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HomeFries

+MODDER
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Everything posted by HomeFries

  1. Thanks for the reminder, SupGen. That thread was when I started modding, and I had completely forgotten about it. I've since revived the thread.
  2. Gents, I'd like to revive this thread to see if there has been any headway made with releasing the updated RAZBAM cockpit. I would also like to add the following tweaks I made to the cockpit (and have included in the readme for the A-6 Superpack). This changes the steering symbol on the VDI from a CDI to a waypoint correction symbol: [steeringSymbol] Type=WP_CMD_YAW NodeName=SteeringSymbol MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.090 Set[01].Value=-90.0 Set[02].Position=-0.080 Set[02].Value=-45.0 Set[03].Position=0.000 Set[03].Value=0.0 Set[04].Position=0.080 Set[04].Value=45.0 Set[05].Position=0.085 Set[05].Value=90.0 Adding the following lines to the [CockpitSeat001] section will allow XY slewing for TrackIR users: MinMovementX=-0.16 MaxMovementX=0.18 MinMovementZ=-0.08 MaxMovementZ=0.10
  3. I had assumed the issues with the RAZBAM pit were LOD related, and the CRS/DME has always been my pet peeve. This is the first I have heard of the updated pit, though I would be happy to include the mods in future releases. Perhaps it would drum up sales for RAZBAM as well.
  4. I think the idea now is to keep everything to a minimum, with a focus on datafile tweaks. The idea is to make edits to files that aren't likely to change on a regular basis, so skins and 3rd party LODs are deemphasized. I believe that the stock aircraft are the ones receiving the most attention, though I doubt anybody has ruled out using stock LODs for different/additional variants. I think the plan for installable variants at this time is to have separate components that can be added based on what SF versions are currently installed (e.g. install this for SF2, install this for SF2V, etc.). Of course, we're not far enough along to set this approach in stone.
  5. SupGen, I ran into that myself, and based on the information in EA-6B Prowler in Detail & Scale it appears that the EA-6A didn't have a visible RWR. I haven't been able to confirm this for the EA-6B Standard and EXCAP, but it looks as if there is no RWR display on the pilot side for either variant. Since I couldn't verify the non-existence of a visual RWR, I left the Standard and EXCAP variants as Vector type RWR in case people do have displays. Unfortunately, the "clock trick" from the 3W A-6 cockpit doesn't work with the RAZBAM cockpits since they display the entire panel, with the only components being the H/M/S needles and not the clock face itself.
  6. Brennus, Rather than focusing on a single aircraft, why not touch on multiple aircraft across multiple theaters? The main loadscreen could have aircraft in use by both USAF and USN/USMC (e.g. F-4 and A-7). Throw on the Tomcat for another screen, the F-15A for another, the F-105 in SEA for another, etc.
  7. File Name: Israeli Defense Force Add-on for A-6 Superpack File Submitter: HomeFries File Submitted: 10 August 2012 File Category: The Combat Ace What If Hangar THIS PACK REQUIRES THE A-6 SUPERPACK 1.51 OR LATER. The IDF/AF A-6 Pack has been tested with Strike Fighters 2 Full 5+2 merged install. It should work with less than a full 5+2, but requires the following SF2 versions to take advantage of the respective components: SF2V for the A-6A SF2NA for the A-6E and A-6E_79 SF2I for the campaigns and serial numbers for the aircraft This pack is strictly a "What If" set of skins and campaigns that explores what might have happened had Israel purchased the A-6 Intruder from the United States. The pack includes skins for the A-6A, A-6E, and A-6E_79 (TRAM) in the standard IDF camouflage both with and without ID Triangles. It is unlikely that the IDF would have used ID Triangles on the A-6, given that it doesn't look like anything flown by Arab nations, but I included the skins for completeness. Additionally, the Six Days War, Yom Kippur War, and Lebanon 1982 campaigns also have A-6 variants, allowing you to fly the A-6 without unbalancing the campaign. Finally, the Optional Files folder includes the original SF2I campaigns. These campaigns are identical (as of the July 2012 patch) to the SF2I campaigns in the CAT file, but have the campaign base screen set to Ramat David airfield. 1. Change Log 1.0 Initial Release 2. Installation Copy the files to your SF2 "Mod" folder. Copy the contents of the Optional Files folder to your SF2 "Mod" folder, if desired. Enjoy! 3. Known Issues I did not include an updated A-6x_Userlist.INI file. This is by design, since this pack is "What if". 4. Future Compatibility Issues In the event of a SF2 patch, you will want to examine the following files with the post-patch extracted files to see if there are any changes or potential incompatibilities: CAMPAIGNI1_DATA.INI CAMPAIGNI2_DATA.INI CAMPAIGNI3_DATA.INI In each case, the only difference in the files should be the following line: CampaignBaseScreen=RamatDavid.jpg If the original SF2I campaigns are updated, merely copy over the updated CAMPAIGNIx_DATA.INI and add the line "CampaignBaseScreen=RamatDavid.jpg" to the appropriate location. 5. Credits Wrench's A-6E Templates were the basis for these skins. All other credits can be found in the A-6 Superpack. This Pack 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
  8. You're welcome, Spectre, and no worries. My contribution is just a drop in the bucket compared to what you guys have done.
  9. Version 1.0

    114 downloads

    THIS PACK REQUIRES THE A-6 SUPERPACK 1.51 OR LATER. The IDF/AF A-6 Pack has been tested with Strike Fighters 2 Full 5+2 merged install. It should work with less than a full 5+2, but requires the following SF2 versions to take advantage of the respective components: SF2V for the A-6A SF2NA for the A-6E and A-6E_79 SF2I for the campaigns and serial numbers for the aircraft This pack is strictly a "What If" set of skins and campaigns that explores what might have happened had Israel purchased the A-6 Intruder from the United States. The pack includes skins for the A-6A, A-6E, and A-6E_79 (TRAM) in the standard IDF camouflage both with and without ID Triangles. It is unlikely that the IDF would have used ID Triangles on the A-6, given that it doesn't look like anything flown by Arab nations, but I included the skins for completeness. Additionally, the Six Days War, Yom Kippur War, and Lebanon 1982 campaigns also have A-6 variants, allowing you to fly the A-6 without unbalancing the campaign. Finally, the Optional Files folder includes the original SF2I campaigns. These campaigns are identical (as of the July 2012 patch) to the SF2I campaigns in the CAT file, but have the campaign base screen set to Ramat David airfield. 1. Change Log 1.0 Initial Release 2. Installation Copy the files to your SF2 "Mod" folder. Copy the contents of the Optional Files folder to your SF2 "Mod" folder, if desired. Enjoy! 3. Known Issues I did not include an updated A-6x_Userlist.INI file. This is by design, since this pack is "What if". 4. Future Compatibility Issues In the event of a SF2 patch, you will want to examine the following files with the post-patch extracted files to see if there are any changes or potential incompatibilities: CAMPAIGNI1_DATA.INI CAMPAIGNI2_DATA.INI CAMPAIGNI3_DATA.INI In each case, the only difference in the files should be the following line: CampaignBaseScreen=RamatDavid.jpg If the original SF2I campaigns are updated, merely copy over the updated CAMPAIGNIx_DATA.INI and add the line "CampaignBaseScreen=RamatDavid.jpg" to the appropriate location. 5. Credits Wrench's A-6E Templates were the basis for these skins. All other credits can be found in the A-6 Superpack. This Pack 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.
  10. Eddie

    Now you can Die With Your Boots On!
  11. It's not a Crusader, and it's not the USAF SEA pattern, but it touches on the IDF/AF that inspired this topic. A-6A A-6E TRAM I'm putting some tweaks to the SF2I campaigns to include these birds, then they will be released.
  12. I generally recommend Europe as the starter because it has the widest variety of planes (Hunter to F-15A and A-10A) and an interesting theater. From there, I would consider SF2NA, as the modders are building on the naval combat capabilities introduced in that release. Between SF2E and SF2NA, you get (for more modern planes) the F-15, A-10, F-14, A-7, F-4, A-6, and EA-6B (latter 2 need separate cockpits to be flyable).
  13. Fantastic job, guys. Any chance of enhancing the stock Tomcats as well? After flying your Tomcats I find the 3W 'cats lacking.
  14. I get it at random even when the files are OK. Seems to happen more in Reconnaissance missions than in other mission types.
  15. Last night, I was working on the Robo-BN tweak (where you can see the guy in the right seat) for the upcoming EA-6B Superpack, when I realized that the WoV A-6A cockpit was (surprise!) co-located with the position of the pilot in the A-6. The entry in the A-6A_Cockpit.ini (WoV) is [CockpitSeat001] ModelName=A-6A_pit.LOD Offset=-0.004,0.00,0.01 Position=-0.35,2.55,0.74 This is the same positional entry in the RAZBAM cockpit, and it directly corresponds with the pilot placement in the A-6A_data.ini. No surprises so far, but when I try the same thing with the EA-6B, I set the position to -0.35,2.85,0.74, which matches the X,Y pilot positioning in the stock EA-6B. Unfortunately, I still found the perspective to be in the back seat, and I could actually see my Robo-BN on my 1 O'Clock in front of the canopy (sorry, forgot to take a screenshot). Long story short, I finally adjusted the Y value to 4.25, which put the front seat Robo-BN on my 3:30 (which is correct), and the position of the cockpit LOD appeared to match with the aircraft when I set the nose mesh to be visible from cockpit. So I have a solution, but I was wondering why there is this discrepancy between Y coordinates in the aircraft LOD and cockpit. I would think that a value of 4.25 should put me about 6 (virtual) feet in front of the nose. Any thoughts?
  16. That's wild, Eric. I didn't change any of the physical data from the default EA-6B. The only things I adjusted were the pilots/fakepilots, DECM, and ALQ-99 capability.
  17. A-6 Superpack

    All, The 1.51 release has one minor bug in that if you try to select the EA-6B in a Linebacker II campaign, it will default to the ICAP I. Please download and extract the following file to fix this. <link removed (obsolete)>
  18. TMF F-14 Tomcat Superpack

    Haven't had this much fun in a Tomcat since Fleet Defender. Great job!
  19. Bump for 1.51. Adds compatibility with the July 2012 patch and provides additional hooks for the just released EA-6B Superpack.
  20. DecalLevel is completely different. Level 0 is a national insignia, with the number of the decal corresponding to the numeric entry in nations.ini Level 1 is a squadron insignia, with the number of the decal corresponding to the numeric entry in squadronlist.ini Level 2 is an aircraft specific decal, such as a tail number/modex. This corresponds to the number you select on the loadout screen. Level 3 is simply the number of air to air kills you have, and is used for kill markings.
  21. All, I'm looking for ways to remove certain things from the 3W EA-6B LOD for different EA-6B variants. Here are the items I'm looking for in particular: Doppler antenna dome on the ventral rear fuselage (i.e. "birdcage") Sawtooth antenna at the base of the refueling probe The "Beer Can" antenna on the back of the tail If I can get any of these quickly, I might be able to get their removal on some variants in my soon-to-be-released EA-6B Superpack. Along similar lines, I was wondering if anybody knows the node/mesh names for the following items (for decal use): The "football" on the tail and the FM antennae on either side of the tail The tail extension that goes forward on the dorsal rear fuselage The speedbrakes (and the actuators, if possible) These won't be worked on in time for release, but if I can get the information I'll start implementing them for next release. Thanks in advance,
  22. Will do. This stuff will have to wait for the next version.
  23. Guys, I tried adding CockpitCGOffset=TRUE to the [AircraftData] section of the Aircraft datafile, then left the CockpitSeat001 in the same position of the pilot. There was some improvement, but my Robo BN is still "on the hood". Making the manual cockpit adjustment to 4.15 works perfectly. I could just put the instructions to use 4.15 in the readme file, but I would rather get to the bottom of this and tweak the datafiles on my end, which will make for easier tweaks for the end user. Any thoughts as to what I'm doing wrong?
  24. Have at it. I'm up to my eyeballs in Prowlers.
  25. Good call, Crusader! The CG of the EA-6B is CGPosition=0.00,-1.30,0.22 With the original Y axis pilot placement of 2.85, the result comes out to 4.15, which is pretty dang close to my 4.25 SWAG. Or I can just add the line like you mentioned, then change the Y value to 2.85.
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