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HomeFries

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  1. This thread is to generate ideas and possibly collaborate on a large scale. While doing the A-6 Superpack, I came across many different squadron tails for the same squadrons depending on the timeframe of the picture. Since I've been tying my skins to the existing A6Tail decals (and making some improvements), the only real variation comes between the differences in tails between the color (default), LVB (low visibility-black), and LVG (low visibility-grey). I would like to be able to do different logos and tail codes based on the timeframe (i.e. the date selected by the campaign/mission), with the game defaulting to the existing tail if a tail decal for that squadron in that timeframe doesn't exist. I realize that I can do whatever tail I wish if I tie a skin directly to a squadron and have custom decals for that skin, but I was wondering if there is a more elegant solution, possibly using SQUADRONLIST.INI. To compound the SQUADRONLIST.INI issue, not only have tails changed over time, but squadron names and designations have as well. For instance, the VA-34 Blue Blasters are now the VFA-34 Blue Blasters (flying the F/A-18), and VA-128 is now VAQ-128 (Prowler RAG instead of Intruder RAG). For the double whammy, the former VF-103 Sluggers are now the VFA-103 Jolly Rogers (changing squadron logo/name as well as designation). I noticed that NATIONS.INI has the capability for alternate markings. For example, here's the EGYPT entry (relevant entries separated by carriage return): [Nation031] Name=Egypt DisplayName=Eqyptian Air Force Alignment=ENEMY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=POOR GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str ActiveDate=1971 AlternateDecal=Egypt_OLD58 And later on // Egypt 58-71 [Nation076] Name=Egypt_OLD58 ActiveDate=1958 AlternateDecal=Egypt_OLD48 // Egypt 48-58 [Nation077] Name=Egypt_OLD48 It appears that by daisy chaining entries, we can create multiple national logos. I haven't tested this yet, but I was wondering if the same thing can be done with squadrons using SQUADRONLIST.INI. This could possibly allow for a community SQUADRONLIST.INI with custom logos for aircraft (stock and third party) that are tied to particular timeframes. The next issue is that if this is doable, we would need to divide eras and squadrons into groups of numbers so that everybody who uses this would have their mod compatible with everybody elses' mods. There's also the issue of whether we are limited to 1000 squadrons in SQUADRONLIST.INI, which would mean further limiting what we could do. Your thoughts?
  2. I was trying to do a "one size fits all" skin to apply to the default squadrons, whereas putting the logos directly on the tank necessitates tying the skin itself to the squadron. Having thought about it, the large tank decal is the way to go. I was hoping to put it off because it's a lot more work (placement, sizing, making the opposite side because you can't flip the SquadronName), but it will also allow me to do color tips, fins, and larger graphics (like the VA-52 lance). I couldn't find your A-4 VC-13 skin for download; what dimensions did you use for that tank decal in order to keep the detail on a relatively large graphic? Oh, please!
  3. Thanks, Logan. I appreciate the correction. However, I should clarify. The decals show up just fine on the tanks; the decals on the fuselage that are sequenced later in the DECALS.INI are the ones that don't show (though they show when the tank decals are limited, so that part isn't operator error). This is what leads me to believe that there is a decal limit close to 50 for a model. I was hoping somebody could confirm this, or at least provide a workaround. Anyway, what I'm doing now is putting the SquadronName on each side of the tank (near the front), and creating SqLogo for the squadrons that put small graphics on their tanks (e.g. VA-196's spade). If I'm exceeding the maximum number of decals per model, I will have to create custom tank decals that have both the logo and SquadronName in the same decal. Before I do this, I want to make sure I won't be wasting my time.
  4. I've been adding graphics to the tanks in the A-6 Superpack, but I seem to be running up against a wall. I know there is a 2 decal per side limit (although I'm using the same decal on both sides), but is there a total decal limit for a model? This is important because every hardpoint on the A-6 is wet, so with 5 tanks at two decals per side we're looking at 20 decals on the tanks alone.
  5. Funny that the USN used to have enlisted pilots. When my dad was in the Korean War, he mentioned seeing Chief Petty Officers with wings, and also that the same CPOs would often get brevet promotions to Lieutenant, then revert to CPO when going back to a reserve status because a CPO was less likely to get RIF'd than a LT.
  6. The Wombatinator has spoken! Welcome to CA, Wombat.
  7. Yep. The campaigns are now released as part of the A-6 Superpack v1.1.
  8. This. You can use the level 2-4 (service, squadron, individual) decals this way. Note the squadron ID on each drop tank.
  9. Everybody, Version 1.1 is now out. I made a few more improvements to the skins across the board, including some of these details: Note the cockpit detail, including the VDI along the BN's radar and TRAM display. The A-6A/B/E have another cockpit texture with a pilot-side radar and no TRAM display. The new textures include detailed center panels and circuit breaker panels between the pilot and BN, as well as the cables and junction boxes behind the aircrew when the canopy is open.. Finally, a view from the new office:
  10. Version 1.1 is up. This is a pretty huge update, and is highly recommended.
  11. Ok, I got the answer. I dug this up from an old thread. What I did was add all of the new units to the end of the data.ini. Then when I tried moving them up in the list, I didn't change their unit ID in campaigne2.ini. Stupid me, I thought Unit ID referred to [AirUnit], and not its location in the datafile. Kind of a screwy way of setting up a pointer, if you ask me. Anyway, the squadrons select properly now, and I have a lesson learned for the future. Thanks for the help, Wrench.
  12. OK, I extracted GERMANYCE_NATIONS.INI and made the following edits: [LimitedNationList] FriendlyNation001=USAF FriendlyNation002=WGermany FriendlyNation003=RAF FriendlyNation004=France FriendlyNation005=Belgium FriendlyNation006=Netherlands FriendlyNation007=Denmark FriendlyNation008=Canada //Added by HF FriendlyNation009=USMC FriendlyNation010=USN //End Adds EnemyNation001=Soviet EnemyNation002=Poland EnemyNation003=EGermany EnemyNation004=Czechoslovakia I dropped the file into Terrains\GermanyCE. When I start a campaign with VMA-533 I still get the same results. EDIT: just to clarify, I'm testing this on an otherwise virgin install to ensure compatibility prior to release.
  13. Thanks, Wrench. Didn't even know that the file existed. Explains a lot about the decals as well. Since USN and USMC aren't in the nations.ini, it will default to USAF. I could easily fix this by adding USMC to the FriendlyNations list, but it seems I could also set LimitedNations=FALSE? It seems that if I want to modify for maximum compatibility, I should do LimitedNations=FALSE, but will that open up a can of worms? Is adding FriendlyNation lines a better way to go, if not as flexible?
  14. I resurrected an old thread on the 3W forum because I thought that this was related, but I appear to be missing something much larger. What I am trying to do is add the A-6 from my Superpack into the stock campaigns. I was able to do Vietnam easily (I mainly changed skins anyway to take advantage of the new ones), but I would really like to add two Marine squadrons to Red Hammer and Red Lightning. Going with Red Lightning, here are the edits I made to CampaignE2.ini: [CampaignData] CampaignName=790918 Red Lightning DataFile=CampaignE2_data.ini CampaignMap=GermanyCE Service001=USAF //Added/Reordered by HF Service002=USMC Service003=RAF Service004=WGermany Service005=Belgium //End Reorder Force001=NATO Forces Force002=Warsaw Pact Forces and [uSMCUnit001] Squadron=VMA332 ForceID=1 UnitID=145 StartDate=09/19/1979 DescFile=woe2Start.txt StartText=woe2Start2.txt AircraftType=A-6E [uSMCUnit002] Squadron=VMA533 ForceID=1 UnitID=144 StartDate=09/28/1979 DescFile=woe2Start.txt StartText=woe2Start2.txt AircraftType=A-6E And here is what I did to CampaignE2_data.ini: [AirUnit144] AircraftType=A-6E Squadron=VMA533 ForceID=1 Nation=USMC StartDate=09/28/1979 DefaultTexture=USMCGrey1 StartNumber=0 BaseArea=Ramstein Airbase BaseMoveChance=15 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Intelligence=80 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=100 MissionChance[CAS]=50 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER [AirUnit145] AircraftType=A-6E Squadron=VMA332 ForceID=1 Nation=USMC StartDate=09/19/1979 DefaultTexture=USMCGrey2 StartNumber=0 BaseArea=Spangdahlem Airbase BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Intelligence=80 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=100 MissionChance[CAS]=50 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER When I started a campaign with VMA-533, I get the following loadout screen: Note that the Service says US Air Force, and the skin is not selectable (though it defaults to USNGrey2, which is the [TextureSet001] entry in A-6E.ini And here is a screenshot of a USMC bird with VMA-533 squadron markings, USAF service markings, and the USN default skin. Any ideas?
  15. After reading this thread regarding the use of the fake pilot to add a VHF antenna, I realized that this is exactly what I need for my A-6 Superpack. In particular, I have added anti-smash lights for the A-6A/B/E as well as the TRAM variants. Both are currently using decals with lighting "bolted onto" the aircraft DATA.INI file. Here's what it looks like now: Obviously, a 3D anti-smash light would be ideal, and since I have no 3D modeling skills I was hoping somebody could create one for me to use. Despite the difference in placement, it appears that all A-6 variants could use the same 3D object. Here are some pics from A-6 Intruder Walk-Around (direct scan, so they are a bit grainy): The A-6A/B/E light: One of the TRAM lights: Finally, here's the decal I've been using if it would help any. Thanks in advance for any help.
  16. Another 1.1 update: The nice thing about figuring out the two-tone skin (especially what components go where on the template) is that it made things much easier the second time around. I came across some USMC two-tone patterns in Gunship Grey, and decided that the collection wouldn't be complete without them. So I present a screenshot of two A-6s of VMA-533 and VMA-332 in the aforementioned paint scheme. This is quickly becoming my favorite skin, and between what I learned after doing this skin and the USN experimental green, I intend to go back and make minor enhancements to the classic skins as well. More to follow.
  17. Thanks, Wrench. I actually used one of your posts on lighting as the basis for my work, so your skillset with lighting fixes is well known and appreciated. That said, the TRAM was a particular challenge because if I used two decals and placed them at the same location as my light sources, only one decal would show. I had to create a single decal with both lights, center it, and properly scale it (both graphically and on the model). That was fun, though basic knowledge of fractions and counting pixels on screenshots helped remove a lot of the guesswork. On a tangent, is it possible to create illuminated formation lights other than from within the LOD itself? I realize I can do steady amber lights, but is it possible to create said form lights that illuminate while the other lights are strangled? Also, is it possible to have a rotating beacon?
  18. Hi Everybody. I've been working feverishly on the 1.1 update, which revamps all of the skins, tweaks the ventral anti-collision lights (and gets them right on the TRAM), adds some details for realism, and also gives you the following skin: This was an experimental green skin used by VA-65 in 1966 in order to test the viability of camouflage over Southeast Asia. The results were inconclusive for the Navy (though the AF decided that the camo worked), so the Navy and Marine Corps went back to the default gull grey/white pattern they would use until they switched over to the tactical grey pattern we see today. Additionally, I added two Marine Corps squadrons: the VMA-332 Moonlighters and the VMAT-202 Double Eagles (the USMC RAG for the A-6). Here's a screenshot of VMA-332 in the classic colors: Finally, a look at the improved markings and TRAM anti-smash lights. Here's a shot of a SWIP bird in CAG colors: This pack should be out shortly. I was hoping to have it out this weekend, but the green skin took longer than I anticipated. We're probably a few days to a week away from release.
  19. I just found some sound bugs in the Pre-TRAM Anti-Collision mod. Please refrain from using this mod for now (or copy the [sounds] section of A-6E_90_Data.INI to the A/B/E birds). I will have a patch up shortly.
  20. Dave, The other solution if you prefer drag and drop is to install GME and the MODS folder to a temp folder, then activate the mods you want in order. You'll then see the Objects, PilotData, and Sounds folders in the new temp folder. Zip up that new file structure for your archive, then drag and drop into SF2.
  21. Guys, if you want to install it "old school" just think of each of the folders as pieces to copy to your SF2 mods folder. Beneath each folder name is the structure necessary to just copy and paste into your SF2 mods folder. If you start with Common, just copy the Aircraft, PilotData and Sounds folders to your SF2 mods folder (though you may want to make sure to back up SQUADRONLIST.INI). If you have SF2V installed, just copy those folders into your SF2 folder. If you have SF2NA installed, copy those folders into your SF2 folder. The rest are optional. That said, once I discovered GME, I never installed a mod for any program without running it through GME first.
  22. View File A-6 Superpack This mod has been tested with Strike Fighters 2 Full 5 merged install; it should work with individual installations of SF2V and/or SF2NA. Cockpits (not included) required in order to make the A-6 flyable. Note: more screenshots available here. Version 1.51 can be installed directly over version 1.5. I have always loved the A-6 Intruder, and I was disappointed to see that the A-6 was not flyable by default in the SF2 series. Having been inspired by MigBuster's A-6 CCIP mod, I extracted the A-6A cockpit from WoV and started an A-6A campaign in SF2V. One thing led to another, and now I present a package that should greatly enhance your Intruder experience, or at the very least provide more variety in campaigns. What the Superpack Does This package is designed to enhance the default 3W A-6 models and skins, as well as provide additional options for all A-6 variants available. Among the things added are: High resolution (2048x2048) skins for both classic gull grey and tactical grey schemes Additional variants of existing skins, including differently colored radomes and low visibility details Enhanced aircraft profiles for the loadout screens. Additional decals, to include Modexes on flaps and historically accurate BuNos on the tails. More historically accurate (though not organizational specific) decal size and placement for different A-6 variants. USN Squadrons VA-42, VA-128, and VAQ-134 (H/T Wrench and Dave) USMC Squadrons VMA(AW)-332 and VMAT(AW)-202 Entries, logos, and markings for all USN and USMC EA-6B Prowler squadrons (including reserve squadrons) Enhanced squadron logos for many squadrons, including VA-65, VA-75, VA-85, and VA-196 (H/T Wrench for VA-75). Enhanced hangar screens and loadscreens for each A-6 variant Upper fuselage markings and custom wing tanks for some squadrons Added landing lights, pylon lights, and ventral anti-collision lights to models and skins (anti-collision lights optional on pre-TRAM variants). Further LOD enhancement, to include proper relative placement of Pilot/BN, upgraded ejection seats, and the use of USN pilot LODs. Enhancement of Avionics, Data, and Loadout files for each variant, with particular emphasis on RWR and weapons capability. Enhancement of MigBuster's "DIANE" CCIP mod for the A-6, with improved bombsight/fall-line graphics and compatibility with March/April 2012 patches. Enhancement of Vietnam and North Atlantic campaigns Addition of USMC A-6 to appropriate Europe campaigns Complete Naval Ops integration for the original SF2 campaigns (H/T malibu43) In addition, this mod adds the A-6B and the A-6E_90, commonly known as the Systems/Weapons Integration Program (SWIP). SWIP Intruders in SF2 have a TEWS and are capable of carrying Guided EO missiles such as the AGM-65 Maverick and AGM-84E SLAM in addition to their standard loadout. The A-6E_90 is listed in-game as the A-6E Intruder (TRAM 90) to keep the acronyms to a minimum. The default A-6E TRAM was renamed A-6E Intruder (TRAM 79). What the Superpack Doesn't Do This mod enhances default aircraft. If you don't have the default A-6 LODs, or if you prefer to use a different set of A-6 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 limitations of using the default decals prevent this evolution. Variation between organizations is best represented by subtle differences between skins assigned to the same A-6 variant (e.g. the A-6E with the white/grey nose may look slightly different than the one with the tan nose). Finally, 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. Installation The Superpack is divided into three sections: the Primary Components, the Campaign Mods, and the Optional Mods. There is also a folder for widescreen users that replaces the existing 1024x768 aircraft and campaign screens with 1440x900 images. Primary Components There are three primary components of the Superpack , separated by which SF2 game is required for its use. In each folder is nested the standard SF2 mod folder architecture (e.g. Objects, Sounds, Campaigns). Copy the contents of these folders to your SF2 “Mod” folder (e.g. c:\users\<username>\Saved Games\Thirdwire\StrikeFighters2 <xxx>) in the order listed: 1. 1_Common Files for all users This includes decals, weapons, and an updated SQUADRONLIST.INI. Copy the contents of this folder first. 2. 2_for SF2V users This includes the A-6A and A-6B. Copy the contents of this folder if you have SF2 Vietnam installed, as it requires the 3W A-6A LOD. 3. 3_for SF2NA users This includes the A-6E, A-6E_79, and A-6E_90. Copy the contents of this folder if you have SF2 North Atlantic installed, as it requires the 3W A-6E and A-6E_79 LODs. This now includes Wrench’s skinpack by default (was an optional component pre 1.5). Campaign Mods These files modify the existing campaigns other than Vietnam or North Atlantic (which were included in the primary components). 4. 4_SF2 Campaigns for Full Merged Install This is a slightly modified version of malibu43’s SF2 campaigns that integrate naval operations into the Desert theater. In addition to adding the A-6, the campaigns add other USN/USAF aircraft of the period. There is also an additional 1979 campaign called Desert Blaze, which adds the later hardware from SF2E and SF2NA, as well as incorporates Wrench’s F-111B Fleet Defense Fighter for people who have it installed. The original SF2 campaign updates require a full 5 merged install. 5. 5_SF2E Campaigns for SF2E, SF2V, and SF2NA This adds the A-6 to the original SF2E campaigns dated at least 1963. The campaigns add two USMC A-6 squadrons to the NATO side, as well as the requisite number of Su-7s to the OPFOR. You should have at least SF2V and SF2NA installed with SF2E before adding the SF2E campaigns. For Widescreen Users Copy these folders if you have a widescreen monitor. These folders should be copied after all desired optional campaigns have been copied over, as this will overwrite campaign graphics as well as aircraft hangars and loadscreens. Optional A-6 Mods These are tweaks to the A-6s themselves, and are here to personalize and enhance your gameplay. Copy the contents these folders to your SF2 “Mod” folder. Order is not important, but some of the mods directly conflict with others and will not work properly if “stacked.” Using conflicting mods requires manual datafile manipulation which is covered in Section 5 (Manually modifying Data INI files). Compatibility issues are noted in each section. 6. Restricted Modexes This mod limits the player-selectable USN modexes (side numbers) to 500-524 (400-524 for experimental green skin, per historical record), and USMC modexes to 00-24. I did this by making adjustments to the TEXTURESET.INI file. This does not appear to affect the modexes selected by the Campaign generator. This mod has no compatibility issues with the other existing optional mods. 7. Pre-TRAM Anti-Collision Light Removal The original A-6A did not have rotating anti-collision lights, as the first production aircraft pre-dated the FAA mandate for anti-collision lights in controlled airspace. To comply, the Navy and Marine Corps added a tail light (already modeled in the LOD), and for the ventral light they attached a light to the starboard side of the nosegear door. However, the lights were easily removed and pre-TRAM A-6s often flew operationally without them. This mod allows you to remove these anti-collision lights. This mod should not be used with the A-6AB Flare Dispensers mod or the Robo-BN mod without manually modifying the A-6A_Data.ini and A-6B_Data.ini files. 8. A-6AB Flare Dispensers This mod puts flares on the A-6A and A-6B. Original specifications called for only chaff, but Vietnam late war doctrine often called for the dispenser loadout to be one flare for every two chaff packs (as was documented in Stephen Coont’s Flight of the Intruder). This mod is highly recommended with the SF2E campaigns, as the A-6A would have likely been fitted with flares for a theater with such a heavy CAS role and increased air threat. This mod cannot be “stacked” with the Pre-TRAM Anti-Collision Light Removal mod or the Robo-BN mod, but requires manual modification of the other mods instead. 9. Robo-BN (not for RAZBAM cockpits) As seen in the Vietnam Air & Ground War Expansion Pack by eburger68 and malibu43, this mod drops the BN in the right seat. This mod requires that the cockpit.ini have the following line in the [CockpitSeat001] section: OpenCockpit=TRUE Due to the additional interior cockpit detail of the RAZBAM series of A-6 cockpits, this mod is incompatible with the RAZBAM cockpits. This mod cannot be “stacked” with the Pre-TRAM Anti-Collision Light Removal mod or the A-6AB Flare Dispensers mod. Updated Weapons Loadouts and Employment You may notice that the A-6 as of version 1.2 plays quite differently from the A-6 in previous versions. This is due in large part to malibu43’s outstanding research and contributions. For version 1.2, we have updated the weapons capabilities of all A-6 variants, removing E/O capability from the A-6A but adding the AGM-12C visually guided missile. Likewise, we added the restrictions on interior hardpoints and adjusted the Loadout files to reflect this, adding the large bomb loads to exterior pylons (and for the record, we did this prior to the May 2012 patch!). We researched historical loads and added them to the loadout files, and found that we needed to tweak some datafiles to make them work. Malibu43 tweaked the Rockeye and SnakeEye datafiles to provide proper quantities to units, and created a custom MER to allow for three Mk83 bombs to be mounted two in front, one in rear per historical procedure. Additional Information I made every effort to accurately represent the subtle changes between A-6 variants commensurate with their periods of operation. Additionally, I used actual A-6 BuNos (serial numbers), with independent BuNo pools for the A-6A, A-6B, and A-6E (TRAM variants use the A-6E pool). I have made every effort to avoid using BuNos of aircraft involved in mishaps involving fatalities, or combat losses resulting in KIA/MIA/POW. However, if I missed one that you catch, please let me know so that I can fix this in the next release. Likewise, if you have recommendations for object or detail placement, I would love to hear them. Finally, while I made adjustments to a number squadron logos and added four additional squadrons, I don't have the time to improve the entire collection. If there is a logo you would like, please post a flat image (like a decal) so that I can directly convert it. Likewise, if you improve the logos or create your own, please submit them so that I can include them in a future release. Full credit will be provided. Credits Malibu43 was a major contributor for version 1.2, adding campaigns, custom loadouts, and custom weapon data to allow for historical employment. His research and contributions were many, which is why he is co-credited in this release. I also received help from Wrench, and likewise used some of his skins, A-6E_79 avionics files, and templates. A big thanks goes out to Wrench. Likewise, Wrench's A-6E TRAM Skinpack and his TRAM VA-75 skin has been included for both TRAM variants, and has been converted for use with the A-6E. VA-42 and VA-128 logos have been converted for default use from these skins. Original readme files and screenshots can be found in the Extras folder. Additional Credits: Ventral and Pylon Lights were created by RussoUK2004. VAQ-134 decals are by Dave from his VAQ-134 EA-6B. The decal placement, data and loadout files from the SF2V Air & Ground Expansion Pack were starting points for my work on the A-6B, so thanks goes out to Malibu43 & eburger68. Weapons included in this Superpack have been copied from Spectre8750's A-10C, FastCargo's F-15 Superpack, SF2V Air & Gound Expansion Pack by Malibu43 & eburger68, and the F-14 Superpack from The Mirage Factory (TMF). NAVYNM2 and MODUSN2 Pilot LODs taken from the TMF F-14 Superpack. The Martin-Baker Mk5 ejection seat is the Mk4 ejection seat by TMF with updated textures. TireTouch.wav was taken from FastCargo's F-15 Super Pack. FansongTrack and FansongLock WAV files (A-6A/B/E RWR sounds) by Fubar512. USN Wind, Stall, and engine overspeed sounds taken from the TMF F-14 Superpack. Classic A-6 skin patterns are based on the default 3W A-6 skins by DanW. Red Lightning campaign start graphic is taken from a review screenshot of “Wargame: European Escalation” in accordance with the FAIR USE Act. Cockpit textures for the A-6 LODs were extracted from A-6 Intruder Walk Around by Lou Drendel, and from online screenshots of the RAZBAM A-6 cockpits for FSX in accordance with the FAIR USE Act. A-6 Intruder Walk Around by Lou Drendel and A-6 Intruder In Action by Joe Michaels were both used extensively for research on proper markings and placement. Some of Lou Drendel’s outstanding artwork also found its way onto hangar screens and loadscreens. 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 04/28/2012 Category A-6
  23. HomeFries

    A-6 Superpack

    Version 1.51

    5,154 downloads

    This mod has been tested with Strike Fighters 2 Full 5 merged install; it should work with individual installations of SF2V and/or SF2NA. Cockpits (not included) required in order to make the A-6 flyable. Note: more screenshots available here. Version 1.51 can be installed directly over version 1.5. I have always loved the A-6 Intruder, and I was disappointed to see that the A-6 was not flyable by default in the SF2 series. Having been inspired by MigBuster's A-6 CCIP mod, I extracted the A-6A cockpit from WoV and started an A-6A campaign in SF2V. One thing led to another, and now I present a package that should greatly enhance your Intruder experience, or at the very least provide more variety in campaigns. What the Superpack Does This package is designed to enhance the default 3W A-6 models and skins, as well as provide additional options for all A-6 variants available. Among the things added are: High resolution (2048x2048) skins for both classic gull grey and tactical grey schemes Additional variants of existing skins, including differently colored radomes and low visibility details Enhanced aircraft profiles for the loadout screens. Additional decals, to include Modexes on flaps and historically accurate BuNos on the tails. More historically accurate (though not organizational specific) decal size and placement for different A-6 variants. USN Squadrons VA-42, VA-128, and VAQ-134 (H/T Wrench and Dave) USMC Squadrons VMA(AW)-332 and VMAT(AW)-202 Entries, logos, and markings for all USN and USMC EA-6B Prowler squadrons (including reserve squadrons) Enhanced squadron logos for many squadrons, including VA-65, VA-75, VA-85, and VA-196 (H/T Wrench for VA-75). Enhanced hangar screens and loadscreens for each A-6 variant Upper fuselage markings and custom wing tanks for some squadrons Added landing lights, pylon lights, and ventral anti-collision lights to models and skins (anti-collision lights optional on pre-TRAM variants). Further LOD enhancement, to include proper relative placement of Pilot/BN, upgraded ejection seats, and the use of USN pilot LODs. Enhancement of Avionics, Data, and Loadout files for each variant, with particular emphasis on RWR and weapons capability. Enhancement of MigBuster's "DIANE" CCIP mod for the A-6, with improved bombsight/fall-line graphics and compatibility with March/April 2012 patches. Enhancement of Vietnam and North Atlantic campaigns Addition of USMC A-6 to appropriate Europe campaigns Complete Naval Ops integration for the original SF2 campaigns (H/T malibu43) In addition, this mod adds the A-6B and the A-6E_90, commonly known as the Systems/Weapons Integration Program (SWIP). SWIP Intruders in SF2 have a TEWS and are capable of carrying Guided EO missiles such as the AGM-65 Maverick and AGM-84E SLAM in addition to their standard loadout. The A-6E_90 is listed in-game as the A-6E Intruder (TRAM 90) to keep the acronyms to a minimum. The default A-6E TRAM was renamed A-6E Intruder (TRAM 79). What the Superpack Doesn't Do This mod enhances default aircraft. If you don't have the default A-6 LODs, or if you prefer to use a different set of A-6 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 limitations of using the default decals prevent this evolution. Variation between organizations is best represented by subtle differences between skins assigned to the same A-6 variant (e.g. the A-6E with the white/grey nose may look slightly different than the one with the tan nose). Finally, 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. Installation The Superpack is divided into three sections: the Primary Components, the Campaign Mods, and the Optional Mods. There is also a folder for widescreen users that replaces the existing 1024x768 aircraft and campaign screens with 1440x900 images. Primary Components There are three primary components of the Superpack , separated by which SF2 game is required for its use. In each folder is nested the standard SF2 mod folder architecture (e.g. Objects, Sounds, Campaigns). Copy the contents of these folders to your SF2 “Mod” folder (e.g. c:\users\<username>\Saved Games\Thirdwire\StrikeFighters2 <xxx>) in the order listed: 1. 1_Common Files for all users This includes decals, weapons, and an updated SQUADRONLIST.INI. Copy the contents of this folder first. 2. 2_for SF2V users This includes the A-6A and A-6B. Copy the contents of this folder if you have SF2 Vietnam installed, as it requires the 3W A-6A LOD. 3. 3_for SF2NA users This includes the A-6E, A-6E_79, and A-6E_90. Copy the contents of this folder if you have SF2 North Atlantic installed, as it requires the 3W A-6E and A-6E_79 LODs. This now includes Wrench’s skinpack by default (was an optional component pre 1.5). Campaign Mods These files modify the existing campaigns other than Vietnam or North Atlantic (which were included in the primary components). 4. 4_SF2 Campaigns for Full Merged Install This is a slightly modified version of malibu43’s SF2 campaigns that integrate naval operations into the Desert theater. In addition to adding the A-6, the campaigns add other USN/USAF aircraft of the period. There is also an additional 1979 campaign called Desert Blaze, which adds the later hardware from SF2E and SF2NA, as well as incorporates Wrench’s F-111B Fleet Defense Fighter for people who have it installed. The original SF2 campaign updates require a full 5 merged install. 5. 5_SF2E Campaigns for SF2E, SF2V, and SF2NA This adds the A-6 to the original SF2E campaigns dated at least 1963. The campaigns add two USMC A-6 squadrons to the NATO side, as well as the requisite number of Su-7s to the OPFOR. You should have at least SF2V and SF2NA installed with SF2E before adding the SF2E campaigns. For Widescreen Users Copy these folders if you have a widescreen monitor. These folders should be copied after all desired optional campaigns have been copied over, as this will overwrite campaign graphics as well as aircraft hangars and loadscreens. Optional A-6 Mods These are tweaks to the A-6s themselves, and are here to personalize and enhance your gameplay. Copy the contents these folders to your SF2 “Mod” folder. Order is not important, but some of the mods directly conflict with others and will not work properly if “stacked.” Using conflicting mods requires manual datafile manipulation which is covered in Section 5 (Manually modifying Data INI files). Compatibility issues are noted in each section. 6. Restricted Modexes This mod limits the player-selectable USN modexes (side numbers) to 500-524 (400-524 for experimental green skin, per historical record), and USMC modexes to 00-24. I did this by making adjustments to the TEXTURESET.INI file. This does not appear to affect the modexes selected by the Campaign generator. This mod has no compatibility issues with the other existing optional mods. 7. Pre-TRAM Anti-Collision Light Removal The original A-6A did not have rotating anti-collision lights, as the first production aircraft pre-dated the FAA mandate for anti-collision lights in controlled airspace. To comply, the Navy and Marine Corps added a tail light (already modeled in the LOD), and for the ventral light they attached a light to the starboard side of the nosegear door. However, the lights were easily removed and pre-TRAM A-6s often flew operationally without them. This mod allows you to remove these anti-collision lights. This mod should not be used with the A-6AB Flare Dispensers mod or the Robo-BN mod without manually modifying the A-6A_Data.ini and A-6B_Data.ini files. 8. A-6AB Flare Dispensers This mod puts flares on the A-6A and A-6B. Original specifications called for only chaff, but Vietnam late war doctrine often called for the dispenser loadout to be one flare for every two chaff packs (as was documented in Stephen Coont’s Flight of the Intruder). This mod is highly recommended with the SF2E campaigns, as the A-6A would have likely been fitted with flares for a theater with such a heavy CAS role and increased air threat. This mod cannot be “stacked” with the Pre-TRAM Anti-Collision Light Removal mod or the Robo-BN mod, but requires manual modification of the other mods instead. 9. Robo-BN (not for RAZBAM cockpits) As seen in the Vietnam Air & Ground War Expansion Pack by eburger68 and malibu43, this mod drops the BN in the right seat. This mod requires that the cockpit.ini have the following line in the [CockpitSeat001] section: OpenCockpit=TRUE Due to the additional interior cockpit detail of the RAZBAM series of A-6 cockpits, this mod is incompatible with the RAZBAM cockpits. This mod cannot be “stacked” with the Pre-TRAM Anti-Collision Light Removal mod or the A-6AB Flare Dispensers mod. Updated Weapons Loadouts and Employment You may notice that the A-6 as of version 1.2 plays quite differently from the A-6 in previous versions. This is due in large part to malibu43’s outstanding research and contributions. For version 1.2, we have updated the weapons capabilities of all A-6 variants, removing E/O capability from the A-6A but adding the AGM-12C visually guided missile. Likewise, we added the restrictions on interior hardpoints and adjusted the Loadout files to reflect this, adding the large bomb loads to exterior pylons (and for the record, we did this prior to the May 2012 patch!). We researched historical loads and added them to the loadout files, and found that we needed to tweak some datafiles to make them work. Malibu43 tweaked the Rockeye and SnakeEye datafiles to provide proper quantities to units, and created a custom MER to allow for three Mk83 bombs to be mounted two in front, one in rear per historical procedure. Additional Information I made every effort to accurately represent the subtle changes between A-6 variants commensurate with their periods of operation. Additionally, I used actual A-6 BuNos (serial numbers), with independent BuNo pools for the A-6A, A-6B, and A-6E (TRAM variants use the A-6E pool). I have made every effort to avoid using BuNos of aircraft involved in mishaps involving fatalities, or combat losses resulting in KIA/MIA/POW. However, if I missed one that you catch, please let me know so that I can fix this in the next release. Likewise, if you have recommendations for object or detail placement, I would love to hear them. Finally, while I made adjustments to a number squadron logos and added four additional squadrons, I don't have the time to improve the entire collection. If there is a logo you would like, please post a flat image (like a decal) so that I can directly convert it. Likewise, if you improve the logos or create your own, please submit them so that I can include them in a future release. Full credit will be provided. Credits Malibu43 was a major contributor for version 1.2, adding campaigns, custom loadouts, and custom weapon data to allow for historical employment. His research and contributions were many, which is why he is co-credited in this release. I also received help from Wrench, and likewise used some of his skins, A-6E_79 avionics files, and templates. A big thanks goes out to Wrench. Likewise, Wrench's A-6E TRAM Skinpack and his TRAM VA-75 skin has been included for both TRAM variants, and has been converted for use with the A-6E. VA-42 and VA-128 logos have been converted for default use from these skins. Original readme files and screenshots can be found in the Extras folder. Additional Credits: Ventral and Pylon Lights were created by RussoUK2004. VAQ-134 decals are by Dave from his VAQ-134 EA-6B. The decal placement, data and loadout files from the SF2V Air & Ground Expansion Pack were starting points for my work on the A-6B, so thanks goes out to Malibu43 & eburger68. Weapons included in this Superpack have been copied from Spectre8750's A-10C, FastCargo's F-15 Superpack, SF2V Air & Gound Expansion Pack by Malibu43 & eburger68, and the F-14 Superpack from The Mirage Factory (TMF). NAVYNM2 and MODUSN2 Pilot LODs taken from the TMF F-14 Superpack. The Martin-Baker Mk5 ejection seat is the Mk4 ejection seat by TMF with updated textures. TireTouch.wav was taken from FastCargo's F-15 Super Pack. FansongTrack and FansongLock WAV files (A-6A/B/E RWR sounds) by Fubar512. USN Wind, Stall, and engine overspeed sounds taken from the TMF F-14 Superpack. Classic A-6 skin patterns are based on the default 3W A-6 skins by DanW. Red Lightning campaign start graphic is taken from a review screenshot of “Wargame: European Escalation” in accordance with the FAIR USE Act. Cockpit textures for the A-6 LODs were extracted from A-6 Intruder Walk Around by Lou Drendel, and from online screenshots of the RAZBAM A-6 cockpits for FSX in accordance with the FAIR USE Act. A-6 Intruder Walk Around by Lou Drendel and A-6 Intruder In Action by Joe Michaels were both used extensively for research on proper markings and placement. Some of Lou Drendel’s outstanding artwork also found its way onto hangar screens and loadscreens. 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.
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