+Dave Posted April 29, 2009 Posted April 29, 2009 Ok I started a thread in the KB. In this thread put all the fixes, and how to's here. Then I will transfer them to the KB myself. Do not as ask how to do anything, this thread is for things we already know. This will only work if the community steps up and help out.
+ST0RM Posted May 1, 2009 Posted May 1, 2009 Something to note. Under the F-8D and F-8D_66 listings. VF-31 never flew the Crusader. They jumped from the Demon to the F-4B. So, change both aircraft's squadron listings for USNGrey3 skin, to another F-8D user. Here are some suggestions: VF-154 H&MS-11 VMF-333 1
+Brain32 Posted May 3, 2009 Posted May 3, 2009 (edited) OK this is the super-huge FPS tweak: Requirements: 1. DX10 capable card 2. DX10 capable system(Vista,Server2008,Win7) *-tested on Win7 only so far In options.ini set UseAdvanced shaders=1 like this: [GraphicsOptions]DisplayDeviceID=0 DisplayWidth=1024 DisplayHeight=768 DisplayDepth=32 AspectRatio=1.333000 AntiAliasing=0 UseAdvancedShaders=1 LensFlare=0 DetailLevel=2 ObjectDetail=2 ObjectTexture=2 CockpitTexture=2 CockpitMirrors=1 CockpitReflection=1 EffectsDetail=2 TerrainDetail=2 TerrainTexture=2 HorizonDistance=2 GroundObjectDensity=2 WaterDetail=2 CloudsDetail=2 Shadow=1 Ignore other settings as those are my personal and will vary, all of them are set via the in-game graphics options screen anyway.... This little tweak brought my FPS from 23 to 50 on my testing sample and brought overall huge improvement in performance, however as TK noted this is still experimental so some other bugs may emerge. Original thread at TW forum: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6293 End of page 2 and page 3 are of intrest for this particular tweak... Edited May 3, 2009 by Brain32
+Sundowner Posted May 3, 2009 Posted May 3, 2009 For those of you having issues with the Typhoon pilots legs hanging out of the plane, here are the fixes.......this type of thing needs to be done with all your planes that dont use a stock pilot or seat. Typhoon_SF2_fixes.rar
+Brain32 Posted May 6, 2009 Posted May 6, 2009 Well I got a huge FPS increase but lost my AB effects on 3rd party planes. Hey Dave I have a fix for that, most..actually all 3rd party Afterburners are not made for SF2 ofcourse and therefore do not contain new entires for afterburners that are obviously required for new advanced shaders... Here's how I "fixed" MF's MiG-29 afterburner effects: [MIG29Material]EffectShaderName=twColor1.fx - ONLY this entry is relevant and fixes everything :) DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.500000 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=MIG29_BURNER.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I still have two problems with advanced shader use..one smaller and one huge...first one is the chaff and flares not appearing, flares produce the light but can not be seen. The second super-huge issue is that HUD's are not showing up, all of it seems to be alpha channel related issues, hope I can find a fix for it, if not I'll have to report that to TK as major issue...
GwynO Posted May 15, 2009 Posted May 15, 2009 (edited) This came up in the May patch thread, seems it could be more useful here. Assuming you want separate SFP2, SFP2V AND a separate merged install (e.g. for modders wishing to test if their mod works in standalone versions of the game as well as in merged versions). Step by step. Standalone SFP2 install: Install SFP2 to wherever you want, for the sake of argument to D:\SFP2, patch it. (only the latest SFP2 patch needed) Go to saved games folder, Thirdwire, SFP2, open options.ini and look for the mods folder line, tell it to use any folder you like, for the sake of convenience D:\SFP2\smods. Now, this will be your SFP2 only install. So rename the Thirdwire folder in saved games (add an x), just to be sure, add an x to options.ini making it options.inix, these steps are so that the next installer won't see the game, so it will leave it alone. Standalone SFP2V install: Install SFP2V to wherever you want, for the sake of argument to D:\SFP2V, patch it. (only the latest SFP2V patch needed) Go to saved games folder, Thirdwire, SFP2V, open options.ini and look for the mods folder line, tell it to use any folder you like, for the sake of convenience D:\SFP2V\vmods. Now, this will be your SFP2V only install. So rename the Thirdwire folder in saved games (add an xx), just to be sure, add an xx to options.ini making it options.inixx, these steps are so that the next installer won't see the game, so it will leave it alone. Standalone merged install: Install SFP2 to wherever you want for the merged install, for the sake of argument to D:\SFP2VMERGED, Install SFP2V to exactly where you put SFP2 for the merged install, so in this example to D:\SFP2VMERGED This is your standalone merged install, patch it. (only the latest SFP2V patch needed) Go to saved games folder, Thirdwire, SFP2V AND SFP2, open BOTH options.ini and look for the mods folder line, tell it to use any folder you like, for the sake of convenience D:\SFP2V\mmods. To use the SFP2 OR SFP2V ONLY installs, just rename the Thirdwire folder in saved games (E.G. add an xxx to the Thirdwire folder created by the merged install) and delete the x(s) from whichever one of the previous, standalone installs you want to use. Different mods within each game install (for most people this is all you will need, separate installs are only necessary for compatibility testing etc.): Within each core install on D drive in this example, you have a mod folder, either smods (SFP2 standalone install), vmods (SFP2V standalone install) or mmods (SFP2/V merged install). You can have as many total game/mod conversions as you want, for example, ODS2, OTC2, NF5 etc ad infinitum without ever needing a separate install, all you have to do is put all the mods for whatever modification into THE mods folder (either smods, vmods or mmods) and when not in use, rename it by adding an x. For example, if you want to install both ODS2 AND NF5 to the merged install described above, install either game mod first, doesn't matter, the mods folder will still be called "mmods". After this total mod is installed, simply rename the mods folder (add an x) and run the game, this will create a new vanilla mods folder, titled whatever you called it in the options.ini and located wherever you told it in the options.ini (mmods in this example, in D\SFP2V\) for you to then install the next total game mod. When you want to use any different mods folders, swap out the x(s) so NO NEED to keep fiddling with the mods folder line in the options ini. Edited May 15, 2009 by Kopis n Xiphos 2
Wrench Posted May 19, 2009 Posted May 19, 2009 Ok, I just got the thing (SF2) and had no problems bringing over the stock GermanyCE or VietnamSEA terrains ... you just copy/paste the ENTIRE terrain folder over into you (well, for me XP) C:\Documents and Settings\Kevin J. Stein\My Documents\ThirdWire\StrikeFighters2\Terrains don't forget, you MUST create the new folder Terrains (and it must be plural) now, to figure out how to get the AI Migs flyable.... wrench kevin stein 1
MiG Master Posted June 2, 2009 Posted June 2, 2009 I'm not sure if this is the correct place to post this or if it's been posted before (search comes up with no results for me), but I figured it would help other SF2/SF2V n00bz using Vista like me. I've never played a TW sim up till last week when I got SF2. Anywho, this post is from TK himself on the Third Wire forums and shows the default SF2 "Mods Folder" file structure. This is helpful when adding mods originally intended for earlier TW games. http://bbs.thirdwire.com/phpBB/viewtopic.p...mp;hilit=Sounds If your mod folder is set to C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2, they should be: C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\Effects C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\Sounds C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\Objects\Pilots C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\Objects\Weapons All seats (as well as pilots) related files go into Pilots folder. TK --
+ST0RM Posted June 8, 2009 Posted June 8, 2009 In order to save some time for people searching for things within the multiple CAT files, here is a breakdown of whats in each. SF2E: ObjectData001 Default Ground Object TAN skins (Barlock thru ZU-23) Ground Object inis Weapon inis (includes GUNDATA and WEAPONDATA) Weapon LODs and skins GermanNum TGAs Country Insignia TGAs ItalianNum TGAs Kill TGAs NationName TGAs Pilot LODs and skins Ejection seat LODs and skins SovietNum TGAs (Same as SF2V) USMCNum TGAs (Same as SF2V) USNNum TGAs (Same as SF2V) USNCV (aircraft carriers) Num TGAs (Same as SF2V) VPAFNum TGAs (Same as SF2V) ObjectData002 Aircraft skins (An12, B57(silver), Hunters, Il28, MiG17s, MiG19, MiG21F/MF/PF/PFM, Su7s, Tu16, Tu22) All inis, LODs, etc, for above aircraft ObjectData003 Aircraft skins (F4C/D/E (ADC grey & desert), F100D/D64(silver)) (Same as SF2V) All inis, LODs, etc, for above aircraft (Same as SF2V) Cockpit gauges (includes common A-4B gauges) (Same as SF2V) ObjectData004 A4_SqTail TGAs (Same as SF2V) F4_SqTail TGAs (Same as SF2V) F4TailNum TGAs (Same as SF2V) F100AFNum TGAs (for SEA camo) (Same as SF2V) F100NumFuse TGAs (buzz numbers for non-camo aircraft) (Same as SF2V) F100NumTail TGAs (for non-camo aircraft) (Same as SF2V) SqF100Tail TGAs (for SEA camo) (Same as SF2V) SqName TGAs (USN and UMCS VA/VF/VMFA) (Same as SF2V) ObjectData006 Aircraft skins (B52,B57(Camo),F4C/D/E (Camo),F100D_64/68(Camo)) (Same as SF2V) All inis, LODs, etc, for B-52, F-100D_68 (Same as SF2V) ObjectData007 Aircraft skins (A7D,F105D/D66) (Same as SF2V) All inis, LODs, etc, for above aircraft (Same as SF2V) Common cockpit gauges for A-7D, F-105D (Same as SF2V) ObjectData008 A1Tail TGAs (Same as SF2V) A6Tail TGAs (Same as SF2V) A7DAFNum TGAs (Same as SF2V) (SEA camo) A7Tail TGAs (Same as SF2V) B57Tail TGAs (Same as SF2V) F8Fin TGAs (Same as SF2V) F8Tail TGAs (Same as SF2V) F105AFNum TGAs (Same as SF2V) (SEA Camo) F105NumFuse TGAs (Same as SF2V) (buzz numbers for non-camo aircraft) F105NumTail TGAs (Same as SF2V) SqF105Tail TGAs (Same as SF2V) (SEA Camo) ObjectData009 Aircraft skins (A7D75/78,B57(black),CF104s,F4D78,F4E78,F84F,F104G,Hunter51,MiG17PF,MiG21bis/MF/PF/PFM,MiG23BN/M/MF/ML/MLA/MLD/P,MiG27,Mirage3/5,MystereIVA,SuperMyst) Default Ground Object GREEN skins (Barlock thru ZU-23) All inis, LODs, etc, for above aircraft ObjectData010 Aircraft skins (A10A/A78,F4F/F80,F4M/M75,F15A,Harriers) All inis, LODs, etc, for above aircraft ObjectData011 A10_Sn TGAs A10Sq TGAs AV8ASq TGAs F4FNum TGAs F4M_SN TGAs F15A_SN TGAs F15Sq TGAs Harrier1SN TGAs Hunter9SN TGAs SQBadge/Band TGAs SQBandPhantom TGAs I'm hoping that I captured nearly everything and created a fairly comprehensive list for easy reference. As you can see, much of the SF2V files are in the same folders, so it will cross over easily. -Jeff 1
+ST0RM Posted June 8, 2009 Posted June 8, 2009 In SF2 Europe: Change the F-4C's USAFGrey squadron listing from 10TFS to an ANG unit. Hahn AB did not fly the C-model. They transitioned from the F-100D to the F-4D. I'd suggest the 171st FIS (Mich ANG) for the CRESTED CAP mission. It will require a new listing in the SquadronList.ini. For the SEA schemed jets, maybe a 52nd TFW bird. They had a mixed bag with some EF-4Cs for a very short time. Or "transfer" the jet to Spain. They flew Cs.
FastCargo Posted June 8, 2009 Posted June 8, 2009 Also folks, for those who don't like the idea of going through a bunch of nestled directories to get to stuff, even if it's just the options.ini file, you don't have to. As K and K first mentioned eariler, you can set the options.ini file to refer to a mods folder that is somewhere other than the default Vista "C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\blah blah blah...". However, you still have to go there just to get to the options.ini to edit it. However, there are 2 ways to get around this: 1) Simply create a shortcut to the options.ini and place it anywhere or 2) Go into the StrikeFighter2.ini and edit the location of where to look for the options.ini file. The nice thing about this setup is that now my SF2/V/E install is totally self contained. I actually have my universal mods folder inside my SF2 install. So i can copy the SF2 folder to a stick and run it off the stick with just a few edits of the StrikeFighter2.ini and options.ini files. No having to go everywhere if I want a portable copy of SF2. Also, K and K alluded to the idea of only having one core install and run all the mods you want with just dragging and dropping mods into your mods folder. A more elegant solution is running a BAT file. Remember those? I used to run a BAT file for all my sims back in the day so that it would automatically load my TQS/FLCS/RCS profiles for the particular sim I was going to fly...no muss, no fuss. To the end user, it was transparent. It would load the profile, then run the sim, then once I exited the sim, it unloaded the profile. The only problems I would ever have is if the sim did a CTD. Anyway, instead of dragging and dropping your whole mods everytime you want fly a different one, make several option.ini files, each with different names (say optionsOTC.ini, optionsODS.ini, etc). Then create a BAT file which simply has the programming (be advised I haven't created a BAT file in a while, so the terminology is wrong) of 3 lines like: Rename optionsOTC.ini options.ini Run SF2.EXE Rename options.ini optionsOTC.ini Have a shortcut to that BAT file, and there you go. One click shopping...no copying mods, no fiddling with swapping around options.ini everytime you want to play a different mod. FC
FastCargo Posted June 8, 2009 Posted June 8, 2009 One more thing: The Gen 2 TW sims can still run self contained and do not need to be 'installed' except in the case of a merged install. With each sim, I've installed, then copied the stock directory, then uninstalled the sim and backed up the directory. Even with my merged install, I've done the same thing. FC
froggy Posted June 25, 2009 Posted June 25, 2009 Hi all! You may all know what I’m talking about already, but I couldn’t find it in the KB. I think I found a really easy way to have multiple installs of SF2 (or SF2V or SF2E). Apparently, the name of the folder in your main ThirdWire Mod folder is not hard-coded but copied from the name of the EXE when it is first run. So you fancy another intall!... Follow me: Go to your main SF2 (or V or E) folder. Make a copy of your “StrikeFighters2.exe” (or Vietnam or Europe, but you get that now). You should get a new file called “Copy of StrikeFighters2.exe”. Rename that file “Whatever_you_like.exe”. Run it. There you go! This will create a “Whatever_you_like” folder in your ThirWire mod folder (by now everyone knows where it is!). This folder is a carbon copy of the initial mod folder created by your stock SF2, with its own “option.ini”. When you launch your “Whatever_you_like.exe”, it will read this “option.ini” file. In your “Whatever_you_like” mod folder, you can add or remove pretty much anything you want (as long as it’s SF2 compatible). However, if you remove stock aircraft (or other ground objects), you will probably CTD if you try Instant Action or stock Campaign. So far, I’ve remove most of the US aircraft (I want a Western Europe vs Soviet) and add a new terrain, and everything works perfectly fine. Haven’t done a campaign yet!!! Franck 1
+ST0RM Posted July 13, 2009 Posted July 13, 2009 Noticed a typo on the stock SNEB rocket pod. It was listing ROCKET68 as the Rocket Name (under Rocket Data), so no rockets would be loaded/fired. Change this to SNEB68, save and you're ready to go.
orsin Posted August 4, 2009 Posted August 4, 2009 QUOTE ('TK from Thirdwire")The ALR-69 RWR display can identify radar type and display different symbols. The symbols you're likely to encounter in the game are: 2 = SA-2 6 = SA-6 8 = SA-8 Z = ZSU-23-4 AAA 21 = MIG-21 23 = MIG-23 15 = F-15 F4 = F-4 F0 = F-104/F-105 M3 = Mirage III U = Unknown S = Search radar V = M163 Vulcan AAA (hopefully these are pretty self-explanatory) Radars guiding missiles have flashing circle around them. Priority threat (the tracking radar with highest signal) will have a diamond displayed around it. Keep in mind that this can only identify radar type, and not the exact aircraft type. For example, MIG-23MS, which is an export model with MIG-21 radar, will show up as "21", not "23". Most add-on planes will not be identified (show up as "U") unless additional data is added - for add-on planes with radars, you need to add RadarFamilyName= (and type of radar, please see stock data) in DetectSystem section to have it show up on RWR (or else, it'll show as Unknown). And if you want to add the ALR-69 to add-on plane, you need to set RWR Type to TEWS and add ThreatLibraryList= which is just a list of known identifiable threats (again, please see stock plane data). (and if you look through the FlightData.CAT, there are additional icons not used, such as 27,29,31 etc, for anyone wanting to build more modern threat library . --- Also, even aircraft with older RWR "vector" display has slightly new feature. On aircraft with up front RHAW control panel, it'll light up different SAM button (LO/MID/HI band light) depending on radar frequency, so you can roughly determine the type of SAM radar tracking you. Eary and late SA-2 (SA-2 B and SA-2 F) will indicate LO freqnecy band light Mid-year SA-2 (SA-2 C and SA-2 E) will indicate MID freqnecy band light SA-6 will light MID freqnecy band light while its searching/tracking, but moves to HI frequency band when guiding missile. But this missile guidance may not be detectable on some RWR (its using CW type radar for guidance). SA-8 will light HI freqnecy band light TK
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