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baffmeister

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Everything posted by baffmeister

  1. Version DesertTZ65CampaignB

    282 downloads

    For SFP1/Gold and SF2. Final version of this campaign. Tested in SFP1 but did a quick CTD check in SF-2 and it seemed OK. Not sure if the "All In" concept is a good way to go with campaigns. Probably better to have some re-supply to generate more variety. This is a simple campaign using stock aircraft but it's quite easy to modify campaigns with different dates and aircraft so check out the CombatAce knowledge base for more info. To run this you will need either the original Desert Target Zone, available here, or the SF2 version here. Player flyable aircraft are the F-4b[Marines], A-4C[Marines], A-4b[Dhimari Foreign Air Legion, aka MERC] or the F-100D[MERC also]. Non flyables are the MiG-19S, MiG-21F, MiG-17F and SU-7BM for Paran. MAIN FEATURES: Easy Install, Real time missions possible in about 30 minutes, and quite a bit of mayhem in a small area! ISSUES: Frame Rates: You will probably have to reduce your usual graphics settings. Mercs: I haven't enabled the money feature but some instructions included if you want to try it out. Front Line: I noticed a corrupted front line during the quick SF-2 check but it went away after a couple of missions. CAMPAIGN SCENARIO: With increasing oil wealth, the Empire of Paran has been purchasing increasing amounts of Soviet made tanks and aircraft. The Kingdom of Dhimar has been slow to respond. The Royal Dhimari Air Force has mercenary [Dhimari Foreign Air Legion] as well as regular force pilots. The DFAL has one squadron of F-100's and one of A-4B's. The regular force has two squadrons of F-100's. Shah Komar believes the time to attack is now. His main concern is the U.S./Dhimar defence pact of 1943. Since that time the U.S.A. has kept a permanent air contingent in Dhimar. Presently, that task is being carried out by the United States Marine Corps. To neutralize the U.S. threat, Shah Komar has struck a back room deal with the Soviets. They will blockade the Gulf of Paran, claiming to the world that it is to "contain" the conflict. Surrounding countries will be threatened with attack by Paran if they allow resupply flights. No replacement tanks, no replacement aircraft, both countries are "All In!". WAIVERS: You can do what you like with this file on a freeware basis.
  2. View File Desert Target Zone Campaign-1965 "All In!" For SFP1/Gold and SF2. Final version of this campaign. Tested in SFP1 but did a quick CTD check in SF-2 and it seemed OK. Not sure if the "All In" concept is a good way to go with campaigns. Probably better to have some re-supply to generate more variety. This is a simple campaign using stock aircraft but it's quite easy to modify campaigns with different dates and aircraft so check out the CombatAce knowledge base for more info. To run this you will need either the original Desert Target Zone, available here, or the SF2 version here. Player flyable aircraft are the F-4b[Marines], A-4C[Marines], A-4b[Dhimari Foreign Air Legion, aka MERC] or the F-100D[MERC also]. Non flyables are the MiG-19S, MiG-21F, MiG-17F and SU-7BM for Paran. MAIN FEATURES: Easy Install, Real time missions possible in about 30 minutes, and quite a bit of mayhem in a small area! ISSUES: Frame Rates: You will probably have to reduce your usual graphics settings. Mercs: I haven't enabled the money feature but some instructions included if you want to try it out. Front Line: I noticed a corrupted front line during the quick SF-2 check but it went away after a couple of missions. CAMPAIGN SCENARIO: With increasing oil wealth, the Empire of Paran has been purchasing increasing amounts of Soviet made tanks and aircraft. The Kingdom of Dhimar has been slow to respond. The Royal Dhimari Air Force has mercenary [Dhimari Foreign Air Legion] as well as regular force pilots. The DFAL has one squadron of F-100's and one of A-4B's. The regular force has two squadrons of F-100's. Shah Komar believes the time to attack is now. His main concern is the U.S./Dhimar defence pact of 1943. Since that time the U.S.A. has kept a permanent air contingent in Dhimar. Presently, that task is being carried out by the United States Marine Corps. To neutralize the U.S. threat, Shah Komar has struck a back room deal with the Soviets. They will blockade the Gulf of Paran, claiming to the world that it is to "contain" the conflict. Surrounding countries will be threatened with attack by Paran if they allow resupply flights. No replacement tanks, no replacement aircraft, both countries are "All In!". WAIVERS: You can do what you like with this file on a freeware basis. Submitter baffmeister Submitted 06/05/2009 Category User Made Campaigns
  3. Been having the same issue with the Mystere IVA cockpit in SF-2. Thanks for the info! [ Just checked the MD-450 Ouragan cockpit, same issue. The Super Mystere is OK, it uses F-100 parts.]
  4. Try the Grumman Super Tiger. Won't turn with the MiG-17 but has some 'Boom and Zoom' as well as a nice FM. [ Dhimar are getting some in my SFP-1 install. So sad that plane never happened. For the time, and probably to this day, it had all the parts in the right place.]
  5. F-104A's [?] are an interesting 'What If?' add-on for Jordan. According to Wikipedia, they were under U.S. control and were moved to Turkey during the Six Day War.
  6. Hi Cocas, A few suggestions for your airplane list. Seems like Dhimar is being supplied by the U.S. and Sharnak by Britain so why not: 1.] Remove Sharnaks F-80 and replace with the Vampire. 2.] Replace the RAF's Vampire with the Venom. 3.] Remove Dhimars Venom and replace with something else. 4.] Maybe a squadron or 2 of MiG-19's for the Soviets.
  7. The new campaign sounds great! Regarding Mozambique, the stock desert terrain appears to include most of it as well as the northeastern portion of South Africa [Transvaal region] and the eastern portion of Zimbabwe/Rhodesia. I tried installing Deuces Madagascar tiles into the stock desert terrain but seems to need a few transitional tiles. Also, the terrain would have to be rotated 90deg clockwise.[i think] I will check into this a little more but have another project to finish so won't get too involved with a Mozambique project. Cheers.
  8. Desert Plus has been updated. Any problems, please let me know.
  9. Mozambique is a great idea and deserves its own thread. [Deuces Madagascar tiles might be a nice choice for it.] Desert Plus update starting soon but will take a while on my half speed dial-up.
  10. I don't have the MiG-29 installed but I have had issues in the past related to the DecalMaxLod numbers. [located in the MiG-29 Decal.ini] It might be worth checking. Example: [Decal001] MeshName=fuselage_middle DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-2.01,-0.08 Rotation=0.0 Scale=1.65 DecalMaxLOD=3....................Check these numbers and try reducing them. Small decals can probably be reduced to 2 or 1.
  11. Looking forward to the campaign!
  12. Version Version 2.2

    1,108 downloads

    FOR SFP1, SFGOLD, and SF2. This mod adds 2 more fictional countries to the stock desert terrain. The new countries are the Republic of Dohar, allied with Paran, and the Sultanate of Sharnak, allied with Dhimar. The mod adds some new airports, cities and towns in the unoccupied western section of the desert terrain, as well as border posts, lookout towers and some new oil fields for Dhimar and Paran. This version is likely the final one. Main Features: 1. Easy install that won't affect the stock terrain. 2. 3 time zoom map showing new border areas. 3. a few new attack and truck routes added for CAS and Armed Recon missions CREDITS: Thanks to Whiteknight 06604 for making the Dohar and original Sharnak decals. Changes for version 2.2: 1. Terrain leveled at Canopic airfield. 2. The airfield at Fasala has been moved and the terrain leveled at the new location. 3. Some seldom used terrain tiles have been repainted so the airfields at Shalabar and Al'Aranak are on greenspace. 4. Optional textures for the SF-2 dirt runway included. NOTES: Still working on a new terrain for the four fictional countries but it won't be ready for a loooooooong time.
  13. View File Desert Plus FOR SFP1, SFGOLD, and SF2. This mod adds 2 more fictional countries to the stock desert terrain. The new countries are the Republic of Dohar, allied with Paran, and the Sultanate of Sharnak, allied with Dhimar. The mod adds some new airports, cities and towns in the unoccupied western section of the desert terrain, as well as border posts, lookout towers and some new oil fields for Dhimar and Paran. This version is likely the final one. Main Features: 1. Easy install that won't affect the stock terrain. 2. 3 time zoom map showing new border areas. 3. a few new attack and truck routes added for CAS and Armed Recon missions CREDITS: Thanks to Whiteknight 06604 for making the Dohar and original Sharnak decals. Changes for version 2.2: 1. Terrain leveled at Canopic airfield. 2. The airfield at Fasala has been moved and the terrain leveled at the new location. 3. Some seldom used terrain tiles have been repainted so the airfields at Shalabar and Al'Aranak are on greenspace. 4. Optional textures for the SF-2 dirt runway included. NOTES: Still working on a new terrain for the four fictional countries but it won't be ready for a loooooooong time. Submitter baffmeister Submitted 02/14/2009 Category Full Terrains
  14. Version Final Edition. [probably

    910 downloads

    For Strike Fighters 2. Built for real time game generated strike missions. Shouldn't take more than 30 minutes to do a round trip strike mission. Paran and Dhimar get 4 airports each and the front line is relocated to what used to be central Dhimar. Main Features: 1. 141 target areas including 10 SAM sites for Paran. 2. Easy install. 3. Many "Freeware" objects being used. 4. Quicker Take Off mod included with customized parking spots. Large aircraft parking will accept C-5A sized aircraft. 5. Contains Ground Attack, Truck, and Ship routes so you can fly CAS, Armed Recon and anti-ship missions. 6. Has a 3X zoom map from an older version of SF that shows desert and green spaces better. 7. Installation won't affect your stock "Desert" terrain. 8. Negative points awarded if you cause collateral damage. CREDITS: Thanks to these folks for creating and allowing freeware use of their building objects: 1. This project uses some objects from MITCH's "Factory Place" project. There seems to be a consensus within the Strike Fighters community that it's OK to use these objects for FreeWare projects. 3. WRENCH, for hosting the "Factory Place" objects at his website. And for the cool "Shipwrecks!" 2. GEPARD, for some objects I lifted from his DRV terrain. 4. PASKO, for the round tents, now used by the Bedouins. 5. GRUMPOTAMUS, for the Radar Dome. 6. WINGWHINER, for the some Factories, Headquarters Building, Gas Station, Tactical Control Center, and Control Tower H1. 7. STARY, for the his hangar pack. 8. FUBAR512, for the Pecco Crane. New for this version: 9. WINGWHINER again for some buildings from his epic 43 city buildings pack. 10.JULHELM for some industrial silo's/buildings 11.RussoUK and Gepard for the Oil Rig. 12.EZLead for the formation take off mod. 13. TK and ThirdWire for creating such an interesting flight sim / hobby. Changes for this version: Unless a patch does something really bad to this terrain, it is the final version. Using some buildings from WingWhiners 43 city building pack finally gave me the variety I was looking for. Check out EZleads included formation take off mod, it's a perfect fit for this terrain!
  15. Desert Target Zone - SF2 View File For Strike Fighters 2. Built for real time game generated strike missions. Shouldn't take more than 30 minutes to do a round trip strike mission. Paran and Dhimar get 4 airports each and the front line is relocated to what used to be central Dhimar. Main Features: 1. 141 target areas including 10 SAM sites for Paran. 2. Easy install. 3. Many "Freeware" objects being used. 4. Quicker Take Off mod included with customized parking spots. Large aircraft parking will accept C-5A sized aircraft. 5. Contains Ground Attack, Truck, and Ship routes so you can fly CAS, Armed Recon and anti-ship missions. 6. Has a 3X zoom map from an older version of SF that shows desert and green spaces better. 7. Installation won't affect your stock "Desert" terrain. 8. Negative points awarded if you cause collateral damage. CREDITS: Thanks to these folks for creating and allowing freeware use of their building objects: 1. This project uses some objects from MITCH's "Factory Place" project. There seems to be a consensus within the Strike Fighters community that it's OK to use these objects for FreeWare projects. 3. WRENCH, for hosting the "Factory Place" objects at his website. And for the cool "Shipwrecks!" 2. GEPARD, for some objects I lifted from his DRV terrain. 4. PASKO, for the round tents, now used by the Bedouins. 5. GRUMPOTAMUS, for the Radar Dome. 6. WINGWHINER, for the some Factories, Headquarters Building, Gas Station, Tactical Control Center, and Control Tower H1. 7. STARY, for the his hangar pack. 8. FUBAR512, for the Pecco Crane. New for this version: 9. WINGWHINER again for some buildings from his epic 43 city buildings pack. 10.JULHELM for some industrial silo's/buildings 11.RussoUK and Gepard for the Oil Rig. 12.EZLead for the formation take off mod. 13. TK and ThirdWire for creating such an interesting flight sim / hobby. Changes for this version: Unless a patch does something really bad to this terrain, it is the final version. Using some buildings from WingWhiners 43 city building pack finally gave me the variety I was looking for. Check out EZleads included formation take off mod, it's a perfect fit for this terrain! Submitter baffmeister Submitted 02/04/2009 Category Full Terrains
  16. F-16! Can't get anything better, eh! [ just kidding. CHEERS!]
  17. Thanks for updating that one MikeyMead. I was thinking about it but have not had much spare time lately. Cheers!
  18. I'm starting to wonder if the Dhimar / Paran concept is developing a bit of a cult following. When I first bought SFP1 I thought the fictional countries concept was a bit lame, now I spend most of my game time in that environment. Would like to see TK re-visit the concept someday! Thanks for the great skins Whiteknight!
  19. One of the more interesting loadouts I've come across. Saudi Lightning F-53 with twin Sneb launchers on each lower pylon and twin JL100R rocket/fuel pods on each upper pylon. I expect the extra 240gallons of fuel really came in handy! Each lower pylon could also carry 2x1000lb bombs and the upper pylons could each carry a parachute retarded 450KG bomb fired upwards by an explosive charge. One Frightning Lightning!
  20. That it mentioned you were shot down buy a KS-19 is interesting. I did a bit of testing over an area with only KS-19's and the times I got shot down it only said "Captain whoever was shot down over whereever." No mention of the KS-19 at all. That was in Strike Fighters Project 1. Maybe some differences between games?
  21. Now that you have had some practice on real buildings, perhaps we can anticipate some objects for Strike Fighters? [hint, hint]
  22. Carrier Issue? Never tried that campaign but heres some info from the knowledge base that might be worth double checking: Now browse to the Desert folder in your Terrain folder. Open DESERT_NATIONS.INI and under [Theater] add the following line to the sequence: Location003=Straits of Dhimar Save and close DESERT_NATIONS.INI Finally, open DESERT_TARGETS.INI and scroll to the bottom of the file. Add the following lines [TargetArea074] Name=Echo Station Position=700000,700000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Make sure that the number in [TargetAreaXXX] is actually the next number in sequence. Note that I have set the position of the carrier station to "700000,700000". This puts the carrier in a good position off the Parani coast. You can use Kreelin's Mission Editor to select any position you like though. Just open the Desert map with the editor and locate the coordinates you prefer. Enter them on the "Position=" line. Save and close DESERT_TARGETS.INI
  23. You could try editing the A.I. data in the AircraftObject.ini. Heres some fields I've edited that seem to help a bit. Smooth flying seems to help as well. If you make hard turns or quick altitude changes the formation comes apart and it takes a LONG time for the formation to regroup. [DogfightGreen] SafeAltitude=100//400............try reducing these to 100 LookoutAngle=320 DefensiveAngle=80 ChanceDefensiveTurn=80//60 ChanceBreakTurn=80//50 ChanceHardTurn=100 ChanceTurnDirection=80//50 ChanceContinue=80 ChanceCheckNewTarget=60 CannonFireAngle=2.0 RQIRMFireAngle=2.5 ASIRMFireAngle=3.0 RHMFireAngle=7.5 MaxPitchInput=1.0//0.6.......................bump these up to 1.0 to avoid crashes [DogfightRegular] SafeAltitude=100//300 LookoutAngle=330//160 DefensiveAngle=90 ChanceDefensiveTurn=90//70 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=70 ChanceCheckNewTarget=70 CannonFireAngle=1.75 RQIRMFireAngle=2.75 ASIRMFireAngle=3.5 RHMFireAngle=10.0 MaxPitchInput=1.0//0.8 [DogfightVeteran] SafeAltitude=100//200 LookoutAngle=350//170 DefensiveAngle=100//90 ChanceDefensiveTurn=100//80 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=60 ChanceCheckNewTarget=80 CannonFireAngle=1.5 RQIRMFireAngle=3.0 ASIRMFireAngle=4.0 RHMFireAngle=12.5 MaxPitchInput=1.0//0.9 [DogfightAce] SafeAltitude=100 LookoutAngle=360//180 DefensiveAngle=100 ChanceDefensiveTurn=100//90 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=100//90 CannonFireAngle=1.0 RQIRMFireAngle=3.5 ASIRMFireAngle=5.0 RHMFireAngle=15.0 MaxPitchInput=1.0
  24. Alternative FM for TW F-104G View File This file is totally obsolete. Updates to TW FM's have eliminated all the issues I have tried to address. There may be a few items in the readme that may be of interest to newb's. An attempt at making Third Wires F-104G a bit more user friendly, and hopefully A.I. friendly. The changes made to the data.ini don't reflect any actual aerodynamic numbers, but have been done to make the F-104G a bit nicer to fly. Consider it "Effect Modeling" as compared to actual "Flight Modeling". I did try to stay true to the "Goes fast, turns bad" concept, however. [it does turn a bit better than stock] No plans to give this treatment to any other aircraft, the F-104G is a bit of a "Special" case. More info in the read me. Changes for version 1.1: Made the pitch response less 'Linear' and more effective at high speed and high altitude. Improved roll response at high angles of attack. Added a couple more degrees to the stalling angle. For general game usage, this FM is essentially performing the way I wanted it to. It may get the occasional update. Submitter baffmeister Submitted 04/14/2007 Category Ini Edits
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