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Pensy101

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Everything posted by Pensy101

  1. I've been having issues with escort missions in the Med Crisis expansion for SF2NA. To give an example from earlier, I was playing the El Dorado Canyon campaign as VF-84, escorting WOLFPACK flight (4 A-6s from VA-35) to a target on the Libyan coast. When WOLFPACK reached the target, they continued flying off into the desert until they hit the Wall, rather than turn back for the carrier as they should. Thus, I could not complete the mission. I have also noticed other flights of bombers doing the same thing during this playthrough, and I've had to abort and restart several missions after I've got one of these unwinnable escort misssions. Has anyone else experienced this, and if so, do you know what the solution is? Thanks!
  2. I think I found out what the problem is: The flyovers always happened with A-6s, never with A-7s or F/A-18s. I checked the A-6E_79_LOADOUT.ini, and to cut a long story short, I learned that the MK82 Snakeye BaseQuantity is set to 12, and the Strike loadout equips 20 of them! Thus, the A-6s' inboard racks (which should have been loaded with 8 Snakeyes) are instead loaded with 8 CBU-100 AT cluster bombs. The AI does not drop these on buildings or other targets of Strike missions, and thus the A-6 flights do not expend all their ordnance, and somehow the AI reads this as "target not destroyed, keep flying." I went into Objects/Weapons/MK82SE/MK82SE_DATA.ini and adjusted the "BaseQuantity" value from 12 to 20 (BaseQuantity=20) I started a new campaign today and I haven't had a single problem. To anyone reading this, go into your Objects/Weapons folder and check your BaseQuantity values if you're having the problems I described.
  3. Evening (from where I am, anyway), I went through the campaign files for Rolling Thunder in the Strike Fighters 2 Vietnam Air/Ground Expansion Pack's latest iteration (the September 2014 Update) and I found a problem with the pack's Rolling Thunder Variant campaigns' use of Navy squadrons. Eburger did an excellent job with these campaigns and shifting squadrons between carriers to represent the historical air wing changes during Rolling Thunder, but the campaign start and stop dates are out of whack. The dates are based on when the carrier left or arrived at her homeport, not when she actually arrived and began air ops on Yankee Station. I modified the campaign files accordingly, so that the various Navy squadrons first appear on the days they actually began airstrikes, rather than the days they left their homeports. In addition, I also modified the "RetireDate" values so that the squadrons depart the AO when they historically ceased air ops. I spent a great deal of time on various websites trying to figure this out, but sometimes I was unable to do so, and to cut a long story short, I had to make an educated guess on when some squadrons started or ended airstrikes (the only way to definitively figure out these squadrons' deployments is to physically go to Maryland and read the actual deck logs.) Still, the modifications I did will give an extra bit of immersion for Navy grognards by more accurately depicting the ebb and flow of Navy squadrons during Rolling Thunder. Keep in mind that you won't be able to fly off of Forrestal anymore, as she only spent a few days (July 25-27, 1967) on station before her infamous fire that sent her back to the States, and never made another Vietnam cruise again. All this being said, though, I can't post my campaign files yet, as this is simply my personal work on Eburger's mod and I don't want to post anything without his permission. If he comes on here and gives me the okay, I'll post these campaigns in the Downloads section under my own account. Until then, I'll await a response. If you're reading this, Eburger, I'm also okay if you want to post the files yourself in Downloads as an update to the SF2V Air/Ground Expansion Pack. If that is your chosen course of action, be sure to explicitly credit me for my work in this regard. My title for this project is "On Yankee Station: SF2V Air/Ground Expansion Historical Navy Campaign Update." Cheers!
  4. Disclaimer I left out most of the support vessels, as well as all submarine units. This is to keep this list to a reasonable length and provide information that is relevant specifically to Cold War Pacific air campaigns (this is Strike Fighters 2, not Cold Waters.) For further information, go to http://ww2.dk/new/newindex.htm Conclusion I hope this provides a good outline of the major combat units (excluding submarines; see disclaimer) of the Soviet Pacific Fleet circa 1983. As a side note, this information would be useful not only for this proposed Midway campaign, but also for a Kamchatka or Bering-Strait-themed SF2NA campaign using the respective terrains posted by other modders. Let me go on record saying that a Kamchatka-based campaign in the vein of the SF2NA North Cape Pack's Kola Strike campaign (itself a remastered version of the campaign of the same name from Fleet Defender) would be something that I personally would very much like to see. I trust that my work here will be of great utility to both this and future modding endeavors. As for Menrva, if you have any further questions of me, please post them on this thread or PM me. All information listed herein is taken from Michael Holm's website at http://ww2.dk/new/newindex.htm, and all credit is due him for compiling this information. My thanks to him for doing the legwork to find out all these minutiae.
  5. Air Units The Pacific Fleet's aerial component was under the command of the Department of Naval Aviation, Pacific Fleet, and comprised of the following units: 25th Maritime Missile Aviation Division, based at Knevichi, Primorskiy Kray and comprised of the following sub-units: 341st Maritime Missile Aviation Squadron, based at Khorol, Primorskiy Kray (Tu-16K-10-26) 183rd Maritime Missile Aviation Regiment, based at Knevichi, Primorskiy Kray (Tu-16K and Tu-16 ELINT variants) 169th Guards Mixed Aviation Regiment, based at Cam Ranh Bay, Vietnam (Tu-16K, Tu-16Z tanker, Tu-95R, and Tu-142M) 143rd Red Banner Maritime Missile Aviation Division, based at Mongokhto (Alekseyevka), Khabarovsk Kray and comprised of the following sub-units: 568th Maritime Missile Aviation Regiment, based at Mongokhto (Alekseyevka), Khabarovsk Kray (Tu-16K, Tu-16Z tanker, Tu-16 ELINT variants, Tu-22M2) 570th Maritime Missile Aviation Regiment, based at Mongokhto (Alekseyevka), Khabarovsk Kray (Tu-16K, Tu-16 ELINT variants, Tu-22M2) 173rd Independent Maritime Assault Aviation Regiment, based at Pristan, Primorskiy Kray (Su-17M and Su-17UM) 311th Independent Shipborne Assault Aviation Regiment, based at Pristan, Primorskiy Kray (Yak-38, MiG-21UM) 304th Independent Guards Long-Range Reconnaissance Aviation Regiment, based at Khorol, Primorskiy Kray (Tu-95R) 77th Independent Long-Range Anti-Submarine Aviation Regiment, based at Nikolaevka, Primorskiy Kray (Il-38) 289th Independent Anti-Submarine Aviation Regiment, based at Nikolaevka, Primorskiy Kray (Be-12) 310th Independent Long-Range Anti-Submarine Aviation Regiment, based at Mongokhto (Alekseyevka), Khabarovsk Kray (Tu-142M) 710th Independent Shipborne Anti-Submarine Helicopter Regiment, based at Novonezhino, Primorskiy Kray (Ka-25, Mi-14, Ka-27) 51st Independent Anti-Submarine Helicopter Squadron, based at Novonezhino, Primorskiy Kray (Mi-14, Mi-8) 55th Independent Anti-Submarine Helicopter Squadron, based at Korsakov, Sakhalin Oblast (Mi-14, Mi-8) 317th Independent Mixed Aviation Regiment, based at Elizovo, Kamchatka Kray (Ka-25, Tu-16R, Be-12) 593rd Independent Transport Aviation Regiment, based at Knevichi, Primorskiy Kray (Tu-104, An-12)
  6. Naval Infantry The Pacific Fleet's Naval Infantry compliment was the 55th Naval Infantry Division, based out of Vladivostok and comprised of the following units: HQ 106th Naval Infantry Regiment 165th Naval Infantry (Air Landing) Regiment 390th Naval Infantry Regiment (based at Slavyanka, Primorskiy Kray) 150th Tank Regiment 921st Artillery Regiment (based at Slavyanka, Primorskiy Kray) 923rd Anti-Aircraft Missile Regiment 263rd independent Reconnaissance Battalion 509th independent Engineering Battalion 1484th independent Communications Battalion 240th independent Equipment Maintenance and Recovery Battalion 398th independent Material Supply Battalion 316th independent Medical Company 5th independent Chemical Defence Company
  7. Kamchatka Flotilla, commander unknown, composed of the following units: 173rd Anti-Submarine Warfare Brigade, based out of Ilicheva Bay (Petropavlovsk-Kamchatka), Kamchatka Oblast (Riga-class patrol boats Lun, SKR-50, SKR-55, and SKR-59, Kotlin-class destroyers Vozmushshschennyy, Vliyatelnyy, and Vozbuzhdennyy, Krivak I-class frigates Letuchiy, Retivyy, Razumnyy, and Storozhevoy, and Krivak II-class Rezkiy.) 114th Coastal Defence Brigade, based out of Avacha Bay (Zavoyko), Kamchatka Oblast (Poti-class patrol boats MPK-1, MPK-17, MPK-111, MPK-112, MPK-136, and MPK-169, and Grisha I-class patrol boats MPK-122, MPK-143, MPK-145, and MPK-170) Continued on next post...
  8. Sakhalin Flotilla, commander unknown, composed of the following units: 193rd Anti-Submarine Warfare Brigade, based out of Zavety Ilicha (Sovetskaya Gavan), Khabarovsk Kray (Kotlin-class destroyers Veskiy, Blestyashschyy, Skrytnyy, and Vyderzhannyy, Kanin-class destroyers Upornyy and Gnevnyy, Sverdlov-class cruiser Aleksandr Suvorov, and Krivak II-class frigates Grozyashschyy, Revnostnyy, and Ryanyy) 33rd Coastal Defence Brigade, based out of Aniva Bay (Korsakov), Sakhalin Oblast (Grisha I-class patrol boats MPK-4, MPK-37, Zaporoshskiy Komsomolets, and MPK-155) 137th Coastal Defence Brigade, based out of Broutona Bay, Simushir Island, Sakhalin Oblast (Petya-class patrol boats SKR-18, SKR-92, SKR-36, and SKR-46) 196th Coastal Defence Brigade, based out of Postovaya Bay (Sovetskaya Gavan), Khabarovsk Kray (Riga-class patrol boats SKR-4, SKR-75, SKR-74, SKR-10, and SKR-61, and Petya-class patrol boats SKR-11, SKR-46, and SKR-135.) Continued on next post...
  9. Primorskiy Flotilla, commander unknown, composed of the following units: 165th Missile Ship Brigade, based out of Uliss Bay (Vladivostok), Primorsky Kray (Tarantul I-class missile boat R-42 and Nanuchka I-class missile boats Musson, Tayfun, Tsiklon, and Vikhr) 202nd Anti-Submarine Warfare Brigade, based out of Abrek Bay (Fokino), Primorsky Kray (Petya-class patrol boats SKR-78, SKR-43, SKR-3, SKR-128, SKR-23, and SKR-15, and T58-class minesweepers Primorskiy Komsomolets, Pavlin Vinogradov, Timofey Ulyantsev, and SKR-137.) 47th Coastal Defence Brigade, based out of Paris Bay, Russkiy Island, Primorsky Kray (Poti-class patrol boats MPK-107, MPK-114, MPK-134 and Grisha I-class patrol boats MPK-36, MPK-41, MPK-81, and MPK-117.) 45th Costal Defence Brigade, based out of Severnaya Bay (Vladimir), Primorsky Kray (Riga-class patrol boats Pingvin, Gepard, SKR-54, and Irkutskiy Komsomolets) Continued on next post...
  10. Red Banner Pacific Fleet Order of Battle, September 1983 The Red Banner Pacific Fleet (henceforth referred to as "Pacific Fleet") was under the command of Fleet Admiral Vladimir Vasilevich Sidorov. It was headquartered at Vladivostok, Primorsky Kray, and composed of the following units: 10th Operational Squadron, commanded by Vice-Admiral Rostislav Leonidovich Dymo and based out of Abrek Bay (Fokino), Primorsky Kray. The 10th consisted of: Sverdlov-class cruisers Admiral Senyavin and Dimitry Pozharskiy 175th Missile Ship Brigade (Kotlin-class destroyers Besslednyy and Vdokhnovennyy, Kynda-class cruisers Varyag and Admiral Fokin, Kresta I-class frigate Sevastopol, and Kara-class anti-submarine cruisers Petropavlovsk, Tallin, and Tashkent.) 201st Anti-Submarine Warfare Brigade (Kotlin-class destroyers Burlivyy and Vyzyvayushschyy, Kanin-class destroyer Gordyy, Kashin-class destroyers Sposobnyy, Steregushschyy, Strogiy, and Odarennyy, Krivak I-class frigates Poryvistyy and Razyashschyy, Krivak II-class frigate Gordelivyy, Kresta I-class frigate Sevastopol, Kresta II-class frigates Admiral Oktyabrskiy, Vasiliy Chapaev, and Marshal Voroshilov, and Kiev-class aircraft carriers Novorossiysk and Minsk.) Continued on next post...
  11. Here are some links that might help... http://russianships.info/eng/ You'll have to go through the list manually, but it lists everything from patrol boats to boomers (and everything in between), complete with records of what fleet they were assigned to. In your case, you need Pacific Fleet units (many ships were transferred between fleets. Also, try this one... http://ww2.dk/new/newindex.htm The OOB information this site offers makes even my head spin. It has a Pacific Fleet OOB, but this is from 1988, so you'll need to do some digging. Is there anything specific you need to know (battlegroup composition, basing, etc.)? I can look that up immediately.
  12. I noticed something with the VF-84 skin for the F-14A_82. I thought it was odd that VF-84 was using its full-color skins in the '80s (Specifically El Dorado Canyon, and the North Cape '86 and Iceland '86 campaigns from the North Cape and North Atlantic expansion packs), so I consulted my old Squadron/Signal Publications book on the F-14 from the early '90s, and the photos of VF-84 Tomcats taken in the mid '80s all show a lo-viz paint scheme (for line birds; I'm sure squadron commanders and CAGs had their full-color liveries), but the Superpack doesn't have any lo-viz liveries for VF-84's F-14A_82s.
  13. Every flight I've done, I've never been able to trap aboard this carrier. I always touch down at about 140 knots, but the arrestor wires do next to nothing, and my aircraft veers hard to the right and either smashes into the island or flies off the deck. I've done so many traps in SF2 over the years, yet I can't seem to manage this one. Is there something wrong with the model?
  14. Hello all, I've been playing a great deal of the SF2NA enhancement packs (Indian Ocean, North Cape, Black Sea, etc.) lately and I love them to death, especially with the Tomcat SuperPack from the Mirage Factory. I just finished a playthrough of the "Powder Keg" campaign on the Med Crisis mod, though (based on the campaign from ​Fleet Defender ​o​f the same name) and I have a bit of a problem. FYI, this is my second playthrough of this particular campaign, for reasons that I'm about to explain. The first time around, the Eisenhower Carrier Group (referred to hereafter as the ECG) took out both the Minsk Carrier Group and the Moskva Carrier Group in the first few missions, while the Soviet airborne units landed on Crete and started going after the Greeks (On both playthroughs, I flew an F-14A 82 with VF-143 Pukin' Dogs.) The Soviet Surface Group fell shortly thereafter to the ECG airstrikes, and then it settled into a rhythm of endless Libyan airstrikes versus the miniscule Greek forces on Crete and their air support while the Soviet paras and marines made it all the way to Chaina IAP, where they stayed for the rest of the campaign. The ground war on Crete stagnated, and with the arrival of the Kennedy Carrier Group (hereafter referred to as the KCG), the Soviets started hurling bombers at the ECG. I managed to hold off the raids with only the loss of the cruiser USS California, and the campaign ended with the Libyan Air Force all but destroyed with exception of two squadrons and Soviet forces holding their positions on Crete without advancing into the Greeks. Strangely enough, when the ECG and KCG merged in the last few missions, the ground attack planes (A-6s and A-7s) went on precisely ZERO missions, leaving the battered Soviets alone. The problem was, though, that after what I was sure was a victory (and the message "The order has been given to halt all air operations. This campaign is finished" on the final mission debriefing screen) I got the campaign defeat screen and text, despite the fact that the campaign, at least by my standards was a victory (only one ship lost, Soviet naval forces and Libyan Air Force destroyed, Soviet ground forces halted, carriers intact, etc.) I finished the second playthrough roughly 10 minutes ago and, without going into too much detail, the results were the same as last time yet I still got the defeat screen again. It seems to me like the campaign is unwinnable, and I have no idea how to fulfill the victory conditions. Again, I would assume that doing so well would mean a victory, but it just doesn't work. Do the Soviet ground forces have to be completely kicked of off Crete? In the campaign's current status, that is impossible, as the Greek ground forces on Crete are too weak to do much other than sit there and take the Soviet-Libyan onslaught, and once the KCG arrives, the ground attack planes don't do anything to take out whatever Soviets are left on Crete. I have no idea whatsoever how to "win" this campaign. If the Med Crisis mod creator is reading this, please help me! This is such a great mod and this seemingly unwinnable campaign is so annoying! Anyone who has any idea what is going on, please chime in on this thread. I'm sorry if this seemed long-winded, but I was frustrated and I had to go into detail about how the campaign played out so anyone reading this wouldn't have to ask too many questions. Thanks! P.S. I'm not knocking this mod or anyone. This is an amazing mod, as are all the mods I have for SF2, and I appreciate the time and effort that has gone into it. I'm just trying to provide constructive criticism to fix an issue.
  15. I've already edited the Indian Ocean and Vietnam Air-Ground Expansion Pack Endgame Linebacker '75 campaigns to take the Super Pack Tomcats. I'm referring to something like a Korea or Taiwan campaign. I distinctly remember the Korean campaigns from Fleet Defender, and most of the campaign modders for the various SF2NA packs have, understandably, created Atlantic and Med campaigns based on the Atlantic and Med campaigns from Fleet Defender. Specifically, I'm referring to the Powder Keg campaign from the SF2NA Med Crisis Pack, even having the same name and backstory from its Fleet Defender counterpart (an American response to Soviet and Libyan intervention in the 1982 Lebanon War) and the Fighting Withdrawal, Return to Narvik, and Kola Strike campaigns of the SF2NA North Cape Pack that are direct recreations of the three campaigns of the same name from Fleet Defender, as well as the aforementioned Southern Calm campaign that is a recreation of the Khyber Rifles 1990s campaign from Fleet Defender. I'd just like to see someone recreate the Korean campaigns and potentially do a Taiwan-based scenario just for fun. On a side note, have you created a livery for VF-103 (the Sluggers, not the post-1995 Jolly Rogers) F-14A_82s yet? It already exists for the VF-103 F-14A+_87s, but there's nothing for the '82s.
  16. I didn't think there was a way to do so anyway. Sucks, because I hardly ever play Single Missions and usually play a series of campaigns together as a sort of "career" mode. Thanks for the help, though. On a side note, are there ever going to be any Pacific campaigns for the Tomcat? The Pacific Fleet squadron skins look amazing as does everything else in the F-14 Superpack, and it's teeth-gnashingly annoying not to be able to accurately use them outside of single missions!
  17. How do you add the AI aircraft as wingmen in a campaign? I know how to edit the CAMPAIGN_DATA.ini files, but that only allows for a specific aircraft for each squadron, and obviously the AI-limited aircraft are treated as entirely separate aircraft. Thus, I could have the F-14_74 or F-14_74_AI listed for a squadron, but not both. I can simply change the aircraft type in the single mission loadout screen, but not in a campaign mission loadout screen. Is there a way I can fly the "regular" aircraft while somehow assigning AI aircraft to the rest of my flight?
  18. MiG-25R "Foxbat-B"

    Are you going to do the MiG-25RB eventually?
  19. Shahak Over Israel. SF2.

    Where is the Mk6A ejection seat model? I downloaded the files and it isn't in the "Pilots" folder.
  20. I've been using Stary's Ejection Mod for quite a while now, as well as the Mirage Factory F-14s, and I have some feedback and questions on these two. First of all, the ejection mod, from what I understand is not an "actual" ejection mod, in the sense that it actually simulates ejection. It's obviously part of the "fire" effects whenever an aircraft catches fire, so it happens even if the pilot is killed, which is 99.9 percent of the time with missile hits. This breaks immersion a bit (especially for me, as I'm a bit of an ejection seat fanatic) especially when I get hit by a SAM (happens a lot, especially if I get too close to Kiev in the SF2NA campaigns ;) and see the canopy sail off and the ejection animation, only to read the "XYZ has been killed in action" text on the debriefing screen after watching my character punch out 10 seconds earlier. It gets even worse when I hit a guy head-on with a missile and I see him punch out. Correct me if I'm wrong, but from what I understand, head-on missile hits, especially from the large radar-guided missiles such as the AIM-7 Sparrow or AA-7 Apex, are almost always fatal to the pilot because they hit on or near the cockpit, not to mention the AIM-54 Phoenix which, based on what I've heard about Iranian F-14s during the Iran-Iraq War, had such a massive warhead that, when used against fighters, it simply obliterated the entire airframe and incinerated the pilot instantly, with, obviously, no ejection afterwards. Is there a way to modify the game's effects to randomize whether the ejection animation occurs during the fire effects, or eliminate it entirely under certain conditions? Also, the Martin-Baker GRU-7A made by Ravenclaw_007 for the MF F-14A and F-14B is missing two tiny details. When examining the seat model up close, the secondary (seat pan mounted, aka the d-ring between your legs if you're sitting in the seat) firing handle is absent, and the primary (face-curtain, or face-blind if you're British) firing handle is missing the distinctive red bar that you can easily see looking at actual examples or photographs of the GRU-7A. On the actual seat, the red bar is a piece of solid metal tubing that connects to the face-curtain itself, with the flexible black-and-yellow handles to give the crewman a clear object to grab when using the face-curtain to initiate ejection. I'm pretty sure that most of you guys and gals reading this know exactly what I'm talking about and what the red bar looks like. Instead, the two primary firing handles simply protrude from the seat's headrest. Is there a way to improve this? I don't mean to nitpick; I'm just trying to suggest some improvements that would make these mods even better and more immersive. I appreciate any replies from Stary and Ravenclaw_007 as well as anyone else that stumbles across this thread.
  21. I noticed that VF-103 Sluggers is included in the El Dorado Canyon campaign, but there's no skin for their Tomcats (I'm currently using the Mirage Factory Tomcat SuperPack 1.30). Is there a fix for this?
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