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HomeFries

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Everything posted by HomeFries

  1. Had an O-6 on staff who was notorious for pr0n surfing that the ITs would use his history when they needed to discover additional sites to block.
  2. EA-6B Superpack

    Version 1.0

    1,063 downloads

    This mod has been tested with Strike Fighters 2 Full 5+2 merged install; it should work with individual installations of SF2NA. The A-6 Superpack 1.51 or later is required in order to use the EA-6B Superpack. Since the EA-6B Prowler is a modification to the A-6 Intruder airframe, the ThirdWire (3W) EA-6B model uses many of the same textures as the A-6. Therefore, creating an EA-6B Prowler add-on to the A-6 Superpack was a logical progression. I look forward to sharing the increased system fidelity and high resolution skins in this Superpack to enhance your SF2 experience. What the Superpack Does This package is designed to enhance the default 3W EA-6B model and skins, expanding the prowler to multiple variants over time and providing additional skins and squadrons for each. Among the things added are: High resolution (2048x2048) skins for both classic gull grey and tactical grey schemes Additional variants of the existing skins, including differently colored radomes, tails, and low visibility details Six different EA-6B variants (standard EA-6B, EXCAP, ICAP I, ICAP II Blk 82, ICAP II Blk 86/89, and ICAP III) with varying skins and systems. Enhanced aircraft profiles for the loadout screens. Additional decals, to include custom designed VAQ/VMAQ squadron tail logos and historically accurate BuNos on the tails. Entries, logos, and markings for all USN and USMC EA-6B Prowler squadrons (including reserve squadrons) as part of the A-6 Superpack (required) Enhanced hangar screens and loadscreens for each A-6 variant Custom canopy markings and wing tanks for some squadrons Added landing lights, pylon lights, and ventral anti-collision lights to models and skins Further LOD enhancement, to include proper relative placement of Pilot/ECMOs, upgraded ejection seats, and the use of USN pilot LODs. Enhancement of Avionics and Data files for each variant, with particular emphasis on AN/ALQ-99 Jammer frequencies and Defensive ECM (DECM) capability. Because this mod uses and supersedes the 3W default EA-6B, the 3W EA-6B has been renamed EA-6B Prowler ICAP I. It is actually the third EA-6B of six variants included in the package, and has had its jamming capability and frequency coverage reduced to a more realistic level. What the Superpack Doesn't Do This mod enhances default aircraft. If you don't have the default EA-6B LOD (available in SF2NA), or if you prefer to use a different set of EA-6B LODs, then this mod is of limited value to you. Don't expect specific organizational insignia or logo placement. I tried to be historically accurate, but since these are skins designed to be compatible with all A-6 squadrons, organizationally specific markings cannot be supported. Likewise, squadron insignia change over time, and the limitation of using the default decals prevents this evolution. Variation between organizations is best represented by subtle differences between skins assigned to the same A-6 variant (e.g. the EA-6B with the white nose/tail may look slightly different than the one with the tan nose/white tail). Additionally, the Superpack is unfortunately not flyable without further modification. You will need to provide your own cockpit in order to enable player use of the A-6. Two notable options are extracting the A-6 cockpit from Wings over Vietnam, or by purchasing RAZBAM's excellent EA-6 pack for Strike Fighters (recommended). Likewise, plenty of existing SF1 A-6 mods have cockpits that are compatible with this pack. Regardless of which selection you prefer, any cockpit you use for the A-6 Superpack will be compatible with the EA-6B Superpack as well. Finally, the Superpack does not in any way change what missions are flyable by the game engine. There is no specific SAM Suppression mission in SF2, and the Prowler is unsuitable for cluster bomb delivery that is often part of SF2 SEAD missions (ICAP I and later variants don’t even have bombsights!). Hence, the only primary mission available to the Prowler is the role of Escort Jammer, which is not a player-flyable mission at the time of this writing. This means that while you may be able to fly the Prowler, you will be limited to Reconnaissance missions. Manual Installation Simply copy the contents of this folder to your SF2 “mod” folder. The EA-6B Superpack requires that the A-6 Superpack already be installed, and SF2NA must be present in order to use the 3W EA-6B model. The EA-6B Variants EA-6B Standard This is the original EA-6B that flew near the end of the Vietnam War. The Standard EA-6B/ALQ-99 could cover frequency bands 1/2, 4, and part of 7. EA-6B EXCAP This is the first upgrade of the EA-6B that provided coverage for additional frequency bands. Frequency bands covered by the ALQ-99A through ALQ-99C are 1/2, 4, 5/6,7(partial), and 8/9. EA-6B ICAP I This is the EA-6B variant on which the 3W model is based. As such, this variant has retained the EA-6B folder name, even though it is not the first variant in the series. The ICAP was the first major upgrade to the EA-6B line, and was also the first model used by the U.S. Marine Corps (all previous versions were exclusive to the U.S. Navy). The ICAP-I and the corresponding ALQ-99D introduced digital receivers and integrated computer controlled jamming systems, and reapportioned the Electronic Countermeasure Officer (ECMO) workload so that ECMOs 2 and 3 (the "kids in back") were responsible for tactical jamming. The work-leveling and digital integration prompted the increase in Jamming Strength to 90. The ALQ-99D covers bands 1/2, 4, 5/6, 7 (partial), 8, and 9/10. EA-6B ICAP II Block 82 The ICAP II series of upgrades was a major update for the EA-6B line, incorporating expanded frequency coverage as well as improved avionics and ALQ-99 processing ability. The biggest jump in capability for the ICAP II was the universal exciter which covered bands 1-9, thereby obsolescing the dedication of individual pods to bands. Additionally, band 7 was now completely covered. The increase in Jammer Strength is justified by the further reduction of ECMO workload by the TEAMS system, which significantly improves response time against known/planned threats. The ICAP II is also notable as being the first Prowler to carry an offensive weapon, as it is capable of carrying the AGM-88 HARM. EA-6B ICAP II Block 86/89 The ICAP-II Block 86/89 ALQ-99F covers the 3 band, now providing coverage over the entire threat spectrum. This version of the ALQ-99F also provides 1kW per GHz, and most closely models the frequency coverage and jamming strength that was provided in the original 3W EA-6B. EA-6B ICAP III Added mostly for completeness, the major upgrades in the ICAP III were more avionics oriented and less about the ALQ-99. However, the ALQ-99 exciter was upgraded to allow faster response in jamming a particular threat frequency. Credits Big thanks go out to Wrench for use of his A-6 and EA-6B templates, as well as to Fubar512 and MigBuster for help with the jammers along the way. Additional Credits: Ventral and Pylon Lights were created by RussoUK2004. VAQ-134 decals are by Dave from his VAQ-134 EA-6B. Wingtip formation lights in the skins were modified from the skins in the the SF2V Air & Ground Expansion Pack by malibu43 and eburger68. VAQ-133 decal templates provided by Dave. NAVYNM2 and MODUSN2 Pilot LODs and the F-14 Seat were taken from The Mirage Factory (TMF) F-14 Superpack. TireTouch.wav was taken from FastCargo's F-15 Super Pack. FansongTrack and FansongLock WAV files (EA-6B_71, EA-6B_73 RWR sounds) by Fubar512. USN Wind, Stall, and engine overspeed sounds taken from the TMF F-14 Superpack. Classic EA-6B skin patterns are based on the default 3W A-6 skins by DanW. Some squadron tail art and aircraft markings were taken from Mark Styling’s aircraft art website in accordance with the FAIR USE Act. EA-6B Walk Around by Joe Michaels, EA-6B Prowler in Detail & Scale by Bert Kinzey, and Grumman EA-6A Intruder & EA-6B Prowler by Dennis R. Jenkins were used extensively for research on proper markings, systems, and AN/ALQ-99 performance specifications. Thank you all for your contributions. This Superpack is released in accordance with the Combat Ace Freeware Licensing Agreement. Please feel free to use the contents of this pack with any other mod, so long as appropriate credit is provided. For support, please post in the File Announcement thread for this mod at Combat Ace.
  3. My first Reserve A-4L squadron: VMA-543 Knight Hawks.
  4. Joe, I'm definitely in the minority opinion on this board, but I like to use Generic Mod Enabler to manage my mods. It does involve an extra step, and you will want to use it to disable your mods prior to patching (unlike the folder renaming technique in the previous post), but it is a very forgiving way for you to learn how mods work with SF2. Quite simply, if you screw something up, just disable the mod and make the correction within the mods folder. Then re-enable the mod. No need to trace back to which mod overwrote files on which other mod (which can be a huge pain until you start to understand how the INI files work). Additionally, if separate mods try to overwrite the same file or use different versions of the same weapon, you can play around to decide which version you like without having to hunt for the files in the original downloads. Get it here (full disclosure: this is my own MediaFire site since the JoneSoft site went down a while back). It doesn't do anything to the registry, and if you don't like it you can just as easily copy the mods directly to your folder.
  5. I haven't seen anything ban-worthy. I just see a guy who is extremely enthusiastic about all things Tomcat.
  6. One question: if the relative perspective/distance between nodes is correct in the Blender object, how difficult is it to globally adjust the dimensions (e.g. 95% size) in MAX? I ask because the nature of FakePilot objects means that the Blender object will need to be created without being able to visually QC the object relative to the LOD. Not a huge deal for a blade antenna, but something of an issue for a form-fitting object.
  7. LOL. Me too (though my time is usually 2200-0130). 2200 is about when I get my second wind, and 0200 is typo-time!
  8. Good stuff, SupGen. Definitely gets me thinking that the 3W FM needs to be updated; the RAZBAM models definitely feel heavier. While the A-6 is very nimble, esp. for a bomber, it never really feels like it's carrying 12000lb of Hate and DiscontentTM.
  9. One more catch: [squadron598] Name=VMA331 DisplayName=VMA-331 BumbleBees Nation=RoyalNavy Nation should be USMC.
  10. Here are the unit entries for which I found good tail art: [squadron701] Name=VA203 DisplayName=VA-203 Blue Dolphins Nation=USN [squadron702] Name=VA204 DisplayName=VA-204 River Rattlers Nation=USN [squadron703] Name=VA209 DisplayName=VA-209 Air Barons Nation=USN [squadron704] Name=VA303 DisplayName=VA-303 Golden Hawks Nation=USN [squadron705] Name=VA305 DisplayName=VA-305 Lobos Nation=USN [squadron706] Name=VMA124 DisplayName=VMA-124 Bantam Bombers Nation=USMC [squadron707] Name=VMA131 DisplayName=VMA-131 Diamondbacks Nation=USMC [squadron708] Name=VMA133 DisplayName=VMA-133 Dragons Nation=USMC [squadron709] Name=VMA134 DisplayName=VMA-134 Skyhawks Nation=USMC [squadron710] Name=VMA142 DisplayName=VMA-142 Flying Gators Nation=USMC [squadron711] Name=VMA322 DisplayName=VMA-322 Fighting Gamecocks Nation=USMC [squadron712] Name=VMA543 DisplayName=VMA-543 Knight Hawks Nation=USMC Renumber as necessary.
  11. If you are looking for 850 tops (with Army Air and non-tacair at +1000), then we don't have to worry as much about where certain things should go. I figure I'll add the USNR/USMCR squadrons for which I can find tail art, and leave the rest at +1000 or not at all. The only thing with +1000 is that we won't even get the squadron name unless it is a specifically designed skin. To that end, if we're adding units that currently only have specific skins/decals, we should add them to 1000+ unless we're planning on skinning them for level 1.
  12. I'm very interested. I just downloaded Blender, and I would very much like to create objects that can be added via FakePilot, so at least I'm starting with simple objects.
  13. I was planning on going with the post-1970 USNR structure in which each reserve squadron is assigned to a reserve carrier air wing on the east or west coast. With this model, any reserve unit has an equal opportunity chance of deployment to augment regular forces, with the exception of the tailcodes that have a number/letter combo (which are assigned to naval air stations, not air wings). No need to go crazy on all of the reserve squadrons (I figure do a couple of decals, and pop the rest in 1000+ to possibly bring out at a later date), but we do get a lot of bang for the buck with some of the squadrons that flew multiple A-4 airframes, and a number of the squadrons transitioned to the A-7 and then to the F/A-18. I'm also curious as to if you have anything planned after 700. This would be a good place for the red squadrons, and then leave 800-999 free for the post-1000 listings we take off of ice.
  14. Awesome. If you want, I'll be happy to add those USN/USMC units, but we need to be careful that only one of us is adding at a time, and that we're doing it serially to the same file.
  15. The following reserve squadrons flew the A-4 (though not all flew the L). USNR Squadrons to add (with tailcode): VA-203 Blue Dolphins (AF) VA-204 River Rattlers (AF) VA-209 Air Barons (AF) VA-210 Black Hawks (AF) VA-303 Golden Hawks (ND) VA-305 Lobos (ND) VA-831 Mohicans (AB when activated) Additionally, VA-205 also flew the A-4L, though the Green Falcons are already in the updated SquadronList.ini with A-6 decals. The following USMCR squadrons flew the A-4: VMA-124 Bantam Bombers (QP) VMA-131 Diamondbacks (QG) VMA-133 Dragons (ME) VMA-134 Skyhawks (MF) VMA-142 Flying Gators (MB) VMA-143 (7X) VMA-144 (5F) VMA-217 (7Z) VMA-233 Blazing Aces VMA-322 Fighting Gamecocks (QR) VMA-543 (MD) EDIT: We could put all of these post-1000, except for VMA-543 (which I can easily do a tail for) so we will at least have 1 USN and 1 USMC Reserve squadron available with tail art. Then as we add tail art for the aircraft, we can pull them below 1000. We should also give some love to the Royal Navy No. 892 Naval Air Squadron (Name=892NAS). This is the F-4K squadron used in the DLC, so adding it to the squadronlist.ini is a natural.
  16. Just thinking: we should probably do the A-4 reserve squadrons (USN/USMC) now that we have the A-4L as DLC.
  17. I also thought it was hilarious, and should be interpreted strictly as parody.
  18. We have (at least) 3 Ace Combat skinners here. I still think you guys should join forces and create a campaign or two.
  19. I think I pulled that from Wrench's tips in the KB, but I can't recall for sure.
  20. Wow, I remember playing TV on my Pentium 100.
  21. Thanks, SupGen. Another general question: is there any way to get the ILS needles working? Or was that functionality never implemented in the LOD?
  22. Of course you can...and don't call me Shirley.
  23. The XY slew works with any cockpit (AFAIK), and the VDI trick works with the EA-6A as well. The EA-6B cockpit doesn't have a VDI, so no-go on the first trick there.
  24. File Name: EA-6B Superpack File Submitter: HomeFries File Submitted: 04 August 2012 File Category: SF2 Series Add On Aircraft This mod has been tested with Strike Fighters 2 Full 5+2 merged install; it should work with individual installations of SF2NA. The A-6 Superpack 1.51 or later is required in order to use the EA-6B Superpack. Since the EA-6B Prowler is a modification to the A-6 Intruder airframe, the ThirdWire (3W) EA-6B model uses many of the same textures as the A-6. Therefore, creating an EA-6B Prowler add-on to the A-6 Superpack was a logical progression. I look forward to sharing the increased system fidelity and high resolution skins in this Superpack to enhance your SF2 experience. What the Superpack Does This package is designed to enhance the default 3W EA-6B model and skins, expanding the prowler to multiple variants over time and providing additional skins and squadrons for each. Among the things added are: High resolution (2048x2048) skins for both classic gull grey and tactical grey schemes Additional variants of the existing skins, including differently colored radomes, tails, and low visibility details Six different EA-6B variants (standard EA-6B, EXCAP, ICAP I, ICAP II Blk 82, ICAP II Blk 86/89, and ICAP III) with varying skins and systems. Enhanced aircraft profiles for the loadout screens. Additional decals, to include custom designed VAQ/VMAQ squadron tail logos and historically accurate BuNos on the tails. Entries, logos, and markings for all USN and USMC EA-6B Prowler squadrons (including reserve squadrons) as part of the A-6 Superpack (required) Enhanced hangar screens and loadscreens for each A-6 variant Custom canopy markings and wing tanks for some squadrons Added landing lights, pylon lights, and ventral anti-collision lights to models and skins Further LOD enhancement, to include proper relative placement of Pilot/ECMOs, upgraded ejection seats, and the use of USN pilot LODs. Enhancement of Avionics and Data files for each variant, with particular emphasis on AN/ALQ-99 Jammer frequencies and Defensive ECM (DECM) capability. Because this mod uses and supersedes the 3W default EA-6B, the 3W EA-6B has been renamed EA-6B Prowler ICAP I. It is actually the third EA-6B of six variants included in the package, and has had its jamming capability and frequency coverage reduced to a more realistic level. What the Superpack Doesn't Do This mod enhances default aircraft. If you don't have the default EA-6B LOD (available in SF2NA), or if you prefer to use a different set of EA-6B LODs, then this mod is of limited value to you. Don't expect specific organizational insignia or logo placement. I tried to be historically accurate, but since these are skins designed to be compatible with all A-6 squadrons, organizationally specific markings cannot be supported. Likewise, squadron insignia change over time, and the limitation of using the default decals prevents this evolution. Variation between organizations is best represented by subtle differences between skins assigned to the same A-6 variant (e.g. the EA-6B with the white nose/tail may look slightly different than the one with the tan nose/white tail). Additionally, the Superpack is unfortunately not flyable without further modification. You will need to provide your own cockpit in order to enable player use of the A-6. Two notable options are extracting the A-6 cockpit from Wings over Vietnam, or by purchasing RAZBAM's excellent EA-6 pack for Strike Fighters (recommended). Likewise, plenty of existing SF1 A-6 mods have cockpits that are compatible with this pack. Regardless of which selection you prefer, any cockpit you use for the A-6 Superpack will be compatible with the EA-6B Superpack as well. Finally, the Superpack does not in any way change what missions are flyable by the game engine. There is no specific SAM Suppression mission in SF2, and the Prowler is unsuitable for cluster bomb delivery that is often part of SF2 SEAD missions (ICAP I and later variants don’t even have bombsights!). Hence, the only primary mission available to the Prowler is the role of Escort Jammer, which is not a player-flyable mission at the time of this writing. This means that while you may be able to fly the Prowler, you will be limited to Reconnaissance missions. Manual Installation Simply copy the contents of this folder to your SF2 “mod” folder. The EA-6B Superpack requires that the A-6 Superpack already be installed, and SF2NA must be present in order to use the 3W EA-6B model. The EA-6B Variants EA-6B Standard This is the original EA-6B that flew near the end of the Vietnam War. The Standard EA-6B/ALQ-99 could cover frequency bands 1/2, 4, and part of 7. EA-6B EXCAP This is the first upgrade of the EA-6B that provided coverage for additional frequency bands. Frequency bands covered by the ALQ-99A through ALQ-99C are 1/2, 4, 5/6,7(partial), and 8/9. EA-6B ICAP I This is the EA-6B variant on which the 3W model is based. As such, this variant has retained the EA-6B folder name, even though it is not the first variant in the series. The ICAP was the first major upgrade to the EA-6B line, and was also the first model used by the U.S. Marine Corps (all previous versions were exclusive to the U.S. Navy). The ICAP-I and the corresponding ALQ-99D introduced digital receivers and integrated computer controlled jamming systems, and reapportioned the Electronic Countermeasure Officer (ECMO) workload so that ECMOs 2 and 3 (the "kids in back") were responsible for tactical jamming. The work-leveling and digital integration prompted the increase in Jamming Strength to 90. The ALQ-99D covers bands 1/2, 4, 5/6, 7 (partial), 8, and 9/10. EA-6B ICAP II Block 82 The ICAP II series of upgrades was a major update for the EA-6B line, incorporating expanded frequency coverage as well as improved avionics and ALQ-99 processing ability. The biggest jump in capability for the ICAP II was the universal exciter which covered bands 1-9, thereby obsolescing the dedication of individual pods to bands. Additionally, band 7 was now completely covered. The increase in Jammer Strength is justified by the further reduction of ECMO workload by the TEAMS system, which significantly improves response time against known/planned threats. The ICAP II is also notable as being the first Prowler to carry an offensive weapon, as it is capable of carrying the AGM-88 HARM. EA-6B ICAP II Block 86/89 The ICAP-II Block 86/89 ALQ-99F covers the 3 band, now providing coverage over the entire threat spectrum. This version of the ALQ-99F also provides 1kW per GHz, and most closely models the frequency coverage and jamming strength that was provided in the original 3W EA-6B. EA-6B ICAP III Added mostly for completeness, the major upgrades in the ICAP III were more avionics oriented and less about the ALQ-99. However, the ALQ-99 exciter was upgraded to allow faster response in jamming a particular threat frequency. Credits Big thanks go out to Wrench for use of his A-6 and EA-6B templates, as well as to Fubar512 and MigBuster for help with the jammers along the way. Additional Credits: Ventral and Pylon Lights were created by RussoUK2004. VAQ-134 decals are by Dave from his VAQ-134 EA-6B. Wingtip formation lights in the skins were modified from the skins in the the SF2V Air & Ground Expansion Pack by malibu43 and eburger68. VAQ-133 decal templates provided by Dave. NAVYNM2 and MODUSN2 Pilot LODs and the F-14 Seat were taken from The Mirage Factory (TMF) F-14 Superpack. TireTouch.wav was taken from FastCargo's F-15 Super Pack. FansongTrack and FansongLock WAV files (EA-6B_71, EA-6B_73 RWR sounds) by Fubar512. USN Wind, Stall, and engine overspeed sounds taken from the TMF F-14 Superpack. Classic EA-6B skin patterns are based on the default 3W A-6 skins by DanW. Some squadron tail art and aircraft markings were taken from Mark Styling’s aircraft art website in accordance with the FAIR USE Act. EA-6B Walk Around by Joe Michaels, EA-6B Prowler in Detail & Scale by Bert Kinzey, and Grumman EA-6A Intruder & EA-6B Prowler by Dennis R. Jenkins were used extensively for research on proper markings, systems, and AN/ALQ-99 performance specifications. Thank you all for your contributions. This Superpack is released in accordance with the Combat Ace Freeware Licensing Agreement. Please feel free to use the contents of this pack with any other mod, so long as appropriate credit is provided. For support, please post in the File Announcement thread for this mod at Combat Ace. Click here to download this file
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