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Showing results for tags 'delta dart f-106 sf2'.
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F-106A Delta Dart for SF2
DaniloE31 posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: F-106A Delta Dart for SF2 File Submitter: DaniloE31 File Submitted: 09 September 2013 File Category: F-106 This is a conversion/repainting/repackaging of Pasko & Column5’s F-106A to the newest SF2 standards. It was tested with SF2NA July2013 release, hard settings. It contains 8 skins, the weapons and the relative effects: 5th FIS late 70ies 27th FIS early 60ies 49th FIS early 80ies 84th FIS early 60ies 87th FIS late 70ies 94th FIS 1969 Korea Deployment 95th FIS early 60ies 318th FIS late 70ies AIM-4F Falcon SAHM AIM-4G Falcon IRM AIR-2A Genie AHM Vulcan M61A1 Gun Pod 360Gal external Fuel Tanks Aerial Nuke Effect The skins are basically Sundowner’s HiRes textures with small improvements. Brand new decals and serial numbers are my own work, except few patch decals, which are still Dave’s ones. Serial numbers correspond to real life, in accordance to Photo material and the Delta Dart Archive: http://www.f-106deltadart.com/units.htm FM is based on eburger68’s file included in OP Tainted Cigar, still heavily reworked and improved by me to suit the latest game engine. Cruise speed, manoeuvrability and energy bleeding seems to me now very much spot on. The Weapons’s Data files are also revised: don’t pretend to hit anything manoeuvering with the AIM-4G... these are only supposed to hit straight flying Bombers or Black Bandits (landing or low on fuel non-fighting MiGs). The AIM-4F has better chances to hit an enemy fighter. The fuzing distance on both is set to 0.1m... I know the Falcons had no proximity fuse at all, but as the impact sensors were placed on the wings, about 10cm far form the (0,0) axis, it seemed to me a very good compromise. The AIR-2 rocket is set as Active Radar Homing with very high counter measure and noise rejection. The war head is something bigger than the real 1.5kton. These alterations make the AIR-2 work as it is supposed to. Be sure to put the steering point straight in the middle before firing, as this weapon is supped to be a rocket and won’t turn that much. One important advice: if you edit this weapon with TW’s Weapons Editor, once you save your changes the program will delete the entire [AerialNukeEffect] section in your data file! So please don’t forget to back up. Aerial Nuke Effect is Lexx Luthor’s work, as far as I remember... Keep in mind that the Weapon Station in the Data.ini are marked with Specific Station Codes “AIM4” and “AIR2”, just in case you are trying to use weapons from other Weapon Packs. The external fuel tanks are set to be jettison type, as people with real life experience on the ‘Six’ says that even though they never were jettisoned in OP because of their good performance, still it was indeed every time possible. Credits: 3D Model: Pasko Cockpit: Kesselbrut Avionics: Column5, eburger68, DaniloE31 Data.ini: Column5, eburger68, DaniloE31 Loadout & loading images: DaniloE31 Hangar image: MKSheppard holes.tgas: eburger68 Textures: Sundowner Decals: Dave, DaniloE31 Weapons Model: Pasko (I think?! Please rectify me in case…) Weapons Data: DaniloE31 Aerial Nuke Effect: Lexx Luthor Beta Test: 76.IAP-Blackbird Known Issues: - The 3D model has not enjoyed any rework, so you will still see the known problems as: - Shadow issue on the leading edge of both wings (wrong normals) - Unsmoothed Canopy - Lack of Bump Map - Lack of Specular Map - The Weapon Bay shows the animation only when firing from the rear Falcon Station (i.e. AIM-4G) because of a limitation of the game engine, as you can’t assign the same animation to different Weapon Stations... I hope you enjoy it as much as I did and still do! DaniloE31 Click here to download this file -
Version V1.02
1,519 downloads
This is a conversion/repainting/repackaging of Pasko & Column5’s F-106A to the newest SF2 standards. It was tested with SF2NA July2013 release, hard settings. It contains 8 skins, the weapons and the relative effects: 5th FIS late 70ies 27th FIS early 60ies 49th FIS early 80ies 84th FIS early 60ies 87th FIS late 70ies 94th FIS 1969 Korea Deployment 95th FIS early 60ies 318th FIS late 70ies AIM-4F Falcon SAHM AIM-4G Falcon IRM AIR-2A Genie AHM Vulcan M61A1 Gun Pod 360Gal external Fuel Tanks Aerial Nuke Effect The skins are basically Sundowner’s HiRes textures with small improvements. Brand new decals and serial numbers are my own work, except few patch decals, which are still Dave’s ones. Serial numbers correspond to real life, in accordance to Photo material and the Delta Dart Archive: http://www.f-106deltadart.com/units.htm FM is based on eburger68’s file included in OP Tainted Cigar, still heavily reworked and improved by me to suit the latest game engine. Cruise speed, manoeuvrability and energy bleeding seems to me now very much spot on. The Weapons’s Data files are also revised: don’t pretend to hit anything manoeuvering with the AIM-4G... these are only supposed to hit straight flying Bombers or Black Bandits (landing or low on fuel non-fighting MiGs). The AIM-4F has better chances to hit an enemy fighter. The fuzing distance on both is set to 0.1m... I know the Falcons had no proximity fuse at all, but as the impact sensors were placed on the wings, about 10cm far form the (0,0) axis, it seemed to me a very good compromise. The AIR-2 rocket is set as Active Radar Homing with very high counter measure and noise rejection. The war head is something bigger than the real 1.5kton. These alterations make the AIR-2 work as it is supposed to. Be sure to put the steering point straight in the middle before firing, as this weapon is supped to be a rocket and won’t turn that much. One important advice: if you edit this weapon with TW’s Weapons Editor, once you save your changes the program will delete the entire [AerialNukeEffect] section in your data file! So please don’t forget to back up. Aerial Nuke Effect is Lexx Luthor’s work, as far as I remember... Keep in mind that the Weapon Station in the Data.ini are marked with Specific Station Codes “AIM4” and “AIR2”, just in case you are trying to use weapons from other Weapon Packs. The external fuel tanks are set to be jettison type, as people with real life experience on the ‘Six’ says that even though they never were jettisoned in OP because of their good performance, still it was indeed every time possible. Credits: 3D Model: Pasko Cockpit: Kesselbrut Avionics: Column5, eburger68, DaniloE31 Data.ini: Column5, eburger68, DaniloE31 Loadout & loading images: DaniloE31 Hangar image: MKSheppard holes.tgas: eburger68 Textures: Sundowner Decals: Dave, DaniloE31 Weapons Model: Pasko (I think?! Please rectify me in case…) Weapons Data: DaniloE31 Aerial Nuke Effect: Lexx Luthor Beta Test: 76.IAP-Blackbird Known Issues: - The 3D model has not enjoyed any rework, so you will still see the known problems as: - Shadow issue on the leading edge of both wings (wrong normals) - Unsmoothed Canopy - Lack of Bump Map - Lack of Specular Map - The Weapon Bay shows the animation only when firing from the rear Falcon Station (i.e. AIM-4G) because of a limitation of the game engine, as you can’t assign the same animation to different Weapon Stations... I hope you enjoy it as much as I did and still do! DaniloE31