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View File Yak-38 Vertical Pack 0.98 beta Yak-38 Vertical 0.98 beta The main reason for me to play Strike fighters 2 is that I can fly a Yak-38 in it )) That how I found this game on the internet. Unfortunately, being an AI plane it was not suitable for player controls... I found Gepard's addon which was the only one out there. It game me a lot of idea I decided to improve the plane's features and game experience. This is a fine tuned or modified collection of everything I could find to improve the plane. Mostly not my work, but I wasted a lot of time to put together and test a working and accurate Yak-38. This was my main and only goal. Try it. Since many things are in testing phase, all feedback is appreciated! Install I tried to include every component I have used with this plane, so it should work with a fresh unmodded SF2 NA. If you have DirX 9 and Win XP (like me), then you also need the IcelandNA modded terrain for XP to be able to play SF2NA on your PC. Just copy everything into your designated add-on folder and it should work. Beware it may overwrite existing add-on files and components you already have. Check it first, especially weapons. Contents - Paladrian's MiG-21MF cockpit (temporary solution) - Yak-38 VTOL flyable. - Yak-38M VTOL flyable. - Weapons: OFAB-100, 250, 500 etc from SovietBombPack; Kh-23 missiles, UB-8M, UPK-23 gun pod and MBD2 racks from Ordnance Shop II; APU-60-1 rack from Cocos (not yet in use) - Soviet Pacific Fleet skin (Modified stock skin, set as default) - Soviet Navy Grey skin (Redrawn stock skin) - Soviet Northern Fleet skin (Redrawn stock skin) - Soviet Navy pilot Bright orange overalls (Redrawn Red3202 pilot skin) - Two loadout.ini for both aircraft, a loadout.VTOL and a loadout.STOL. Overwrite loadout.ini to switch between them as you wish for AI and campaing use. - Three Kiev_data.ini's one for STOL and one for VTOL style take offs. Use the VTOL loadout file for the VTOL take-off modded Kiev, for safety reasons. The third INI has a "castrated" take off position #1 (Catapult 1) to enable human player VTOL take-off, for Soviet Navy campaigns and missions. - README FILE with FLIGHT MANUAL included Fixes - Fixed engine thrust vectors and exhaust positions - Re-added lift engines to fuselage - Fixed number decals position - Fixed pylon ordnance positions - Fixed Ranging Radar and gun pod's aim point - Fixed Kiev class carrier "catapult positions" and AI aircraft take-off. Now they can use all six takeoff positions, and supports vertical takeoff. Changes - Real thrust data added based on factory data. - Yak-38 automatic slats by Gepard - New vertical capable flight model, weight and torque balanced airframe. - Changed lift engines thrust angle to 80 degrees to the aft. - Engine thrust toned down by 10% to reflect real payload lifting capabilities. - Realistic payload choices added. Be warned, pylons are physically capable to hold much heavier payload than the plane can take off with. See payload info at the end of file. - Modified weapon stations to hold realistic payload - Removed plane numbers from 01-09 (Those were in use of Yak-38U two seaters) - Modification of plane numbers. Yak-38 tend to have lower numbers, grey 38M's take higher numbers, and extra easter egg))) (roughly to represent real planes) Added - Reaction control systems to nose, wingtips and aft fuselage. - Added gunpod station, exclusively for VSPU-36 (modeled by StationSpecific modified UPK-23) - Added choice of droptank (Uses Mig-17 400liter tanks currently) - Manual wing fold anim (Animation key 1 - Shift 1) - Skins and numbers - Dedicated engine sound - Yak-38M alternate sights with rangebar and CCIP (MiG-27, Su-25 style) !!BETA!! - Yak-38 model without recirculation dams on fuselage (Info from Peter2 and TK) - Added Siren-I ECM system to Yak-38 - Added Gvozdika ECM system to Yak-38M Kiev class aircraft cruiser new features - Kiev_data_STOL.ini for short take offs (default) - Kiev_data_VTOL.ini for vertical take offs (recommended for operating helicopters) - Kiev_data_Player.ini for disabling Catapult #1 to enable free vertical take off by player aircraft or helicopter. - Extra parking places added - 6 working launch places (catapults) - Fake arrestor cables untouched, they are needed for fake hooks used by AI Yak-38s. Overwrite Kiev_data.ini with the desired file. ************************************************************** Work in progress list - Yak-38M red, blue and white numbers for the late version grey skin to represent actual rare planes. - VSPU-36 Gunpod model - Avionics refinement for Yak-38M - Soviet Desert Camo (Afghanistan) (Redrawn stock skin) - Cockpit for both Yak-38 and Yak-38M ************************************************************** This mod, like all of its components I used are freeware. Commercial use is prohibited. You can use this pack as part of a bigger pack or campaign set freely. 2012 December 26. Submitter Snailman Submitted 12/26/2012 Category Yak-38
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Version 0.98
693 downloads
Yak-38 Vertical 0.98 beta The main reason for me to play Strike fighters 2 is that I can fly a Yak-38 in it )) That how I found this game on the internet. Unfortunately, being an AI plane it was not suitable for player controls... I found Gepard's addon which was the only one out there. It game me a lot of idea I decided to improve the plane's features and game experience. This is a fine tuned or modified collection of everything I could find to improve the plane. Mostly not my work, but I wasted a lot of time to put together and test a working and accurate Yak-38. This was my main and only goal. Try it. Since many things are in testing phase, all feedback is appreciated! Install I tried to include every component I have used with this plane, so it should work with a fresh unmodded SF2 NA. If you have DirX 9 and Win XP (like me), then you also need the IcelandNA modded terrain for XP to be able to play SF2NA on your PC. Just copy everything into your designated add-on folder and it should work. Beware it may overwrite existing add-on files and components you already have. Check it first, especially weapons. Contents - Paladrian's MiG-21MF cockpit (temporary solution) - Yak-38 VTOL flyable. - Yak-38M VTOL flyable. - Weapons: OFAB-100, 250, 500 etc from SovietBombPack; Kh-23 missiles, UB-8M, UPK-23 gun pod and MBD2 racks from Ordnance Shop II; APU-60-1 rack from Cocos (not yet in use) - Soviet Pacific Fleet skin (Modified stock skin, set as default) - Soviet Navy Grey skin (Redrawn stock skin) - Soviet Northern Fleet skin (Redrawn stock skin) - Soviet Navy pilot Bright orange overalls (Redrawn Red3202 pilot skin) - Two loadout.ini for both aircraft, a loadout.VTOL and a loadout.STOL. Overwrite loadout.ini to switch between them as you wish for AI and campaing use. - Three Kiev_data.ini's one for STOL and one for VTOL style take offs. Use the VTOL loadout file for the VTOL take-off modded Kiev, for safety reasons. The third INI has a "castrated" take off position #1 (Catapult 1) to enable human player VTOL take-off, for Soviet Navy campaigns and missions. - README FILE with FLIGHT MANUAL included Fixes - Fixed engine thrust vectors and exhaust positions - Re-added lift engines to fuselage - Fixed number decals position - Fixed pylon ordnance positions - Fixed Ranging Radar and gun pod's aim point - Fixed Kiev class carrier "catapult positions" and AI aircraft take-off. Now they can use all six takeoff positions, and supports vertical takeoff. Changes - Real thrust data added based on factory data. - Yak-38 automatic slats by Gepard - New vertical capable flight model, weight and torque balanced airframe. - Changed lift engines thrust angle to 80 degrees to the aft. - Engine thrust toned down by 10% to reflect real payload lifting capabilities. - Realistic payload choices added. Be warned, pylons are physically capable to hold much heavier payload than the plane can take off with. See payload info at the end of file. - Modified weapon stations to hold realistic payload - Removed plane numbers from 01-09 (Those were in use of Yak-38U two seaters) - Modification of plane numbers. Yak-38 tend to have lower numbers, grey 38M's take higher numbers, and extra easter egg))) (roughly to represent real planes) Added - Reaction control systems to nose, wingtips and aft fuselage. - Added gunpod station, exclusively for VSPU-36 (modeled by StationSpecific modified UPK-23) - Added choice of droptank (Uses Mig-17 400liter tanks currently) - Manual wing fold anim (Animation key 1 - Shift 1) - Skins and numbers - Dedicated engine sound - Yak-38M alternate sights with rangebar and CCIP (MiG-27, Su-25 style) !!BETA!! - Yak-38 model without recirculation dams on fuselage (Info from Peter2 and TK) - Added Siren-I ECM system to Yak-38 - Added Gvozdika ECM system to Yak-38M Kiev class aircraft cruiser new features - Kiev_data_STOL.ini for short take offs (default) - Kiev_data_VTOL.ini for vertical take offs (recommended for operating helicopters) - Kiev_data_Player.ini for disabling Catapult #1 to enable free vertical take off by player aircraft or helicopter. - Extra parking places added - 6 working launch places (catapults) - Fake arrestor cables untouched, they are needed for fake hooks used by AI Yak-38s. Overwrite Kiev_data.ini with the desired file. ************************************************************** Work in progress list - Yak-38M red, blue and white numbers for the late version grey skin to represent actual rare planes. - VSPU-36 Gunpod model - Avionics refinement for Yak-38M - Soviet Desert Camo (Afghanistan) (Redrawn stock skin) - Cockpit for both Yak-38 and Yak-38M ************************************************************** This mod, like all of its components I used are freeware. Commercial use is prohibited. You can use this pack as part of a bigger pack or campaign set freely. 2012 December 26. -
I wish all of you a Merry Christmas!! Blessed peace and happiness be with you and your families wherever you live on this planet!!!
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Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Huh, I'm almost ready... I have a few quick questions 1. Is there a way to reverse the range circle movement ? RangeBarOrientation says 6TO12 is there any other value to this statement? 2. How to make SRM marker to use HUD colors? It takes the original image features... do I have to manually recolor? Or maybe there's a way to use the other LCOS crosshair for this? 3. I need to erase the empty radar/TV rectangle from the upper right corner, how to do that? thanks a lot!!! Final steps... I just copy some features to the other plane, and I'm ready. I curious about feedback)) -
Yea, if I understood right, it works like the elevator touch controls... you ground the circuit yourself. Or the cat... ))) LOL
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Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
PROBLEM SOLVED! Here's the solution. I tested it 8 times, with Gepard's mod, with mine, with your J-7 avionics and with the Chengdu J-7IIA I downloaded.... just to assure I'm not a noob Since what you sent me did work, I compared the difference with the J-7IIA that didn't work... this is the result Avionics60.dll uses the entry [AvionicsData] Avionics70.dll uses the entry [RadarData] for radar features.... It was the problem in Gepards mod and in the J-7 I downloaded too. After I fixed that line both worked, and on the Yak38 too. Thank you very much!!!!!!!!! -
Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ummm.... errr... now I really dont understand a thing Exactly what functions of the HUD you lost? Here is a screenshot I made, using Avionics60 on a "ranging only" Yak38 with Gepard's HUD from his original mod. Nothing has been changed with the avionics ini, hud and cockpit ini, only the Av70 was downgraded to Av60. And voila it works. Also I destoyed tanks with Kh-25 TV missiles and bombed FAB-250 with his CCIP bomb marker ... the only thing does not work is that the gunpod is shooting below the crosshair, but that doesnt matter in this case. Well this way my problem has been solved, but I really don't understand what's happening. -
Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I looked at the J-7IIA from J-7 pack, but it does not tracks gunsight... no "yellow diamond" for lock whatever I tried. I thought maybe it does without the sign displayed, but no. Only regular gyro movement. The only way I could make it work, to set to Avionics60.dll... I try it more. maybe I add a full radar or somehow fake it. Its not a problem if this "feature" has to be switched on. Or just give up using Av70.dll... Actually the Yak38 is a fighter bomber, and is called that, a "palubniy shturmovik" on-deck attacker. It had the Mig-21 sights ASP-PFD-21, which is connected to ranging radar and computing units, it displays lock with a ready light. If it is turned off, it can be used with gyro or basic crosshair sight. Later variant used crosshair with range circle and also "lauch authorized" style sound and "in range" ready light (for AAMs too). Similar to the Su-25 has in Lock On. There were plans for HUD and advanced display but cancelled, as I was told. This is the j-7IIA data.ini [DetectSystem] RadarType=RANGING Name=RP-21 RadarType=AIR_INTERCEPT <---- why to set RadarType twice? RadarFamilyName=SpinScan <---- what is this??? RangeUnit=KM VisualBlindArc=5,6,7 VisualRestrictedArc=4L,8L,12L MaxVisibleDistance=6000.0 HasRWR=TRUE RWRMinFreq=9.0 RWRMaxFreq=10.4 RWRCanDetectCW=TRUE avionics.ini [AvionicsData] Name=SRD-5M GunsightRangingOnly=TRUE RangeUnit=Meters TrackRange=1000.0 ScanBeamAngle=10.0 MinAltitude=1828.8 <---- Minimum altitude for what? I used it above 3000 still does not lock on -
Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Avionics.ini [AvionicsData] Name=Tracker GunsightRangingOnly=TRUE RangeUnit=NM TrackRange=1.1 ScanBeamAngle=10.0 cockpit.ini [GunsightFront] HasGunsight=TRUE GunsightMilSize=40 GunsightName=crosshair.tga LeadComputing=TRUE MinLeadRange=100 MaxLeadRange=1000 DefaultLeadRange=300 MaxDepression=200 DefaultDepression=50 RocketDepression=35 GunDepression=10 It seems it only works with Avionics60.dll, and only for a short time. After the first target is shot down, it does not track anymore. And I lose all the HUD and TV from Avionics70.dll... Am I missing something else? Is it because I use gun pod only? I faked a gun, did not help. I put in a real built-in gun, did not help... -
Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I made a fake internal gun... no help. Finally I changed back to Avionics60... that did it, but I need TV and CCIP too... is this ranging stuff only included for Avionics60? -
Ranging "Radar"?
Snailman replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oh... yes I looked into other planes... but the problem is that it does not work with a gun pod, only with built in weapons... >#&@>@!!!! It works perfectly with the MiG-21F13 and also with the PFM, but the PFM has been already modified not to have GP-9 gunpod separately... ( Also tried an F-4J with Mk4 gunpod, and it has no aiming, just fixed sight. -
Hi just a short question, how does the ranging only "radar" works? I managed to lock a plane with boresight mode radar, an the sight was calculated nicely... but how to do that with an aircraft that has no full radar that can be locked manually on the target (or how to say). The plane inis are saying it has ranging only, and calculating sight and whatever, but in game it does nothing. (the crosshair is also in a bad place, but thats my task to fix anyway)
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Coming soon to ODS...
Snailman replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Huh... what a surprise. Congrats to all who did it )))) -
yea this radar targeting thing is most annoying to me. Actually ground radar displays ground objects, especially ships can be found easily... it would have been so big work to make them selectable like air threats? pff ... I also feel dirty to use tricks, for me even red boxes are irritating but otherwise I have no chance to find anything with my graphics an visibility settings.
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Sorry I was a bit busy lately... First, I managed to get the Ulyanovsk to appear... WOW my congrats to its creator!!!! For my use I had to modify the catapults as I could not take off for some reason. But indeed its very very nice. I also looked into the ski-jump part problem... the way I fixed the Kiev it can't be don on this ship, but maybe it can also be fixed with a curved collision LOD, and configuring the "catapult" end point at the start of the curved part of the deck? I suppose, a Su-33 would have enough thrust to take off with a shorter catapult lenght and time - as in real life they use no catapults.
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1C and 777 Studios will work together on new IL-2
Snailman replied to Dagger's topic in CombatACE News
I will always stick to the "old" IL-2 series ...it still runs on my comp with almost full detail and had unmatched amounts of flyables. And zillions of mods. I don't need more graphics, I grew up on C-64 and 16 color anyway.- 24 replies
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- 1c
- 777 studios
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(and 2 more)
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Is SF2 Officially Orphaned?
Snailman replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
DLC is not dead for sure, they are making MIGs... I'm in contact with a hungarian guy, who does stuff in the Mig21 team -
Strike Fighters 2 Screenshots
Snailman replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Geez, sry for the quality... but my pc is a crapheap -
Hi!! Let me tell thanks for all those wonderful ships! Especially soviets ))) Might I ask a little - although pervert - question... ))))) Is it possible to make cruisers' and destroyers' heli deck capable of landing? ) If yes, is it a model or an ini related change? I wanted to land on one of them, but I fell through the deck and got wet ))))
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Decal question....
Snailman replied to FastCargo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
DAMNIT... I was stupid!!!! I mutilated the numbers.lst file which was a great mistake!! Well I have files from 000-102 if I edit the numbers list (wich tells the game how many files I have) to have numbers from 30-102 ... that ruins the number sequence. No wonder I always got the number 71 when I asked for 100!!. and the game was not stupid, I ordered to show numbers from 30 - 102, that means the game shows numbers from the 30th file from the list. So I got 60-102 numbers in the editor!! but the files were shifted by the list, so I got xx -30 for actual decal number shown.... huh So numbers.lst has to have the same number of lines that matches the number of files. Unless the files will not match. It does not matter what is written there, it can be a string, as I seen in the Falklands mod on Harriers... the text in this file, I assume is only for display purposes in the game menu. filename numbers.lst ------------------------- thing000 IzeA01 thing001 IzeB01 thing002 IzeC01 .... ..... thingxxx IzeZ01 So as I noticed, DecalNumberStart=001 in this case should display the file 001 from decal group set as FileFormat=thing in the game pulldown menu this file is referred IzeB01 (and if the graphics show that text) it should appear on the plane... Correct me if I'm wrong... -
Decal question....
Snailman replied to FastCargo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
[TextureSet] Name=Soviet Pacific Fleet Nation=Soviet StartDefaultDate=1 Specular=1.000000 Glossiness=0.500000 Reflection=0.800000 DecalNumberRandomize=TRUE DecalNumberBlockSize=90 DecalNumberStart=10 DecalNumberEnd=99 numbers list is from 10-99 The mission generator gives me numbers from 20 -99 (!!) as available numbers. But whatever I set to myself or other individual planes, will be ignored. The game assign random numbers in the loadout screen, but after I start the mission I get planes with different numbers from all over the range. [TextureSet] Name=Soviet Navy Grey Nation=Soviet StartDefaultDate=1 Specular=0.400000 Glossiness=0.200000 Reflection=0.250000 DecalNumberRandomize=TRUE DecalNumberBlockSize=72 DecalNumberStart=30 DecalNumberEnd=102 list is from 30-102 This setting does not work at all. the loadout screen gives me the choice between 60-102, but again, when the mission starts the numbers are randomly given from all the range, regardless of numbers.lst or textureset.ini .... If I disable randomization... set to FALSE it seems it does not work. I cannot set a specied number at all. It seem the game is disregarding all number settings in textureset.ini -
I found a topic about that finally... they look awesome indeed!! But the last reply was from 2011 and all the screenshots from 2010 (((( I thought it was abandoned long ago. Well I "suffered" a lot with what I did in the last two weeks, so I guess i just finish it an upload. Lets hope you talented guys give us a fine cockpit so it can be a complete plane soon. As I said I have all info on it, from first hand, and also about the aiming device ASP-PFD-21 maybe I can help with that.
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Decal question....
Snailman replied to FastCargo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi, I also have some problems with number decals... What I have, numbers from 01 - 99 in files, named xxx000 to xxx 98. I added three more, now I have numbers from 01 to 102 in the numbers.lst and files from xxx000 to xxx101. They are both in a subdir within Decals... I tried to limit the game from dropping numbers from 01-09... at first I deleted those numbers from 01-09 from the list... that did not help. then I added those particular lines to the textureset.ini, but it still gives out random numbers from 01... it drives me crazy. What I want to achieve, is Plane 1 to use numbers from 10-59 Plane 2 with skin A to use numbers from 60-99 Plane 2 with skin B to use number from 60-102 I can't just delete numbers because they are in a common folder... Also it would be ackward to copy all numbers to every plane separately into each skin folder .... What am I doing wrong? ( -
Whoa... really impressive.!! I like eastern planes, especially experimentals. I'd like to see a E-7PD and a real MiG-23PD flying. It would not be difficult to make the MiG-23PD VTOL flight. I'm fiddling with the Yak-38 right now, at least with ini and armament settings. I was told someone doing its cockpit, it would be really good to have such. Everything else is done just there is no cockpit ((( I also wanted to modify animations ( the lift engine door anim is part of the landig gear anim ) and little parts of the plane, but its stock model cannot be changed. At least what I read on these forums. And I think it does not worth modelling the whole plane again, from zero just to correct a little part of the stock stuff ((
