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Everything posted by HomeFries
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You're welcome, Spectre, and no worries. My contribution is just a drop in the bucket compared to what you guys have done.
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View File Israeli Defense Force Add-on for A-6 Superpack 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. Submitter HomeFries Submitted 08/11/2012 Category What If Hangar
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Version 1.0
118 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.-
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- a-6 superpack
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(and 3 more)
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Eddie
HomeFries replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Now you can Die With Your Boots On! -
Which game to purchase
HomeFries replied to TSgtT's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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). -
Fantastic job, guys. Any chance of enhancing the stock Tomcats as well? After flying your Tomcats I find the 3W 'cats lacking.
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Bluescreen Error in SF2
HomeFries replied to ValAstur's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I get it at random even when the files are OK. Seems to happen more in Reconnaissance missions than in other mission types. -
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EA-6B Superpack
HomeFries posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
EA-6B Superpack View File 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. Submitter HomeFries Submitted 08/04/2012 Category A-6 -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Bump for 1.51. Adds compatibility with the July 2012 patch and provides additional hooks for the just released EA-6B Superpack. -
Version 1.0
1,086 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. -
DecalMaxLOD=
HomeFries replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
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,
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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?
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SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Have at it. I'm up to my eyeballs in Prowlers. -
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?
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Guys, Please correct me if I'm wrong here, but you don't need to add OSEAN to userlist.ini in order for the nation to display. You need only have a skin assigned to that particular nation (textureset.ini) for that nation and its squadrons to be picked up. Leaving OSEAN out of the userlist will also avoid the possible unintended consequence of having OSEAN show up as the default nation (i.e. OSEAN is alphabetically ahead of US Air Force and will show up first when the plane is selected for single missions). Bottom line: to use a level 0 (national) decal, you need the country to be entered in nations.ini. AFAIK, this is the only way to get the OSEAN national insignia to display on a stock aircraft. Likewise, for level 1 (squadron) decals, you need the entries in SquadronList.ini with the proper nationname associated with the squadron. Finally, you need a 3 digit number on the end of each TGA file that matches your entry number in nations.ini (level 0) or your squadronlist.ini (level 1). @RadPig, If you're looking to add to nations.ini and squadronlist.ini, give this thread a look. We're working on a consolidated, standardized squadronlist.ini, and if you're looking at doing a full-blown Ace Combat/What-if line (including campaigns, missions, etc.) it would be beneficial to get these entries in while we're still figuring out the slots. The only thing I ask is that if you decide you want the squadron entries in a number less than 999, that you follow through and do the decals for the squadrons/airframes.
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SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
One more thought on this: If we're not sure, we can always put the entry post-999. If we decide to do decals for that unit, just renumber it in the sub-1000 pool and create the decals. A new SquadronList package would need to be released, but we'd be looking to do this anyway after releasing new decals. You wouldn't need to change/renumber any decals because the entry would not have decals to begin with, and you could always leave the old post-999 entry as a blank placeholder if you couldn't think of a unit to add. No campaigns or missions would be affected because they use the SquadronName and not the entry number. This also alleviates pressure of the triage I described in the previous post. EDIT: If we go this route, we should leave an even larger buffer on the back end of the sub-1000 entries, and only put entries we know we intend to decal in the sub-1000. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
US Army is a level 0 decal (or at least should be; we could add it to Nations.ini as part of the effort), so you can have your cake and eat it too. EDIT: NVM; I reread your post and saw what you're really getting at. I tend to agree, although we really have plenty of room to work with. The trick is in the front end of the project: we need to determine not only which units to include, but which units will have level 1 squadron decals. We don't need to do the decals now, but we need to determine whether we (or somebody else) will do the decals in the future. Without knowing the organizational markings of other NATO nations, I'm not really the best guy to make this determination, though I do think that the priority should be given to tactical aircraft likely to be player flyable. -
SF2 Realism Mod
HomeFries replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Bad news: the decals over 999 don't display on the aircraft. I think the game engine only looks for 3 digits at the end of the filename. What this means is that we can still leave 100 or so placeholders from 900-999, and start using 1000+ for units which are unlikely to have specific decals, or will have decals assigned to the skin itself (i.e. not level 1). 1000+ would be a good place for the Army and Transport/Logistics units, as well as units in popular mods that don't use level 1 decals.
