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STRIKE FIGHTERS 2

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and for those who would attempt to look down upon its gameplay.....

 

 

CHECK THE SIZE OF THIS FREAKIN AIR BATTLE!!!

 

post-2412-1230475126_thumb.jpg

 

...AND THAT'S ON THE REGULAR. :ok:

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I managed to have a nearly fully functional Bpao Tomcat F-14A in Strike Fighters 2

 

- copied F-14A folder to \My Documents\Thirdwire\Strike Fighters 2\Objects\Aircraft --> OK

- copied the sounds folder to \My Documents\Thirdwire\Strike Fighters 2\Sounds --> all OK

- copied pilot and seat files to \My Documents\Thirdwire\Strike Fighters 2\Objects\Aircraft --> OK

- extracted F-4E pit instruments, panels and generic instruments from WOE Objectdata.cat and copied them to

\My Documents\Thirdwire\Strike Fighters 2\Objects\Aircraft\F-14A\cockpit --> now original Bpao Tomcat cockpit also fully functional

- copied effects to \My Documents\Thirdwire\Strike Fighters 2\Effects --> unfortunately these do not work

- so I adjusted the effects in F-14A_data.ini to point to standard SF2 effects

- copied weapons to \My Documents\Thirdwire\Strike Fighters 2\Objects\Weapons --> cannot work at the moment since we have no clue how to

add weapons in SF2 yet.

 

But then, as expected, the F-14A is a joy to fly in SF2!

 

Yep, that answered a question... gonna have to wait and see how this develops. May switch over, but not yet..

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CHECK THE SIZE OF THIS FREAKIN AIR BATTLE!!!

Wha...? So many pilots and no aces? :biggrin: By the end of the Burning Sands I saw at least 2 enemy aces each mission.

1.jpg

 

Once we even got jumped by a Fitter wing lead by an ace that apperntly wanted to kill us dead.

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Wha...? So many pilots and no aces? :biggrin: By the end of the Burning Sands I saw at least 2 enemy aces each mission.

 

 

Once we even got jumped by a Fitter wing lead by an ace that apperntly wanted to kill us dead.

yes, i know! life is much more difficult this time around on Hard difficulty... :biggrin:

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Hey Guy's and guners!

 

In my SF2 is the Widesky mod not posibel and the other problem is, that the force feedback funktion is out of order.

Has anyone an idea?

 

Greetz...

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Ok this might seem like a slightly n00bish question.... but how do you get the Weapon packs to work with SF2?

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I think it was stated earlier that they haven't figured out how to add weapons to SF2 yet.

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There are no tools that work with SF2 yet and TK hasn't explained the new weapons format so we wait.

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Didn't TK state that the weapons are going to be handled in the same manner as ground objects?

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Didn't TK state that the weapons are going to be handled in the same manner as ground objects?

 

Only in the sense that each weapon can have its own subfolder within the weapon's folder. Tha's been true since the release of WoI, and has been incorporated into the latest patches for the entire series. Just look at the latest Mirage Factory weapons pack, and you'll see.

 

The issue with SF2 (and its successors), is that it requires a new weaponeditor, and possibly a new gun editor. This is typical, as with every major series update since SP3 or so, TK has supplied a new weapon editor.

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...I think it was mentioned that it is just the process of putting the folder of the said weapon (example, a folder for an AIM-9L including .LODs and .bmps) into the weapons folder, and the game would recognize it right away.

 

The question is the .ini parameters that must be included in the individual weapons for this to work. If that is true, then adding weapons the old way would be a thing of the past.

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...I think it was mentioned that it is just the process of putting the folder of the said weapon (example, a folder for an AIM-9L including .LODs and .bmps) into the weapons folder, and the game would recognize it right away.

 

The question is the .ini parameters that must be included in the individual weapons for this to work. If that is true, then adding weapons the old way would be a thing of the past.

 

The only ini parameters in those folders, should be model view distance (.lod entries), texture, and shadow entries. Anything else pertaining to actual weapons parameters should still be contained in a global weapondata file.

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Like everyone else I'm really enjoying the super hi-rez pits.

 

The only annoyance for me is a personal one, the great big font size. Doing the Alt-D shuffle is a bit of a gamble, was shot down in my F-4B by some unseen joker. The furball was intense, just like on Sid's map screenie.

 

Only at the debreif screen did I see it was a Mig-17 that had sent me West.

 

Sometimes it's good to go back to basics and just enjoy SF2 as is, no fancy planes or weapons.

 

I'm having a blast with it.

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Fubar, this is what I saw at the FAQ thread:

 

* Once we release the new weapons editor, add-on weapons can be added individually by simply creating new folders (instead of editing the master weapons file as before) much like the aircraft and ground objects are added.

 

That is why I said the new games would be awesome for modding.

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Looking at screen shots I think this game on a visual level competes with the dogfights show they have on the History Channel. They use pre rendered models and they are super imposed over filmed environments. The model quality of SF2 looks to rival that of Dog Fights and the terrains seem to have been improved also.

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I am also having a great time with SF2. Has SF2 added a working radar-assisted lead computing gunsight to the F-100, or have I just never noticed it before?

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Has there been any thought to creating a separate download category for SF2 and its add-ons? I am assuming that there will be a day when mods created for the original series and those created for the updated one will not play too nicely together. Just a thought...

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Well, some of the modders would probably give instructions for both versions in the same mod. Saving some of the hassle.

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* Once we release the new weapons editor, add-on weapons can be added individually by simply creating new folders (instead of editing the master weapons file as before) much like the aircraft and ground objects are added.

So...does this mean just an ini text file in each weapon folder? If so, why any weapon editor is needed at all? We never needed an Aircraft and Ground Object Editor.

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We would probably need a weapon editor to give us an easier way to look at the values for the said weapon, since this is kind of the way it has been done for the past few years.

 

Though, this is best left for TK to answer...

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Gerwin is still working hard on it. Stay tuned :biggrin:

 

The New CatPack Extractor/Packer is available for download as of now. So you can look under the hood of SF2!

The new cat format gave me a few suprises so that's what delayed the release. Thanks go to Kreelin and Paolo for testing and reporting back on the program the past days.

 

http://forum.combatace.com/index.php?showtopic=35250

Edited by gerwin

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Has there been any thought to creating a separate download category for SF2 and its add-ons? I am assuming that there will be a day when mods created for the original series and those created for the updated one will not play too nicely together. Just a thought...

 

I will think about it, depends on how popular it is. If not then the modder will have to make sure in the readme, it stated which sim it is for. And as we all know, everyone reads the readmes.

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The New CatPack Extractor/Packer is available for download as of now. So you can look under the hood of SF2!

The new cat format gave me a few suprises so that's what delayed the release. Thanks go to Kreelin and Paolo for testing and reporting back on the program the past days.

 

http://forum.combatace.com/index.php?showtopic=35250

 

Gerwin

 

I like the extractor but is there anyway we can have it like the old extractor where we can pick and choose what files we want to extract? SF2 has 4 Objectdata. cat files and for someone who may have limited hard drive space, unpacking all 4 just to look for a single file would not be an option.

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quick overview of the four ObjectData .cat's

001 = same as the old SF/WOX ( has GOs, basic decals, weapons ) but no aircraft related stuff anymore

002 = contains all AI aircraft related stuff like ini's, skins etc.

003 = contains flyable aircraft related stuff like ini's, skins etc.

004 = is the Decals .cat

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Is anyone going to start posting information about SF2 in the KB?

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