+Dave Posted January 14, 2010 Posted January 14, 2010 Thank you USAFMTL. With a chance of sounding stupid, is it the one that says 10967??. Ive noticed that the textures in the cockpits are pretty blurry. Is there something i can do about this? I'm pretty handy with photoshop and i would gladly make some higher res textures if anyone could tell me where i can find the templates. Thanx once again. If you can make a high res BMP pit please go for it. I am a HUGE fan of those. That 10967 is the engine RMP. The fuel gauge is next to it. Quote
+ace888 Posted January 14, 2010 Posted January 14, 2010 (edited) FastCargo and all that was involved! Thank you guys for this excellent F-15 Super Pack. Like USAFMTL said, it is time to update to SF2. Need to get my wallet! So hard to leave SF1, so many Mod already made Edited January 14, 2010 by ace888 Quote
xclusiv8 Posted January 14, 2010 Posted January 14, 2010 If you can make a high res BMP pit please go for it. I am a HUGE fan of those. That 10967 is the engine RMP. The fuel gauge is next to it. Ive been looking at the bmp files that are in some of the pit folders from NF4+ and all of them are 512x512px. I dont know what kind of resolutions the game supports? Is it safe to assume that 1024x1024px is supported? Quote
Caesar Posted January 14, 2010 Posted January 14, 2010 Oh my GOD I wish we had a faster connection here...this is gonna take me a LONG time to d/l at the community center. Something tells me I'm gonna have to wait till I'm on leave, but I am very much looking forward to it. Quote
+Brain32 Posted January 14, 2010 Posted January 14, 2010 Ive been looking at the bmp files that are in some of the pit folders from NF4+ and all of them are 512x512px. I dont know what kind of resolutions the game supports? Is it safe to assume that 1024x1024px is supported? Actually mainpanel textures of the E pit are in 1024 and mainpanel texture of the C pit iz 2048 so yeah it can work :) Quote
xclusiv8 Posted January 14, 2010 Posted January 14, 2010 Actually mainpanel textures of the E pit are in 1024 and mainpanel texture of the C pit iz 2048 so yeah it can work :) Ahh. Did not check those :P hehe. I was looking at the F-16 pit and the F-104 pit. Ill start experimenting with them. :) Quote
peterbezemer Posted January 18, 2010 Posted January 18, 2010 having some bombs not showing up wit the E04 I and SE model, in the loadoutscreen. however, I can select them manualy, so I think it's a loudout.ini issue I think its the just GBU-10D and GBU-12D LGBs Installed it correctly, overwitten all previous stuff, including weapons loadout example F15I: Loadout[07].WeaponType=Tank610_F15 Loadout[07].Quantity=1 Loadout[08].WeaponType=Tank610_F15 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120B Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-120B Loadout[10].Quantity=1 Loadout[11].WeaponType=PYTHON4 Loadout[11].Quantity=1 Loadout[12].WeaponType=PYTHON4 Loadout[12].Quantity=1 Loadout[13].WeaponType=GBU-10D Loadout[13].Quantity=1 Loadout[14].WeaponType=GBU-12D Loadout[14].Quantity=1 Loadout[17].WeaponType=GBU-10D Loadout[17].Quantity=1 Loadout[18].WeaponType=GBU-12D Loadout[18].Quantity=1 Loadout[20].WeaponType=GBU-12D Loadout[20].Quantity=1 Loadout[24].WeaponType=GBU-12D Loadout[24].Quantity=1 Loadout[29].WeaponType=GBU-31V2 Loadout[29].Quantity=1 and in the weapon dir. there's a folder named "GBU-12D" GBU-12D.ini: [WeaponData] ObjectFullName=GBU-12D/B Paveway II LGB ObjectDataFile=GBU-12D_data.INI [shadow] CastShadow=TRUE ShadowCastDist=12000 MaxVisibleDistance=400 and GBU-12D_Data.ini: [WeaponData001] TypeName=GBU-12D FullName=GBU-12D/B Paveway II LGB ModelName=GBU12B Mass=245.000000 Diameter=0.258000 Length=3.300000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=USAF,JAPAN <-- F-15I has "USAF,ISRAEL,NATO" at most weapon stations, so that should not give any problems SpecificStationCode= NationName=USAF StartYear=1976 EndYear=2020 .... .... What am I doing wrong here? Quote
FastCargo Posted January 18, 2010 Author Posted January 18, 2010 Certain loadouts are asymmetrical and cannot be loaded in the loadout screen. What you are seeing is the sims' response. The screen will show the slot as empty, but the little circles will show as filled. If you mess with the loadout screen at all, you will not retain the asymmetric loadout. What matters is the weapons showing up on the pylons in the correct fashion. These inis are based on real world loadouts for these aircraft, and so, there will be some asymmetry. This is normal. FC 1 Quote
peterbezemer Posted January 19, 2010 Posted January 19, 2010 Certain loadouts are asymmetrical and cannot be loaded in the loadout screen. What you are seeing is the sims' response. The screen will show the slot as empty, but the little circles will show as filled. If you mess with the loadout screen at all, you will not retain the asymmetric loadout. What matters is the weapons showing up on the pylons in the correct fashion. These inis are based on real world loadouts for these aircraft, and so, there will be some asymmetry. This is normal. FC thank you. Quote
FastCargo Posted January 25, 2010 Author Posted January 25, 2010 I'm getting a few PMs about not being able to use the aircraft in the Gen 1 series of sims (SFP1/WOV/WOE/WOI). For the heck of it, I tested the F-15SE in WOE last night using my guide in the Knowledge Base (located here : http://forum.combatace.com/topic/43234-how-to-make-a-sf2-aircraftweapon-useable-in-gen-1-thirdwire-sims/ ) It showed up and worked immediately folks. The only thing I had to do was resave the F-15SE.ini file in ANSI format (it was in Unicode). Please make sure you fully follow that thread, and you should be okay...there may be minor things that need tweaking, but otherwise... FC Quote
Murphy'S Posted January 25, 2010 Posted January 25, 2010 I'm getting a few PMs about not being able to use the aircraft in the Gen 1 series of sims (SFP1/WOV/WOE/WOI). For the heck of it, I tested the F-15SE in WOE last night using my guide in the Knowledge Base (located here : http://forum.combatace.com/topic/43234-how-to-make-a-sf2-aircraftweapon-useable-in-gen-1-thirdwire-sims/ ) It showed up and worked immediately folks. The only thing I had to do was resave the F-15SE.ini file in ANSI format (it was in Unicode). Please make sure you fully follow that thread, and you should be okay...there may be minor things that need tweaking, but otherwise... FC god (just a expression i'm not really a believer ) with all the improvement brought by the 2nd series, people still want to fly under the first generation sim Quote
Derk Posted January 25, 2010 Posted January 25, 2010 (edited) god (just a expression i'm not really a believer ) with all the improvement brought by the 2nd series, people still want to fly under the first generation sim Yes , don't mind being inferior..... Derk Edited January 25, 2010 by Derk Quote
Outrider Posted February 3, 2010 Posted February 3, 2010 Thanks FC & Everyone involved! Great Eagels! Quote
FastCargo Posted February 25, 2010 Author Posted February 25, 2010 Okay folks, F-15 Super Pack updated with several early variants of the Eagles. You will need SF2E to take full advantage of these Eagles. Please read the updated release announcement for more detail. 1 Quote
+Gocad Posted February 26, 2010 Posted February 26, 2010 (edited) The basic F-15A Eagle works with SF2I as well. It just needs some editing of the F-15A.ini (use the F-15A_BAZ.ini as reference), since SF2I does come with the decals for the USAF F-15 It is however necessary to extract the skin files and place them inside the texture folder. Edited February 26, 2010 by Gocad Quote
shadowhawk39 Posted February 27, 2010 Posted February 27, 2010 (edited) Great stuff guys I got a ? on the eagles that were added example the f-15c_85 and f-15d_85 there wasn't a decal folder for those two does it need to be created or was it missed ? Runnig SF2E Feburary patch. Edited February 27, 2010 by shadowhawk39 Quote
FastCargo Posted February 27, 2010 Author Posted February 27, 2010 Have you tried actually using them in game? FC Quote
shadowhawk39 Posted February 27, 2010 Posted February 27, 2010 Have you tried actually using them in game? FC Only once ... it working now Thanks FC. Quote
FastCargo Posted February 27, 2010 Author Posted February 27, 2010 No problem! We don't mind folks being proactive with solving problems...just make sure there is a problem first. Sometimes we can put out stuff that doesn't appear to look like it will work on the face of it. There usually is a method to our madness though. FC 1 Quote
snakeman Posted April 3, 2010 Posted April 3, 2010 Hi these are great planes! Many thanks. Two questions my F-15C has a 2nd pilot half way down the plane and the F-15C cockpit seems to be duplcated. I did see a post on the cockpit problem but have been searching for it for the last couple of days and can't find it any ideas? Thanks. Quote
snakeman Posted April 3, 2010 Posted April 3, 2010 Are you using the Feb 2010 patch? I have the March 2010 patch which I applied to SF2I but seems to have applied to all which I guess is due merged install ? Quote
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