ConvertingolderplanestoworkinSF2abasicguide(byMigBuster)
StartedbyEricJ,07Jul0909:29:47PM
Posted07July200909:29:47PM
EricJ
ConvertingolderplanestoworkinSF2abasicguide
Okspentagesconvertingthingsoverhereissomeinfothatmaybeuseful.Theguideisnotconclusivehoweverotheranswerscanbefoundbe
searchingasnormal.Someofthiscanbefoundintheolderknowledgebaseanyway.
1.TheBasics
2.Decals(Decalsnotshowing)
3.Propellersmissing
4.Canopyglassmissing
5.Bouncingplanes
6.Planedisappearsonthegroundwhenitsblownup(nowreckagemodel)
7.LimitingJetstoonlyappearoncertainterrains(TheUserlist.ini)
8.AddingnewAIdatatodata.inis
9.AudioonlyRWRs
10.UpgradingyourNameraJettousetheVectorRWR
11.Upgradingyourpost1978JettousetheTEWsRWR
12.CertainaddonJetsnotshowingonRWRs
13.Aircraftshortnames
14.Newshadowformat
15.Planemodelnotshowingingame
16.Cockpitnowhaswhiteparts(akamissingtextures)
17.Wheelssinkintotherunway!!
18.CanopyopenswhenItakeoff!!
19.Nosoundsfrommyaircraft??
20.Noafterburnerflameonmyjet!!
21.InternalGunonmyaircraftisnotworking!
22.Where'smyCockpit?/addingaCockpit
23.WeaponsareinstalledOKandareingamebutmyjetwonttakethem
24.AddingGunpods
25.Icantseethepropellerfrommycockpit
26.WhyaremyaddonFuel/DropTanksnotshowingintheloadoutscreen?
27.Planenotselectable/appearinginrandomsinglemission
28.ThePilotisoutofPosition!
29.SomeconsiderationsregardingsomeearlySovietfighters
30.MissingMissileHUDsymbology(FromOct2009)
31.Noafterburneronmyaddonjets(FromFeb2010)
32.IwantmyJettohaveadifferentloadoutsfromcertainyears(FromAug2011)
33.IwantmyJettohaveadifferentHangarscreendependingontheskinselected(Aug2011)
34.IwantaskintoappearonmyJetonacertainDate!(~Aug2011)
35.IwantmoreshouldersidetosidemovementinacockpitwithTrackIR
1.Thebasics
UnlikethefirstseriesofgamesallModsinSF2mustgointhespecialModfolderswhichwillbeinatotallydifferentlocationonyourPCto
wherethegameisactuallyinstalled!!
OnXptheywillbehere(Bydefault)
C:\DocumentsandSettings\<Name>\MyDocuments\ThirdWire\
OnVista/Seven:
C:\Users\<Name>\SavedGames\ThirdWire\
Inthesemodfoldersyouwillnoticesomefoldersaremissingnoproblemjustcreatethem.Soyouneedtocreateataminimum
.\StrikeFighters2\Flight
\StrikeFighters2\Sounds
\StrikeFighters2\Effects
\StrikeFighters2\Objects\Decals
\StrikeFighters2\Objects\Guns
\StrikeFighters2\Objects\Pilots
\StrikeFighters2\Objects\Weapons
Soyouwillendupwithastructurethatlooksjustlikethefirstseriesdid:)
SomovetheplanetotheObjects\Aircraftfolder(whichwasalreadythere)thenmovetheSounds,effects,andweaponstothefoldersyouhavenow
created.
Notes
PilotsandseatsmustgointhePilotsfoldertoworknowinthelastseriesthesewereintheObjects/aircraftfolder.Thepilotscanhave
theirownfoldersnowalso:(SeemyguideonaddingPilotsandEjectionseatstoSF2)
ForDecalsseestep2below
TheGunsfolderisforaddonGunswhichcanbeaddedusingtheSF2GunEditorprogramavailableatThirdwire(SeeSteps21and24for
helpwiththis).
ForWeaponswellthesecanbeaddedwiththeSF2WeaponsEditoralsoatThirdwirealthoughifyouhavetimeyoucanconvertthe
weaponsintoplugandplayfoldersliketheJetsareashere:(SeemyguideonconvertingWeaponsforSF2)
2.Decals(Decalsnotshowing)
AlldecalsmustgointheDecalsfolderinSF2thismeansyoumustmovetheDfolderintheaircraftsskintothedecalsfolder.Notonlythatyou
mustcreatethesamefolderstructureinthedecalsfolderotherwiseyouwillneedtomanuallyaltereverysinglelinethedecals.inifiletotellthe
planewheretofindthedecals.TokeepitsimplesayyouwerebringingovertheF101Cwhichhas4skinsandthus4setsofdecalstomove:)
C:\........\Aircraft\F101C\78th\d
C:\........\Aircraft\F101C\48th\d
C:\........\Aircraft\F101C\38th\d
C:\........\Aircraft\F101C\54th\d
CreatetheDecalsfolderinthespecialmodfoldersifnotdonealready(asinsection1above)
Nowtosaveyoueditingthedecals.ini(whichwilltakeforever)createafoldercalledF101Ctheninthiscreate4folders78th,48th,38th,and
54th
ThenyoujustdragthedfoldersONLYwiththedecalsfromtheplaneintothesenewfolders
(Youhavetokeepthefilepathsothejetwillfindthefiles!!)
Eg
Objects\Decals\F101C\78th\d
Objects\Decals\F101C\48th\d
Objects\Decals\F101C\38th\d
etc
Sointhedecal.inifortheskinmakesurethepathsarecorrectie:
[Decal007]
MeshName=Nose
DecalLevel=2
DecalFacing=LEFT
FilenameFormat=F101C/78th/D/Crew
..
3.Propellersnotshowing(staticandmoving)
Thepropellersaretgafilesandwillbeintheplanesactualfolder.Allyouneedtodoinmostcasesiscopyandpastethemintoeachskinfolderforthe
plane.EgfortheC123KthetgafileforthepropellerisintheC123Kfolderandcalledpropdisk3.tga
JustdragitintotheUSAFSilverskinfolderthatsit.
(AfraidthiswontfixtheRazbamskyraidershavingnostaticprop)
4.Canopyglassmissing
Thecanopy/cockpitglassaretgafilesandwillbeintheplanesactualfolder.Allyouneedtodoinmostcasesiscopyandpastethemintoeachskin
folderfortheplane.EgfortheC123KthetgafileforthecanopyglassisintheC123KfolderandcalledFltDeckGlass.tga
JustdragitintotheUSAFSilverskinfolderthatsit.
5.Bouncingplanes
Some3rdpartyjetsgobackto2002andsohavealotmissingfromtheirflightmodelfileakathedataini.EgfortheF15Athisfilewouldbecalled
F15A_Data.ini!
Openupthejets_data.inifileinNotepad
Scrolldownorfindthe//LandingGearssection.Inhereyoumayneedtochangethesevaluestomoresuitableoneswhichyoucanfindby
searchinghereorlookingatstockmodels.
ShockStroke=0.25
SpringFactor=2.5
DampingFactor=1.8
ForexamplewiththeSU17:
[NoseGear]
..
ShockStroke=0.25
SpringFactor=1.5
DampingFactor=1.0
[LeftMainGear]
..
ShockStroke=0.2
SpringFactor=1.0
DampingFactor=3.0
[RightMainGear]
.
ShockStroke=0.2
SpringFactor=1.0
DampingFactor=3.0
6.Planedisappearsonthegroundwhenitsblownup(nowreckagemodel)
AppliestoJune2009versionson.IfyouhaveamergedinstallitwillworkinallSF2simsifnotjustSF2E
Some3rdpartyjetsgobackto2002andsohavealotmissingfromtheirflightmodelfileakathedataini.EgfortheF15Athisfilewouldbecalled
F15A_Data.ini!
Openupthejets_data.inifileinNotepad
Scrolldownorfindthe[AircraftData].Inhereaddthefollowinglines:
[AircraftData]
DestroyedModel=Su7_Destroyed.LOD
DestroyedEffect=VehicleFireEffect
ButobviouslyaddamodelthatlookslikethejetforexamplewiththeSU17IhaveusedtheSU7modelasabove.Thatsrightonlystockplanes
havewreckmodelssomeonewouldhavetocreatenew3dwreckmodelsforalltheaddonjetssoyouhavetomakedofornow.
7.LimitingJetstoonlyappearoncertainterrains(Theuserlist.ini)
InSF2anewlineappearedinaircraftinifiles(egF.16A.ini)calledtheuserlist
AccordingtoTK:
EachplanehasUserList.INIthatlistswhichcountryhasusedit,andbetweenwhatyears.
Eachmap,ifitssettolimitnations,hasalistofcountriesinNations.INIunderLimiedNationslist.(GermanyandVietnamarecurrentlysetto
limted,butDesertisn't,althoughwemightchangethatinthefutureifwegettoomanyChinseseplanesflyingaroundthere)
Thegamecomparesthetwo,andifthecountryintheUserList.INIfortheplaneisinLimitedNationslistonthemap,thenitused,ifnot,itsnot
selected.
SousingtheaddonF16AasanexampleonlyyouaddthislinetotheF16A.ini
[AircraftData]
AircraftFullName=F16AFalcon(Block5)
..........
AvionicsDLL=Avionics70.dll
AvionicsDataFilename=F16A_Netz_avionics.ini
UserList=F16A_UserList.ini
ThencreateanewtextfileinNotepadbutsaveitasF16A_Userlist.iniwiththesecontents:
[USAF]
ServiceStartYear=1979
ServiceEndYear=1985
Availability=COMMON
Andifthejethasmorethanoneuser:
[USAF]
ServiceStartYear=1979
ServiceEndYear=1985
Availability=COMMON
[RDAF]
ServiceStartYear=1979
ServiceEndYear=1985
Availability=COMMON
ThenputthefileintheF16Asfolder
8.AddingAIdatatodata.inis
YouwillnoticeinnewjetAircraftdatainissectionstocontrolAIstrafing/bombingetcjustafterthe[FlightControl]section.Ifyouraddondoesnot
havethesethenyoumaywanttoaddsome.Againyoumaybeabletotakevaluesfromsimilarstockplanes.FortheSU17Iadded:
[RocketAttackAI]
RollInRange=8500.0
RollInAlt=1450.0
PullOutRange=1500.0
PullOutAlt=250.0
ReleaseRange=2000.0
SecondPassRange=5000.0
SecondPassAlt=800.0
ReleaseCount=16
ReleaseInterval=0.08
AimPitchOffset=0.4
[StrafeAI]
RollInRange=6000.0
RollInAlt=1300.0
PullOutRange=800.0
PullOutAlt=200.0
ReleaseRange=1200.0
SecondPassRange=4500.0
SecondPassAlt=950.0
ReleaseInterval=1.0
AimPitchOffset=0.1
AgainthesetakenfromtheSU7_data.ini
9.AudioonlyRWRs
NewinSF2isabilitytogiveyourjetaspecificaudioonlyRWRifithasnodisplay.ManyjetsparticularlytheearlyF105DhadanAudiowarningof
radarlocksonly.Togiveyourjetthisopenuptheavionicsini(ieF104C_avionics.ini)andputthisin
[RWR]
Type=AUDIO_ONLY
TrackSound=RWRTrackSound.wav
LockSound=RWRLockSound.wav
Thenmakesurethefollowingisinthefiletoo:
[RWRTrackSound]
Priority=HIGH
3DSound=FALSE
Looped=TRUE
NumBuffers=1
[RWRLockSound]
Priority=HIGH
3DSound=FALSE
Looped=TRUE
NumBuffers=1
SavethatthenopenF104C_data.iniforexamplescrolltothe[DetectSystem]sectionandmakesureyouhavethisthere
HasRWR=TRUE
RWRMinFreq=2.0
RWRMaxFreq=10.9
RWRCanDetectCW=FALSE
Thensavethatfiletoo
10.UpgradingyourNameraJettousetheVectorRWR(onlyappliestoMay2009SF2versionson)
Firstlycopythefollowing:
[RWR]
Type=VECTOR
AirSearchTexture=RWRAirVector1.tga
AirTrackTexture=RWRAirVector2.tga
AirLockTexture=RWRAirVector3.tga
GroundSearchTexture=RWRGroundVector1.tga
GroundTrackTexture=RWRGroundVector2.tga
GroundLockTexture=RWRGroundVector3.tga
SearchFlash=FALSE
TrackFlash=TRUE
TrackFlashRate=0.2
LockFlash=TRUE
LockFlashRate=0.1
TrackSound=RWRTrackSound.wav
LockSound=RWRLockSound.wav
ThreatLaunchSAMOnly=TRUE
ThreatLaunchFlash=TRUE
OpenupthejetsavionicsinifileieF104C_avionics.ini,findtheexiting[RWR]sectionanddeletethesectionthenjustpastetheaboveinand
savethefile.
Thenmakesurethefollowingisinthefiletoo:
[RWRTrackSound]
Priority=HIGH
3DSound=FALSE
Looped=TRUE
NumBuffers=1
[RWRLockSound]
Priority=HIGH
3DSound=FALSE
Looped=TRUE
NumBuffers=1
Thatsitjustcheckthe[DetectSystem]sectioninF104C_data.inifirexampletomakesure:
HasRWR=TRUE
RWRMinFreq=0.5
RWRMaxFreq=20.0
RWRCanDetectCW=FALSE
IMPORTANTdefinetheRWRWMinFreqandRWRWMaxFrequsingdefinedvaluesorusethemfromanotherjetcertainjets
radarsmaynotbedetectedifyouomittheselinesordefinepoorminmaxvalues!!
11.Upgradingyourpost1978JettousetheTEWsRWR(onlyappliestoJune2009SF2versionson)
Firstlycopythefollowing:
[RWR]
Type=TEWS
AirSearchTexture=RWR_Unknown.tga
AirTrackTexture=RWR_Unknown.tga
AirLockTexture=RWR_Unknown.tga
GroundSearchTexture=RWR_Unknown.tga
GroundTrackTexture=RWR_Unknown.tga
GroundLockTexture=RWR_Unknown.tga
MissileActivityTexture=RWR_Missile.tga
PriorityTexture=RWR_Priority.tga
SearchSize=0.20
TrackSize=0.20
LockSize=0.20
SearchFlash=FALSE
TrackFlash=FALSE
LockFlash=TRUE
LockFlashRate=0.1
TrackSound=RWRTrackSound.wav
LockSound=RWRLockSound.wav
FlashActivityOnLaunch=TRUE
ThreatLibraryFile=F16A_RWR.lst<changethis
OpenupthejetsavionicsinifileieF16C_avionics.ini,findthe[RWR]sectionanddeleteitthenjustpastetheabovein.
ThenchangethelinearrowedabovetoThreatLibraryFile=F16C_RWR.lst(forexample)andsavethefile.
Thenmakesurethefollowingisinthefiletoo:
[RWRTrackSound]
Priority=HIGH
3DSound=FALSE
Looped=TRUE
NumBuffers=1
[RWRLockSound]
Priority=HIGH
3DSound=FALSE
Looped=TRUE
NumBuffers=1
TheThreatLibraryFileissomethingallthestockjetswithTEWswillhaveandisjustatextfiletellingtheRWRwhichradarsitwillrecogniseingame.
Forexamplehereisthestocklist(whichyoucanuseifyoulikejustcopyintoNotepad,saveasF16C_RWR.lstthenstickintheF16Cfolder)
F4=RWR_F4.tga
F8=RWR_F8.tga
F14=RWR_F14.tga
F15=RWR_F15.tga
F16=RWR_F16.tga
F18=RWR_F18.tga
NASARR=RWR_F104.tga
ScanOdd=RWR_MIG17.tga
SpinScan=RWR_MIG21.tga
JayBird=RWR_MIG21.tga
HighLark=RWR_MIG23.tga
FoxFire=RWR_MIG25.tga
Cyrano=RWR_Mirage3.tga
BarLock=RWR_Search.tga
LongTrack=RWR_Search.tga
DogEar=RWR_Search.tga
AAA=RWR_AAA.tga
Hawk=RWR_Hawk.tga
M163=RWR_M163.tga
SA2=RWR_SA2.tga
SA3=RWR_SA3.tga
SA6=RWR_SA6.tga
SA8=RWR_SA8.tga
ZSU23=RWR_ZSU23.tga
YourTEWsRWRwillnotshowajetsradarifitsnotontheabovelistYoucancertainlyaddnewentriestothelistabovebuttheymayneedtouse
tgafilesalreadyinthecatfiles.
TKhasincludedtheSU27/Mig29andMiG31tgassotheycanbeused
Nowtheimportantbitbacktothedata.iniorSU15_data.iniinthiscasefindthe
[DetectSystem]sectionandadd
RadarFamilyName=Oryol
Thisaddsthatradarfamilytothegamethenyouwouldneedtoaddthelinebelowtoeachxx_RWR.lstfileforeachjetthatusestheTEWsRWR:
eg
Oryol=RWR_MiG21.tga
........
Cyrano=RWR_Mirage3.tga
BarLock=RWR_Search.tga
.....
Soyesitwillappearontherwrasa21!!
Nowforthenextimportantbitinthe[DetectSystem]seethissectionfrommyF16A_data.ini:
[DetectSystem]
RadarType=AIR_INTERCEPT
RadarFamilyName=F16<radarsfamilyname
RangeUnit=NM
RadarAzimuthLimit=60
RadarElevationLimit=60
RadarSearchTime=1.0
RadarSearchRange=80
RadarSearchStrength=100
RadarTrackTime=2.0
RadarTrackRange=80
RadarTrackStrength=100
DopplerLookdown=TRUE
RadarSearchFreq=9.8<NEW
RadarTrackFreq=9.8<NEW
RadarMissileGuidanceFreq=6.0<NEW
RadarSearchCW=FALSE<NEW
RadarTrackCW=FALSE<NEW
RadarMissileGuidanceCW=TRUE<NEW
VisualBlindArc=
VisualRestrictedArc=5L,6L,7L
MaxVisibleDistance=8400.0
BaseRCSModifier=0.2
HasRWR=TRUE<important
RWRMinFreq=0.5<important
RWRMaxFreq=20.0<important
RWRCanDetectCW=TRUE<NEW
Fromtheabove:
MakesureHasRWR=TRUE
IMPORTANTdefinetheRWRWMinFreqandRWRWMaxFrequsingdefinedvaluesorusethemfromanotherjetcertain
jetsradarsmaynotbedetectedifyouomittheselinesordefineminmaxvaluesoutsideoftheradarsoperatingfrequency!!
Yesthisappliestoweaponsandgroundobjectswithradarsthatcantargetairborneobjects
12.CertainAddonJetsnotshowingonRWRs
IfyourRWRworksbutsomejetsarenotshowingthenhereiswhatyoumustconsider:
Doestheattackingjetactuallyhavearadar??IfnotthenitwontshowuponanRWRperiod.
Haveyoudefinedtheradaroftheattackingjetthismustbedoneifitsanolderaddon.seesection11above
HaveyoudefinedtheminimumandmaximumfrequenciestheRWRonthejetcandetect??ifnotandtheattackingjetsradarfallsoutsidethe
frequenciesyoucantdetectitunlessyouputtherightvaluesin.Seesection10and11above.
13.Aircraftshortnames
UsedforcampaignsandcameinwithWOIjustaddthislinetothejetsinifileinthe[AircraftData]section
AircraftShortName=F111
ForexamplefortheF16C.iniadd:
AircraftShortName=F16
Thejetsiniheaderwillnowlooksomethinglikethis:
[AircraftData]
AircraftFullName=F16AFalcon(Block5)
AircraftShortName=F16
AircraftDataFile=F16A_Blk5_data.ini
CockpitDataFile=F16A_Netz_cockpit.ini
HangarScreen=F16A_Blk5_hangar.bmp
....................
14.Shadowsinthenewgames
InanobjectsinifileieF4D.initheshadowsectionmaylooklikethis
[Shadow]
CastShadow=TRUE
ShadowLOD=F4D_shadow.shd
ShadowType=1
ShadowCastDist=10000
MaxVisibleDistance=150
Howeverinthenewerversionstheshadowsectionlookslikethis
[Shadow]
CastShadow=TRUE
ShadowCastDist=10000
MaxVisibleDistance=400
Soalteraccordinglytousethenewdynamicshadowstheold.shdfileisnolongerneeded.
Ifyougetanyweirdlinescomingoffthemodelthenusetheoldmethodwiththeshdfile.Thisproblemisrelatedtothe3Dmodelitself
unfortunately.
Thisappliestoweaponsandgroundobjectstoo
15.Planeorpartofplanemodelnotshowingingame
SF2iscasesensitivewhenitcomestonamingmodelfilessoreferencingUppercasemodelfileswithlowercasenameswontwork.Openuptheini
fileforthejetieSU15.iniandlookattheselines
[LOD001]
Filename=su15tm.LOD
Distance=200
[LOD002]
Filename=su15tm_lod002.lod
Distance=1000
[LOD003]
Filename=su15tm_lod003.lod
Distance=5000
MakesuretheactualLODfiles(iesu15tm.lod)intheSU15folderhavethoseexactnamesinthecorrectCASE!Changethemifnot.
Thisappliestoweaponsandgroundobjectstoo
16.Cockpitnowhaswhiteparts(akamissingtextures)
Thisisbecausethetexturesareintheobject.catfileinwhicheverfirstseriessimyouhadtheaircraftinbeforeandTKhasremovedorchanged
filesduetothenewpits.Youmustfindwhichfilesaremissing,thengobacktoyouroldgameandextractthemfromobject.cat
Tofindwhichfilesaremissingyouneedtoopenthejetscockpit.lodfile(ieSU15_Cockpit.lod)whichwillbeinthejetscockpitfolderwitha
programlikexvi32ulodviewerorsimilar.
Onceopenrunasearchoneach.bmpandlisteachonedown.
Thenyoulookinthejetscockpitfolderagaintoseewhatyouhaveandwhatsmissing
Thenyougobackandextractthefilesfromtheobject.catinSF1/WOV/WOE/WOI.
SeetheoldknowledgebaseonextractingfilesetcthoughbesttousethenewerCATPACKextractorotherwiseitwilltakeforever!!
PSThereisanotherSF2knowledgebasethreaddetailingcommoncockpitswithmissingtexturesalready!
17.Wheelssinkintotherunway
Openuptheaircraftdatainiandscrolldowntothelandinggearsection.
ThenaltertheRollingRadiusforthegearthatissinkingIncrease(Moveup)orDecrease(Movedown)untilyouarehappywiththelook!
[RightMainGear]
SystemType=LANDING_GEAR
Retractable=FALSE
DragArea=0.1
HideGearNode=FALSE
ModelNodeName=LandingGearR
ShockNodeName=LandingGearR
ShockAnimationID=2
ShockStroke=0.21
SpringFactor=1.8
DampingFactor=3.00
WheelNodeName=FtGearAxle_R
RollingRadius=0.275<increase/decreasethisnumberuntilyouaresatisfiedthatitlooksok.
CastoringWheel=FALSE
ReverseWheelRotation=TRUE
HasBrakes=TRUE
BrakingCoefficient=0.600
RollingCoefficient=0.07
RotationAxis=XAxis
MaxLoadFactor=6.0
ShowFromCockpit=TRUE
Ifthatdoesn'tworktryincreasingordecreasingthisline:
ShockStroke=0.21
(thankstoFastCargoforthistip)
18.CanopyopenswhenItakeoff!!
Basicallyjustfindthissectioninthejets_data.ini
[Canopy]
.........
Yourentrymaylooktotallydifferentbutyoucan:
Removethewholesectionfornocanopyanimation.
Commentitalloutagainfornoanimationlikehere:
[Canopy]
SystemType=ANIMATION
InputName=ANIMATION_1
DeploymentMethod=MANUAL
AnimationTime=6.0
AnimationID=4
AssignaManualingameanimationkeytoitlikehere(makingsuretoremovethedeployspeeds):
[Canopy]
SystemType=ANIMATION
InputName=ANIMATION_5<Thisassignsaningameanimationkey(shiftand0to9bydefault)
DeploymentMethod=MANUAL<Meansthatcanopyoperationneedstobeoperatedbyakey
AnimationTime=1.5
AnimationID=5
DeployWhenOnGears=TRUE
MaxDeflection=30.0
MinDeflection=0.0
Therearealotofthreadsalreadyoutthereonthissoyoustillmayneedtosearchtosolveyourparticularproblem.
19.Nosoundsfrommyaircraft??
WellnodifferenttotheSF1seriesherebutguessitspartofitanditseasy
Openupthejetsdata.iniandfindthe[sound]section
[Sound]
EngineSoundName=TornadoADV<Enginesound
AfterburnerSoundName=TornadoBurner<Afterburnersound
DamagedEngineSound=<obvious
FlapsSoundName=Flaps<Flapssound<shock>
AirbrakesSoundName=Airbrakes<Airbrakessound
GearsSound=Gear<undercarriagesound
LandingSoundName=TireTouch<soundmadewhenhittingrunwayonlanding
StallSoundName=NotApplicable<soundifyoustallthejet
WindSoundName=NotApplicable<windloopsound
TofixityouneedtofindthewavfilescalledTornadoADV.wavandTornadoBurner.wavandsticktheminyourSoundsfolder.Whereare
theyyousaywelltheywillbewiththejetorinthesoundsfolderinyouroldgameandofcourseyoucanmakeyourownwavfilesifyoulike.
Ifyoucantfindthefilessetthelinestothis:
[Sound]
EngineSoundName=JetEngine
AfterburnerSoundName=JetBurner
DamagedEngineSoundName=
FlapsSoundName=Flaps
AirbrakesSoundName=Airbrakes
GearsSoundName=Gear
Thatsrightyouarenowusingthedefaultingameengineandburnersounds!!
Ifyouhaveapropplane
[Sound]
EngineSoundName=PropLoop
AfterburnerSoundName=
DamagedEngineSoundName=
FlapsSoundName=Flaps
AirbrakesSoundName=Airbrakes
GearsSoundName=Gear
20.NoAfterburnerflameonmyjet!!
AgainnodifferenttotheSF1serieshere:
Openupthejetsdata.iniandfindthe[Engines]section
NOTEYouneedtodothisforeachengineyourjethas!!!!!!!!!!!!!!!
[Engine1]
SystemType=JET_ENGINE
InputName=THROTTLE_CONTROL
EngineID=1
.....................
ExhaustEmitterName=DirtyExhaustEmitter<Effectformilpowersmoke
AfterburnerEmitterName=DavesAfterburnerEmitter<EffectforAfterburner
..................
[Engine2]
SystemType=JET_ENGINE
............
ThatsrightyourjetneedsthefileDaveAfterburnerEmitter.initobeintheEffectsfolder.AgainfinditwiththejetorlookintheEffects
folderinyouroldgame.Onceyouhavefounditopenitupinnotepadandlookforanytgafilesitneedslikethis
[AfterburnerMaterial2]
DepthBufferCheck=TRUE
DepthBufferWrite=FALSE
................
TextureStage[01].TextureName=DavesAfterburnerFire5.tga
....................
ThefileDavesAfterburnerFire.tgawillbeinthesameplaceasDavesAfterburnerEmitter.inibearinmindthetgafilemighthaveatotallydifferent
nametotheinifile.
Getbothfilesandsticktheminyour"Mod"Effectsfolderthatsit.
Ifyourafterburnerlooksweirdyouhavethewrongtgafile
IfyoucantfindituseaningameeffectlikeAfterburnerEmitterName=F4AfterburnerEmitter
21.InternalGunonmyaircraftisnotworking!
NOTE:IfyouareaddingaGunpodseesection24below!
Basicallyitmeansthejetisusingagunthatsnotinyourgame.WithSF2addinggunscanbedoneslightlydifferently.Firstlyyouneedtofindoutthe
gunyouneed.
Thatseasyopenthejets_data.inifileandscrolltotheGunsection:
//GUNS
[InternalGun]
SystemType=FIXED_GUN
GunTypeName=27MM_BK27<Thenameyouarelookingfor
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=0.57,5.3,0.77
LightPosition=0.57,5.3,0.77
............
Nowgetthedatacodeforthegunitshouldbewiththejetyoudownloadedsomewhereorifyoubroughtitoverfromanoldgameitwillbeinthe
Gundata.iniintheoldobjectsfolderinyouroldgameORlookinthegundata.inifromanoldBunyapweaponspack(installthepacktoanew
emptyfolderonyourdesktop!!).
PutthedatasectionfortheguninanewtextfilebyitselfMAKESUREtheheadersays[GunData001]
[GunData001]
TypeName=27MM_BK27
FullName=27mmMauserBK27
Caliber=27.000000
ROF=4500.000000
MuzzleVel=2000.000000
AmmoWt=0.007000
WarheadWt=0.001000
etc...........
saveitaswhatever.ini
DownloadandinstalltheSF2GuneditorfromhereorThirdwire,
startitup,
selectyourgamewhenprompted,ThenhittheImport/Mergebutton,thenfindandopenupwhatever.ini.Thisshouldaddittothelistofguns.
NowhitSave
Ifyoulookinyour\SF2\Objects\Gunsfolderyouwillnowseethefolderforthegun.thatsit.
22.WheresmyCockpit?/addingacockpit
OksoyouvegotyourplaneinSF2butthereisnoflippincockpit!!!.IwillsaynowthatthereasonforthisisthatitwasusingfilesinSF1/WOE/WOV
thatarenotintheSF2Games.
IfyouhavetheSF1seriesthenyouneedtogobacktowherethatisinstalledand,usingtheCATPACKtool(Inthedownloadssection)extractallthe
filesfromobject.cat(ieintheWOV\objects\folder)thenmovethefilesyouneed,tothejetscockpitfolder.
Whatfilesdoyouneedum......wellyouneedtogothroughthejetscockpit.inifileandavionics.inifilebecausetheyreferencethefilesneeded.
Ifyoucantbebotheredwiththat(becauseimnotgoingintoitindetail)ordonthavethefirstseriesgamesthenyoucan:
1. Useanotheryoualreadyhave/downloadafullpit.
2. Usethenewhiresingamestockpits.
OkstartingwiththeveryeasyusinganingameSF2cockpit.
FindastockjetinyourmodfolderslikesaytheF4D_67gointothefolderandopenuptheF4D_67.inifileandlookatthefollowing:
[AircraftData]
AircraftFullName=F4DPhantomII(67)
AircraftShortName=F4
AircraftDataFile=F4D_67_data.ini
LoadoutFile=F4D_67_loadout.ini
CockpitDataFile=F4D_67_cockpit.ini<copythisline
LoadoutImage=F4D_loadout.tga
UserList=F4D_67_UserList.ini
HangarScreen=F4D_67_hangar.bmp
LoadingScreen=F4D_Loading.bmp
AvionicsDLL=Avionics60.dll<copythisline
AvionicsDataFilename=F4D_67_avionics.ini<copythisline
ThentransfertheabovelinestotheinifileofthejetyouwantthepitinforexampleiwantthestockpitandavionicsinmyF4K:
[AircraftData]
AircraftFullName=F4KPhantomII
AircraftShortName=F4
AircraftDataFile=F4K_data.ini
LoadoutFile=F4K_loadout.ini
CockpitDataFile=F4D_67_cockpit.ini
LoadoutImage=F4K_loadout.tga
UserList=F4K_UserList.ini
HangarScreen=F4K_hangar.bmp
LoadingScreen=F4K_Loading.bmp
AvionicsDLL=Avionics60.dll
AvionicsDataFilename=F4D_67_avionics.ini
Makethechangesandsavethefile!
Gottosayitcouldntbesimpler
Okaysowhatifyouwanttouseapitthatsinjetyoudownloaded!!saytheMiG29AandthepitworksinSF2already.Youdoexactlythesamething
asiveshownaboveforexamplemestickingthepitinaanSU27:
[AircraftData]
AircraftFullName=SU27Flanker
AircraftShortName=SU27
AircraftDataFile=SU27_data.ini
CockpitDataFile=MiG29A_cockpit.ini
HangarScreen=SU27Hangar.bmp
LoadingScreen=SU27Loading.bmp
LoadoutImage=SU27_Loadout.bmp
LoadoutFile=SU27_loadout.ini
AvionicsDLL=Avionics70.dll
AvionicsDataFilename=MiG29A_avionics.ini
UserList=Su27_UserList.ini
Noteintheabovemostmodernjetsneedtouseavionics70.dllfortheneweravionics
NowyoujustcopytheCockpitfolderfromtheMiG29AintotheSU27.
JobDone.
Theworkingsoftheavionicsandcockpitfilesareslightlybeyondthescopeofthisguidealltheinfoyouneedisalreadyinoldforumthreads
anyway!!
23.WeaponsareinstalledOKandareingamebutmyjetwonttakethem
Note:FuelTanksareslightlydifferentseesection26
OkaythisonemustbeeverywherebutasitspartofputtingplanesinSF2IsupposeIwillreluctantlysaysomething!!
FirstlydownloadandinstalltheStrikeFighters2weaponseditorfromThirdwiressiteoronhereyouwillbeneedingthat.
Ifyouarereallysuretheweaponsareinstalledproperly,andtheweaponisinserviceintheyearsyouwantitthenyouneedtocheckthe
weaponsstationssectioninthejetsdata.ini.TakingtheF102A_Data.iniasanexampleletslookattheRightMissileBayandseewhatcancause
theweaponnottoshowup:
[RightMissileBay]
SystemType=WEAPON_STATION
StationID=4<thisisthenumberofthestationintheloadout.iniifyoudidntknow
StationGroupID=4<Thisactuallycontrolsitsgroupingontheingameloadoutscreenveryuseful!!
StationType=INTERNAL
................
NumWeapons=2
DiameterLimit=1.164<ifthewepsdiameterislargerthanthisitwontshow
LengthLimit=4.021<Iftheweaponislongerthanthisitwontshow
LoadLimit=250.0<Iftheweaponisheavierthanthisitwontshow
AllowedWeaponClass=IRM,SAHM<Iftheweaponisn'toneofthesethenitwontshow
SpecificStationCode=AIM4<Iftheweapondoesnothavethiscodeitwontshow
AttachmentType=USAF<iftheweaponsattachmentcodeisdifferenttothisitwontshow
ModelNodeName=RightWepsBayPylonMountRail
MovingPylon=TRUE
RotatingPylon=FALSE
...................
Okaysohowdoyouknowwhatweightetcyourweaponis???openuptheweaponseditor,selectyourgame,thenselectthedodgyweaponand
choosethe"EditWeapon"button.
Youwillnowseeallthebitsyouhavetochecksoyoucanmakethechangestotheweaponstationshownabovei.e.Mass,Diameter,Lengthetc
Howeverthemostcommonproblemsjustinvolvethese:
SpecificStationCode=AIM4
Intheweaponseditorthisis"StationCode"andiftheweapondoesnothavetheAIM4codeitsnevergoingonthisstationItellyounow.
AllowedWeaponClass=IRM,SAHM
Intheweaponseditorcheckthe"guidancetype"andthenchangetheaboveaccordinglytothecode(whichisntinthewepseditor!!)Youwillneed
tolookatotherjetstogetthecodebutheyforanexampleifIwantanECMpodonthisstation:
AllowedWeaponClass=IRM,SAHM,EP
Jobdone
AttachmentType=USAF
IntheWeaponseditorthisisAttachmentTypefunnilyenough,soifitsnotUSAFjustchangetheabovetowhatyouneed:
AttachmentType=USAF,NATO
orwhatever!
Note:YoucantloadweaponsfornationsdefinedasENEMYontoJetsdefinedasFREINDLYandviceversa.Soputting
AttachmentType=USAF,NATO,Soviet
JustwontworkI'mafraid.
Ifyouarenotsurelookatotherjetsdata.inisforattachmenttypesetc
24.AddingGunpods
Firstlyagunpodandthegunitusesare2separateitems!
Firstaddthegunpodlikeanyotherweapontotheweaponsfolder(Seemeguideonconvertingweaponsover)
Onceyouhaveaddedthegunpodopenitsxxx_data.inifileinNotepadtoseewhichgunitactuallyuses:
[WeaponData001]
TypeName=upk23250
FullName=UPK23GunPod
ModelName=upk23250
Mass=350.000000
................
GunTypeName=23MM_GSH23<thisisthenameofthegunituses
MaxRounds=250
Thenseewhichgunituses
OpenuptheSF2GunEditor(whichyoucangetfromThirdwire)andseeif23MM_GSH23(forexample)isinthelist.
Ifitisn'tyouneedtoaddthegun(ie23MM_GSH23)usingthemethodinsection21(Skipthebitaboutfindingtheguninthejetsdata.inifilethough)
25.Icantseethepropellerfrommycockpit
IfyouhaveaddedacockpittoanA1Hforexampleyoumaywishtooseethespinningpropinfrontofyou.NoproblemopenuptheA1H_Data.ini
andgotothenosesection
[Nose]
ParentComponentName=Fuselage
ModelNodeName=Cowling
ShowFromCockpit=TRUE<changedtoTRUE
andsaveandthat'sit
26.WhyaremyaddonFuel/DropTanksnotshowingintheloadoutscreen
NOTE:NewinSF2MostoftheingameThirdwireaircraftmodelshaveinbuiltfueltanksandsothefueltanksandskinsare
partofthemodel.FormostaddonjetsfueltanksmustbeinstalledasWeaponsastheywerebeforeinSF1.
Althoughthefueltankscanbeaffectedbythesamethingsinsection23Themostcommonproblemforitnotshowingintheloadoutisbecausethe
weaponsstationneedsthesetwothings:
SoasanexampleifwelookattheweaponsstationsinF16A_Data.ini
[LeftInnerWingStation]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=1.77,0.31,0.40
AttachmentAngles=0.0,3.0,0.0
LoadLimit=1587.6
AllowedWeaponClass=BOMB,LGB,TER,MER,FT<codeFTmustbeonhere
AttachmentType=NATO,USAF
ModelNodeName=pylon_inner_L
PylonMass=86.18
PylonDragArea=0.02
FuelTankName=Tank370_F16<thismustbetheEXACTnameofthefueltankyouwanttouse
27.Planenotselectable/appearinginrandomsinglemission
NodifferenttotheSF1serieshereusingtheF16Aasanexample:
theF16A.inifilemusthavethisline:
[AircraftData]
AircraftFullName=F16AFalcon(Block5)
AircraftShortName=Viper
..............
CockpitDataFile=F16A_Netz_cockpit.ini
Ifyoudonthaveacockpit.inifileorcockpitforthejetseesection22
Ifitsstillnotappearing:
ChecktheserviceyearentriesinF16A_data.ini
MakesuretheF16AfilesareintheF16Afolder(\Objects\F16A)andnotinanotherSUBfolder(i.e.objects\F16A\F16A)
28.ThePilotisoutofPosition!
Openupthedatainifile(e.g.F16A_data.ini)andfindthe[Pilot]section
[Pilot]
SystemType=PILOT_COCKPIT
PilotModelName=F16_Pilot
SetCockpitPosition=TRUE
PilotHeadNodeName=head
Position=0.0,4.10,1.10<Pilotpositioncoordinates
SeatModelName=seat_F16A
SeatPosition=0.0,4.20,0.40
............
NOTE:Ifyoudon'thavethatlinejustadditin!!
Seehereithas3parameters:
Position=0.0,4.10,0.86
Justchangethevaluesaccordingly
IfwecalltheabovePositions=1,2,3thenhereiswhateachbitdoes:
1.Movepilotsideways
2.MovepilotForward(increasevalue)orbackwards(DecreaseValue)
3.MovepilotUp(Increasevalue)OrDown(Decreas
thensavethefile
29.SomeconsiderationsregardingsomeearlySovietfighters
TheMiG17,MiG19,MiG21,andMiG23aretheonlySoviettypesTKhasincludedasfightersandtheyarethemosteffective.Reasonbeingthey
haveGuns,Missilesandkickassattitude.TheSu9,SU11,SU15,andMiG25willlookgreatinyourgamebutbearthisinmindinthe60s/70sthey
willonlybecarryingmissilesthatcouldn'thittheflooriftheyfelloutofbed!!Sobyaddingthemyoumightmakeyoursimslightlylessofachallenge.
Soheressometips:
Intheirdata.inis
MaketheiravailabilityRARE
Availability=RARE
SetthemtoINTERCEPTandonlyCAPiftheyhavetherange
PrimaryRoles=INTERCEPT
SecondaryRoles=CAP
Putthestartdateforasovietgunpod(ietheSPPU22A)toabout1964usingtheweaponseditorsotheSU9/11/15canfireatsomethingatleast.
30.MissingMissileHUDsymbology(FromOct2009SF2I)
WithversionOct2009IfyouaremissingHUDsymbologyformissilesonmodern3rdpartyjetslikeIwas(TornadoF3/MiG29s/FA18etc)then
youmayneedtoaddsomenewcodetothexxx_avionics.ini
[HUD]
HUDMaterial=HUDMaterial<addthis
HUDColor=0.36,1.0,0.82,0.7
BoresightOffset=0.0,0.00
ViewportTopLeft=0.140,0.195
Andallofthisbelowthe[HUD]section
[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
31.NoafterburneronmyaddonjetssincetheFeb2010patch
ThegamenowusescertainadvancedshadersforusewithDirectX10ifyoursystemsupportsitwhichcomesintoplaywhenusinghigh/unlimited
graphicssettings.
Themostlikelyissuehereisusingoldeffectscarriedoverfromapreviousversion,oryouhavejustdownloadedsomeoldeffectswithajet.
Gotothe"Effects"folderyouwillneedtocheckeacholdinifileinthere
Openupeachiniandaddthislineundereachheadingusuallyendingwith[xxxxxxMaterial]
ForexampleIopenedup"AfterburnerF6.ini"whichistheLightningF.6afterburnereffect.InthereIscrolleddowntothissection:
[AfterburnerMaterialF6]
EffectShaderName=twColor1.fx<Addedthisline
DepthBufferCheck=TRUE
DepthBufferWrite=FALSE
IgnoreRenderOrder=FALSE
AlphaTestEnabled=FALSE
LightEnabled=FALSE
UseLightLevel=FALSE
SpecularEnabled=FALSE
EmissiveEnabled=FALSE
AmbientColor=1.000000,1.000000,1.000000,1.000000
DiffuseColor=1.000000,1.000000,1.000000,1.000000
ZBufferOffset=2.000000
PriorityLevel=3
BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC
NumTextureStages=1
TextureStage[01].TextureName=AFTERBURNERF6.tga
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
32.IwantmyJettohaveadifferentloadoutsfromcertainyears(Aug2011)
Eachjethasaloadout.initextfileforexampleF4E_Loadout.inithatspecifiestheexactloadoutforeachmission.
Ifyouwantajettohaveacertainloadoutwecannowaddmoreflexiblecode.HeretheJethasanormal[Attack]loadout:
[Attack]
Loadout[03].WeaponType=Rockeye
Loadout[03].Quantity=3
Loadout[03].RackType=TER
Loadout[04].WeaponType=Rockeye
Loadout[04].Quantity=3
Loadout[04].RackType=TER
Loadout[07].WeaponType=AIM7E2
Loadout[07].Quantity=1
Loadout[08].WeaponType=AIM7E2
Loadout[08].Quantity=1
Loadout[09].WeaponType=AIM7E2
Loadout[09].Quantity=1
Loadout[16].WeaponType=TANK600_F4
Loadout[16].Quantity=1
Loadout[17].WeaponType=ALQ101
Loadout[17].Quantity=1
NowbelowthatIcanaddanotherAttackloadouttothesameloadout.inibutgiveitadifferentnameinthiscaseAttack_73
[Attack_73]
StartDefaultDate=1973<thedatetheloadoutreplacetheonedefinein[Attack]above.
DefaultFor=CAS,ARMED_RECON<Itwillbedefaultforthesemissions
Loadout[03].WeaponType=AGM65B
Loadout[03].Quantity=3
Loadout[03].RackType=LAU88
Loadout[04].WeaponType=AGM65B
Loadout[04].Quantity=3
Loadout[04].RackType=LAU88
Loadout[07].WeaponType=AIM7E2
Loadout[07].Quantity=1
Loadout[08].WeaponType=AIM7E2
Loadout[08].Quantity=1
Loadout[09].WeaponType=AIM7E2
Loadout[09].Quantity=1
Loadout[16].WeaponType=TANK600_F4
Loadout[16].Quantity=1
Loadout[17].WeaponType=ALQ101
Loadout[17].Quantity=1
WellwecandothesameforAirtoAirfromF4D_67
[AirToAir]
Loadout[06].WeaponType=AIM7E2
Loadout[06].Quantity=1
Loadout[07].WeaponType=AIM7E2
Loadout[07].Quantity=1
Loadout[08].WeaponType=AIM7E2
Loadout[08].Quantity=1
Loadout[09].WeaponType=AIM7E2
Loadout[09].Quantity=1
Loadout[10].WeaponType=AIM9J
Loadout[10].Quantity=1
Loadout[11].WeaponType=AIM9J
Loadout[11].Quantity=1
Loadout[12].WeaponType=AIM9J
Loadout[12].Quantity=1
Loadout[13].WeaponType=AIM9J
Loadout[13].Quantity=1
Loadout[16].WeaponType=Tank600_F4
Loadout[16].Quantity=1
[AirToAir_72]
StartDefaultDate=1972
DefaultFor=CAP,INTERCEPT
Loadout[07].WeaponType=AIM7E2
Loadout[07].Quantity=1
Loadout[08].WeaponType=AIM7E2
Loadout[08].Quantity=1
Loadout[09].WeaponType=AIM7E2
Loadout[09].Quantity=1
Loadout[10].WeaponType=AIM9J
Loadout[10].Quantity=1
Loadout[11].WeaponType=AIM9J
Loadout[11].Quantity=1
Loadout[12].WeaponType=AIM9J
Loadout[12].Quantity=1
Loadout[13].WeaponType=AIM9J
Loadout[13].Quantity=1
Loadout[16].WeaponType=Tank600_F4
Loadout[16].Quantity=1
Loadout[21].WeaponType=ALQ101
Loadout[21].Quantity=1
FinallytheF4cangetanaccurateloadoutforlateryearshereTKevenaddedanextraweapongroupfortheECMpodtogointhefrontSparrow
bay!
33.IwantmyJettohaveadifferentHangarscreendependingontheskinselected(Aug2011)
UsingtheF8E_FNasanexamplereferencethehangarscreenoncefromtheF8E_FN.inifileasnormal:
[AircraftData]
AircraftFullName=F8E(FN)Crusader
AircraftShortName=F8
AircraftDataFile=F8E_FN_data.ini
LoadoutFile=F8E_FN_loadout.ini
UserList=F8E_FN_UserList.ini
CockpitDataFile=F8E_FN_cockpit.ini
LoadoutImage=F8E_FN_loadout.tga
HangarScreen=F8E_FN_hangar.JPG
..........
Nowaseparatehangerscreenneedstobecreatedforeachskinyouhave(JPGprobablybest).Createeachhangerscreenandputthecopyintothe
skinsfolderyouwanttouseitwith:
Soforexample
\Aircraft\F8E_FN\FNGREY1\F8EFN_HANGAR.JPG
\Aircraft\F8E_FN\FNGREY2\F8EFN_HANGAR.JPG
\Aircraft\F8E_FN\FNBLUE1\F8EFN_HANGAR.JPG
Thegamebasicallynowlooksforthehangarscreeninthefoldertheselectedskinfilesarein.
34.IwantaskintoappearonmyJetonacertainDate!(~Aug2011)
Thisappliestotextureentriesintheskinstextureset.iniandJetsinifile
fromF8E_FN.ini:
[TextureSet001]
Directory=FNGrey1
Name=FrenchNavyGreyandWhite
Nation=FrenchNavy
StartDefaultDate=1<startswithJetsdefaultserviceDate
Specular=0.400000
Glossiness=0.400000
Reflection=0.200000
DecalNumberRandomize=TRUE<Notethedecalrandomiseralsonew
DecalNumberEnd=41<alsonewdefinetheendingdecal
[TextureSet002]
Directory=FNGrey2
Name=FrenchNavyGreyOverall
Nation=FrenchNavy
StartDefaultDate=1979<Startsin1979
Specular=0.400000
Glossiness=0.400000
Reflection=0.000000
DecalNumberRandomize=TRUE
DecalNumberEnd=41
NowinTextureset.inifortheFNGREY1entryabovewouldbelikethis:
[TextureSet]
Name=FrenchNavyGreyandWhite
Nation=FrenchNavy
StartDefaultDate=1
Specular=0.400000
Glossiness=0.400000
Reflection=0.200000
DecalNumberRandomize=TRUE
DecalNumberEnd=41
35.IwantmoreshouldersidetosidemovementinacockpitwithTrackIR
HelpfulforthosewithacockpitlikeRazbamsF102Apitwhichissuperbbutyoucantseepastthefrontpillarwithoutthismod.
SoasanexampleopenupF102A_cockpit.iniandaddthese4lines
[CockpitSeat001]
ModelName=Cockpit
Position=0.0,5.8,1.0
Offset=0.0,0.0,0.0
ViewAngles=0.0,0.0,0.0
MaxYaw=180
MinYaw=180
MaxPitch=90
MinPitchFront=90
MinPitchRear=60
LightRange=1.5
MinMovementX=0.16<
MaxMovementX=0.18<
MinMovementZ=0.08<
MaxMovementZ=0.10<
LightInnerConeAngle=65
LightOuterConeAngle=70
......
Thensavethatsit.
EditedbyMigBuster,02February201207:11:03PM.
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