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KiwiBiggles

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About KiwiBiggles

  1. The date switch for AIM-9 capability is a bit harder to nail down, but I think I will go with Duncan Curtis (North American F-86 Sabre, Crowood Aviation Series, p.149): The Sabre continued in service for a while longer though, and in the early 1960s, many aircraft were modified to carry the AIM-9 Sidewinder missile, though JG71 machines did not receive this capability. So, all things considered, I'm running with a '62 date switch for the Mk.6 'Late' in terms of both AIM-9 capability and GAF camo... should work out very nicely in my install.
  2. This doc (originally from AirDoc, but 'discovered' in a dusty corner of the interwebs this morning) is interesting, suggesting a Sabre Mk.6 date switch to GAF camo in either 1959 or 1962, but also including Canadian camo Mk.5s gifted to the Luftwaffe from 1957 (to 1961). Will look at adding these details to my SF2:Euro install utilising the existing Mk.5s here at the site. There were apparently still 'silver' Mk.6 GAF Sabres in service in 1961, but the doc states that GAF camo was in service on the Mk.6 from 1959 to 1968. I think I'll choose 1962 for my GAF camo date switch to match up in-game with the TW F-104Gs, as mentioned by Wrench.👍 AirDoc 48019 Luftwaffe Canadair Sabre 5_6.pdf
  3. Just want to say how much I love this pack! I've been slowly adding the early NATO birds in to my SF2:Europe install, and added this pack last night. I did my own 'tank fix' before seeing this thread and existing fixes, but I get as much enjoyment from researching and tweaking the planes (as far as my limited knowledge allows) as I do 'flying them'. Haven't been tempted to fiddle with the FM for this mod or the othes Sabres (KAW, F-86F etc) aside from some very basic engine thrust tweaks, as I don't want to break anything. Massive thanks again to the community, all this amazing work is very much appreciated! KB
  4. Victor Alert, Europe 1952 A one-way ticket to armageddon... "You're leaving my air space." Toss bomb... then run like hell! https://www.airandspaceforces.com/PDF/MagazineArchive/Documents/2011/March 2011/0311victor.pdf
  5. 😆 Ok.... figured out that "STRIKE" in the loadout ini (with the square brackets) is also the command for strikethrough text in this bulletin board format. If you're making your own loadout ini just remember to put the brackets back. 👍
  6. Sorry about the strikethrough text; not sure why that happens. 🙂
  7. Right Pylons Pylon_F3H-2R.INI Pylon_F3H-2R.LOD Pylon_F3H-2R_data.INI T-28_PylonR.bmp
  8. Left Pylons T-28_PylonL.bmp Pylon_F3H-2L.INI Pylon_F3H-2L.LOD Pylon_F3H-2L_data.INI
  9. F3H-2_LOADOUT // Station 1 = Bombs, Rocket Pods // Station 2 = Bombs, Rocket Pods // Station 3 = Bombs, Rocket Pods // Station 4 = Bombs, Rocket Pods // Station 5 = Bombs, Rocket Pods // Station 6 = Bombs, Rocket Pods // Station 7 = Drop Tanks, Bombs // Station 8 = Drop Tanks, Bombs // Station 9 = AIM-7/AIM-9 // Station 10 = AIM-7/AIM-9 // Station 11 = AIM-7/AIM-9 // Station 12 = AIM-7/AIM-9 // Station 13 = Left Pylon // Station 14 = Right Pylon // Station 15 = Left Pylon // Station 16 = Right Pylon // Station 17 = Left Pylon // Station 18 = Right Pylon [AirToAir] Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9B Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9B Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 [AirToAirLongRange] Loadout[09].WeaponType=AIM-9B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9B Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9B Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9B Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 [AirToAir_1959] StartDefaultDate=1959 DefaultFor=INTERCEPT Loadout[09].WeaponType=AIM-7C Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-7C Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-7C Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-7C Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 [AirToAir_1960] StartDefaultDate=1960 DefaultFor=INTERCEPT Loadout[09].WeaponType=AIM-7D Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-7D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-7D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-7D Loadout[12].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 STRIKE Loadout[01].WeaponType=MK82 Loadout[01].Quantity=1 Loadout[02].WeaponType=MK82 Loadout[02].Quantity=1 Loadout[03].WeaponType=MK82 Loadout[03].Quantity=1 Loadout[04].WeaponType=MK82 Loadout[04].Quantity=1 Loadout[05].WeaponType=MK82 Loadout[05].Quantity=1 Loadout[06].WeaponType=MK82 Loadout[06].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 Loadout[13].WeaponType=Pylon_F3H-2L Loadout[13].Quantity=1 Loadout[14].WeaponType=Pylon_F3H-2R Loadout[14].Quantity=1 Loadout[15].WeaponType=Pylon_F3H-2L Loadout[15].Quantity=1 Loadout[16].WeaponType=Pylon_F3H-2R Loadout[16].Quantity=1 Loadout[17].WeaponType=Pylon_F3H-2L Loadout[17].Quantity=1 Loadout[18].WeaponType=Pylon_F3H-2R Loadout[18].Quantity=1 [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[06].WeaponType=LAU-3A Loadout[06].Quantity=1 Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 Loadout[13].WeaponType=Pylon_F3H-2L Loadout[13].Quantity=1 Loadout[14].WeaponType=Pylon_F3H-2R Loadout[14].Quantity=1 Loadout[15].WeaponType=Pylon_F3H-2L Loadout[15].Quantity=1 Loadout[16].WeaponType=Pylon_F3H-2R Loadout[16].Quantity=1 Loadout[17].WeaponType=Pylon_F3H-2L Loadout[17].Quantity=1 Loadout[18].WeaponType=Pylon_F3H-2R Loadout[18].Quantity=1 [Recon] Loadout[07].WeaponType=F3_262gal Loadout[07].Quantity=1 Loadout[08].WeaponType=F3_262gal Loadout[08].Quantity=1 I'm pretty sure that's everything, and I'll attach the converted pylons to the next post. I've chosen not to include HVARs, because I don't feel they suit the pylon model, and I'll return to this mod to fit out the special store later, but of course, you can play around with it to suit your own preferences. I also took some time to tighen up the pylon positioning, and it all looks pretty good to my eyes. 👍 Champion's Demon really is a fun and interesting plane to fly, whether on strike missions or fleet intercepts, needing careful management of energy and the afterburner to get the job done, unlike its brawny younger sibling, and just like the real thing. I hope someone else will enjoy this, too. Thank you to the modding community for the hours of interesting and informative R&R you bring to us all. Best, KB
  10. Here's the ini code for the conversion: F3H-2_DATA [MissionData] NationName=USN ServiceStartYear=1957 ServiceEndYear=1964 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=FALSE PrimaryRoles=INTERCEPT,ARMED_RECON,STRIKE,CAS,SEAD,ANTI_SHIP SecondaryRoles=RECON NormalMissionRadius=800 MaxMissionRadius=950 Ceiling=13000 MinBaseSize=MEDIUM CarrierBased=TRUE // Weapon Stations --------------------------------------------------------- //---------------------------Right Wing Stations------------------------------- // R_OuterPylon [STA_1] SystemType=WEAPON_STATION StationID=1 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.75,-1.2,-0.655 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // R_MiddlePylon [STA_2] SystemType=WEAPON_STATION StationID=2 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.0,-0.365,-0.67 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // R_InnerPylon [STA_3] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.25,0.49,-0.675 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 //---------------------------Left Wing Stations------------------------------- // L_InnerPylon [STA_6] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.25,0.49,-0.675 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // L_MiddlePylon [STA_7] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.0,-0.365,-0.67 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 // L_OuterPylon [STA_8] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.75,-1.2,-0.655 AttachmentAngles=0.0,0.0,0.0 LoadLimit=227.7 AllowedWeaponClass=BOMB,RP AttachmentType=USN PylonMass=80.0 PylonDragArea=0.04 //---------------------------Fuselage Stations------------------------------- [STA_4] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-0.6920,-0.8025,-1.1000 AttachmentAngles=0.0,0.0,0.0 LoadLimit=910 AllowedWeaponClass=FT,BOMB AttachmentType=USN ModelNodeName=Left_Fuse_Pylon PylonMass=91.4 PylonDragArea=0.05 MinExtentPosition=-0.6510,0.4414,-0.6552 MaxExtentPosition=-0.7333,-1.9911,-1.1226 FuelTankName=F3_262gal [STA_5] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.6920,-0.8025,-1.1000 AttachmentAngles=0.0,0.0,0.0 LoadLimit=910 AllowedWeaponClass=FT,BOMB AttachmentType=USN ModelNodeName=Right_Fuse_Pylon PylonMass=91.4 PylonDragArea=0.05 MinExtentPosition=0.6510,0.4414,-0.6552 MaxExtentPosition=0.7333,-1.9911,-1.1226 FuelTankName=F3_262gal //--------------------------AIM-7/AIM-9---------------------------------------- [LeftOuterPylon] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-1.3430,0.2952,-0.8934 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Left_Inner_Pylon PylonMass=91.4 PylonDragArea=0.03 [RightOuterPylon] SystemType=WEAPON_STATION StationID=10 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=1.3430,0.2952,-0.8934 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Right_Inner_Pylon PylonMass=91.4 PylonDragArea=0.03 [LeftInnerPylon] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-2.7730,-1.1815,-0.8757 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Left_Outer_Pylon PylonMass=91.4 PylonDragArea=0.03 [RightInnerPylon] SystemType=WEAPON_STATION StationID=12 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=2.7730,-1.1815,-0.8757 AttachmentAngles=0.0,0.0,0.0 LoadLimit=560 AllowedWeaponClass=IRM,SAHM AttachmentType=NATO,USN ModelNodeName=Right_Outer_Pylon PylonMass=91.4 PylonDragArea=0.03 //-------Ordanance Pylons(Air to Ground) [L_InnerPylon] SystemType=WEAPON_STATION StationID=13 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.25,0.29,-0.478 AttachmentAngles=0.0,0.0,-2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonL AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [R_InnerPylon] SystemType=WEAPON_STATION StationID=14 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.25,0.29,-0.478 AttachmentAngles=0.0,0.0,2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonR AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [L_MiddlePylon] SystemType=WEAPON_STATION StationID=15 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.0,-0.565,-0.470 AttachmentAngles=0.0,0.0,-2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonL AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [R_MiddlePylon] SystemType=WEAPON_STATION StationID=16 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.0,-0.565,-0.470 AttachmentAngles=0.0,0.0,2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonR AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [L_OuterPylon] SystemType=WEAPON_STATION StationID=17 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.75,-1.4,-0.455 AttachmentAngles=0.0,0.0,-2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonL AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00 [R_OuterPylon] SystemType=WEAPON_STATION StationID=18 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.75,-1.4,-0.455 AttachmentAngles=0.0,0.0,2.5 LoadLimit=227.7 AllowedWeaponClass=EP SpecificStationCode=F3H-2_PylonR AttachmentType=USN PylonMass=0.00 PylonDragArea=0.00
  11. Happy Easter, everyone! Like many of us, I'm a huge fan of the Phantom II (I was even lucky enough to sit in one as a kid at Ohakea Air Base, many decades ago), and I also enjoy the Banshee and Demon for the historical McDonnell lineage. The Demon Ultimate packs by Champions VA56 are a real blast! Sources claim that the definitive F3H-2 strike fighter variant retained the air intercept missile capability of the previous F3H-2N (AIM-9) and F3H-2M (AIM-7) in addition to six underwing pylons for bombs, rockets and special stores. https://www.airvectors.net/avf4_1.html#m1 https://web.archive.org/web/20090102063045/http://home.att.net/~jbaugher1/f3_3.html The SF2 version of the F3H-2 models the six underwing stores using a technique similar to the 'fake pilot' method, and the player chooses between an air-to-air or air-to-ground data ini configuration. I wanted to see if I could model the multi-role strike fighter capability of the real aircraft. I'm pretty stoked with the results so wanted to share here. I found a pretty decent solution was to convert the wing pylons into fake (and non-functional) 'EP stores' selectable in the loading menu:
  12. Apologies if this has already been figured out and done before. I was experimenting with Jarek's RF-101A Voodoo this morning and was pretty chuffed with the outcome, so I thought I'd share it here. Credit to: Yakarov79: Voodoo packs Alexis99: RF-101C mod (for the idea, over at Yankee Air Pirates) All modders for the F-117A: the F-117A DLIR and FLIR camera/laser designator helped me figure out the ini code The key 'trick' is to create a camera, laser designator, and 'dummy' LGB to simulate the RF-101 Camera Package for high and low-altitude photo-reconnaissance. I've just spent a very pleasant morning flying around the Peninsula, taking 'snapshots' of North Korean target arrays! It makes recon missions a lot more interesting... Cold camera at takeoff RF-101 Camera Package selected hot (select "dummy LGB weapon" camera pack) Approaching objective Camera locked on Target camera zoom (overfly the target at low level) Here's the relevant ini code: RF-101A_AVIONICS [TextureData] [AvionicsData] [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [TVDisplayData] UseRadarTexture=FALSE TVDisplayTextureSize=512 RF-101A_COCKPIT Instrument[065]=ViewFinder [ViewFinder] Type=TV_SCOPE NodeName=map_screen RF-101A_DATA // Weapon Stations --------------------------------------------------------- [Camera] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL SpecificStationCode=RF-101 AttachmentPosition=0.00,0.00,0.00 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1.0000 LengthLimit=1.000 AllowedWeaponClass=LGB AttachmentType=USAF ModelNodeName= PylonMass=0.000 PylonDragArea=0.000 FuelTankName= FuelTankNodeName= //Sensors--------------------------------------------------------- [Targeter] SystemType=LASER_DESIGNATOR CameraFOV=2.5 SightTexture=RF101_DTV CameraPosition=0.61,6.95,-0.2 CameraYaw=0.00 CameraPitch=0.00 CameraRoll=0.00 EODisplayFlags=268763136 MaxSeekerRange=27.000000 SeekerGimbleLimit=90.000000 DualFOV=TRUE SearchFOV=10.00 SearchTexture=RF101_DTV [Viewfinder] SystemType=EO_CAMERA CameraFOV=30.0 SightTexture=RF101_DTV CameraPosition=0.0,7.37,0.71 CameraYaw=0.00 CameraPitch=0.00 CameraRoll=0.00 EODisplayFlags=268697600 CAMERA101 (Weapon) [WeaponData] ObjectFullName=RF-101 Camera Package ObjectDataFile=CAMERA101_data.INI CAMERA101_data [WeaponData001] TypeName=CAMERA101 FullName=RF-101 Camera Package ModelName= Mass=1.000000 Diameter=0.010000 Length=0.010000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=USAF SpecificStationCode=RF-101 NationName=USAF StartYear=1957 EndYear=1964 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear= ExportEndYear= ExportAvailability= WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName= DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=70 MaxTurnRate=3.000000 MaxLaunchG=3.000000 LockonChance=99 LaunchReliability=99 ArmingTime=2.000000 SeekerFOV=5.000000 SeekerGimbleLimit=120.000000 SeekerTrackRate=10.000000 SeekerRange=12200.000000 LiftDragRatio=6.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=7.000000 I think that's everything, and I've attached the 'DTV' tga file for the Flight folder. The RF-101A was not fitted with radar, of course, and apparently, the camera package was not always fitted in operational settings. I've set my game up so that I have to manually add the camera package in the loading menu for a little more immersion, and I can choose to do visual recon by Mark One Eyeball, too. I hope someone else enjoys this as much as I have. Massive thanks to the modding community! KB RF101_DTV.tga
  13. Hi Mr Tayto, I've flown a fair amount with the Sea Fury and the turboprop Wyvern, both pretty slow old birds, and have had pretty decent sucess with diving attacks (bombs, cannons and rockets) from about 7,000 to 9,000 feet and about 2.5 nautical miles separation from the target, to keep speed as high as possible in the rapid-fire flak engagement zone (below about 5,000 feet), followed by an immediate zoom climb to get back above the danger zone again (game difficulty on normal settings). Of course, if MiGs are about the best idea is to get down in the weeds (preferably away from the flak sites) and get out of Dodge, so you need to deal with the threats one at a time as much as possible. Sometimes you might have to circle back around to the primary target later, using your endurance advantage and some patience. Best KB
  14. On campaign, mission complete... Sea of Japan, 1950.
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