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#3271009 - 04/15/11 10:41 AM SF2 Training Mission #01
BeachAV8R Online   sicko
Contributing Editor
Lifer

Registered: 01/22/01
Posts: 20982
Loc: Charlotte, NC USA


Mission Download: TM-01

Good morning! Today we'll start to explore a sim that has been on my shelf in various stages (Project 1, Wings Over Europe/Vietnam, Strike Fighters 2) for many years. The latest iteration - Strike Fighters 2 - I've found to be very entertaining since it allows for a bit of a quicker fix of simming than some of the more advanced offerings out there. With a 1-year old running around in my life - quick fixes are the order of the day!

This series won't so much be a "training" series but rather a follow along series that will demonstrate my advancement through getting familiar with Strike Fighters 2. I won't claim to be an expert on SF2, modding, flying, or anything at all. I'm just poking my nose into the hornet's nest and seeing what comes out.

With that said - I'm running Strike Fighters 2 for this series with Expansion Pack 2 in order to give me the Mission Editor. All versions of Strike Fighters and Expansions Packs are available HERE. All of the mods and attendant knowledge can be found at the repository for all things Strike Fighters: Combat Ace.com At the end of my post I'll list the mods pertinent to this mission.

For my training regime I'll be flying the standard USAF trainer, the Raytheon T-6 Texan II, a fantastic little tandem trainer that looks like a blast to fly. The first mission will be a familiarization flight, so I simply set up a basic RECON mission to the Training Range in order to practice basic navigation and to help get used to some of the sims controls.





Since this is just a familiarization flight we will not be carrying any ordnance.



The Training Range scenery area is a fantastic practice area with some nice objects. Updated by JSF_Aggie for SF2, the original range was created by Deuces, Bunyap, and Wrench. I'll keep the credits light throughout the series, because another dozen people contributed objects and other features, but it is just impractical to list everyone each time a mod is used. Please don't take it as a slight if your name isn't mentioned, the work is appreciated. I'd recommend everyone read the mod readme files to get a detailed list of credits for each SF2 mod.

Apparently, in previous versions of Strike Fighters, it was possible to start on the ramp, but that is no longer the case with SF2. So even though I'm sitting on the ramp with my engine off, I had to taxi there to do so. The T-6 as modeled in the sim can be difficult to taxi due to inadequate nosewheel steering at low speeds. I found that you had to find a sweet spot for taxi speeds that would allow for sharper turns (32-34 knots - a bit brisk!).



Pulling on to the runway I note my fuel quantity (always a good idea).



Advancing the throttle we are airborne at about 90 knots and cleaning up.



Turning for the first waypoint. The waypoint system for SF2 is a little bit quirky in that the true course between waypoints does not remain displayed on the map view. As soon as you select a new waypoint the line always points direct to the next waypoint from your aircraft. The HSI, however, does accurately reflect the proper course between waypoints, so it should be used to stay on the proper flight path.







I picked a cruise setting of about 75% power and saw a fuel flow of about 503 lbs. per hour. Having flown King Airs for 15 years, I think that is a pretty accurate fuel flow for the PT6 engine. I did notice that at reduced power settings of 15 to 20% the fuel flow was very low, but true airspeed seemed to remain very high.



After 15 minutes of flying or so (time accel is nice!) the Bombing Practice Range starts to show up through the clouds.



We pass the Initial Point (IP) and proceed over the target range. I had set this mission up as a Recon with "0" set as the mission requirement and a 1-second loiter time. I don't know exactly how to set up a proper Recon mission (suggestions welcomed!) but as long as you cross the IP and the target waypoint, I believe you should get a "Mission Success" on this mission (I did).





The Bombing Range is comprised of multiple target areas that will allow us to explore attack tactics and weapons in future training missions. It is an excellent piece of scenery.



A Surface to Air Missile site ready to be populated with launchers.



There is also an airfield at the Range, but don't try to land on it since it isn't a "landable" area and you will crash shortly after touching down.



After crossing the Recon waypoint I get the call that the mission has been accomplished.





After tooling around the Range for a bit to check out the structures I head back to Base. Upon arrival I'm given the winds, preferred runway, and a clearance to land (these controllers don't fall asleep apparently!)



I taxi back to the revetment area and already am looking longingly at the beautiful T-38s sitting in their parking areas.



The mission is a success (obviously).



My official logbook now shows my first mission success and accumulated mission totals.




It was a good (and simple) first mission that let me explore a little bit of the SF2 world. On our next mission we'll take a look at some maneuvers and flight characteristics of the T-6 Texan II.

I'm impressed with the graphics and overall feel of flight in SF2. Obviously the systems are simplified, but that is much of the appeal of the series. Of course, I came away with more questions than answers:

1. Is it possible to start missions on the ramp - no.
2. Is it possible to edit the default camera angles and field-of-view?
3. Is it possible to change the information box size or text size in the bottom left corner?
4. Is it possible to have a very small padlock icon on targets that have been visually selected using the "E" key?
5. It appears there is no trim (or not much of a need to trim anyway)?
6. What exactly does the "Success" parameter in the Mission Editor do? I see it goes from 0 to 100, but what effect does that have on a recon mission success?

Mods used in this mission:

SF2 Range - HERE
CloudScape V3 - HERE
Del's T-6 Texan II - HERE
* Will be switching to FastCargo's awesome T-6 when we get to advanced weapons training.*

Thanks to the modders for their contributions and Combat Ace for the excellent resources.

On our next mission we'll take a look at some maneuvers and flight characteristics of the T-6 Texan II.

BeachAV8R

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#3271050 - 04/15/11 11:23 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
MigBuster Offline
Member

Registered: 11/21/05
Posts: 1516
Loc: UK
Very impressive run through and some great shots cheers


For the moment some shallow answers - hopefully others will know more:

2. Not sure on this - there might be a way - may be in viewlist.ini

3. I think so - I've always removed it - can be changed in HUDDATA.ini - this section (ignore my values)

[InfoDisplay]
BackgroundImage=TextBackground.tga
BottomLeftPosition=0.00,0.000
BottomRightPosition=0.00,0.000
DisplayWidth=0.0
VerticalBorder=0.0000
HorizontalBorder=0.000
EnemyTargetColor=0.0,0.0,0.0,0.0
FriendlyTargetColor=0.0,0.0,0.0,0.0
UnknownTargetColor=0.0,0.0,0.0,0.0
WaypointColor=0.0,0.0,0.0,0.0
TextFile=HUDText.str
NormalColor=0.0,0.0,0.0,0.0
WarningColor1=0.0,0.0,0.0,0.0
WarningColor2=0.0,0.0,0.0,0.0
AGLAltStart=609.6
AGLAltWarning=152.4
EnglishUnitUseMPH=FALSE






4. Yes - used to do that myself - but now just get rid of all OSDs - again HUDDATA.ini (ignore my values)

[Display001]
DisplayType=DIRECTOR
ObjectType=TARGET_ENEMY
ConeSize=0
BoxSize=0 <-----set to 1 I think
BoxType=SQUARE
BoxColor=0.0,0.0,0.0,0.0
ConeModelName=



5. No but their was a mod workaround - it would be handy for asymmetrical loadouts cant remember what it was though - somebody does


6.pass - the YAP team would know
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#3271522 - 04/15/11 10:20 PM Re: SF2 Training Mission #01 [Re: BeachAV8R]
streakeagle Offline
Senior Member

Registered: 08/19/01
Posts: 2570
Loc: Seffner, FL USA
6. Success usually involves the number of targets that need to be killed. i.e. if you are tasked with engaging group of 12 aircraft and the success rate is 25%, you will here the "mission completed" message when you have killed 3 of them. CAS against vehicles works the same way. Form many mission types where there is only a single target or objective, % success doesn't really make sense other than 100% -- recon, strike, etc. But intercepts, sweeps, caps, and cas all have the potential for multple targets within the assigned objective.
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#3271717 - 04/16/11 07:48 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
malibu43 Offline
Member

Registered: 02/28/07
Posts: 1082
Loc: Belmont, CA
Like others have already said, the "HUD" info displayed can be modified via HUDDATA.ini. I have mine modified so nothing is on the screen except for a small red dot over my selected visual target. I can post my edits later if I have a chance.

Regarding trim - (I don't have my game folder in front of me, so I'll try and do this by memory). The trick is to turn the aileron and elevator controls on the keyboard into the trim function.
1) Go to the controls folder and open up the .ini for the control profile you're using.
2) Look for the entries related to aileron controls using the arrow keys. There should be one related to sensitivity or rate or something like that. Change that number to something like 0.1 or .01.
3) Look for an entry related to the re-center rate (or something like that) for the keyboard aileron controls and change that number to 0.0.
4) Do the same thing for elevator controls.

Now using the arrow keys will give very small inputs to the flight controls, and the re-center rate is 0.0, so the input will remain applied until the flight is over or you make additional inputs with the arrow keys.

Happy to see the SF community expanding!

-Greg
_________________________
HP Pavillion Dv6t Quad Edition, Win7 (64), i7 2.0ghz, 1GB Radeon HD6770M, 6GB RAM, 640GB HD, TrackIR 4, Saitek AV8R

Currently Installed:
Ghost Recon (the original)
Rise of Flight
IL-2 DBW 3.0
Strike Fighters 2
Falcon BMS
FSX Acceleration
MS Flight

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#3271722 - 04/16/11 07:58 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
malibu43 Offline
Member

Registered: 02/28/07
Posts: 1082
Loc: Belmont, CA
Here's the trim. These are about 2/3 of the way down the file:

...
[RangedControl001]
AxisControl=PITCH_CONTROL
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=TRUE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=0.000000
KeyControlRate=0.100000

AllowKeyControl=TRUE
IncreaseControl=PITCH_DOWN
DecreaseControl=PITCH_UP
CenterControl=

[RangedControl003]
AxisControl=ROLL_CONTROL
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=0.000000
KeyControlRate=0.100000

AllowKeyControl=TRUE
IncreaseControl=ROLL_RIGHT
DecreaseControl=ROLL_LEFT
CenterControl=
...

Play with the control rate to get to your liking.


Edited by malibu43 (04/16/11 07:58 AM)
_________________________
HP Pavillion Dv6t Quad Edition, Win7 (64), i7 2.0ghz, 1GB Radeon HD6770M, 6GB RAM, 640GB HD, TrackIR 4, Saitek AV8R

Currently Installed:
Ghost Recon (the original)
Rise of Flight
IL-2 DBW 3.0
Strike Fighters 2
Falcon BMS
FSX Acceleration
MS Flight

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#3272023 - 04/16/11 06:28 PM Re: SF2 Training Mission #01 [Re: BeachAV8R]
FastCargo Offline
Member

Registered: 12/08/05
Posts: 1948
Chris, there is a way to start on the ramp in a mission, but you have to be outside the simulator to set it up that way.

It's pretty simple, just a bit tedious.

Anyway, create your mission in the mission editor, then save it.

Get out of the sim, and find the mission, open it up in Notepad.

Find this entry that denotes your aircraft (it'll look similar)

Quote:
[AircraftMission006]
Name=BLUE JAY
AircraftType=F-104A
Size=1
Alignment=FRIENDLY
RandomChance=100
MissionType=INTERCEPT
MissionSubType=SCRAMBLE
TargetArea=Offutt AFB
ObjectiveID=2
RatingForSuccess=100
StartOnGround=TRUE
CarrierBased=FALSE
Position=411431.000000,446007.000000,0.000000
Heading=280.000000

Speed=0.000000
StartTime=0.000000
BaseArea=Offutt AFB
blah, blah, blah...


Note the lines in bold, they simply are coordinates in meters, with 0, 0, 0 equaling the left, bottom, and lowest altitudes of the 'map'. Simply adjust those numbers and heading, and you can start anywhere on the map. I used in my 'Classified Mission Mod' to start you in an aircraft shelter for a scramble mission.

Obviously it'll take a bit of trial and error. You can help yourself by activating the 'Debug' value in the HUD which will give you your exact coordinates on the screen. You can use this to put the aircraft where you want (or just use Freeview), write down the coordinates, then exit the sim, edit the mission as above, save and then go back into the sim and load your mission.

Best thing to do so as to not continually repeat searching for start coordinates, is write down all your desired spots you want to start in first (just move your Freeview camera around) in one mission, then save them somewhere to plug into mission you create.

FC


Edited by FastCargo (04/16/11 06:32 PM)
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#3272169 - 04/17/11 12:07 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
BeachAV8R Online   sicko
Contributing Editor
Lifer

Registered: 01/22/01
Posts: 20982
Loc: Charlotte, NC USA
Thanks for all the information guys. I'll grab the extractor utility later tonight and take a crack at getting some of those screen boxes pared down a bit.

FC - How do I enter the "debug" mode in the HUD? If I hit ALT-D I get FPS info (max/min/avg) but I can't figure out how to get more information up there? Nevermind..! I found it (search is your friend..)

Regards..
BeachAV8R


Edited by BeachAV8R (04/17/11 12:15 AM)
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#3272172 - 04/17/11 12:17 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
BeachAV8R Online   sicko
Contributing Editor
Lifer

Registered: 01/22/01
Posts: 20982
Loc: Charlotte, NC USA
One other question. When I set up a second flight in my mission (an AI controlled one), I can't see where I can give that flight a specific loadout? I see the default loadouts listed in the drop down box (CAS, Naval Strike, Strike, SEAD, etc...) But is there a way to edit those loadouts so that when I select them the AI planes will actually be carrying what I'd like for them to be carrying?


Edit - I think I found the LOADOUT.INI file that controls that.. thumbsup
Regards..
BeachAV8R


Edited by BeachAV8R (04/17/11 06:10 AM)
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#3272270 - 04/17/11 05:20 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
BeachAV8R Online   sicko
Contributing Editor
Lifer

Registered: 01/22/01
Posts: 20982
Loc: Charlotte, NC USA
Hmm..I tried editing those coordinate positions FC - but each time I still end up at the end of the runway. I changed the Position and Heading entries just after the line "CarrierBased=FALSE", but that didn't move my initial position. I also tried changing the first waypoint coordinates (TAKEOFF) but that didn't do it either.

Hmm..stumped for now.. Any suggestions?

Regards,
BeachAV8R
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#3272293 - 04/17/11 06:16 AM Re: SF2 Training Mission #01 [Re: BeachAV8R]
BeachAV8R Online   sicko
Contributing Editor
Lifer

Registered: 01/22/01
Posts: 20982
Loc: Charlotte, NC USA
Alright - I know I'm answering my own questions after I post them (at least some of them..lol...)..

I definitely got the LOADOUT.ini thing squared away (yay!)..

One other thing that I wonder can be set as a variable somehow - smoke duration or persistence for a destroyed ground target? Any way to make the vehicles burn or smoke for a long time?

Thanks!
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