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Everything posted by Nyghtfall
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Congratulations to you and your family!
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Maybe I'm getting this wrong, but you could create a new weapon in the weaponsfolder from the rack that links to the according missile/bomb? This way you use it like any other weapon and don't have to care for the rack used. This is from NATO-Fighters "AGM-65B_LAU-117_GAF.INI". Something like a 1-shot-Rocketpod (Yours would be 3-Shot then). [WeaponData001] TypeName=AGM-65B_LAU-117_GAF FullName=AGM-65B on LAU-117 <-- name in loadout-menu ModelName=LAU-117_GAF <-- the rack Mass=53.000000 Diameter=0.500000 Length=2.2170000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=W_Germany SpecificStationCode= NationName=WGermany StartYear=1972 EndYear=2040 Availability=3 BaseQuantity=54 Exported=TRUE ExportStartYear=1972 ExportEndYear=2040 ExportAvailability=3 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=AGM-65B_GAF <-- the weapon used on the rack NumRockets=1 ROF=1.000000 FireEffectName= FireEffectTime=0.000000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=TRUE Rocket01Position=0.000000,0.000000,-0.055000
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Strike Fighters 2 Screenshots
Nyghtfall replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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LOD Viewer
Nyghtfall replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
@mue: "Could not load LOD-file". I tried to open the A-1H.ini/A-1J.ini from the unpacked cat and from a merged installation, both with the same error-message. Most other stock-planes I tried seem to work though. So this is no big problem for me, if it's just the 2. :) -
LOD Viewer
Nyghtfall replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes, I can open them. My objectdata2.cat has the same size as yours (mue) and I don't have the unlocked LODs. So it works. Just see the screenshot in my last post. -
LOD Viewer
Nyghtfall replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Even locked SF2 LODs can be loaded! Attached is the TWs A-4B. A-1H and A-1J for example gave an error message though. Again a big thanks to mue for this tool! -
Strike Fighters 2 Screenshots
Nyghtfall replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Hey there, At the monent I'm working on an OA-4M updatepack, that contains all planes and units. For some time H&MS-12 Outlaws had a small "Outlaw" on the tail of their planes. Does anyone have a good picture of it or maybe has decalsheets from OA-4M-modelkits that contain that little man and can provide a scan of it? Thanks for your help!
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Strike Fighters 2 Screenshots
Nyghtfall replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
I decided to work on an updatepack of the OA-4M, that covers all camos and all units. There's still a lot to do though. The unique blue/green camo of H&MS-32 is done so far. -
LOD Viewer
Nyghtfall replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for creating this! It already helped me find a nodename, that I couldn't find in the past. I too think, that this could also be a great tool for skinners. One little thing I'd like to see in later releases would be some sort of ruler or crosshair with coordinates (if possible, of course), to help position decals on a model. -
View File SF2 A-4F VA-164 'Ghost Riders' 1973 A-4F Skyhawk, VA-164 'Ghost Riders' Vietnam 1973 Skinpack *** SF2V required for A-4F-model, tested in full 5-merged installation *** The skin represents A-4Fs from VA-164 'Ghost Riders' in 1973 aboard the carrier USS Hancock in Vietnam. All BuNo are correct for this squadron, but unfortunately I couldn't find the correct assignment for all modex to BuNo. This pack contains another version of "Lady Jessie", this time the wellknown version with big letters on the fuselage. In 1973 VA-164 was on another combat-cruise in Vietnam. Carrier Air Wing CVW-21, which VA-164 was part of, was tasked with the responsibility, to develop expertise in unique mission types. For example VA-55 was tasked with Iron Hand missions, while VA-164 was to develop tactics to use Laser Guided Weapons at its best. Some A-4F were equipped with Laser Spot Trackers instead of the ususal Radar in the nose, so that LGBs could be used on designated targets. As these were only trackers, a special Designator was needed. For that case, 2 TA-4F were borrowed from USMC squadrons. A 2nd crewmember with a handheld-device to designate the targets was placed on the 2nd seat. Those people were volunteers from other squadrons, that usually flew E-1B or RF-8/F-8. As the handheld-device had to be held steady for a proper designation while the plane was flying, it was a not well-like job to do. But in the end, it proved successful and led to the development of build-in laserdesignators. The pack consists of 2 parts: - a skin for the stock A-4F, which cannot use laser-guided bombs (LGB). So this is only for the looks. Select the skin in the loadout-screen of the stock A-4F. - a modification of the stock A-4F to use LGB. Ingame you will find a new plane - "A-4F (Laser Spot Tracker)" to choose. It also has a different gunsight and shows laser designated targets. For the laser-designator you have 2 options. First is to use the plane as is, meaning, you only can use LGBs on primary targets as they're always designated. The radarscreen is just black in that case, because the planes didnt have a radar anymore. Second, you use the Laser designator from the loadout screen and can use LGBs on every target. I included a modified AVQ-23 (modded from the stock one) for that purpose. It is not shown externally and is a compromise for playability-reasons. The radar-screen shows the target if you have selected one. Planes marked with * are the LST-equipped ones (401, 407, 411, 413, 414), which have the different nosecone. 401 and 407 are confirmed by pictures, the other 3 are in for a good mix. There were more than 2 of them, but I couldn't find more numbers or other pictures. Installation ============ 1. unzip to a temporary folder 2. open "Put_In_Your_Mod folder" and do as you were told, if asked to overwrite, say 'yes' :P 3. enjoy! Credits ======= - Thirdwire and TK for a great game and nice models I used. - Eole2, Hangar- and Loadingscreen, Vintage Screenshots, aswell as improvements of the packagearrangement (A big thanks for that!) - ZScout370, wikimedia - USAF Insignia - Wrench, updated data.ini (Canopy, Landinglight) - myself, Skin, Decals, ini-work (Gunsight/HUD, LaserDesignator) Thanks ====== - Soulfreak, for your decalpattern, which was a BIG help to improve the baseskin and fill it with "life"! - Blowhard, for the weathering-tutorial at http://www.eaf51.org/Photoshop/Tutorial/Basic_Weathering.htm - Wrench, KJAkker for the Gunsight-Issue - all modders at CombatAce for their work and inspiration! P.S. ==== If you have any problems with this skin or have suggestions and hints, feel free to PM me. This pack and any parts from it, may be used as freeware only. Submitter Nyghtfall Submitted 01/02/2015 Category A-4
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Version 1.0
133 downloads
A-4F Skyhawk, VA-164 'Ghost Riders' Vietnam 1973 Skinpack *** SF2V required for A-4F-model, tested in full 5-merged installation *** The skin represents A-4Fs from VA-164 'Ghost Riders' in 1973 aboard the carrier USS Hancock in Vietnam. All BuNo are correct for this squadron, but unfortunately I couldn't find the correct assignment for all modex to BuNo. This pack contains another version of "Lady Jessie", this time the wellknown version with big letters on the fuselage. In 1973 VA-164 was on another combat-cruise in Vietnam. Carrier Air Wing CVW-21, which VA-164 was part of, was tasked with the responsibility, to develop expertise in unique mission types. For example VA-55 was tasked with Iron Hand missions, while VA-164 was to develop tactics to use Laser Guided Weapons at its best. Some A-4F were equipped with Laser Spot Trackers instead of the ususal Radar in the nose, so that LGBs could be used on designated targets. As these were only trackers, a special Designator was needed. For that case, 2 TA-4F were borrowed from USMC squadrons. A 2nd crewmember with a handheld-device to designate the targets was placed on the 2nd seat. Those people were volunteers from other squadrons, that usually flew E-1B or RF-8/F-8. As the handheld-device had to be held steady for a proper designation while the plane was flying, it was a not well-like job to do. But in the end, it proved successful and led to the development of build-in laserdesignators. The pack consists of 2 parts: - a skin for the stock A-4F, which cannot use laser-guided bombs (LGB). So this is only for the looks. Select the skin in the loadout-screen of the stock A-4F. - a modification of the stock A-4F to use LGB. Ingame you will find a new plane - "A-4F (Laser Spot Tracker)" to choose. It also has a different gunsight and shows laser designated targets. For the laser-designator you have 2 options. First is to use the plane as is, meaning, you only can use LGBs on primary targets as they're always designated. The radarscreen is just black in that case, because the planes didnt have a radar anymore. Second, you use the Laser designator from the loadout screen and can use LGBs on every target. I included a modified AVQ-23 (modded from the stock one) for that purpose. It is not shown externally and is a compromise for playability-reasons. The radar-screen shows the target if you have selected one. Planes marked with * are the LST-equipped ones (401, 407, 411, 413, 414), which have the different nosecone. 401 and 407 are confirmed by pictures, the other 3 are in for a good mix. There were more than 2 of them, but I couldn't find more numbers or other pictures. Installation ============ 1. unzip to a temporary folder 2. open "Put_In_Your_Mod folder" and do as you were told, if asked to overwrite, say 'yes' :P 3. enjoy! Credits ======= - Thirdwire and TK for a great game and nice models I used. - Eole2, Hangar- and Loadingscreen, Vintage Screenshots, aswell as improvements of the packagearrangement (A big thanks for that!) - ZScout370, wikimedia - USAF Insignia - Wrench, updated data.ini (Canopy, Landinglight) - myself, Skin, Decals, ini-work (Gunsight/HUD, LaserDesignator) Thanks ====== - Soulfreak, for your decalpattern, which was a BIG help to improve the baseskin and fill it with "life"! - Blowhard, for the weathering-tutorial at http://www.eaf51.org/Photoshop/Tutorial/Basic_Weathering.htm - Wrench, KJAkker for the Gunsight-Issue - all modders at CombatAce for their work and inspiration! P.S. ==== If you have any problems with this skin or have suggestions and hints, feel free to PM me. This pack and any parts from it, may be used as freeware only. -
thanks for your replies! I tried that, but have the problem, that the gunsight is shown only with guns selected. So even if RocketDepression works, I can see it, because theres no gunsight visible. After testing several things again, my impression is, that the problem lies withing the HUD part in avionics.ini. Following is a copy of my current one. With that, I have a A/A gunsight non-depressed, A/G gunsight depressed for guns and visible for rockets and guns. But the problem is, that I have to use CCIP for that. Which is to far out from what I need here. The [HUD_Gunsight] shows permanent just a cross, that does not change at all and the [HUD_LaserTarget] is my laserdesignationmark over the target, that works well. So obviously the LCOS-entry is the key here. With that I come close to what I need, but it's a gun-only thing. Maybe there is something similar, but less limited? [HUD] HUDMaterial=HUDMaterial HUDColor=1.0,0.47,0.0,0.7 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.095,-0.080 ViewportBottomRight=0.100,0.160 RocketBoresightAngle=-8.0 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=9 TextBold=TRUE //[HUDModeNav] //Symbol[01]=HUD_LCOS //Symbol[02]=HUD_Gunsight [HUDModeAA] Symbol[01]=HUD_LCOS Symbol[02]=HUD_Gunsight Symbol[03]=HUD_LaserTarget [HUDModeAG] Symbol[01]=HUD_LCOS Symbol[02]=HUD_Gunsight Symbol[03]=HUD_LaserTarget Symbol[04]=HUD_CCIP [HUD_LCOS] SymbolType=LCOS [HUD_Gunsight] SymbolType=IMAGE ImageFilename=cockpit\A-4F_PermaSight.tga ImageSize=0.025 [HUD_LaserTarget] SymbolType=TD_LASER ImageFilename=cockpit\A-4F_laser_target.tga ImageSize=0.025 [HUD_CCIP] SymbolType=CCIP LaserRanging=TRUE FallLineImage=cockpit\A-10A_FallLine.tga ImageSize=0.100 I tested that too. But you can only change the appearence of the gunsight in A/G or A/A. Maybe a solution could be to move the gunsight out of the center in the tga, but I guess that would be difficult to adjust. I got some modern Scooters from dtmdragon with nice cockpits (Kfir, that in my opinion works very well) and HUDs, but they are far to modern here unfortunately :)
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Hi there, I spent several hours now, trying to solve a problem, without luck. Maybe some avionics guy can push me in the right direction. What I have: A plane (scooter, what else? :P) that by default has a standard gunsight, that is depressed for A/G and not, if in caged mode. What I need: The same gunsight (look + depression for A/G) PLUS a simple HUD, that only shows laser designated targets (nothing more is needed here). Atm I have the gunsight non-depressed all the time, but only visible, if guns are selected. Or the gunsight always on, yet still always non-depressed. The laserdesignation-part works as intended. I took a look at several planes with HUD, but almost all of them have leadcomputing in A/A (which seems to have some kind of impact) and of course no gunsight. I also found http://combatace.com/topic/80259-a-7d-gunsight/ that topic and this is the always on version. So my question is: Is it even possible to achieve or do I want to much here and have to make a compromise (setting rocketboresight to a high value maybe) ? I attached 2 pictures and the plane-mod. The skin is not included (still WIP), but thats the skin for the plane :) A-4F_LST.zip A-4F_LST.zip
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What If Screenshot Thread.......
Nyghtfall replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
"What if" Marines had Skyhawks deployed in Europe in the late 70s/early 80s. A-4F of fictional VMA-547 "Howling Wolves". I just wanted some nice looking Scooters for SF2E campaigns with an appropriate camo. :) -
Strike Fighters 2 Screenshots
Nyghtfall replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
OA-4M (H&MS-32 Bandits). This is my 1st try of an OA-4M skin. Applying the camo was a pain in the a.. (because the plane is literally glued together with fakepilot-objects :P). The skin has some faults, that seem unfixable to me at the moment, for example the pod on the vertical tail...it shares a texture with the whole refueling probe, the RWR around the exhaust and some antenna around the tail.
