [View020] ViewName=PadlockView ViewClassName=PadlockViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_PADLOCK CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 Toggle=TRUE Target=TRUE [View021] ViewName=TargetView ViewClassName=TargetViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_TARGET CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 Target=TRUE [View022] ViewName=PlayerToTargetView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_PLAYER_TO_TARGET CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,-40.0,8.0 AngleOffsets=0.0,0.0,0.0 Target=TRUE [View023] ViewName=TargetToPlayerView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_TARGET_TO_PLAYER CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,-40.0,8.0 AngleOffsets=0.0,0.0,0.0 Reverse=TRUE Target=TRUE [View024] ViewName=WeaponView ViewClassName=WeaponViewClass UpdateAlways=TRUE ViewGotoControl=GOTO_VIEW_WEAPON CycleNextControl=GOTO_VIEW_WEAPON CyclePrevControl=GOTO_VIEW_WEAPON ObjectFrom=SearchPlayerWeapon PositionOffsets=0.0,-15.0,0.0 AngleOffsets=0.0,-15.0,0.0 [View025] ViewName=PlayerToWeaponView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_PLAYER_TO_WEAPON CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchPlayerWeapon PositionOffsets=0.0,-40.0,8.0 AngleOffsets=0.0,0.0,0.0 [View026] ViewName=WeaponToPlayerView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_WEAPON_TO_PLAYER CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchPlayerWeapon PositionOffsets=0.0,-20.0,4.0 AngleOffsets=0.0,0.0,0.0 Reverse=TRUE [View027] ViewName=EjectView ViewClassName=EjectViewClass UpdateAlways=FALSE ViewGotoControl= CycleNextControl= CyclePrevControl= ObjectFrom= ObjectTo= PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 [View028] ViewName=TowerView ViewClassName=TowerViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_TOWER CycleNextControl=GOTO_VIEW_TOWER CyclePrevControl=GOTO_VIEW_TOWER_PREV ObjectFrom=SearchAircraft PositionOffsets=0.0,0.0,20.0 [View029] ViewName=GunsightView ViewClassName=NarrowCockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_GUNSIGHT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 [View030] ViewName=WideView ViewClassName=WideCockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_WIDE_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 [View031] ViewName=CheckSixView ViewClassName=CheckSixViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_CHECK_SIX_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=180.0,0.0,0.0 PositionOffsets=0.0,3.8,2.2 //----------------------------------------------------------------------------- [searchAircraft] ViewObjectGroupName=AircraftGroup ViewObjectStatusFlag= [searchGroundObject] ViewObjectGroupName=GroundObjectGroup ViewObjectStatusFlag=TARGETABLE [searchPlayerWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERLAUNCHED [searchIncomingWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERTARGET //-----------------------------------------------------------------------------
  13. This has Stary's reduced depth of field (looks amazing) [ViewClass001] ViewClassName=FreeViewClass ViewType=FREE_VIEW ViewGroupID=0 DefaultView= AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE StepZoom=FALSE ZoomScale=0.1 PanScale=0.00140 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.0 [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=60.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE [ViewClass003] ViewClassName=SnapViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=FALSE SnapView=TRUE InsideView=TRUE FocusObjectOnly=TRUE FOV=60.0 PitchControl= YawControl= RollControl= ZoomControl= JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=360.0,240.0,240.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.06 [ViewClass004] ViewClassName=ExternalViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=80 //40 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=TRUE SmoothPositionTransition=TRUE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=20.0 //60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 MinObjectDistance=10.0 MaxObjectDistance=100.0 OffsetDistance=0.0 ResetTime=60.0 //2.5 [ViewClass005] ViewClassName=FlybyViewClass ViewType=FLYBY_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=20.0 //45.0 RollControl=CAMERA_YAW_AXIS ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE //FALSE SmoothPositionTransition=TRUE //FALSE SmoothFOVTransition=TRUE RememberFOV=TRUE ZoomFOV=TRUE ZoomScale=0.02 MinFOV=10.0 MaxFOV=90.0 MinObjectDistance=15.0 MaxObjectDistance=500.0 OffsetDistance=0.0 //0.0 ResetTime=2.5 [ViewClass006] ViewClassName=ShoulderViewClass ViewType=SHOULDER_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=45.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE ZoomFOV=TRUE ZoomScale=0.005 //0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=100.0 Acceleration=10.0 AngleRates=360.0,240.0,240.0 FOVRate=20.0 //60.0 MinFOV=10.0 //30.0 MaxFOV=90.0 ResetAngles=FALSE ResetTime=60.0 //1.0 ResetRate=0.3 TrackIRUseAbsolutePos=TRUE [ViewClass007] ViewClassName=DeathViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=40.0 JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE TrackObjectPitch=TRUE TrackObjectYaw=TRUE TrackObjectRoll=TRUE LimitPitch=FALSE LimitYaw=FALSE ZoomFOV=TRUE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinObjectDistance=10.0 MaxObjectDistance=100.0 OffsetDistance=0.0 [ViewClass008] ViewClassName=PadlockViewClass ViewType=PADLOCK_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=45.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=90.0 OffsetDistance=0.06 [ViewClass009] ViewClassName=TargetViewClass ViewType=TARGET_VIEW ViewGroupID=2 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=TRUE FOV=45.0 ObjectDistance=40.0 PitchControl=CAMERA_PITCH_AXIS //brak YawControl=CAMERA_YAW_AXIS //brak RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinObjectDistance=10.0 MaxObjectDistance=100.0 OffsetDistance=0.0 MinFOV=15.0 MaxFOV=90.0 ResetTime=2.5 [ViewClass010] ViewClassName=TacticalViewClass ViewType=TACTICAL_VIEW ViewGroupID=3 DefaultView=ObjectView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=TRUE FOV=45.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinFOV=15.0 MaxFOV=90.0 ResetTime=2.5 [ViewClass011] ViewClassName=WeaponViewClass ViewType=TRACKING_VIEW ViewGroupID=4 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=40 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=TRUE RememberPosition=TRUE RememberFOV=TRUE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.04 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=63550000.0 Acceleration=63510000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 //distance to zoom MinObjectDistance=3.0 MaxObjectDistance=1200.0 OffsetDistance=0.0 ResetTime=5.5 [ViewClass012] ViewClassName=EjectViewClass ViewType=EJECT_VIEW ViewGroupID=5 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=45.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinFOV=15.0 MaxFOV=90.0 [ViewClass013] ViewClassName=TowerViewClass ViewType=TOWER_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=FALSE FOV=15.0 ObjectDistance=40.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE StepZoom=FALSE ZoomScale=0.01 FOVRate=60.0 MinObjectDistance=10.0 MaxObjectDistance=100.0 OffsetDistance=0.0 MinFOV=5.0 MaxFOV=60.0 ResetTime=2.5 [ViewClass014] ViewClassName=CockpitGunsightViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=30.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE [ViewClass015] ViewClassName=WideCockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=90.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=TRUE RememberAngle=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinAngles=-135.0,-20.0,0.0 MaxAngles=135.0,110.0,0.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE [ViewClass016] ViewClassName=CheckSixViewClass ViewType=FIXED_VIEW ViewGroupID=6 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FocusObjectOnly=TRUE FOV=60.0 PitchControl= YawControl= RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=TRUE JumpToViewDiffGroup=TRUE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.01 PanScale=0.00160 MinSpeed=100.0 MaxSpeed=10000.0 Acceleration=2000.0 AngleRates=480.0,360.0,360.0 FOVRate=60.0 MinFOV=15.0 MaxFOV=120.0 OffsetDistance=0.0 /// new view classes by CA_Stary [ViewClass017] ViewClassName=ExternalFOVViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 ObjectDistance=80 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=TRUE SmoothPositionTransition=TRUE SmoothFOVTransition=TRUE RememberAngle=TRUE RememberPosition=TRUE RememberFOV=TRUE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=TRUE //FALSE ZoomScale=0.02 PanScale=0.00140 MinSpeed=100.0 MaxSpeed=50000.0 Acceleration=10000.0 AngleRates=720.0,600.0,600.0 FOVRate=60.0 MinAngles=0.0,-100.0,0.0 MaxAngles=0.0,100.0,0.0 MinFOV=5.0 MaxFOV=90.0 MinObjectDistance=10.0 MaxObjectDistance=3000.0 //1000.0 OffsetDistance=0.0 ResetTime=2.5 [ViewClass018] ViewClassName=FreeViewClassFOV ViewType=FREE_VIEW ViewGroupID=0 DefaultView= AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=45.0 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=TRUE StepZoom=FALSE ZoomScale=0.1 PanScale=0.00140 MinFOV=10.0 MaxFOV=90.0 OffsetDistance=0.0 //----------------------------------------------------------------------------- [View001] ViewName=FreeView ViewClassName=FreeViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_FREE_VIEW CycleNextControl= CyclePrevControl= [View002] ViewName=CockpitFront ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_FRONT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 [View003] ViewName=CockpitRight ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_RIGHT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=90.0,0.0,0.0 [View004] ViewName=CockpitLeft ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_LEFT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-90.0,0.0,0.0 [View005] ViewName=CockpitUp ViewClassName=CockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_UP_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,30.0,0.0 [View006] ViewName=ObjectView ViewClassName=ExternalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_OBJECT_NEXT CycleNextControl=GOTO_VIEW_OBJECT_NEXT CyclePrevControl=GOTO_VIEW_OBJECT_PREV ObjectFrom=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=165.0,-20.0,0.0 [View007] ViewName=FlybyView ViewClassName=FlybyViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_FLYBY CycleNextControl=GOTO_VIEW_FLYBY CyclePrevControl=GOTO_VIEW_FLYBY_PREV ObjectFrom=SearchAircraft [View008] ViewName=SnapViewFront ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_FRONT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 RightModifierControl=SNAP_VIEW_RIGHT RightModifierAngle=45 LeftModifierControl=SNAP_VIEW_LEFT LeftModifierAngle=-45 [View009] ViewName=SnapViewRight ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_RIGHT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=90.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 LeftModifierControl=SNAP_VIEW_FRONT LeftModifierAngle=-45 [View010] ViewName=SnapViewLeft ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_LEFT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-90.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 RightModifierControl=SNAP_VIEW_FRONT RightModifierAngle=45 [View011] ViewName=SnapViewUp ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_UP CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,60.0,0.0 [View012] ViewName=SnapViewFrontRight ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_FRONT_RIGHT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=45.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View013] ViewName=SnapViewFrontLeft ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_FRONT_LEFT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-45.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View014] ViewName=SnapViewRearRight ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_REAR_RIGHT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=135.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View015] ViewName=SnapViewRearLeft ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_REAR_LEFT CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=-135.0,0.0,0.0 UpModifierControl=SNAP_VIEW_UP UpModifierAngle=30 DownModifierControl=SNAP_VIEW_DOWN DownModifierAngle=-20 [View016] ViewName=SnapViewDown ViewClassName=SnapViewClass UpdateAlways=FALSE ViewGotoControl=SNAP_VIEW_DOWN CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,-27.0,0.0 [View017] ViewName=ShoulderView ViewClassName=ShoulderViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_SHOULDER CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft PositionOffsets=0.0,-20.0,4.0 [View018] ViewName=DeathView ViewClassName=DeathViewClass UpdateAlways=FALSE ViewGotoControl= CycleNextControl= CyclePrevControl= ObjectFrom= PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 [View019] ViewName=GroundObjectView ViewClassName=ExternalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_GROUND_OBJECT_NEXT CycleNextControl=GOTO_VIEW_GROUND_OBJECT_NEXT CyclePrevControl=GOTO_VIEW_GROUND_OBJECT_PREV ObjectFrom=SearchGroundObject PositionOffsets=0.0,0.0,0.0 AngleOffsets=165.0,-20.0,0.0 [View020] ViewName=PadlockView ViewClassName=PadlockViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_PADLOCK CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 Toggle=TRUE Target=TRUE [View021] ViewName=TargetView ViewClassName=TargetViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_TARGET CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 Target=TRUE [View022] ViewName=PlayerToTargetView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_PLAYER_TO_TARGET CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,-40.0,8.0 AngleOffsets=0.0,0.0,0.0 Target=TRUE [View023] ViewName=TargetToPlayerView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_TARGET_TO_PLAYER CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchAircraft PositionOffsets=0.0,-40.0,8.0 AngleOffsets=0.0,0.0,0.0 Reverse=TRUE Target=TRUE [View024] ViewName=WeaponView ViewClassName=WeaponViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_WEAPON CycleNextControl= CyclePrevControl= ObjectFrom=SearchPlayerWeapon PositionOffsets=0.0,-15.0,0.0 AngleOffsets=0.0,-10.0,0.0 [View025] ViewName=PlayerToWeaponView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_PLAYER_TO_WEAPON CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchPlayerWeapon PositionOffsets=0.0,-40.0,8.0 AngleOffsets=0.0,0.0,0.0 [View026] ViewName=WeaponToPlayerView ViewClassName=TacticalViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_WEAPON_TO_PLAYER CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft ObjectTo=SearchPlayerWeapon PositionOffsets=0.0,-20.0,4.0 AngleOffsets=0.0,0.0,0.0 Reverse=TRUE [View027] ViewName=EjectView ViewClassName=EjectViewClass UpdateAlways=FALSE ViewGotoControl= CycleNextControl= CyclePrevControl= ObjectFrom= ObjectTo= PositionOffsets=0.0,0.0,0.0 AngleOffsets=0.0,0.0,0.0 [View028] ViewName=TowerView ViewClassName=TowerViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_TOWER CycleNextControl=GOTO_VIEW_TOWER CyclePrevControl=GOTO_VIEW_TOWER_PREV ObjectFrom=SearchAircraft PositionOffsets=0.0,0.0,20.0 [View029] ViewName=GunsightView ViewClassName=CockpitGunsightViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_GUNSIGHT_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 [View030] ViewName=WideView ViewClassName=WideCockpitViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_COCKPIT_WIDE_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=0.0,0.0,0.0 [View031] ViewName=CheckSixView ViewClassName=CheckSixViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_CHECK_SIX_VIEW CycleNextControl= CyclePrevControl= ObjectFrom=SearchAircraft AngleOffsets=180.0,0.0,0.0 PositionOffsets=0.0,3.8,2.5 [View032] ViewName=ObjectView ViewClassName=ExternalFOVViewClass UpdateAlways=FALSE ViewGotoControl=GOTO_VIEW_OBJECT_NEXT_FOV CycleNextControl=GOTO_VIEW_OBJECT_NEXT_FOV CyclePrevControl=GOTO_VIEW_OBJECT_PREV ObjectFrom=SearchAircraft PositionOffsets=0.0,0.0,0.0 AngleOffsets=165.0,-20.0,0.0 [View033] ViewName=FreeView ViewClassName=FreeViewClassFOV UpdateAlways=FALSE ViewGotoControl=GOTO_FREE_VIEW_FOV CycleNextControl= CyclePrevControl= //----------------------------------------------------------------------------- [searchAircraft] ViewObjectGroupName=AircraftGroup ViewObjectStatusFlag= [searchGroundObject] ViewObjectGroupName=GroundObjectGroup ViewObjectStatusFlag=TARGETABLE [searchPlayerWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERLAUNCHED [searchIncomingWeapon] ViewObjectGroupName=MissileGroup ViewObjectStatusFlag=PLAYERTARGET //-----------------------------------------------------------------------------
  14. Versatile & practical

    Shame it's the plastic model, after it missed Farnborough I was hoping it would have been cleared for flight to get it displayed at this instead as NATO's latest aircraft.
  15. A "better visuals" flightengine.ini will increase the load times quite a bit just be aware. My rig is fairly high end (4.6Ghz, SSD, 16GB 2133mhz RAM and fastest air cooled GTX780 HOF graphics card) and with the graphics maxed out and stock FE.ini it takes about 10secs to load a Stary tiled GermanyCE mission where as it takes 1min to load the same one using Starys FE.ini but it looks so much better.
  16. Chances are it's the "scale" setting on your TV/flat screen that needs adjusting. Make sure it's at 1:1 or Full (depending on it's make) rather than Auto as the Auto mode will clip when passing through a 1080p signal from a laptop. I had exactly this issue on a Toshiba TV and forcing it to "Full" cured it.
  17. Well thats a new one on me, especially doing it on both TW and mod aircraft. Is it on all maps or one in particular?
  18. Yes, when the pack is released there will also be a separate photoshop template released at the same time too (as I'm now doing for all my releases).
  19. Yeap, the mapping shouldn't be effected by any of the 3D work so my current template ('79 to '81, '82 Falklands, '83 to '95 and two Indian FRS.51 skins) should still be fine.
  20. Thanks for all the work you did Russo, with the hardest parts now done the rest is mainly cosmetic now IIRC. As it's been a few years I'll go through my old pics and try and find out what the main areas which needed tweaking were and add that info here for the next modder to have a go at. 1. The "engine skin" behind the nozzles needs adding to the models skin map (already on the skin itself) and the inside of the gun pods mapping to any black square on the skin. 2. Various Decal bleeds - I'll find out more in a bit but definitely remember 2 need doing (on the L&R intakes outer skin and the Doppler panel underneath the nose). 3. The intakes rounding off slightly and the hole in the top forward RWR filling in. There was other "it would be nice" stuff but for a release those above were the main issues. some pics of the area's involved - 1. 2. 3.
  21. The GR1 harriers in-game land conventionally so no hovering for AI pilots.
  22. AC-130 in Vietnam

    One shot down an NVA Helicopter ??????
  23. Fat Albert Start Up

    Those blades bite young lady! Even though it could just be filmed "zoomed in" and thereby compressing the distance between them I still would've shouted at her to move back.
  24. Little Rock Air Force Base on Lockdown yesterday.

    We do the same thing, shutdown a whole base just because of a report of even 1 person. Last time it happened it was because a few lads who were due to go to the Falklands later that week had just picked up their Arctic ops kit and decided to drive around wearing the anti-frostbite face mask which looks like a balaclava! 4 hrs later and the base was re-opened
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