Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters...

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CombatACE Thirdwire: Strike Fighters 2 Series Thirdwire: Strike Fighters 2 Series Knowledge Base Converting older planes to work in SF2 – a basic guide (by MigBuster) Started by EricJ, 07 Jul 09 09:29:47 PM EricJ Converting older planes to work in SF2 – a basic guide Ok spent ages converting things over – here is some info that may be useful. The guide is not conclusive however other answers can be found be searching as normal. Some of this can be found in the older knowledgebase anyway. 1. The Basics 2. Decals (Decals not showing) 3. Propellers missing 4. Canopy glass missing 5. Bouncing planes 6. Plane disappears on the ground when its blown up (no wreckage model) 7. Limiting Jets to only appear on certain terrains (The Userlist.ini) Posted 07 July 2009 09:29:47 PM

description

Convertendo aeronaves do SF 1 para SF 2

Transcript of Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters...

Page 1: Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters 2 Series - Knowledge Base - CombatACE

CombatACE → Thirdwire: Strike Fighters 2 Series → Thirdwire: Strike Fighters 2 Series ­ Knowledge Base

Converting older planes to work in SF2 – a basic guide (by MigBuster)Started by EricJ, 07 Jul 09 ­ 09:29:47 PM

EricJ

Converting older planes to work in SF2 – a basic guide

Ok spent ages converting things over – here is some info that may be useful. The guide is not conclusive however other answers can be found be

searching as normal. Some of this can be found in the older knowledgebase anyway.

1. The Basics

2. Decals (Decals not showing)

3. Propellers missing

4. Canopy glass missing

5. Bouncing planes

6. Plane disappears on the ground when its blown up (no wreckage model)

7. Limiting Jets to only appear on certain terrains (The Userlist.ini)

Posted 07 July 2009 ­ 09:29:47 PM

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8. Adding new AI data to data.inis

9. Audio only RWRs

10. Upgrading your Nam era Jet to use the Vector RWR

11. Upgrading your post 1978 Jet to use the TEWs RWR

12. Certain add on Jets not showing on RWRs

13. Aircraft short names

14. New shadow format

15. Plane model not showing in game

16. Cockpit now has white parts (aka missing textures)

17. Wheels sink into the runway!!

18. Canopy opens when I take off!!

19. No sounds from my aircraft??

20. No afterburner flame on my jet!!

21. Internal Gun on my aircraft is not working!

22. Where's my Cockpit? / adding a Cockpit

23. Weapons are installed OK and are in game but my jet wont take them

24. Adding Gunpods

25. I cant see the propeller from my cockpit

26. Why are my add on Fuel / Drop Tanks not showing in the loadout screen?

27. Plane not selectable/appearing in random single mission

28. The Pilot is out of Position!

29. Some considerations regarding some early Soviet fighters

30. Missing Missile HUD symbology (From Oct 2009)

31. No afterburner on my add on jets (From Feb 2010)

32. I want my Jet to have a different loadouts from certain years (From Aug 2011)

33. I want my Jet to have a different Hangar screen depending on the skin selected (Aug 2011)

34. I want a skin to appear on my Jet on a certain Date! (~Aug 2011)

35. I want more shoulder side to side movement in a cockpit with TrackIR

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1. The basics

Unlike the first series of games ­ all Mods in SF2 must go in the special Mod folders – which will be in a totally different location on your PC towhere the game is actually installed!!

On Xp they will be here (By default)

C:\Documents and Settings\<Name>\My Documents\ThirdWire\

On Vista / Seven:

C:\Users\<Name>\Saved Games\ThirdWire\

In these mod folders you will notice some folders are missing – no problem just create them. So you need to create at a minimum

….\StrikeFighters2\Flight…\ StrikeFighters2\Sounds…\ StrikeFighters2\Effects…\StrikeFighters2\ Objects\Decals…\StrikeFighters2\ Objects\Guns…\StrikeFighters2\ Objects\Pilots…\StrikeFighters2\ Objects\Weapons

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So you will end up with a structure that looks just like the first series did :)

So move the plane to the Objects\Aircraft folder (which was already there) – then move the Sounds, effects, and weapons to the folders you have now

created.

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Notes

Pilots and seats must go in the Pilots folder to work now – in the last series these were in the Objects/aircraft folder. The pilots can havetheir own folders now also: (See my guide on adding Pilots and Ejection seats to SF2)

For Decals see step 2 below

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The Guns folder is for add on Guns which can be added using the SF2 GunEditor program ­ available at Thirdwire (See Steps 21 and 24 forhelp with this).

For Weapons – well these can be added with the SF2 Weapons Editor also at Thirdwire – although if you have time you can convert the

weapons into plug and play folders like the Jets are as here: (See my guide on converting Weapons for SF2)

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2. Decals (Decals not showing )

All decals must go in the Decals folder in SF2 – this means you must move the “D” folder in the aircrafts skin to the decals folder. Not only that youmust create the same folder structure in the decals folder – otherwise you will need to manually alter every single line the decals.ini file to tell theplane where to find the decals. To keep it simple say you were bringing over the F­101C – which has 4 skins and thus 4 sets of decals to move :)

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C:\........\Aircraft\F­101C\78th \dC:\........\Aircraft\F­101C\48th \dC:\........\Aircraft\F­101C\38th \dC:\........\Aircraft\F­101C\54th \d

Create the “Decals” folder in the special mod folders if not done already (as in section 1 above)

Now to save you editing the decals.ini (which will take forever) – create a folder called F­101C – then in this create 4 folders 78th , 48th, 38th, and54th

Then you just drag the “d” folders ONLY with the decals from the plane into these new folders

(You have to keep the file path so the jet will find the files!!)

Eg

Objects\Decals\F­101C\78th \dObjects\Decals\F­101C\48th \dObjects\Decals\F­101C\38th \detc

So in the decal.ini for the skin make sure the paths are correct ie :

[Decal007]MeshName=NoseDecalLevel=2DecalFacing=LEFTFilenameFormat=F­101C/78th/D/Crew…..

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3. Propellers not showing (static and moving)

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The propellers are tga files and will be in the planes actual folder. All you need to do in most cases is copy and paste them into each skin folder for the

plane. Eg for the C­123K the tga file for the propeller is in the C­123K folder and called propdisk3.tgaJust drag it into the USAFSilver skin folder – that’s it.

(Afraid this wont fix the Razbam skyraiders having no static prop)

4. Canopy glass missing

The canopy / cockpit glass are tga files and will be in the planes actual folder. All you need to do in most cases is copy and paste them into each skin

folder for the plane. Eg for the C­123K the tga file for the canopy glass is in the C­123K folder and called FltDeckGlass.tga Just drag it into the USAFSilver skin folder – that’s it.

5. Bouncing planes

Some 3rd party jets go back to 2002 and so have a lot missing from their flight model file – aka the data ini. ­ Eg for the F­15A this file would be called

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F­15A_Data.ini!

Open up the jets _data.ini file in Notepad

Scroll down or find the // Landing Gears section. In here you may need to change these values to more suitable ones – which you can find bysearching here or looking at stock models.

ShockStroke=0.25SpringFactor=2.5DampingFactor=1.8

For example with the SU­17 :

[NoseGear]…..ShockStroke=0.25SpringFactor=1.5DampingFactor=1.0……

[LeftMainGear]……..ShockStroke=0.2SpringFactor=1.0DampingFactor=3.0……

[RightMainGear]

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….ShockStroke=0.2SpringFactor=1.0DampingFactor=3.0…

6. Plane disappears on the ground when its blown up (no wreckage model)

Applies to June 2009 versions on. If you have a merged install it will work in all SF2 sims ­ if not just SF2E

Some 3rd party jets go back to 2002 and so have a lot missing from their flight model file – aka the data ini. ­ Eg for the F­15A this file would be called

F­15A_Data.ini!

Open up the jets _data.ini file in Notepad

Scroll down or find the [AircraftData]. In here add the following lines:

[AircraftData]DestroyedModel=Su­7_Destroyed.LODDestroyedEffect=VehicleFireEffect

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But obviously add a model that looks like the jet – for example with the SU­17 I have used the SU­7 model as above. That’s right only stock planes

have wreck models – someone would have to create new 3d wreck models for all the add on jets – so you have to make do for now.

7. Limiting Jets to only appear on certain terrains (The userlist.ini)

In SF2 a new line appeared in aircraft ini files (eg F.16A.ini) called the user list

According to TK:

Each plane has UserList.INI that lists which country has used it, and between what years.

Each map, if its set to limit nations, has a list of countries in Nations.INI under LimiedNations list. (Germany and Vietnam are currently set tolimted, but Desert isn't, although we might change that in the future if we get too many Chinsese planes flying around there )

The game compares the two, and if the country in the UserList.INI for the plane is in LimitedNations list on the map, then it used, if not, its notselected.

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So using the add on F­16A as an example only ­ you add this line to the F­16A.ini

[AircraftData]

AircraftFullName=F­16A Falcon (Block 5)

..........

AvionicsDLL=Avionics70.dll

AvionicsDataFilename=F­16A_Netz_avionics.ini

UserList=F­16A_UserList.ini

Then create a new text file in Notepad but save it as “F­16A_Userlist.ini” with these contents:

[USAF]ServiceStartYear=1979ServiceEndYear=1985Availability=COMMON

And if the jet has more than one user:

[USAF]ServiceStartYear=1979ServiceEndYear=1985Availability=COMMON

[RDAF]ServiceStartYear=1979ServiceEndYear=1985Availability=COMMON

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Then put the file in the F­16As folder

8. Adding AI data to data.inis

You will notice in new jet Aircraft data inis sections to control AI strafing/bombing etc just after the [FlightControl] section. If your add on does not

have these then you may want to add some. Again you may be able to take values from similar stock planes. For the SU­17 I added:

[RocketAttackAI]RollInRange=8500.0RollInAlt=1450.0PullOutRange=1500.0PullOutAlt=250.0ReleaseRange=2000.0SecondPassRange=5000.0SecondPassAlt=800.0ReleaseCount=16ReleaseInterval=0.08AimPitchOffset=0.4

[StrafeAI]

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RollInRange=6000.0RollInAlt=1300.0PullOutRange=800.0PullOutAlt=200.0ReleaseRange=1200.0SecondPassRange=4500.0SecondPassAlt=950.0ReleaseInterval=1.0AimPitchOffset=0.1

Again these taken from the SU­7_data.ini

9. Audio only RWRs

New in SF2 is ability to give your jet a specific audio only RWR if it has no display. Many jets particularly the early F­105D had an Audio warning of

radar locks only. To give your jet this open up the avionics ini (ie F­104C_avionics.ini) and put this in

[RWR]Type=AUDIO_ONLYTrackSound=RWRTrackSound.wav

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LockSound=RWRLockSound.wav

Then make sure the following is in the file too:

[RWRTrackSound]Priority=HIGH3DSound=FALSELooped=TRUENumBuffers=1

[RWRLockSound]Priority=HIGH3DSound=FALSELooped=TRUENumBuffers=1

Save that – then open F­104C_data.ini for example – scroll to the [DetectSystem] section and make sure you have this there

HasRWR=TRUERWRMinFreq=2.0RWRMaxFreq=10.9RWRCanDetectCW=FALSE

Then save that file too

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10. Upgrading your Nam era Jet to use the Vector RWR (only applies to May 2009 SF2 versions on)

Firstly copy the following :

[RWR]Type=VECTORAirSearchTexture=RWRAirVector1.tgaAirTrackTexture=RWRAirVector2.tgaAirLockTexture=RWRAirVector3.tgaGroundSearchTexture=RWRGroundVector1.tgaGroundTrackTexture=RWRGroundVector2.tgaGroundLockTexture=RWRGroundVector3.tgaSearchFlash=FALSETrackFlash=TRUETrackFlashRate=0.2LockFlash=TRUELockFlashRate=0.1TrackSound=RWRTrackSound.wavLockSound=RWRLockSound.wavThreatLaunchSAMOnly=TRUEThreatLaunchFlash=TRUE

Open up the jets avionics ini file – ie F­104C_avionics.ini, find the exiting [RWR] section and delete the section – then just paste the above in and

save the file.

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Then make sure the following is in the file too:

[RWRTrackSound]Priority=HIGH3DSound=FALSELooped=TRUENumBuffers=1

[RWRLockSound]Priority=HIGH3DSound=FALSELooped=TRUENumBuffers=1

That’s it – just check the [DetectSystem] section in F­104C_data.ini fir example to make sure:

HasRWR=TRUE RWRMinFreq=0.5 RWRMaxFreq=20.0 RWRCanDetectCW=FALSE

IMPORTANT define the RWRWMinFreq and RWRWMaxFreq using defined values – or use them from another jet – certain jetsradars may not be detected if you omit these lines or define poor min max values!!

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11. Upgrading your post 1978 Jet to use the TEWs RWR (only applies to June 2009 SF2 versions on)

Firstly copy the following :

[RWR]Type=TEWSAirSearchTexture=RWR_Unknown.tgaAirTrackTexture=RWR_Unknown.tgaAirLockTexture=RWR_Unknown.tgaGroundSearchTexture=RWR_Unknown.tgaGroundTrackTexture=RWR_Unknown.tgaGroundLockTexture=RWR_Unknown.tgaMissileActivityTexture=RWR_Missile.tgaPriorityTexture=RWR_Priority.tgaSearchSize=0.20TrackSize=0.20LockSize=0.20SearchFlash=FALSETrackFlash=FALSELockFlash=TRUELockFlashRate=0.1

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TrackSound=RWRTrackSound.wavLockSound=RWRLockSound.wavFlashActivityOnLaunch=TRUEThreatLibraryFile=F­16A_RWR.lst <­­­­ change this

Open up the jets avionics ini file – ie F­16C_avionics.ini, find the [RWR] section and delete it – then just paste the above in.

Then change the line arrowed above to ThreatLibraryFile=F­16C_RWR.lst (for example) and save the file.

Then make sure the following is in the file too:

[RWRTrackSound]Priority=HIGH3DSound=FALSELooped=TRUENumBuffers=1

[RWRLockSound]Priority=HIGH3DSound=FALSELooped=TRUENumBuffers=1

The ThreatLibraryFile is something all the stock jets with TEWs will have and is just a text file telling the RWR which radars it will recognise in game.

For example here is the stock list (which you can use if you like – just copy into Notepad, save as F­16C_RWR.lst – then stick in the F­16C folder)

F­4=RWR_F­4.tga

F­8=RWR_F­8.tga

F­14=RWR_F­14.tga

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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

Your TEWs RWR will not show a jets radar if it’s not on the above list – You can certainly add new entries to the list above ­ but they may need to use

tga files already in the cat files.

TK has included the SU­27/Mig­29 and MiG­31 tgas so they can be used

Now the important bit – back to the data.ini – or SU­15_data.ini in this case find the

[DetectSystem] section and add

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RadarFamilyName=Oryol

This adds that radar family to the game – then you would need to add the line below to each xx_RWR.lst file for each jet that uses the TEWs RWR:

eg

Oryol=RWR_MiG­21.tga........Cyrano=RWR_Mirage3.tgaBarLock=RWR_Search.tga.....

So yes it will appear on the rwr as a 21!!

Now for the next important bit in the [DetectSystem] – see this section from my F­16A_data.ini:

[DetectSystem]RadarType=AIR_INTERCEPTRadarFamilyName=F­16 <­­­­­­­­­­­­­­­­radars family nameRangeUnit=NMRadarAzimuthLimit=60RadarElevationLimit=60RadarSearchTime=1.0RadarSearchRange=80RadarSearchStrength=100RadarTrackTime=2.0RadarTrackRange=80RadarTrackStrength=100DopplerLookdown=TRUE

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RadarSearchFreq=9.8 <­­­­­­NEWRadarTrackFreq=9.8 <­­­­­­­ NEWRadarMissileGuidanceFreq=6.0 <­­­­­­­­NEWRadarSearchCW=FALSE <­­­­­­­­­­­ NEWRadarTrackCW=FALSE <­­­­­­­­­­NEWRadarMissileGuidanceCW=TRUE <­­­­­­­­­­­­­NEWVisualBlindArc=VisualRestrictedArc=5L,6L,7LMaxVisibleDistance=8400.0BaseRCSModifier=0.2HasRWR=TRUE <­­­­­­­­­­importantRWRMinFreq=0.5 <­­­­­­­­­­­­­­importantRWRMaxFreq=20.0 <­­­­­­­­­­­­­importantRWRCanDetectCW=TRUE <­­­­­­­­­­­­NEW

From the above:

Make sure HasRWR=TRUE

IMPORTANT define the RWRWMinFreq and RWRWMaxFreq using defined values – or use them from another jet – certainjets radars may not be detected if you omit these lines or define min max values outside of the radars operating frequency!!

Yes this applies to weapons and ground objects with radars that can target airborne objects

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12. Certain Add on Jets not showing on RWRs

If your RWR works but some jets are not showing then here is what you must consider:

• Does the attacking jet actually have a radar?? If not then it wont show up on an RWR period.

• Have you defined the radar of the attacking jet – this must be done if its an older add on. – see section 11 above

• Have you defined the minimum and maximum frequencies the RWR on the jet can detect?? – if not and the attacking jets radar falls outside the

frequencies – you cant detect it unless you put the right values in. See section 10 and 11 above.

13. Aircraft shortnames

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Used for campaigns – and came in with WOI – just add this line to the jets ini file in the [AircraftData] section

AircraftShortName=F­111

For example for the F­16C.ini add:

AircraftShortName=F­16

The jets ini header will now look something like this:

[AircraftData]

AircraftFullName=F­16A Falcon (Block 5)

AircraftShortName=F­16AircraftDataFile=F­16A_Blk5_data.ini

CockpitDataFile=F­16A_Netz_cockpit.ini

HangarScreen=F­16A_Blk5_hangar.bmp

....................

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14. Shadows in the new games

In an objects ini file – ie F­4D.ini the shadow section may look like this

[Shadow]

CastShadow=TRUE

ShadowLOD=F­4D_shadow.shd

ShadowType=1

ShadowCastDist=10000

MaxVisibleDistance=150

However in the newer versions the shadow section looks like this

[Shadow]CastShadow=TRUEShadowCastDist=10000MaxVisibleDistance=400

So alter accordingly to use the new dynamic shadows ­ the old .shd file is no longer needed.

If you get any weird lines coming off the model then use the old method with the shd file. This problem is related to the 3D model itself

unfortunately.

This applies to weapons and ground objects too

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15. Plane or part of plane model not showing in game

SF2 is case sensitive when it comes to naming model files – so referencing Upper case model files with lower case names wont work. Open up the ini

file for the jet – ie SU­15.ini and look at these lines

[LOD001]Filename=su­15tm.LODDistance=200

[LOD002]Filename=su­15tm_lod002.lodDistance=1000

[LOD003]Filename=su­15tm_lod003.lodDistance=5000

Make sure the actual LOD files (ie su­15tm.lod) in the SU­15 folder have those exact names in the correct CASE! Change them if not.

This applies to weapons and ground objects too

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16. Cockpit now has white parts (aka missing textures)

This is because the textures are in the object.cat file in whichever first series sim you had the aircraft in before – and TK has removed or changedfiles due to the new pits. You must find which files are missing, then go back to your old game and extract them from object.cat

To find which files are missing you need to open the jets cockpit.lod file (ie SU15_Cockpit.lod) which will be in the jets cockpit folder – with aprogram like xvi32u lod viewer or similar.

Once open run a search on each .bmp and list each one down.

Then you look in the jets cockpit folder again to see what you have and whats missing

Then you go back and extract the files from the object.cat in SF1/WOV/WOE/WOI.

See the old knowledge base on extracting files etc – though best to use the newer CATPACK extractor – otherwise it will take forever!!

PS ­ There is another SF2 knowledge base thread detailing common cockpits with missing textures already!

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17. Wheels sink into the runway

Open up the aircraft data ini and scroll down to the landing gear section.

Then alter the RollingRadius for the gear that is sinking – Increase (Move up) or Decrease (Move down) until you are happy with the look!

[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/decrease this number until you are satisfied that it looks ok.CastoringWheel=FALSE

ReverseWheelRotation=TRUE

HasBrakes=TRUE

BrakingCoefficient=0.600

RollingCoefficient=0.07

RotationAxis=X­Axis

MaxLoadFactor=6.0

ShowFromCockpit=TRUE

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If that doesn't work try increasing or decreasing this line:

ShockStroke=0.21

(thanks to FastCargo for this tip)

18. Canopy opens when I take off!!

Basically just find this section in the jets_data.ini

[Canopy].........

Your entry may look totally different but you can:

Remove the whole section for no canopy animation.

Comment it all out again for no animation like here:

;[Canopy]SystemType=ANIMATIONInputName=ANIMATION_1DeploymentMethod=MANUAL

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AnimationTime=6.0AnimationID=4

Assign a Manual in game animation key to it like here (making sure to remove the deploy speeds):

[Canopy]SystemType=ANIMATIONInputName=ANIMATION_5 <­­­­This assigns an in game animation key (shift and 0 to 9 by default)DeploymentMethod=MANUAL <­­­­­­Means that canopy operation needs to be operated by a keyAnimationTime=1.5AnimationID=5DeployWhenOnGears=TRUEMaxDeflection=30.0MinDeflection=0.0

There are a lot of threads already out there on this so you still may need to search to solve your particular problem.

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19. No sounds from my aircraft??

Well no different to the SF1 series here but guess its part of it and its easy

Open up the jets data.ini and find the [sound] section

[Sound]EngineSoundName=TornadoADV <­­­­­­­­Engine soundAfterburnerSoundName=TornadoBurner <­­­­­­Afterburner soundDamagedEngineSound= <­­­­­­­­­obviousFlapsSoundName=Flaps <­­­­­­­­­­­Flaps sound <shock>AirbrakesSoundName=Airbrakes <­­­­­­­­­­­­Airbrakes soundGearsSound=Gear <­­­­­­­­­­undercarriage soundLandingSoundName=TireTouch <­­­­­­­­sound made when hitting runway on landingStallSoundName=NotApplicable <­­­­­­­­­sound if you stall the jetWindSoundName=NotApplicable <­­­­­­­­­­­wind loop sound

To fix it ­you need to find the wav files called TornadoADV.wav and TornadoBurner.wav and stick them in your Sounds folder. Where are

they you say ­ well they will be with the jet or in the sounds folder in your old game ­ and of course you can make your own wav files if you like.

If you cant find the files set the lines to this:

[Sound]EngineSoundName=JetEngine

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AfterburnerSoundName=JetBurnerDamagedEngineSoundName=

FlapsSoundName=Flaps

AirbrakesSoundName=Airbrakes

GearsSoundName=Gear

Thats right you are now using the default in game engine and burner sounds!!

If you have a prop plane

[Sound]EngineSoundName=PropLoopAfterburnerSoundName=

DamagedEngineSoundName=

FlapsSoundName=Flaps

AirbrakesSoundName=Airbrakes

GearsSoundName=Gear

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20. No Afterburner flame on my jet!!

Again no different to the SF1 series here:

Open up the jets data.ini and find the [Engines] section

NOTE ­ You need to do this for each engine your jet has!!!!!!!!!!!!!!!

[Engine1]

SystemType=JET_ENGINE

InputName=THROTTLE_CONTROL

EngineID=1

.....................

ExhaustEmitterName=DirtyExhaustEmitter <­­­­­Effect for mil power smokeAfterburnerEmitterName=DavesAfterburnerEmitter <­­­­­Effect for Afterburner..................

[Engine2]

SystemType=JET_ENGINE

............

Thats right ­ your jet needs the file DaveAfterburnerEmitter.ini to be in the Effects folder. Again find it with the jet or look in the Effectsfolder in your old game. Once you have found it open it up in notepad and look for any tga files it needs like this

[AfterburnerMaterial2]

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DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

................

TextureStage[01].TextureName=DavesAfterburnerFire5.tga

....................

The file DavesAfterburnerFire.tga will be in the same place as DavesAfterburnerEmitter.ini ­ bear in mind the tga file might have a totally different

name to the ini file.

Get both files and stick them in your "Mod" Effects folder ­ thats it.

If your afterburner looks weird you have the wrong tga file

If you cant find it use an in game effect like AfterburnerEmitterName=F4AfterburnerEmitter

21. Internal Gun on my aircraft is not working!

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NOTE: If you are adding a Gunpod see section 24 below!

Basically it means the jet is using a gun thats not in your game. With SF2 adding guns can be done slightly differently. Firstly you need to find out the

gun you need.

Thats easy open the jets _data.ini file and scroll to the Gun section:

// ­­­ GUNS

[InternalGun]

SystemType=FIXED_GUN

GunTypeName=27MM_BK27 <­­­­­The name you are looking forInputName=FIRE_PRIMARY_GUN

MuzzlePosition=0.57,5.3,­0.77

LightPosition=0.57,5.3,­0.77

............

Now get the data code for the gun ­ it should be with the jet you downloaded somewhere ­ or if you brought it over from an old game it will be in the

Gundata.ini in the old objects folder in your old game ­ OR look in the gundata.ini from an old Bunyap weapons pack (install the pack to a newempty folder on your desktop!!).

Put the data section for the gun in a new text file by itself ­ MAKE SURE the header says [GunData001]

[GunData001]TypeName=27MM_BK27FullName=27mm Mauser BK27

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Caliber=27.000000ROF=4500.000000MuzzleVel=2000.000000AmmoWt=0.007000WarheadWt=0.001000etc ...........

save it as whatever.ini

Download and install the SF2 Gun editor from here or Thirdwire,

start it up,

select your game when prompted, Then hit the Import/Merge button, then find and open up whatever.ini. This should add it to the list of guns.Now hit Save

If you look in your \SF2\Objects\Guns folder you will now see the folder for the gun. ­ thats it.

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22. Wheres my Cockpit? / adding a cockpit

Ok so youve got your plane in SF2 but there is no flippin cockpit!!!. I will say now that the reason for this is that it was using files in SF1/WOE/WOV

that are not in the SF2 Games.

If you have the SF1 series then you need to go back to where that is installed and, using the CATPACK tool (In the downloads section ) extract all the

files from object.cat (ie in the WOV\objects\ folder) then move the files you need, to the jets cockpit folder.

What files do you need um......well you need to go through the jets cockpit.ini file and avionics.ini file because they reference the files needed.

If you cant be bothered with that (because im not going into it in detail) or dont have the first series games then you can:

1. Use another you already have / download a full pit.

2. Use the new hi res in game stock pits.

Ok starting with the very easy ­ using an in game SF2 cockpit.

Find a stock jet in your mod folders ­ like say the F­4D_67 ­ go into the folder and open up the F­4D_67.ini file and look at the following:

[AircraftData]

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AircraftFullName=F­4D Phantom II (67)

AircraftShortName=F­4

AircraftDataFile=F­4D_67_data.ini

LoadoutFile=F­4D_67_loadout.ini

CockpitDataFile=F­4D_67_cockpit.ini <­­­­­­­­­­­­­­copy this lineLoadoutImage=F­4D_loadout.tga

UserList=F­4D_67_UserList.ini

HangarScreen=F­4D_67_hangar.bmp

LoadingScreen=F­4D_Loading.bmp

AvionicsDLL=Avionics60.dll <­­­­­­­­­copy this lineAvionicsDataFilename=F­4D_67_avionics.ini <­­­­­­­­­­­copy this line

Then transfer the above lines to the ini file of the jet you want the pit in ­ for example i want the stock pit and avionics in my F­4K:

[AircraftData]

AircraftFullName=F­4K Phantom II

AircraftShortName=F­4

AircraftDataFile=F­4K_data.ini

LoadoutFile=F­4K_loadout.ini

CockpitDataFile=F­4D_67_cockpit.iniLoadoutImage=F­4K_loadout.tga

UserList=F­4K_UserList.ini

HangarScreen=F­4K_hangar.bmp

LoadingScreen=F­4K_Loading.bmp

AvionicsDLL=Avionics60.dllAvionicsDataFilename=F­4D_67_avionics.ini

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Make the changes and save the file!

Got to say it couldnt be simpler

Okay so what if you want to use a pit thats in jet you downloaded!! say the MiG­29A ­ and the pit works in SF2 already. You do exactly the same thing

as ive shown above ­ for example ­ me sticking the pit in a an SU­27:

[AircraftData]

AircraftFullName=SU­27 Flanker

AircraftShortName=SU­27

AircraftDataFile=SU­27_data.ini

CockpitDataFile=MiG­29A_cockpit.iniHangarScreen=SU­27Hangar.bmp

LoadingScreen=SU­27Loading.bmp

LoadoutImage=SU­27_Loadout.bmp

LoadoutFile=SU­27_loadout.ini

AvionicsDLL=Avionics70.dllAvionicsDataFilename=MiG­29A_avionics.iniUserList=Su­27_UserList.ini

Note in the above most modern jets need to use avionics70.dll for the newer avionics

Now you just copy the Cockpit folder from the MiG­29A into the SU­27.

Job Done.

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The workings of the avionics and cockpit files are slightly beyond the scope of this guide ­ all the info you need is already in old forum threads

anyway!!

23. Weapons are installed OK and are in game but my jet wont take them

Note: Fuel Tanks are slightly different ­ see section 26

Okay this one must be everywhere ­ but as its part of putting planes in SF2 I suppose I will reluctantly say something!!

Firstly download and install the StrikeFighters2 weapons editor from Thirdwires site or on here ­ you will be needing that.

If you are really sure the weapons are installed properly, and the weapon is in service in the years you want it ­ then you need to check theweapons stations section in the jets data.ini. Taking the F­102A_Data.ini as an example lets look at the Right Missile Bay and see what can causethe weapon not to show up:

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[RightMissileBay]

SystemType=WEAPON_STATION

StationID=4 <­­­­­­this is the number of the station in the loadout.ini if you didnt know

StationGroupID=4 <­­­­­­This actually controls its grouping on the in game loadout screen ­ very useful!!

StationType=INTERNAL

................

NumWeapons=2

DiameterLimit=1.164 <­­­­­­if the weps diameter is larger than this ­ it wont showLengthLimit=4.021 <­­­­­­­­­If the weapon is longer than this it wont showLoadLimit=250.0 <­­­­­­­If the weapon is heavier than this it wont showAllowedWeaponClass=IRM,SAHM <­­­­­If the weapon isn't one of these then it wont showSpecificStationCode=AIM4 <­­­­If the weapon does not have this code it wont show AttachmentType=USAF <­­­­­­­­if the weapons attachmentcode is different to this it wont showModelNodeName=RightWepsBayPylonMountRail

MovingPylon=TRUE

RotatingPylon=FALSE

...................

Okay so how do you know what weight etc your weapon is??? ­ open up the weapons editor, select your game, then select the dodgy weapon and

choose the "Edit Weapon" button.

You will now see all the bits you have to check so you can make the changes to the weapon station shown above ­ i.e. Mass, Diameter, Length etc

However the most common problems just involve these:

SpecificStationCode=AIM4

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In the weapons editor this is "Station Code" and if the weapon does not have the AIM4 code its never going on this station I tell you now.

AllowedWeaponClass=IRM,SAHM

In the weapons editor check the "guidance type" and then change the above accordingly to the code (which isnt in the weps editor!!) ­ You will needto look at other jets to get the code ­ but hey for an example if I want an ECM pod on this station:

AllowedWeaponClass=IRM,SAHM, EP

Job done

AttachmentType=USAF

In the Weapons editor this is Attachment Type funnily enough, so if its not USAF just change the above to what you need:

AttachmentType=USAF, NATO

or whatever!

Note: You cant load weapons for nations defined as ENEMY onto Jets defined as FREINDLY and vice versa. So putting

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AttachmentType=USAF, NATO, Soviet

Just wont work I'm afraid.

If you are not sure look at other jets data.inis for attachment types etc

24. Adding Gunpods

Firstly a gunpod and the gun it uses are 2 separate items!

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First add the gunpod like any other weapon to the weapons folder (See me guide on converting weapons over)

Once you have added the gunpod open its xxx_data.ini file in Notepad to see which gun it actually uses:

[WeaponData001]

TypeName=upk­23­250

FullName=UPK­23 Gun Pod

ModelName=upk­23­250

Mass=350.000000

................

GunTypeName=23MM_GSH23 <­­­­­­­­­­­­­­­­ this is the name of the gun it usesMaxRounds=250

Then see which gun it uses

Open up the SF2 GunEditor(which you can get from Thirdwire) and see if 23MM_GSH23 (for example) is in the list.

If it isn't you need to add the gun (ie 23MM_GSH23) using the method in section 21 (Skip the bit about finding the gun in the jets data.ini file though )

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25. I cant see the propeller from my cockpit

If you have added a cockpit to an A­1H for example you may wish too see the spinning prop in front of you. No problem ­ open up the A1H_Data.iniand go to the nose section

[Nose]

ParentComponentName=Fuselage

ModelNodeName=Cowling

ShowFromCockpit=TRUE <­­­­­­­­­­changed to TRUE

and save and that's it

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26. Why are my add on Fuel / Drop Tanks not showing in the loadout screen

NOTE: New in SF2 ­ Most of the in game Thirdwire aircraft models have inbuilt fuel tanks and so the fuel tanks and skins arepart of the model. For most add on jets fuel tanks must be installed as Weapons as they were before in SF1.

Although the fuel tanks can be affected by the same things in section 23 ­ The most common problem for it not showing in the loadout is because the

weapons station needs these two things:

So as an example ­ if we look at the weapons stations in F­16A_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 <­­­­­code FT must be on hereAttachmentType=NATO,USAF

ModelNodeName=pylon_inner_L

PylonMass=86.18

PylonDragArea=0.02

FuelTankName=Tank370_F16 <­­­­­this must be the EXACT name of the fuel tank you want to use

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27. Plane not selectable/appearing in random single mission

No different to the SF1 series here ­ using the F­16A as an example:

the F­16A.ini file must have this line:

[AircraftData]

AircraftFullName=F­16A Falcon (Block 5)

AircraftShortName=Viper

..............

CockpitDataFile=F­16A_Netz_cockpit.ini

If you dont have a cockpit.ini file or cockpit for the jet see section 22

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If its still not appearing:

Check the service year entries in F­16A_data.iniMake sure the F­16A files are in the F­16A folder (\Objects\F­16A) and not in another SUBfolder (i.e. objects\F­16A\F­16A)

28. The Pilot is out of Position!

Open up the data ini file (e.g. F­16A_data.ini) and find the [Pilot] section

[Pilot]

SystemType=PILOT_COCKPIT

PilotModelName=F­16_Pilot

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SetCockpitPosition=TRUE

PilotHeadNodeName=head

Position=0.0,4.10,1.10 <­­­­­­­­­­­­­­ Pilot position coordinatesSeatModelName=seat_F­16A

SeatPosition=0.0,4.20,0.40

............

NOTE: If you don't have that line just add it in!!

See here it has 3 parameters:

Position=0.0, 4.10, 0.86

Just change the values accordingly

If we call the above Positions = 1, 2, 3 then here is what each bit does:

1. Move pilot sideways

2. Move pilot Forward(increase value) or backwards (Decrease Value)

3. Move pilot Up (Increase value) Or Down (Decreas

then save the file

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29. Some considerations regarding some early Soviet fighters

The MiG­17, MiG­19, MiG­21, and MiG­23 are the only Soviet types TK has included as fighters and they are the most effective. Reason being they

have Guns, Missiles and kick ass attitude. The Su­9,SU­11, SU­15, and MiG­25 will look great in your game but bear this in mind ­ in the 60s/70s they

will only be carrying missiles that couldn't hit the floor if they fell out of bed!! So by adding them you might make your sim slightly less of a challenge.

So heres some tips:

In their data.inis

Make their availability RARE

Availability=RARE

Set them to INTERCEPT and only CAP if they have the range

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PrimaryRoles=INTERCEPTSecondaryRoles=CAP

Put the start date for a soviet gun pod (ie the SPPU­22A) to about 1964 using the weapons editor so the SU­9/11/15 can fire at something at least.

30. Missing Missile HUD symbology (From Oct 2009 SF2I)

With version Oct 2009 ­ If you are missing HUD symbology for missiles on modern 3rd party jets like I was (Tornado F3/MiG­29s/FA­18 etc)then

you may need to add some new code to the xxx_avionics.ini

[HUD]

HUDMaterial=HUDMaterial <­­­­­­­­­ add this

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HUDColor=0.36,1.0,0.82,0.7

BoresightOffset=0.0,0.00

ViewportTopLeft=­0.140,­0.195

And all of this below the [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

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31. No afterburner on my add on jets since the Feb 2010 patch

The game now uses certain advanced shaders for use with Direct X 10 if your system supports it which comes into play when using high/unlimited

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graphics settings.

The most likely issue here is using old effects carried over from a previous version, or you have just downloaded some old effects with a jet.

Go to the "Effects" folder ­ you will need to check each old ini file in there

Open up each ini and add this line under each heading usually ending with [xxxxxxMaterial ]

For example I opened up "AfterburnerF6.ini" which is the Lightning F.6 afterburner effect. In there I scrolled down to this section:

[AfterburnerMaterialF6]

EffectShaderName=twColor1.fx <­­­­­Added this lineDepthBufferCheck=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

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32. I want my Jet to have a different loadouts from certain years (Aug 2011)

Each jet has a loadout.ini text file ­ for example F­4E_Loadout.ini that specifies the exact loadout for each mission.

If you want a jet to have a certain loadout we can now add more flexible code. Here the Jet has a normal [Attack] loadout:

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[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

Now below that I can add another Attack loadout to the same loadout.ini ­ but give it a different name ­ in this case Attack_73

[Attack_73]

StartDefaultDate=1973 <­­­­­­­­­­­the date the loadout replace the one define in [Attack] above.DefaultFor=CAS,ARMED_RECON <­­­­­­­­­­­It will be default for these missionsLoadout[03].WeaponType=AGM­65B

Loadout[03].Quantity=3

Loadout[03].RackType=LAU­88

Loadout[04].WeaponType=AGM­65B

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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

Well we can do the same for Air to Air ­ from F­4D_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

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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

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Loadout[21].Quantity=1

Finally the F­4 can get an accurate loadout for later years ­ here TK even added an extra weapon group for the ECM pod to go in the front Sparrow

bay!

33. I want my Jet to have a different Hangar screen depending on the skin selected (Aug 2011)

Using the F­8E_FN as an example ­ reference the hangar screen once from the F­8E_FN.ini file as normal:

[AircraftData]

AircraftFullName=F­8E(FN) Crusader

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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..........

Now a separate hanger screen needs to be created for each skin you have (JPG probably best). Create each hanger screen and put the copy into the

skins folder you want to use it with:

So for example

\Aircraft\F­8E_FN\FNGREY1\F­8E­FN_HANGAR.JPG

\Aircraft\F­8E_FN\FNGREY2\F­8E­FN_HANGAR.JPG

\Aircraft\F­8E_FN\FNBLUE1\F­8E­FN_HANGAR.JPG

The game basically now looks for the hangar screen in the folder the selected skin files are in.

Page 65: Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters 2 Series - Knowledge Base - CombatACE

34. I want a skin to appear on my Jet on a certain Date! (~Aug 2011)

This applies to texture entries in the skins textureset.ini and Jets ini file

from F­8E_FN.ini:

[TextureSet001]

Directory=FNGrey1

Page 66: Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters 2 Series - Knowledge Base - CombatACE

Name=French Navy Grey and White

Nation=FrenchNavy

StartDefaultDate=1 <­­­­­­­­­­­­­­starts with Jets default service DateSpecular=0.400000

Glossiness=0.400000

Reflection=0.200000

DecalNumberRandomize=TRUE <­­­­­­­­­­­Note the decal randomiser also newDecalNumberEnd=41 <­­­­­­­­­­­also new define the ending decal

[TextureSet002]

Directory=FNGrey2

Name=French Navy Grey Overall

Nation=FrenchNavy

StartDefaultDate=1979 <­­­­­­­­­­­­Starts in 1979Specular=0.400000

Glossiness=0.400000

Reflection=0.000000

DecalNumberRandomize=TRUE

DecalNumberEnd=41

Now in Textureset.ini for the FNGREY1 entry above would be like this:

[TextureSet]

Name=French Navy Grey and White

Nation=FrenchNavy

StartDefaultDate=1

Specular=0.400000

Page 67: Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters 2 Series - Knowledge Base - CombatACE

Glossiness=0.400000

Reflection=0.200000

DecalNumberRandomize=TRUE

DecalNumberEnd=41

35. I want more shoulder side to side movement in a cockpit with TrackIR

Page 68: Converting Older Planes to Work in SF2 – a Basic Guide (by MigBuster) - Thirdwire_ Strike Fighters 2 Series - Knowledge Base - CombatACE

Helpful for those with a cockpit like Razbams F­102A pit ­ which is superb but you cant see past the front pillar without this mod.

So as an example open up F­102A_cockpit.ini and add these 4 lines

[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

......

Then save ­ thats it.

Edited by MigBuster, 02 February 2012 ­ 07:11:03 PM.

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