[REL|FC2] Naruto 607 RU & US Advanced Weapons v1.1

I actually got a problem releasing this mod as it is sized for about 1.75 GB. Still, this mod features AI bug fix that actually cannot be addressed as of v1.0. The files ObjArrays.lua and wsTypesTree.lua are unnecessary to be edited, as if you edited it to add new entry, for example, of aircrafts, vehicles, or SAMs, chances for AI errors will be higher. I called it some kind of IFF error (or is it?).

Well, I spent the entire semester for finding out this AI bug, and I do say without editing those files, the mod works flawlessly. IMO, this mod is similar to 1-MOD v3.4 by =1= that replaces the whole aircrafts of default models with new ones that looked different, like MiG-25 as Su-47, Su-24MR as Su-22, and many others. There is still a bug, however, in his mod, that your sim will crash if you try to pilot or place the EA-6B aircraft into the sim - Names.lua file didn't map the EA-6B's CLSID that =1= created. I can say that my mod, has very little (minor) or unnoticed bugs, so feel free to ask questions here or tell me about the bug you encountered via the contacts I mentioned in the mod's ReadMe.

This mod upgrades your FC2 game to a more modern and HQ-detailed models, thus changing the theme of FC2 to a little bit of scenes you saw in Boruto: Naruto the Movie (if you have watched it). FC2 simulator game has grown old, and I doubt that no one has ever take attention on this as Eagle Dynamics and other developers developed the more enhanced simulator game, the DCS: World, and its descendants, the modules, like DCS: A-10C Warthog, DCS: FC3, DCS: Mi-8MTV Magnificent Eight, and many more. I don't have those as I am still using the old computer, which the game still accepts it, and I have DCS: A-10C too, but the standalone version.

I have made improvements to this mod before the time for a new computer, and I have reduced the number of weapons to be added in this version. v1.1 is pretty stable like in v0.65, which is an "alpha" version that you require corresponding mods to be installed before installing it. This version no more require corresponding mods to be installed before installing this. Once you installed it you will get everything that you need and surely you will be satisfied. Therefore, it will compatible with vanilla missions that the developers of Eagle Dynamics and The Fighter Collection companies created, unlike 1-MOD v3.4 that cause lots of errors when clicking an aircraft in ME, and also, bugged weapons payload. Most of the missions the devs made has been reworked by me to meet the RU & US Advanced Weapons v1.1 standards (like some kind of QC Passed thing :P) and I added some new missions and personally customized vanilla campaigns to the entry. Of course editing those didn't change the behaviors of combat aircrafts in the sim, therefore they do the same as in original game, with a bit of improvisation, especially on weapons payload for each aircraft in the scene, ground units, trigger algorithm, and (new in this version) Success/Failure sounds that I grabbed from famous FPS and Flight Simulator games like Ace Combat and Call of Duty and edited them to suit my needs.

Encyclopedia. This section has been renewed with relevant data based on the real life. I grabbed the data from Wikipedia, as they provide detailed information about certain aircrafts and weapons that FC2 offered for the first time it was released. It also adds new and detailed information about original and new weapons, such as French AASM, ASMP, AS-30L, Martel, Exocet (since the release of AdA-Mod v2.0.0), U.S. AIM-120B, AIM-120C, AIM-9M, AIM-9P, AIM-9X, and many more.

Okay, new aircraft carriers. I added the CVN-71 "Theodore Roosevelt" and CVN-77 "George H.W. Bush" aircraft carriers from the "CVN-70;71;77" mod I grabbed some time ago from DCS official website in "User Files" section, under "LockOn: Flaming Cliffs 2" filter. The scripts that the author made is original, except I changed the display name to proper/corrected ones, so everyone can recognize it clearly without misunderstandings, typos, etc.

I do say he made some misunderstandings with this, as some people said that CVN-77 is named "George H.W. Bush", not just "George Bush" that may led to two possibilities: the "George H.W. Bush" or "George W. Bush". The CVN-71 name is correct though. Check the Wikipedia for those aircraft carriers if you think this information is not enough for you to "consume". :P

Piotr Velikiy. ED and TFC didn't create the encyclopedia of it, so yeah, I pulled this from DCS: A-10C and added it without editing it. I also did this with some other data, like AGM-65G, AGM-65H, GBU-31, and GBU-38.

Boeing 707 and Super Etendard. I tried in v1.0 to place the B-707 as Tu-141 and Super Etendard as Tu-143. Unfortunately, flight behaviors became weird. SEM aircraft cannot maintain altitude and fly lower to below 1000 meters instead. While the B-707 has a tendency to crash early because of the fuel overloading (since Tu-141 is a Russian UAV, it has a fuel as not many as the standard aircraft). Though I tried many methods to prevent it from having a buggy flight behavior, it still has since it has been a preset function in FC2 system. Many methods has been made, like changing the aerodynamics and engines, but none came to a fix.

In this version I decided to remove the SEM, but for the B-707, I use it to replace the C-17A transport plane, which in fact the devs use the CMD model instead of LOM model for performance over quality. I do say there is no replacement for HQ model of C-17A, yet this is the compliment for what I do. I have matched the data the original mod provided with the specifications of C-17A (aerodynamics only, if with engines too, the plane will crash when landing as it's not yet ready for new data), so this aircraft has fixed the issue of ejection seat appearing (the pilots ejected the plane while in real life it doesn't) when the aircraft has taken a beating (meaning destroyed in flight) or running out of fuel in the flight. AdA-Mod really use the EA-6B slot for this aircraft, and as the result, the ejection seat appears when running out of fuel in flight or it has taken a beating. This has becoming an unnoticed bug for the developers of AdA-Mod as they seek the empty/unused slots for those newly added aircrafts, especially the French types. So in conclusion, the Tu-141 and Tu-143 slots will be left empty and will be used later if I have adequate models (either CMD or LOM) for them to use in the simulator.

Weapons. I have put everything I need to fill the unused slots, but as of v1.0, the IAB-500 bomb has a rendering bug (after deploying, the bomb disappears and later exploded on the ground) when deployed. I have to map it as FAB-500P, as it is an unused slot and doesn't introduce rendering bug. Respectively, Exocet, SCALP, and ASMP missiles replace the unused AGM-122 "Sidearm", AGM-123 "Skipper II" and AGM-130 missiles, with a new naming and replaced index number.

Well, I have lots of shortened explanation in the Version History, so go ahead and check it out in "Doc" folder in the game dir for more. Any questions, just come by here and chat, or send an email (don't spam).

Download Link

Click here (1.75 GB)
I uploaded the file to my Google Drive, as they accept the bigger file size like in 4shared, yet they do not need to register - just click and download.

What's new in version 1.1?

  • C-17A replaced with B-707 (& updated aerodynamics/aircraft characteristics data, but still using standard CLSID and name - Display Name changed to B-707)
  • This also changes the C-17A encyclopedia with Boeing 707 encyclopedia.
  • Removed the source of the AI Directives bug: the modified ObjArrays.lua and wsTypesTree.lua caused the AI to improperly identify the aircrafts (like some kind of IFF error)
  • It's best to leave it default, as it will not cause major problems with models/aircraft names changing.
  • Removed SEM as it's very buggy
  • Reduced number of unused French control/jammer pods that is intended for specific aircrafts (like Mirage F1)
  • Fixed IAB-500 bugged bomb drop (default ID from v1.0 is still used)
  • Introduced VNAO F-14D and F/A-18F mod (and Encyclopedia)
  • Configured GBU-31 and GBU-38 for F-14D and F/A-18F (they take place as unused GBU-29 and GBU-30)
  • Added GBU-31 and GBU-38 to A-10C and F-16C (U.S. version)
  • Added CVN-71 & CVN-77 carrier ships
  • Added Kuznetsov Upgrade
  • Changed the way the Kh-15Cs can be used in selected missions/tracks
  • Improved mission files and manual skin ID editing
  • Removed MiG-21 weapons on outer pylons (1 & 7) as it'll "float" on the left/right side of the wings
  • Boruto Theme, yay!
  • Added F/A-18C and F-14D Carrier take off from catapultposition by Roschach
  • EF-111 dedicated ECM aircraft made, based from the F-111F
You can find notes and known bugs in the mod's version history text file; note that it has majorly fixed the AI bug, you'll got nothing to concern about enemy aircrafts being passive (well you might feel in v1.0 that a mission you play is too easy, but actually it wasn't).

Screenshots

Sorry I posted too many. It's not that I can't get rid of SS enthusiast, but it's in order to show what this mod can do, not just a little screenie without details of every aircraft.
These are taken during game time, from 9 p.m. yesterday until midnight. You will see in few screenshots that AI aircrafts will properly attack each other now, unlike v1.0 that can't because of edited ObjArrays.lua and wsTypesTree.lua.




































































































































Future Releases

In the future I will release the mod as patch packs, to improve the mod as well as to enhance the simulation world. Everyone needs to enhance, right? When I have adequate tools I will look forward for this. And let's hope the FC2 is compatible with the new computer when I have one.

Here's the list of the proposed future releases when I have sufficient tools:
  •  Replace the Shturm ATGMs on Apaches with AIM-92 Missile Pod (firing 2 FIM-92C missiles per pod) - reference from AC:AH
  • Add the Igla Missile Pod for Ka-50, Mi-24, and Mi-28 (firing 2 Igla-S missiles per pod) - reference from AC:AH
  • Expand the weapons variation (like PB-250, unmapped Aerial Torpedoes, unmapped Aerial Depth Charges, etc.)
  • Modify Weapons.dll OR merge UPK-23-250 with GUV-8700 and change the loadout system

Disclaimer

 This mod is EXCLUSIVE to this blog website for 30 days since its release. After the EXCLUSIVE period expires, you may republish this mod to any media but please take your time to write my name and the website link in the description. Please do not republish the mod as your own work, as I worked my entire life to put this mod into a fully working state with minimal bugs. During the EXCLUSIVE period you MAY NOT republish this mod to any media without my written permission, EXCEPT if you want to use this mod in Multiplayer, which I myself didn't try.

Please note, I do not responsible for any damages or anything that broke your computer, or getting banned online when you try to connect in Multiplayer with this mod (which you will get "Integrity Check Failed" message). USE IT AT YOUR OWN RISK. Also don't come ask me for cheats in the simulator or GTA games.

The end

Well, that's all, folks. I spent years on working this mod alone, so I hope you enjoy, for everyone who still has the FC2. I do say FC2 is comfy in my PC with the minimum system requirements explained in the mod's ReadMe. Note that this mod contains works of several authors out there, as I do note that I didn't model those aircrafts or weapons in the simulator. All models/textures that created go to the respective authors mentioned in the mod's ReadMe.

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