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Everything posted by Menrva
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No, that file establishes spawning locations for multiplayer, which is removed in SF2. What you ask for has nothing to do with terrains. Waypoints can be altered globally by tweaking relative values inside the MissionControl.ini file that must be put inside the Flight folder. I never experimented with this though, so you're on your own.
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@Hornet54 You shouldn't post issues in the comments section, this is the proper thread. I'd like to help, but you have not given enough details, I have no clue about what's going on your system. I can only suggest that you reinstall/update video drivers.
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F-22A Raptor Add-on
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Update video drivers or roll back to older versions if you're on the latest. Some of the ODS 30AE team members had crashes to desktop with the latest release of the ODS 30AE package, for instance. I don't know if you have a Nvidia card, but Nvidia drivers are known to cause issues with SF2 from time to time. Sometimes they fix something, sometimes something gets broken.- 14 replies
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F-22A Raptor Add-on
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Nope. The LODs are actually optimized, I've seen much bigger ones in size. You should resize bump maps (BM_ textures), those are the most affecting, or remove them altogether. If that does not help, you should lower graphics settings.- 14 replies
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Sono in ritardo, ma ci sto rimettendo mano... ODS 30AE mi ha richiesto tempo e passione, un progetto vastissimo e di qualità che spero alcuni di voi abbiano potuto apprezzare. Ancora molto da fare per questo terreno. Fiumi e laghi sono tutti completi, così come il tiling per le maggiori città. Dalle immagini potete apprezzarne la complessità e il realismo. Tutto ricreato a mano con TFDtool e immensa pazienza, perché non c'è modo di automatizzare la creazione di fiumi e laghi. Se i miei impegni e doveri lo permettono, vorrei completare il terreno per un rilascio entro la fine dell'anno.
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F-22A Raptor Skin Pack
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Package has been re-uploaded, now including much needed bug fixes. Thanks for the support. Wait until it is approved by the admins. You'll have to redownload the entire package. Apologies for the inconvenience.- 4 replies
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- ace combat 04
- ace combat infinity
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F-22A Raptor Add-on
Menrva replied to Menrva's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Package has been re-uploaded, now including much needed bug fixes. Thanks for the support. Wait until it is approved by the admins. You'll have to redownload the entire package. Apologies for the inconvenience.- 14 replies
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View File F-22A Raptor Add-on F-22A Raptor Add-on October 13th, 2021 (1st Release) by yakarov79, baffmeister, Crusader, guuruu and Menrva >For Strike Fighters 2 games This is a high quality add-on of the F-22A Raptor aircraft. The original model had been made by Heberth, and it was released in alpha stage. Upon noticing room for improvement, yakarov79 helped finalize the 3d model with numerous, additional details; accurate pylons and rail launchers, new external fuel tanks, highly detailed rack and small diameter bomb 3d models, canopy and thrust-vectoring animations, high-res skin with specular and bump maps, updated cockpit model, and so on. A realistic, well-thought flight model has been produced by our expert, baffmeister. Moreover, Crusader offered his great expertise to improve upon his previous modification for the Raptor's avionics. All their efforts have raised the quality bar of the project I had started; much credits to them all. I further polished the package by adding historically accurate weapon loadouts, my selection of sounds (including authentic engine samples by guuruu), realistic camouflage shapes and colours, reworked decals for the actual USAF's F-22A squadrons, new cockpit textures and other tweaks here and there. Each squadron has got historically correct serial numbers, and they appear in chronological order in the loadout screen; the serial numbers at the bottom of the list are those of aircraft that joined that squadron for last, while the serials at the beginning of the list indicate those aircraft that were available to that squadron for first. Like you would expect in an opera omnia, I even reproduced three unique paint schemes of real Raptors; the air superiority camouflage of the EMD 91-4001 Prototype of September 1997, the temporary "Blue Nose" decoration of the "Cripes A'Mighty" Raptor assigned to the 149th Fighter Squadron in April 2010, and a generic Mid-Production livery sporting the markings of the last Raptor ever produced that flew for the first time in March 2012. Templates by yakarov79, tweaked by yours truly, are included for your skinning fantasies. Notes: -The cockpit is not yet accurate, as various details couldn't be reworked due to RL and time constraints. We were working on a brand new cockpit with accurate HUD and displays. Slimers with correct illumination were also planned. Hopefully they will be a thing in a future re-release. -The aircraft folder is named "F-22A", just like the one included in a number of mod packages which use an old 3d model by Dels. In order to avoid mismatches and bugs of any sort, it's highly suggested to either remove or rename the aircraft folder using Dels' Raptor 3d model. -GPS guidance bombs (EOGB) do not work as intended in SF2, there are issues about them not locking on target and about AI behaviour. The GBU-39 has been set as an EOGR, so it works like a missile; this is a needed workaround to have them loaded properly on a rack while keeping the GPS guidance property. -You need to tweak the SoundList.ini file in order to fully experience any new sounds. Read "(Add to SoundList)" for further details, and remember to extract the SoundList.ini file from the FlightData.cat archive, if you do not have a custom one in your mod folder already. >Credits (in no particular order): -Heberth, for making this (once forgotten) fantastic 3d model.-Heberth, for making this (once forgotten) fantastic 3d model. -Julhelm, for sharing the files of his superb F-22A cockpit 3d model, allowing yakarov79 to improve upon it. -yakarov79, for his invaluable help in finalizing the 3d model and remaking the base textures; you have my gratitude. -baffmeister, for his excellent flight model; it's thanks to him if this beauty flies as good as it looks. -Crusader, for reworking the avionics enhancement made for Julhelm's F-22A cockpit, and for improving the AIM missiles. -simonmiller416, for his smokeless rocket effects mod and for reproducing the experimental chrome coating skin seen on Raptor 04-4065. -guuruu, for sharing his RWR symbols improvement mod and for making better engine sounds. -ravenclaw_007, for the AIM missiles from his top notch Weapons Pack 2, the GBU-32 JDAM bomb and the ACES II seat 3d models. -viper63a, for his old F-22A USAF Raptors Redux package, from which I borrowed decals. -mue, for his LOD Viewer which helped immensely in the making of the skins. -Cocas, for further help given to Heberth for the aircraft's 3d model. -My girlfriend, for supporting me in all of my endeavors. Additional ReadMe files by yakarov79 and baffmeister have been included among few others; be sure to read those to know about their work in better detail. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 10/13/2021 Category F-22
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View File F-22A Raptor Skin Pack F-22A Raptor Skin Pack October 13th, 2021 (1st Release) by Menrva >For Strike Fighters 2 games This is an extra skin pack for the high quality F-22A Raptor aircraft add-on. Most skins are based on ideas and depictions from other videogames. Here below a list of the included ones: -YF-22 Paint Scheme (inspired by the real YF-22 prototype) -Sea Raptor Livery (inspired by the F-22N Sea Raptor concept) -Saudi Grey Camouflage (as depicted in Digital Image Design's F-22 Total Air War) -Egyptian Woodland Camouflage (as depicted in Digital Image Design's F-22 Total Air War) -USAF Pac West Camouflage (as depicted in Digital Image Design's F-22 Total Air War) -Desert Lightning Camouflage (as depicted in NovaLogic's F-22 Lightning 3) -Phoenix Livery (from Namco Hometek's Air Combat, as depicted in Ace Combat 7: Skies Unknown) -Phoenix Livery, Dark (as depicted in Project Aces' Ace Combat Infinity) -Scarface One Livery (as depicted in Namco Hometek's Ace Combat 2) -Z.O.E., Red Livery (from Namco Hometek's Ace Combat 2, as depicted in Project Aces' Ace Combat Infinity) -Mobius One, ISAF Livery (as depicted in Project Aces' Ace Combat 04: Shattered Skies) -Abell, Black Livery (as depicted in Project Aces' Ace Combat 04: Shattered Skies) -Razgriz Livery (from Project Aces' Ace Combat 5: The Unsung War, as depicted in Project Aces' Ace Combat 6: Fires of Liberation) -Pegas, 3-Tone Blue Camouflage (as depicted in Project Aces' Ace Combat 6: Fires of Liberation) -Indigo Wing Livery (as depicted in Project Aces' Ace Combat 6: Fires of Liberation) -Gryphus One Livery (from Access Games' Ace Combat X: Skies of Deception, as depicted in Project Aces' Ace Combat Infinity) -Warwolf Livery (as depicted in Project Aces' Ace Combat: Assault Horizon) -Mobius One, IUN Livery (as depicted in Project Aces' Ace Combat 7: Skies Unknown) -Trigger Livery (as depicted in Project Aces' Ace Combat 7: Skies Unknown) -JASDF 2-Tone Blue Camouflage (as depicted in Project Aces' Ace Combat 7: Skies Unknown) As a bonus, different aircraft configuration files are included in the "(Alternative Data)" folder. You'll be able to choose between realistic loadouts (default configuration of the aircraft add-on package) and what-if loadouts inspired by the mentioned F-22 videogames of the late 90s, namely weapons included in F-22 Lightning 3. Both configurations are also available with the addition of invisible skids; those will allow you to perform belly landings, which are a feature of good old F-22 Total Air War. Notes: -The B61 tactical nuclear bomb is a retarded version, but drop it safely from high altitude at high speed. Take note that it does not damage the stock Runway object, due to the armor values of it. The B61 is meant to be used against naval fleets you may encounter on some custom terrains. -You need to tweak the SoundList.ini file in order to fully experience any new sounds. Read "(Add to SoundList)" for further details, and remember to extract the SoundList.ini file from the FlightData.cat archive, if you do not have a custom one in your mod folder already. >Credits (in no particular order): -yakarov79, for his high quality templates which allowed me to easily put some new paint on the aircraft. -ravenclaw_007, for sharing some of his latest weapon 3d models for the bonus what-if loadouts. -Astore, for providing me with better Ace Combat themed emblems, and for being one of the few Italian Ace Combat fans like me. -godrugalultimate, from DeviantArt, for making incredibly detailed Ace Combat themed decals. -RythusOmega, for providing all Ace Combat 7 emblems and whose skins have been used as reference for the Phoenix liveries. -Lanzerince, whose Ace Combat 7 skins have been used as reference for the Scarface livery. -mue, for his LOD Viewer which helped immensely in the making of the skins. -Blade, for sharing info about the purpose of the game's decal levels. -My girlfriend, for supporting me in all of my endeavors. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions. Submitter Menrva Submitted 10/13/2021 Category F-22
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Due to RL, time constraints, other projects etc., some details for this add-on couldn't be completed. The aircraft add-on and a bonus skin pack for it have just been uploaded for your enjoyment. Wait for admin approval. We were working on a brand new cockpit with accurate HUD, displays, text and functionalities. Hopefully it will be a thing for a future re-release. For now, enjoy the add-on and the bonus skins as they are. They've been sitting on my HD for so long, and it was just a pity to leave them forgotten. It wasn't doing any justice to the amazing efforts the development team has done so far. Well, now you can fly with one of Uncle Sam's finest air superiority aircraft, with new high definition models and textures. Take care, people.
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Version 1.4
365 downloads
F-22A Raptor Skin Pack October 13th, 2021 (1st Release) by Menrva >For Strike Fighters 2 games This is an extra skin pack for the high quality F-22A Raptor aircraft add-on. Most skins are based on ideas and depictions from other videogames. Here below a list of the included ones: -YF-22 Paint Scheme (inspired by the real YF-22 prototype) -Sea Raptor Livery (inspired by the F-22N Sea Raptor concept) -Saudi Grey Camouflage (as depicted in Digital Image Design's F-22 Total Air War) -Egyptian Woodland Camouflage (as depicted in Digital Image Design's F-22 Total Air War) -USAF Pac West Camouflage (as depicted in Digital Image Design's F-22 Total Air War) -Desert Lightning Camouflage (as depicted in NovaLogic's F-22 Lightning 3) -Phoenix Livery (from Namco Hometek's Air Combat, as depicted in Ace Combat 7: Skies Unknown) -Phoenix Livery, Dark (as depicted in Project Aces' Ace Combat Infinity) -Scarface One Livery (as depicted in Namco Hometek's Ace Combat 2) -Z.O.E., Red Livery (from Namco Hometek's Ace Combat 2, as depicted in Project Aces' Ace Combat Infinity) -Mobius One, ISAF Livery (as depicted in Project Aces' Ace Combat 04: Shattered Skies) -Abell, Black Livery (as depicted in Project Aces' Ace Combat 04: Shattered Skies) -Razgriz Livery (from Project Aces' Ace Combat 5: The Unsung War, as depicted in Project Aces' Ace Combat 6: Fires of Liberation) -Pegas, 3-Tone Blue Camouflage (as depicted in Project Aces' Ace Combat 6: Fires of Liberation) -Indigo Wing Livery (as depicted in Project Aces' Ace Combat 6: Fires of Liberation) -Gryphus One Livery (from Access Games' Ace Combat X: Skies of Deception, as depicted in Project Aces' Ace Combat Infinity) -Warwolf Livery (as depicted in Project Aces' Ace Combat: Assault Horizon) -Mobius One, IUN Livery (as depicted in Project Aces' Ace Combat 7: Skies Unknown) -Trigger Livery (as depicted in Project Aces' Ace Combat 7: Skies Unknown) -JASDF 2-Tone Blue Camouflage (as depicted in Project Aces' Ace Combat 7: Skies Unknown) As a bonus, different aircraft configuration files are included in the "(Alternative Data)" folder. You'll be able to choose between realistic loadouts (default configuration of the aircraft add-on package) and what-if loadouts inspired by the mentioned F-22 videogames of the late 90s, namely weapons included in F-22 Lightning 3. Both configurations are also available with the addition of invisible skids; those will allow you to perform belly landings, which are a feature of good old F-22 Total Air War. Notes: -The B61 tactical nuclear bomb is a retarded version, but drop it safely from high altitude at high speed. Take note that it does not damage the stock Runway object, due to the armor values of it. The B61 is meant to be used against naval fleets you may encounter on some custom terrains. -You need to tweak the SoundList.ini file in order to fully experience any new sounds. Read "(Add to SoundList)" for further details, and remember to extract the SoundList.ini file from the FlightData.cat archive, if you do not have a custom one in your mod folder already. >Credits (in no particular order): -yakarov79, for his high quality templates which allowed me to easily put some new paint on the aircraft. -ravenclaw_007, for sharing some of his latest weapon 3d models for the bonus what-if loadouts. -Astore, for providing me with better Ace Combat themed emblems, and for being one of the few Italian Ace Combat fans like me. -godrugalultimate, from DeviantArt, for making incredibly detailed Ace Combat themed decals. -RythusOmega, for providing all Ace Combat 7 emblems and whose skins have been used as reference for the Phoenix liveries. -Lanzerince, whose Ace Combat 7 skins have been used as reference for the Scarface livery. -mue, for his LOD Viewer which helped immensely in the making of the skins. -Blade, for sharing info about the purpose of the game's decal levels. -My girlfriend, for supporting me in all of my endeavors. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions.- 1 review
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- ace combat 04
- ace combat infinity
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Version 1.4
2,002 downloads
F-22A Raptor Add-on October 13th, 2021 (1st Release) by yakarov79, baffmeister, Crusader, guuruu and Menrva >For Strike Fighters 2 games This is a high quality add-on of the F-22A Raptor aircraft. The original model had been made by Heberth, and it was released in alpha stage. Upon noticing room for improvement, yakarov79 helped finalize the 3d model with numerous, additional details; accurate pylons and rail launchers, new external fuel tanks, highly detailed rack and small diameter bomb 3d models, canopy and thrust-vectoring animations, high-res skin with specular and bump maps, updated cockpit model, and so on. A realistic, well-thought flight model has been produced by our expert, baffmeister. Moreover, Crusader offered his great expertise to improve upon his previous modification for the Raptor's avionics. All their efforts have raised the quality bar of the project I had started; much credits to them all. I further polished the package by adding historically accurate weapon loadouts, my selection of sounds (including authentic engine samples by guuruu), realistic camouflage shapes and colours, reworked decals for the actual USAF's F-22A squadrons, new cockpit textures and other tweaks here and there. Each squadron has got historically correct serial numbers, and they appear in chronological order in the loadout screen; the serial numbers at the bottom of the list are those of aircraft that joined that squadron for last, while the serials at the beginning of the list indicate those aircraft that were available to that squadron for first. Like you would expect in an opera omnia, I even reproduced three unique paint schemes of real Raptors; the air superiority camouflage of the EMD 91-4001 Prototype of September 1997, the temporary "Blue Nose" decoration of the "Cripes A'Mighty" Raptor assigned to the 149th Fighter Squadron in April 2010, and a generic Mid-Production livery sporting the markings of the last Raptor ever produced that flew for the first time in March 2012. Templates by yakarov79, tweaked by yours truly, are included for your skinning fantasies. Notes: -The cockpit is not yet accurate, as various details couldn't be reworked due to RL and time constraints. We were working on a brand new cockpit with accurate HUD and displays. Slimers with correct illumination were also planned. Hopefully they will be a thing in a future re-release. -The aircraft folder is named "F-22A", just like the one included in a number of mod packages which use an old 3d model by Dels. In order to avoid mismatches and bugs of any sort, it's highly suggested to either remove or rename the aircraft folder using Dels' Raptor 3d model. -GPS guidance bombs (EOGB) do not work as intended in SF2, there are issues about them not locking on target and about AI behaviour. The GBU-39 has been set as an EOGR, so it works like a missile; this is a needed workaround to have them loaded properly on a rack while keeping the GPS guidance property. -You need to tweak the SoundList.ini file in order to fully experience any new sounds. Read "(Add to SoundList)" for further details, and remember to extract the SoundList.ini file from the FlightData.cat archive, if you do not have a custom one in your mod folder already. >Credits (in no particular order): -Heberth, for making this (once forgotten) fantastic 3d model.-Heberth, for making this (once forgotten) fantastic 3d model. -Julhelm, for sharing the files of his superb F-22A cockpit 3d model, allowing yakarov79 to improve upon it. -yakarov79, for his invaluable help in finalizing the 3d model and remaking the base textures; you have my gratitude. -baffmeister, for his excellent flight model; it's thanks to him if this beauty flies as good as it looks. -Crusader, for reworking the avionics enhancement made for Julhelm's F-22A cockpit, and for improving the AIM missiles. -simonmiller416, for his smokeless rocket effects mod and for reproducing the experimental chrome coating skin seen on Raptor 04-4065. -guuruu, for sharing his RWR symbols improvement mod and for making better engine sounds. -ravenclaw_007, for the AIM missiles from his top notch Weapons Pack 2, the GBU-32 JDAM bomb and the ACES II seat 3d models. -viper63a, for his old F-22A USAF Raptors Redux package, from which I borrowed decals. -mue, for his LOD Viewer which helped immensely in the making of the skins. -Cocas, for further help given to Heberth for the aircraft's 3d model. -My girlfriend, for supporting me in all of my endeavors. Additional ReadMe files by yakarov79 and baffmeister have been included among few others; be sure to read those to know about their work in better detail. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. This mod may NOT in any way, shape or form be used in any payware additions.- 3 comments
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Top notch work as always, Jarek! Your quality efforts never cease to amaze me. Good thing I distracted you with ODS then...
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Not possible in game generated missions, AFAIK. You can edit missions with TW's mission editor and force two carriers in the same battle group (the same can be probably forced in campaigns), but the game's default behavior is that a battle group contains only one carrier. I don't want to discourage your plans of reworking your previous Midway, but there's a new one made from scratch and with high-res textures, rather complete for a release: https://combatace.com/gallery/album/1264-midway-north-pacific/ However, yours is still a better fit for WW2. The one linked above is adapt for the Cold War and contemporary era, Midway's Sand Island changed much after WW2.
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Planning Map Unit Icons
Menrva replied to Righteous26's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That's not what I said. Please use the search bar available on this site, use "national counters" as key words and you'll find the mods I mentioned made by Capitaine Vengeur. It's not just a matter of having textures in different names, you also need to tweak some .ini files. -
Planning Map Unit Icons
Menrva replied to Righteous26's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It is possible. There are some mods by Capitaine Vengeur introducing national counters on the planning maps, and I've done it as well for all countries portrayed in the ODS 30AE total conversion modification. It involves some .ini editing, and of course lots of patience in creating dozens of different textures. It's not possible to have them for specific units (unless you want to use unrelated nations in campaigns to pose as placeholders for units), but for specific nations it's doable. It's basically done in TW's First Eagles 2, what we did in ODS 30AE is just an example of using FE2's features in Strike Fighters. -
My projects (GKABS)
Menrva replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
A space station would be cool, I have released the Moon and Mars terrains a while ago... -
Beautiful Flankers! Happy Birthday United Soviet Air Force! Oh wait...
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Every day I hope
Menrva replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
My point is not in saying it's not possible, it's just not plausible. The amount of work and effort required is definitely out of reach for most great programmers. You need to be a hacker, someone very special; nothing like that can be achieved in minutes nor days nor weeks. I wish it were so easy, but it isn't. And since there's a source code available (because TK has it, he plans to update the game for Win10/11), I see no point in wasting months of life on reverse engineering a code which exists. We should rather worry about finishing any of our work in progress mods and tools. The rest are just dreams. -
Every day I hope
Menrva replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, but to make a patch which fixes broken features, you need a source code. So basically what TK says is: if you're a genius hacker and you wish to create a very small patch after months or years of life spent on reverse engineering it, feel free to do so. It's more a middle finger than anything. Also, the executable alone does not have any use, so I wonder why he's against redistributing a patched executable. Without the tons of .dll libraries which are the true core of the game, the executable is good for nothing. Actually, if we want to improve and patch the game, we would have to work on those dll libraries, not on the executable. The .exe is just a starter for all them. So TK's words make even less sense. He knows how he programmed the game, features are not hard-coded in the executable, but in those libraries! All we can possibly do with the .exe and .dll files are just minor hex-edits, but without any idea of what each assembly code does in the executable, it's like going inside a new house completely blinded. And even if we succeed in doing such edits, any changes would remain hard-coded and could compromise the stability and integrity of the game. Long story short, TK's words in that email have shown already to have no practical use in the long term. Here we are every year beating the same dead horse. -
Every day I hope
Menrva replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You underestimate the amount of knowledge required to do what you say. We cannot reverse engineer an executable out of nowhere. Without any source code, it's simply not plausible. -
Nice! The pilot is Italian! This has been such a great year in sports for my country.
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None of what you said is possible, unfortunately. The mod I linked attempts to do it, but it turns out that plane numbers, callsigns, mentioned o'clock positions, etc., are totally fake/random and do not reflect what's happening really in-game. The game was not programmed to take such details into account, thus they are completely random and wrong. You'd hear the AI mention "Cowboy Two" but there is no Cowboy flight in-game, for instance. The same can be said for SAMs, o'clock positions are totally wrong. You could use that above mod for immersion, but surely it has no real gameplay purpose, it actually makes it worse in my view. As for figuring out if they are talking to you, speech subtitle colours help you determine that.
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This is what you're looking for, it's in the SF1 downloads section: https://combatace.com/files/file/7157-comms-mod/ The mod may look cool at first, but soon you realize that AI calls about SAM missiles, callsigns, etc. are completely wrong and do not reflect the reality in-game. It may seem more detailed, but it's totally random and inaccurate.
