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Eagle114th

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Everything posted by Eagle114th

  1. Hello everyone, I want to share something interesting with everyone today. I am on a short break from SFCE after working on the E.E. Lightning. I wanted to do further experiment on F-4B avionics overhaul to see how it go. What I have learned, after finding out about the hardcoded limitation, turns out I can not change the radar symbols colors. I was working on the new texture for the radar symbols based on this image: My attemption to change the colors of radar symbols in SF2: Even though SF2 radar symbols are hardcoded, does not mean I give up. That is when I came up with an alternative solution to this to make radar more bearable and readable while still having an immersive experiences with it. For now, unless TK decide to make it moddable, what I have decided to do is to darken the CRT version of radar scope. You will be able to choose between darken CRT or CRT with red filter len applied over it: This is based on the images: Eagle114th
  2. Hello everyone! The new version of SFCE beta v1.2a is now released with the major updates including Mirage IIIs, Mirage Vs, including Shahak, Nesher, and Kfir series. Please note two things; - Libyan Mirage D and DE are splited into two different years. So there are Mirage 5D, Mirage 5D_77, Mirage 5DE, and Mirage 5DE. - There is one issue in Egyptian Mirage 5SDE's loadout.ini. BFT is not working in loadout.ini, BUT you still will be able to have 4 of bombs loaded instead of having total 8 bombs with BFT automatically. At least BFT still works well and you can manually load them in loadout. If any of you know how to fix this, please let me know and I will happily update SFCE with it. I hope you all enjoy the beta and I humbly ask for the feedback. If I can get feedback, it will help me improving SFCE further too. Cheers!
  3. @Wrench Believe it or not, with being determined to find a way to find another way get this working. It finally worked!
  4. Hello everyone, After spending hours cleaning and fixing the codes, I hit the last wall. It is invisible RPK tank when using bombs along with the fuel tanks. I am still puzzled about this one. When I load Mirage 5BA (80), I am able to load RPK successfully: But when I installed the codes for Egyptian Mirage 5SDE to carry PRK, it show up with an invisible fuel tanks while carrying the bombs around it. After checking the codes carefully, I am still stuck with it. Here is a screenshot: I am attaching both files, so you can see what I have in Mirage 5SDE. Advice on how to solve an invisible PRK are appreciated. Thank you Eagle114th MIRAGE5BA_80_DATA.INI Mirage5SDE_data.ini
  5. Testing the lights and other function at night (IAI Kfir C.2): Improved night light for cockpit are also implemented: Eagle114th
  6. Hello everyone! Report for today: All Mirages IIIs, Vs, including Israel Shahak, Nesher, and Kfir are looking good so far. At this rate, I hope to release the new version of beta soon. I will be honest here, I am not even sure if the Libyan and Eygptian weapon have the accurate or proper weapons. This is why I need feedback. When I get it, I will fix and correct any historical inaccurate with the weapon load or any other aspect of aircraft, including cockpits and other. Doing this project really opened my eye to the various history, the different aircraft, even the difference between nation's mirage IIIs and Vs. I humbly am enjoying learning new things everyday from coding the ini files to the history of various aircraft. Here are screenshots of Kfir with new effects: You can see the difference between ATAR and J79 engines with the new effects. Eagle114th
  7. Hello everyone! Report for today: I stated that I was going to release the next version of the beta, it has been postponed due to a real-life situation. During the next free time, I really wanted to work on the mirage III and V. To my surprise, there is information that is very difficult to find, such as loadout for Egyptian and Libyan Mirage 5s. Still can't find it, fortunately, there are mods that are built specifically for Libyan and Egyptian Mirage 5s. At the same time, I spent days working on learning how to iron out the problems with the ini codes. Learned so much from it, so I can code better in ini files now. With that, all Mirage IIIs and Vs have the proper working features, hopefully. This is what beta is all about and I look forward getting the feedback on the next version of beta. I have decided to postpone the beta release so all Mirage IIIs and Vs in SF2 can be released along with A-6s and A-7s. By the way, I also really want to work on another interesting project when SFCE is completed. This is what I have in my mind: - Finish SFCE with default TK radar scope and DTV - Start working on the realistic radar scope, DTV, and other cockpit item textures and effects as an optional add-on to SFCE. I have a great interest in it after experimenting with F-4s with authentical CRT texture. I am convinced it is well worth my time. Right now I am gathering the information on the radar scope, DTV, and other materials. If any of you have any information I can use, please PM me. As always, thank you for the support. Eagle114th
  8. Wrench, AH! I see now, it is all about what is tied to the mesh to aircraft .lod. I can check it through LOD viewer. I will keep this in my mind from now on. What surprised me the most is that there are some mods that are made to improve specific aircraft that still added the codes, even though the mesh does not support it. That is Interesting... However, I will erase the codes that are not supported by the mesh, for the sake of being practical with what mesh actually have. That was my honest mistake with the codes. I will double-check that part and thank you for pointing it out for me. Cheers!
  9. Hello everyone! The problems are all solved now, thank you Svetlin and Logan4 for the help and information! This bought me a lot of joys of being able to fix the errors with the codes. The unused codes are cleaned in data.ini. Same thing with cockpit. By researching, I realized that Mirage 5E2 is radarless upgrade version with modernized HUD. IAI Kfir is similar being radarless with modernized HUD, so I studied Kfir avionics codes and compared with Mirage 5E2 to ensure the codes works properly too. I am happy with the outcome so far. I am going to take it slowly with SFCE, double checking each aircraft to ensure all are working well. Cheers!
  10. Hello everyone, After trying to solve this problem, I am still stuck with this strange situation with pylon / rail. Here is screenshot: Mirage 5E2 Please note the problem with pylon / rail when loading ordinance under outer wing. Here is a file: Mirage5E2_Data.INI Please Note, this is from another mod I am using for SFCE since it have modified .ini made specific for Egypt. It is my goal to have the accurate Mirage for each nations. I have successfully checked and fix any codes that needs fixing. However, this one got me stumped. May I ask for the advice onn how to solve this issue. Thank you Eagle114th
  11. Thank you for the picture. I just realized it was designed this way. I will keep it that way. I always learn new things everyday! That is noted, I am going to do it this way. I appreciate your advice. Cheers!
  12. The IRM missile plyon are finally solved but the fuel tank are still there, even when loading another bombs at the same plyon. I am learning a lot today. Mirage5E2_Loadout.INI Mirage5E2_Data.INI
  13. FInally solved it. Is IRM rail supposed to be at this angle? Just wondering...
  14. I agree with you. After going researching and trying to make it work, I have come to the conclusion: When hitting the hard brick wall, it is best to leave it alone and make the best out of it. Therefore, I will focus on texture and ini files only. Most practical this way. Cheers!
  15. Hello everyone! I am working on a radar scope overhaul for SFCE. I am buzzed about this one. By using LOD Viewer to look at the default radar scope. I am trying to replace the radar scope default texture with the new one. That way it won't show blank 'black screen". It is my goal to assign a new texture to it. May I ask for advice on how to replace the default texture for radar scope? Thank you and cheers! Eagle114th
  16. Thank you for the reply. According to this code from F-4B Cockpit ini: [RadarScope] Type=RADAR_SCOPE NodeName=radar_screen By default, the radar scope is black, and It is my goal to have a new texture as default especially when the radar is off. I do not want to use "RadarTexture" because the texture is activated only when I turn radar on. In order, for radarScope to have new texture, I can do this: [TextureData] RadarScope=cockpit\RadarScope_NEW.bmp Right? Eagle114th
  17. Report for today: It is very interesting experiment with the radar scope for F-4B! After looking for the information, pictures, and videos of F-4B radar scope, I found this golden thread: https://combatace.com/forums/topic/89248-calling-phantom-experts-radar-scope-colour/ StreakEagle provided the pictures I needed for the F-4B radar texture and started working on it. It came out very interesting! Here are screenshots and I would like the feedback on this, please. I aim to give all aircraft authentic, realistic radar experiences as an optional for anyone who wants to use it in SFCE or any of mods. ORIGNIAL RADAR SCOPE: NEW RADAR SCOPE #1: NEW RADAR SCOPE #2 Eagle114th
  18. I want to talk about the radar panel for Mirage III Family. After going through various Mirage III mods/skins from CombatAce, I took notes that some of them have different radar scope textures for Mirage III. However, according to the sources, It appears that some Mirages have different colors for radar scope. This is the radar scope from Shahak Over Israel. SF2. 1.0 (yakarov79), I like his radar scope texture. It invited me into modding cockpit and avionics for SFCE. I noted that in some pictures of old aircraft such as A-7s, F-4s, and others, the radar panel doesn't look super 'clean" like modern avionics. This is a picture of USAF A-7D radar scope: I just realized I also want to improve all aircraft radar scope too! Looks like I have a lot more fun projects to work on now. Eagle114th
  19. Hello everyone! Report for today: While preparing to release the next version of beta with A-6s and A-7s, I began working on Mirage III family. The afterburner are next new challenge to work on after viewing various old videos of Mirage III afterburner. They are rather unique, like MiG-17s and 19s. Did my best to give it bluish color for inner afterburner along with yellow afterburner for outer part. This time, 2D afterburner texture are used to enchance 3D afterburner effect. There is a smooth transmit from afterburner to engine node animation. Eagle114th
  20. A-7A being tested with new TMF A-7A cockpit: NOTE: TMF Cockpit is being tweaked to be aligned properly with TW A-7A, along with the improved night light being implemented. Eagle114th
  21. Report for today: All A-7s are almost completed. There are some issues I am having through; I am am still hunting for the authentical TP30 engine sounds for early A-7s. At least I have TF41 engine sounds. Same thing with VK-1F afterburner, It is still being searched for MiG-17F and MiG-17PF. Even though I am deaf, it doesn't stop me from trying to give SF2 the best sounds possible. I do not want to use generic sound engine shared by multi aircraft. It is more immersive if each aircraft engine have their own proper sounds. Now back to good news, here are screenshots of A-7D, you can see, not only canopy animation are enabled, the arrest hook are re-enabled for all air force version of A-7s. Any features that get disabled by specific A-7s for reasons, get re-enabled. New engine node animation: Unique exhaust smoke for TF41 powered A-7s: Wing vortex when doing hard turning: Landing light added: Improved night light for cockpit: Please note, I am in progress of replacing default cockpit with The Mirage factory version from TMF A-7s pack. However, there will be option to restore back to TW version of A-7 cockpit (with improved night light). Eagle114th
  22. Report for today: I was always bothered by how new F-4's J79 and other aircraft exhaust smoke looks like. So I did further works on A-4s, A-6s, F-4s (J79 and RR Spey), along with new A-7's engine effects. After doing research on A-7A, B, C, D, and E engine and looking at TK's codes for all A-7s. Turns out that older engine are more darker color, smokey than newer engine. That gave me reasons to re-work on A-4s and F-4s exhaust. Now this time I am actually happy with how it turns out! Since I promised myself to work on A-7s after A-6s. However, after A-7s is completed, will randomly pick next plane to work. I am thinking of E.E. Lightning series or Mirage III / V series. Anyway, here are screenshots of re-worked effects: A-4 A / B/ C (J65 powered): A-4 E / F/ G/ L / K (J52 powered): A-6s: F-4 Phantom II (J79 powered) F-4 Phantom II (RR Spey powered): The engine node are also further improved to make them appear a bit darker, so they are more realistic this way. Eagle114th
  23. Report for today: After fixing the bugs with some F-4s afterburner not displaying correctly, I took noted of the afterburner at night. Corrected the location of all afterburner light location, so it gives the lights right after where engine nozzle is. Here is a screenshot of MiG-19's corrected afterburner light colors: This one is difficult to spot, MiG-19S military thrust engine node (dark red): Now that all A-1s, A-4s, A-6s, EA-6s, J-6s / F-6s, and MiG-15s / 17s / 19s are polished, I am moving on to A-7s before randomly picking next plane to work on. Sorry no wing vortex for A-6s and EA-6s for now. I worry that if I add too many components or systemnames, it may cause instability issues with A-6s and EA-6s in SF2. So it is better to play it safe. Eagle114th
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