Jump to content

simonmiller416

VALUED MEMBER
  • Content count

    525
  • Joined

  • Last visited

  • Days Won

    43

Everything posted by simonmiller416

  1. Colorful Stealth

  2. Colorful Stealth

    Some CAGs and etc.
  3. Busy with my own projects so I can't offer more help for the time being. But I'm sorry to hear the info, and I wish him a speedy recovery!
  4. Yes, as everyone has said before, many people here have been working on it for ten or even twenty years, but this is all we have available at this point. There is also a thread there looking into changing the cloud height, again with no luck.This is just one of the areas where this community were explore. God, I really want to say something about the HUD effect in the video (I mean that holographic sight? Sorry I don't know what these old-school things are called),the crosshair will only appear in the glass, if SF2 also had such a thing, not only would the visual effects be much better, it would even be possible to make something like an HMD in theory, but all of this is just pure fantasy. At this point (mid-2020s) there is almost no hope of getting any further TK source code, and even the game itself is in an abandoned state, so the best we can do is look the present(make the best use of).
  5. GB-6/TL-500 is a stand-off weapon similar to AGM-154. According to yakarov79's reminder, its role is very limited due to tanks' hitbox(and other objects). Therefore, I refer to some other submunition weapons of the same weight level (500KG) to adjust the explosion equivalent and the number of submunitions, slightly increase them than it should IRL, and set a larger area. And would come in Anti-Tank and Anti-Runway variants, which are still crappy at times, but at least not useless.
  6. The AKF-88C is a missile similar to the AGM-84H/K SLAM. In a recent modification, I used a "top attack" trajectory. This will be interesting.
  7. Kinda off-topic lol.This makes me sigh. Now many game workflows are based on Blender, but I am more familiar with 3dsmax. Especially for Unreal Engine, many useful and convenient tools are designed for Blender, which has become an obstacle for me to do further modding.I'm young but not that young, and not that old either,daily life and work have taken up most of my time and energy, which makes it difficult for me to learn and adapt to Blender. The fact that TK's LOD exporter is based on 3dsmax is a lucky thing for me. I can totally understand what DAD and EricJ are thinking.
  8. Super Hornet Package for SF2 v4.1

    A MUST HAVE
  9. I'm making 2 mod of fifth generation fighters, so I've been doing a lot of testing on this, and based on gameplay I think some of the late model F-15Es are often a big threat.Well, actually, quite a few modern birds are threat too.Many of them can detect me and attack from considerable distances.It depends on the modder's design,but for some advanced radar, this is not unreasonable. I have seen elsewhere: "F-22 can be detected by APG-68 and APG-80, at ranges of 5-10km", so it is reasonable for other better radars to detect stealth aircraft at farther distances. -------------------------------------------------------------------------------------------------------------------------------------------- For reasons we all know,I think it is not possible to restore AESA in the game. However, for 4th/5th generation fighters, I usually set a very low TWSUpdateTime(about 0.1-0.01 for example) and ScanRate(about 200+) in the avionics.ini to eliminate the high scanning delay of traditional mechanical radar. And I usually give a higher TrackStrength, about 200-250. Higher strength can more effectively eliminate the effects of ECM and low RCS. Of course, different modders may have different standards for this, and they may set higher values. We need to set a standard ourselves. I usually consider the number of T/R units of these AESAs, and their power IRL. Unfortunately I didn't have enough time to build a function formula for this, so most of the data was obtained by comparison and testing. We lack some working modes of other modern radars in SF2, so I will rely on the existing TWS modes for most things. This is my usual method of "simulating" AESA. In addition, I will draw independent radar MFD images for them separately, but that's another story. -------------------------------------------------------------------------------------------------------------------------------------------- Below is a screenshot of the APG-81 test, for reference
  10. Not a volunteer (maybe), but does it have approximate size or proportion? Comparing it with photos is one way, but there may be some errors
  11. Version 2.0.0

    103 downloads

    So basically, this is a skin mod imitating the F-16s that appeared in the video released by the Ukrainian Ministry of Defense not long ago. According to the fuselage details and Local S/N, they should have once served in the Esk727 and 730 squadrons of the Royal Danish Air Force, so I copied some of their other Local S/Ns. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "EX_RDAF" folder into your F-16 mod (AM/BM recommended, as link below); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16AM, the game will automatically read the data. https://combatace.com/files/file/12909-european-mlu-vipers/
  12. Ukrainian Air Force skin for F-16AM(Viper Team)

    I think this one with the "golden" canopy could be a purely a ground training model.
  13. Ukrainian Air Force skin for F-16AM(Viper Team)

    Most of the images I can retrieve do not have Local S/N, that's right. Interestingly, this picture was also previously released by the Ukrainian Ministry of Defense, and I think it should also have a certain degree of credibility? This is my reference for Local S/N.
  14. View File 157FS HAVE Glass V Skin for F-16C Block52(Viper Team) "The F-16 has benefited from a long-running program of improvements to minimize its RCS, under the name Have Glass. With several reports suggesting that a Have Glass V F-16 will, on average, have a 1.2m² radar cross section, compared with about 5m² for an ‘untreated’ F-16, straight off the line." ——info from key.aero This mod only contains the 157FS version. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "157FS_HG5" folder into your F-16C mod (Block 52 recommended); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16CM Block 52, the game will automatically read the data. Submitter simonmiller416 Submitted 09/19/2024 Category F-16  
  15. View File Ukrainian Air Force skin for F-16AM(Viper Team) So basically, this is a skin mod imitating the F-16s that appeared in the video released by the Ukrainian Ministry of Defense not long ago. According to the fuselage details and Local S/N, they should have once served in the Esk727 and 730 squadrons of the Royal Danish Air Force, so I copied some of their other Local S/Ns. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "EX_RDAF" folder into your F-16 mod (AM/BM recommended, as link below); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16AM, the game will automatically read the data. https://combatace.com/files/file/12909-european-mlu-vipers/ Submitter simonmiller416 Submitted 09/19/2024 Category F-16  
  16. Version 1.0.0

    72 downloads

    "The F-16 has benefited from a long-running program of improvements to minimize its RCS, under the name Have Glass. With several reports suggesting that a Have Glass V F-16 will, on average, have a 1.2m² radar cross section, compared with about 5m² for an ‘untreated’ F-16, straight off the line." ——info from key.aero This mod only contains the 157FS version. Special thanks to: Viper team provide those great Falcon mod Usage: 1. Put the "157FS_HG5" folder into your F-16C mod (Block 52 recommended); 2. Put the "Decals" folder into: your SF2 directory\Objects; 3. Start the game and read your F-16CM Block 52, the game will automatically read the data.
  17. We finally made it two weeks!!!
  18. I will release it once it is done. I am still facing a lot of new problems and it will take time to solve them.
  19. I have some new questions for all the weapon editing masters here. So, I don't expect to reproduce terminal-sensitive ammunition in SF2, I will set the standoff dispenser such as JSOW to Cluster. First of all, is there a clear difference between Cluster - AP and - AT in Warhead Type? And will the explosive mass be evenly divided among each submunition? I also noticed that even if I choose Cluster - AT, it is actually not very effective in destroying tank clusters unless the submunitions hit the enemy vehicles accurately. Maybe the only solution is to increase the number and density of submunitions, as well as increase the explosive mass? In fact, I don't like such fabrication.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..