Badfrank Posted February 11, 2010 Posted February 11, 2010 Yes Sir, i have a standalone Version of SF2V And that is the Reason why these Planes don´t work, they are only Part of SF2 Quote
+eburger68 Posted February 11, 2010 Author Posted February 11, 2010 Badfrank: Thanks for the info. Then it looks like SF2V standalone users have two options: 1) Delete the the A-4B and A-4B_65 from the \Objects\Aircraft dir in their Mod Folders 2) Reinstall SF2V as part of a merged install (SF2 first, then SF2V) There are three units in the Rolling Thunder campaign that use the A-4B_65, but all three have the A-4C_65 listed as Alternate Types. In the mean time I will add the A-4B and A-4B_65 to the "Optional" installs folder with appropriate instructions in the ReadMe. Best, Eric Howes Quote
+eburger68 Posted February 17, 2010 Author Posted February 17, 2010 (edited) Folks: You may have noticed that TK has released a Feb. 2010 patch for SF2. I have done some quick testing with the SF2V Expansion Pack -- see my post here: http://forum.combatace.com/topic/53093-just-when-you-thought-you-had-caught-up/page__view__findpost__p__387780 I'll tell you right up front, though, the answer to the question is: no, the trees/clouds issue is not fixed. Eric Howes Edited February 17, 2010 by eburger68 Quote
jomni Posted February 17, 2010 Posted February 17, 2010 (edited) Well I usually delete the trees and cloud mods from your mod anyway even if they're fixed due to system constraints and personal preference. Thanks for the great mod. I always recommend this to new SF2 Series players. Edited February 17, 2010 by jomni Quote
RichardG Posted February 18, 2010 Posted February 18, 2010 I already have gold version with January patch. Do I just install February patch over that, or do I need to reinstall the whole Vietnam gold mod again with fubuary patch and the new gold update? Quote
+eburger68 Posted February 18, 2010 Author Posted February 18, 2010 RichardG: There is no "new gold update." The four base install files for the SF2V Expansion Pack have not changed. TK released a Feb. 2010 patch for all SF2 titles. I released a "Feb. 2010 Refresh" for the Expansion Pack a week or two earlier, but that is not the same as the ThirdWire Feb. 2010 patch. If you already have the "Jan. 2010 Update" for the Expansion Pack installed, I would suggest applying the Feb. 2010 patch from ThirdWire. Start the game once to verify that it was applied properly. Then install the "Feb. 2010 Refresh" for the Expansion Pack. FWIW, I will be rolling all the various updates and refreshes for the Expansion Pack into an updated set of base install files, but I haven't done that yet. Eric Howes Quote
jomni Posted February 18, 2010 Posted February 18, 2010 Eric are you working on an update your mod for the Thirdwire Feb2010 patch. Quote
+Dave Posted February 18, 2010 Posted February 18, 2010 Well I usually delete the trees and cloud mods from your mods / personal preference. I can understand the system constraints but I am curious, can you expand on this statement? I'm not saying there is anything wrong with it and I am not looking to pick on you. I am just wondering, IMHO deleting the trees and clouds from this mod is like deleting all the F-4's from Vietnam. Again just my curiosity getting the better of me. If you wish not to answer then no big deal. Quote
+eburger68 Posted February 18, 2010 Author Posted February 18, 2010 Jomni: You asked: Eric are you working on an update your mod for the Thirdwire Feb2010 patch. No, because the only thing that I've seen so far that might affect users is the cockpit position on the A-6A/B and the F-5B. And the solution there is simply to revert to the default COCKPIT.INI files that are already included in the Expansion Pack (if, that is, you were on the Dec2009 patch and applied the COCKPIT.INI files for those aircraft from the Jan2010 or Feb2010 Update packages). When I produce updated versions of the four base Expansion Pack files I will update the ReadMe to reference the Feb2010 patch instead of the Dec2009 patch. Maybe something new will emerge that needs attention, but so far I haven't seen it. Feb2010 patch level users should treat it like the Dec2009 patch level and apply the custom Dec2009 files, with the exception of the COCKPIT.INI files for the Intruders and the F-5B. Eric Howes Quote
jomni Posted February 18, 2010 Posted February 18, 2010 (edited) I can understand the system constraints but I am curious, can you expand on this statement? I'm not saying there is anything wrong with it and I am not looking to pick on you. I am just wondering, IMHO deleting the trees and clouds from this mod is like deleting all the F-4's from Vietnam. Again just my curiosity getting the better of me. If you wish not to answer then no big deal. Actually the trees are ok. You need a lot of trees especially in Vietnam. But the clouds are sometimes too low and too dense. Maybe realistic and better eye candy but it's just too much clutter on the screen for me. Eric, Thanks for the info. I'll do the reverting myself. Edited February 18, 2010 by jomni Quote
stingray77 Posted February 18, 2010 Posted February 18, 2010 (edited) My original idea was to rename the mod-folder, apply the TW-Feb-patch, run the game once and "overwrite" the newly created mod-folder with the modded one from before. Can you tell if this works, or will there be some "new data" overwritten with the mods? ...In THAT case I would need to re-apply the XP plus its updates (the "fool-proof-solution)... Phew. I wanted to save me that work until your announcement, that you updated the XP another time. Guess I'll need to go the extra mile and re-apply all again........ Edited February 18, 2010 by stingray77 Quote
+eburger68 Posted February 18, 2010 Author Posted February 18, 2010 stingray77: My original idea was to rename the mod-folder, apply the TW-Feb-patch, run the game once and "overwrite" the newly created mod-folder with the modded one from before. That should work. Eric Howes Quote
stingray77 Posted February 18, 2010 Posted February 18, 2010 Oh, THAT sounds promising! I'll shoot in that direction first (and report back if it does NOT do the trick)... Thanks for your very fast reply. Quote
verde13 Posted March 3, 2010 Posted March 3, 2010 I've got a tiny problem. I've been trying to get the campaign to generate some CAP missions, but so far no luck. I've edited the terrain file so that CAP is an allowed mission and i have given my squadron(F-4B) in the campaign file 90 % chance of getting CAP. Still no luck, even though i can fly CAP missions in the single missions. Have i forgotten anything ? Quote
+eburger68 Posted March 3, 2010 Author Posted March 3, 2010 Folks: I have uploaded updated versions of all the main files for both the WoV and SF2V Expansion Packs. These updated versions collect all the fixes and updates that were released over several months. They also contain some updates to both terrains -- see below for more info. Dave, now that the "roll-up" versions of the Expansion Pack files are uploaded, would you please remove the following unnecessary files from the "Downloads" section? http://forum.combatace.com/index.php?app=downloads&showfile=10472 http://forum.combatace.com/index.php?app=downloads&showfile=10466 http://forum.combatace.com/index.php?app=downloads&showfile=10312 As mentioned above, these updated core files do contain some updates to both the North & South Vietnam terrains. Those who have previously applied all the updates through the "Feb. 2010 Refresh" can download a small 6 mb update to bring your installations current here: For SF2V Expansion Pack https://netfiles.uiuc.edu/ehowes/www/sf2v/SF2V_TerrUpd.7z For WOV Expansion Pack https://netfiles.uiuc.edu/ehowes/www/sf2v/WOV_TerrUpd.7z What follows is a list of the target areas added or updated: Added ----- An Bo POL Storage Depot * Xuan Bo Supply Depot * Mu Gia Transshipment Point * Ban Karai Transshipment Point * Ban Raving Transshipment Point * Lang Mo Transshipment Point * Haiphong Rail Yard Hanoi Rail Yard Thai Nguyen Rail Yard Yen Bai Rail Yard Thach Son Xa * Revised ------- Bai Thuong Cat Bi Dong Hoi * Hai Duong Haiphong Hong Gai Nam Dinh Nam Phong RTAFB * Ninh Binh Phu Tho Quon Lang * Son Tay Thai Nguyen Thai Nguyen Steel & Iron Works Uong Bi Vinh Son * * = both North & South Vietnam terrains Thanks, Eric Howes Quote
malibu43 Posted March 3, 2010 Posted March 3, 2010 I've got a tiny problem. I've been trying to get the campaign to generate some CAP missions, but so far no luck. I've edited the terrain file so that CAP is an allowed mission and i have given my squadron(F-4B) in the campaign file 90 % chance of getting CAP. Still no luck, even though i can fly CAP missions in the single missions. Have i forgotten anything ? I believe CAP's are generated in the campaign over ground units when there is a ground war going on. Are you trying to get CAP's in the Rolling Thunder or Linebacker campaigns? There is no ground war. The Steel Tiger and Easter Offensive campaigns have ground wars, but no enemy aircraft, so CAP probably won't work there either. This looks like something close to what I said... http://www.google.com/url?sa=t&source=web&ct=res&cd=1&ved=0CAYQFjAA&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FCombat_air_patrol&ei=ANSOS6yrDo22swO2j-SnCA&usg=AFQjCNGnNS9rTp4JMHxDF3jlN8Vn4iFBgA Anyway, the way the SF series works, you could just fly Escorts and Fighter Sweeps. They all play out pretty similarly. Quote
stingray77 Posted March 4, 2010 Posted March 4, 2010 Cool! I am already downloading (perfect time to start all over again with a "fresh" install - instead of "just" adding the "small" updates)... Does the "Terrain Tiles Update" still need to be put on top of that, again? I have my doubts as (i.e.) the aircraft included in that set already appear in the list of aircraft included in the (new) Gold. Thanks for all your work again! Quote
+eburger68 Posted March 4, 2010 Author Posted March 4, 2010 Stingray77: As I said in my post: These updated versions collect all the fixes and updates that were released over several months. Eric Howes Quote
stingray77 Posted March 4, 2010 Posted March 4, 2010 Yeah I just figured that myself when going through the ReadMe.... Sorry for pointing you there again... Quote
verde13 Posted March 4, 2010 Posted March 4, 2010 I believe CAP's are generated in the campaign over ground units when there is a ground war going on. Are you trying to get CAP's in the Rolling Thunder or Linebacker campaigns? There is no ground war. The Steel Tiger and Easter Offensive campaigns have ground wars, but no enemy aircraft, so CAP probably won't work there either. This looks like something close to what I said... http://www.google.com/url?sa=t&source=web&ct=res&cd=1&ved=0CAYQFjAA&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FCombat_air_patrol&ei=ANSOS6yrDo22swO2j-SnCA&usg=AFQjCNGnNS9rTp4JMHxDF3jlN8Vn4iFBgA Anyway, the way the SF series works, you could just fly Escorts and Fighter Sweeps. They all play out pretty similarly. I tried both Rolling Thunder and Linebacker with no success. I know that CAP in SF is virtually the same with Sweeps and Escorts, i just wanted them for immersion and historical authenticity. Seems strange not to have any CAP missions in Vietnam when a significant amount of kills resulted from this kind of missions. Anyway what i don't get is how come i can have CAPs as single missions and not in campaigns... Quote
Stick Posted March 4, 2010 Posted March 4, 2010 Because CAPs are over friendly territory. That's what the MiG's fly. Rolling Thunder and Linebacker are essentially offensive campaigns-so you clear the way for the bombers by establishing air superiority. Quote
verde13 Posted March 4, 2010 Posted March 4, 2010 (edited) Because CAPs are over friendly territory. That's what the MiG's fly. Rolling Thunder and Linebacker are essentially offensive campaigns-so you clear the way for the bombers by establishing air superiority. Yes i know, i was referring to MIGCAPS and TARCAPS not CAPs per say Edited March 4, 2010 by verde13 Quote
+eburger68 Posted March 4, 2010 Author Posted March 4, 2010 verde13: I think the attached may be what you're looking for. Simply unpack the file(s) from one of the attached the ZIPs and drop it in the \Menu directory of your WoV Installation Directory or your SF2V Mod Folder. The file(s) simply restore WoV-style naming for mission types. Eric Howes Quote
verde13 Posted March 4, 2010 Posted March 4, 2010 (edited) Wow Eric, you do go way above and beyond. Really can't thank you enough. Now all i have to do is get the campaign to generate something else from Escort and Strikes that i've been getting for the past hour. Edited March 4, 2010 by verde13 Quote
EricJ Posted March 5, 2010 Posted March 5, 2010 Go in the appropriate campaign's Data.ini, until you find something like this: MissionChance[sWEEP]=90 MissionChance[CAP]=70 MissionChance[iNTERCEPT]=90 MissionChance[ESCORT]=90 MissionChance=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 This is from one of the SF2E campaigns, but the format is the same. Find your preferred aircraft, and change the "MissionChance[CAP]=" to a higher number. The example above says that in that campaign, the particular aircraft will have a 70% chance of flying a CAP mission in the mission/role selection. Same thing for any other aircraft. Quote
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