+Stary Posted January 6, 2009 Posted January 6, 2009 Another weapons related bug/feature: amount of bullets on hard. I'm flying on HARD settings (apart from visual targetting), case is Scooter in Operation Desert Thunder. My plane has 100 rounds per gun (I've checked this in data.ini) but on hard settings I can fire only 40, as confirmed in log after flight three times. No, no gunjams. Is it that higher difficulty level decreases the actual number of rounds loaded per gun? Quote
Thog10 Posted January 6, 2009 Posted January 6, 2009 It's amazing to go from a campaign where you only have AIM-9Bs to one flying with the navy and AIM-9Gs. Quote
+ST0RM Posted January 7, 2009 Posted January 7, 2009 What is going on with the missiles in SF2?! Picture this scenario; I'm flying the 1967 Quick Sand Campaign in a USAF F-4C. It's supposed to be a run of the mill CAP mission, yeah? Think again. Our primary target is a filght of IL-28s and I squeal with glee when I realise they're 14 miles away at my 12 o'clock heading in the same direction as me . I kick in my burners and get to within boresight range (10 miles). AIM-7Es are selected, I lock on to one at about eight miles and shoot. Although the radar remains locked on my target, the AIM-7E drops to the ground like a rock after a few seconds flight. Ah, never mind; I shoot Sparrow no.2. Guess what? Another dud . Same story with my remaining two AIM-7Es. I also had four AIM-9Bs but I might as well have popped the canopy and started throwing rocks. Apparently IL-28s don't like being tickled too much by AIM-9Bs I know that Sparrow missiles often turned out to be 'duds' or faulty during dogfights in Vietnam - dropping to the ground during attempted launches. Is this a new feature? Knowing the reputation of the Sparrow and early Sidewinders, I've adopted the technique of firing two missiles in rapid succession. I learned about this from reading actual Vietnam era pilots' report who did the same thing. After the double shot, they'd see if they hit or dumped. In the case of the latter, they'd fire again, wait, then fire the last if need be. I believe the Soviets did something similiar in that they popped off a radar missile, followed by an IR missile, hoping to catch the enemy in a depleted energy state after evading the radar shot. In the later days, they would shoot both radar missiles (AA-10) and keep the IR missiles for close in work. The philosophy behind this being that the heavy radar missiles were a hinderance to the jet's performance during close in fighting. Cant remember where or when I read about this, but it makes a lot of sense. A few things for you to consider. Or just move over to WoE where the missiles are much better ;) -S Quote
+Dave Posted January 7, 2009 Posted January 7, 2009 They didn't call the Sparrow "The great white hope." for nothing. Quote
+Piecemeal Posted January 7, 2009 Posted January 7, 2009 just move over to WoE where the missiles are much better ;) -S Oh how I really miss the latest weapons pack I installed in WOE . Here's hoping for a quick developement of TK's latest weapons pack, eh? C'mon everyone, get those prayerbooks out... Note for TK: It's by birthday on Friday. A surprise would be nice.... Quote
fallenphoenix1986 Posted January 7, 2009 Posted January 7, 2009 With regard to Soviets doing double shots or radr and IR, I've read this to though I'm fairly sure it was IR then radar otherwise the IR may lock onto and track the radar guided missile so if it missed they both did. Craig Quote
JediMaster Posted January 7, 2009 Posted January 7, 2009 I know that was standard for the AA-6s as used by the MiG-25 and maybe the Su-15/21 as well, but I'm not so sure the practice continued into the Alamo era. Quote
+pcpilot Posted January 8, 2009 Posted January 8, 2009 Well, I decided to add my support to TK's efforts, so bought a copy of the game. Question...anyone added a cockpit to any of the AI planes? As soon as I finish downloading, Im gonna try the Hi-res Mig-21 cockpit by MK2 and see what happens. Quote
+suhsjake Posted January 8, 2009 Posted January 8, 2009 (edited) Yeah, I added the MiG-21 cockpit fine. Also added the Hunter cockpits. I tried adding Ordways cockpits but it always seems to crash on loadup. Edited January 8, 2009 by suhsjake Quote
+Stary Posted January 8, 2009 Posted January 8, 2009 I tried adding Ordways cockpits but it always seems to crash on loadup. With using "old" cockpit LOD or using the new ne? The reworked pits may cause CTDs (different mesh and parts names) Quote
ch53fixer Posted January 8, 2009 Posted January 8, 2009 i extracted all the cockpits and sorted them in to separate folders , how can i use this cockpits now in sfp1 ,wov,woe and woi every time i try to use them the aircraft i assign the cockpit to is no longer available in the selection Quote
Gr.Viper Posted January 8, 2009 Posted January 8, 2009 Anyone noticed those? Landing lights on F-100D. Deploy with airbrake. And that's stock Snakeye Quote
+suhsjake Posted January 8, 2009 Posted January 8, 2009 I was using an unchanged version. Hope Ordway updates his cockpits. Quote
Wrench Posted January 8, 2009 Posted January 8, 2009 You guys are making it way too hard for yourselves.... How about trying by extracting the cockpit LODs from the original SF/WoE/WoV cat files, drop them into Ordways's cockpit folders, and see it the MiG pit work that way??? Remember HOW the Game Engine works ... it looks into seperate folders FIRST, then pulls what it can't find from the cat files. (mind you , I don't have SF2, but I know how the system works ... which would explain why the Fishbed pits work, as they are all inclusive - with all the lods and bits necessary to work whereever) Wrench kevin stein Quote
+pcpilot Posted January 9, 2009 Posted January 9, 2009 (edited) Ok, maybe you can tell me what happened here as Im still not sure I understand the file structure. I made the MiG-17 flyable very easily using the A-4B cockpit. I simply added the lines... CockpitDataFile=A-4B_cockpit.ini LoadoutImage=A-4B_loadout.tga HangarScreen=A-4B_hangar.bmp LoadingScreen=A-4B_Loading.bmp to the Mig-17 ini in the C:\Documents and Settings\Jeff\My Documents\ThirdWire\StrikeFighters2\Objects\Aircraft\MiG-17 folder. Then I unpacked objectdata003.dat in C:\Program Files\ThirdWire\Strike Fighters 2\Objects into a folder with the same name. I was then looking for a A-4B cockpit panel I wanted to repaint in soviet colors for the MiG-17. I found it, did the paint job I wanted to it and repacked the files. Making sure everything had the proper names and the new paint job on the file was the same dimensions of 256X256. I then go fly and VOILA! my cockpit has the new paint job...KEWL! Then switched to an outside view to watch the dogfight and realized that all the other planes were now without skins...they were ghostly white! All I did was change one file and repacked everything. What happened that changed all the other aircraft??? I also tried leaving the new file just in the C:\Program Files\ThirdWire\Strike Fighters 2\Objects folder outside the cat file to see if that worked; it didnt. What if I simply put it in its own cockpit folder in the C:\Documents and Settings\Jeff\My Documents\ThirdWire\StrikeFighters2\Objects\Aircraft\MiG-17 folder? If so, do I need to add anything else to that folder? I could try this but Im off to work shortly for a nice 12 hour shift...ack... UPDATE! Nevermind, I reread what wrench posted and I had 5 minutes before I had to leave for work...lol. So put the new file in its own folder in C:\Documents and Settings\Jeff\My Documents\ThirdWire\StrikeFighters2\Objects\Aircraft\MiG-17 folder. Works great! All the other planes have their skins and I have my new cockpit repaint. Man, Im a freaking jenious...;) Edited January 9, 2009 by pcpilot Quote
+Piecemeal Posted January 9, 2009 Posted January 9, 2009 Some will be glad to know that SF2 is carrier compatible. I just imported them from SFG and am now flying from carriers in my US Navy campaigns. Quote
Spinners Posted January 11, 2009 Posted January 11, 2009 Some will be glad to know that SF2 is carrier compatible. I just imported them from SFG and am now flying from carriers in my US Navy campaigns. Are there carriers in SFG? Quote
+Piecemeal Posted January 11, 2009 Posted January 11, 2009 Are there carriers in SFG? Not with the basic install. I imported the carriers from WOV (but make sure you also extract all the carrier .lod/data/bmp,etc files from the VIETNAMSEA.CAT file), set up a carrier station in the DESERT DATA.ini file, place the carrier in the DESERT TYPES.ini file as a target type and edit the campaign data.inis so that the game would recognise them. It's pretty simple if you know what you're doing. I've found that it brings a different dimension to the game , as well as a choice as to whether you want to operate from a sea or a land base. Actually a lot of people have done the same with WOE Quote
+Piecemeal Posted January 11, 2009 Posted January 11, 2009 Not with the basic install. I imported the carriers from WOV (but make sure you also extract all the carrier .lod/data/bmp,etc files from the VIETNAMSEA.CAT file), set up a carrier station in the DESERT DATA.ini file, place the carrier in the DESERT TYPES.ini file as a target type and edit the campaign data.inis so that the game would recognise them. It's pretty simple if you know what you're doing.I've found that it brings a different dimension to the game , as well as a choice as to whether you want to operate from a sea or a land base. Actually a lot of people have done the same with WOE Sorry bud, I meant to say to extract the above mentioned files from the WOV/ObjectS/ObjectData.CAT file :blush2: Quote
Gr.Viper Posted January 13, 2009 Posted January 13, 2009 SF2 Manual released!!! Not pdf but html though. http://www.thirdwire.com/man/sf2/strike_fighters_2.htm Finally one can see how all those F-4s differ from one another Who was asking about only 20 shots for guns on A-4? A-4B (65)To counter the ever increasing threats from enemy Surface-to-Air Missiles (SAM), A-4B received ALQ-51 ECM and a chaff dispenser under project "SHOEHORN" in 1965. Due to limited internal space, the black box for the ECM is placed in cannon ammo box, reducing the ammo capacity to 20 rounds per gun. Quote
+Julhelm Posted January 14, 2009 Posted January 14, 2009 I've tried to add the carriers as per C5's article, WITH the correct #'s, yet the carrier refuses to show up and my base is somewhere out in infinity beyond the southeast corner of the map. Any ideas? Quote
+SidDogg Posted January 14, 2009 Posted January 14, 2009 I've tried to add the carriers as per C5's article, WITH the correct #'s, yet the carrier refuses to show up and my base is somewhere out in infinity beyond the southeast corner of the map. Any ideas? yep. for starters, use the WoV stock CVA-63... copy ALL LODs, BMPs, and .INIs from the WoV ObjectData.CAT make a new CVA-63 folder in your SF2 Groundobject Mod directory in <user>\Saved Games\...[yada yada] Paste Files into new CVA-63 directory... Mod Campaign or Single Mission accordingly! Quote
+Julhelm Posted January 14, 2009 Posted January 14, 2009 Using the SCB-125, in the correct folder etc. Still no go :( Here's how my inis are set up: Desert_Types.ini: [TargetType072]Name=SCB-125 FullName=SCB-125 Essex Class CV ModelName=SCB-125.lod TargetType=WARSHIP ActiveYear=1950 DamagePoint=10000 ArmorValue=0 ArmorType=0 TargetValue=2500 UseGroundObject=TRUE GroundObjectType=SCB-125 RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect=ShipDestroyedEffect DestroyedModel= SecondaryEffect=LargeOilFire SecondaryChance=100 [TargetType073] Name=CVA-63 FullName=Kitty Hawk Class CVA ModelName=CV-63.lod TargetType=WARSHIP ActiveYear=1961 DamagePoint=10000 ArmorValue=0 ArmorType=0 TargetValue=3000 UseGroundObject=TRUE GroundObjectType=CVA-63 RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect=ShipDestroyedEffect DestroyedModel= SecondaryEffect=LargeOilFire SecondaryChance=100 Desert Targets.ini: [TargetArea074]Name=Delta Station Position=700000,700000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea075] Name=Echo Station Position=870000,700000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Desert_Nations.ini: [Theater]TheaterName=Somewhere in Middle East Location001=Kingdom of Dhimar Location002=Empire of Paran Location003=Straits of Dhimar [Nation001] NationID=256 Name=Dhimar DisplayName=Dhimari Air Force Alignment=FRIENDLY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=POOR GenderRatio=0 [Nation002] NationID=257 Name=Paran DisplayName=Parani Air Force Alignment=ENEMY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=POOR GenderRatio=0 Campaign6_Data.ini: [CarrierUnit001]CarrierType=CVA-63 CarrierNumber=63 UnitName=CV-63 USS Kitty Hawk ForceID=1 Nation=USN BaseArea=Echo Station NumSquadron=5 BaseSize=MEDIUM Experience=100 Morale=100 Supply=100 [CarrierUnit002] CarrierType=SCB-125 CarrierNumber=41 UnitName=CV-41 USS Midway ForceID=1 Nation=USN BaseArea=Delta Station NumSquadron=5 BaseSize=MEDIUM Experience=100 Morale=100 Supply=50 Quote
+SidDogg Posted January 14, 2009 Posted January 14, 2009 Using the SCB-125, in the correct folder etc. Still no go :( Here's how my inis are set up: Desert_Types.ini: Desert Targets.ini: Desert_Nations.ini: Campaign6_Data.ini: ummm.... you DO know you don't need the entries in the Desert_TYPES.INI, right? that's probably what's conflicting with your other entries..... Quote
+Julhelm Posted January 14, 2009 Posted January 14, 2009 It didn't work before I tried adding those so it's probably not that either. Quote
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