+Soulfreak Posted May 19, 2011 Posted May 19, 2011 Well... looks like I'm waiting still... no rush now. Same will I do! Quote
Teras Posted May 19, 2011 Posted May 19, 2011 re-installing ... this patch wont allow me to change the year in the main menu, and it broke all my plans of multinational mission! Quote
JediMaster Posted May 19, 2011 Posted May 19, 2011 I don't know, try dropping an empty aluminum tank several feet long from an altitude of several thousand feet going several hundred miles an hour to land right next to you. I bet it makes a big sound. Quote
+Piecemeal Posted May 19, 2011 Posted May 19, 2011 It may have been a CAT packing oversight on TK's part but I've just noticed that the F-4B_65 has joined the A-6A as an AI only aircraft. Double checked all the CAT files and no sign of the cockpit INI, although the F-4B_65 directory file states that there is one. Strange..... In the meantime I've substituted with the earlier F-4B cockpit. Quote
+Stary Posted May 19, 2011 Posted May 19, 2011 I don't know, try dropping an empty aluminum tank several feet long from an altitude of several thousand feet going several hundred miles an hour to land right next to you. I bet it makes a big sound. No it makes nice fireball that two heat seeking missiles after you fly through and continue the lockon flying at treetop level... oh, wrong movie As for jettisoned ordnance I allways hated the short period of time it's presence in the world (defaults to 5sec, adjustable in one ini file) and missed sort of dust cloud (or water splash) at ground impact, so it's ok for me Quote
tn_prvteye Posted May 19, 2011 Author Posted May 19, 2011 (edited) Just noticed a possible bug. When I'm running a CAS or Armed Recon mission with 4 or more planes in my flight, they jettison their A2G ordinance when I order them to "engage ground targets". I watched as my flight of F-16s merrily dumped their AGM-65s and proceeded to strafe the tanks instead. Maybe showing off? Anyone else notice this? Oh, and you can change the time the drop-tanks last after you drop them. It's in the Aircraftobject.ini file. I think it's the "debris" time. Edited May 19, 2011 by tn_prvteye Quote
+Stary Posted May 19, 2011 Posted May 19, 2011 Oh, and you can change the time the drop-tanks last after you drop them. It's in the Aircraftobject.ini file. I think it's the "debris" time. also all the parts detached due to damage of components, it's kinda cool to have wing flying towards ground long after it was torn of, I have mine set to 120 in one of my installs (seconds) Quote
+Piecemeal Posted May 19, 2011 Posted May 19, 2011 (edited) It may have been a CAT packing oversight on TK's part but I've just noticed that the F-4B_65 has joined the A-6A as an AI only aircraft. Double checked all the CAT files and no sign of the cockpit INI, although the F-4B_65 directory file states that there is one. Strange..... In the meantime I've substituted with the earlier F-4B cockpit. Sorted this little mystery out over at TW: http://bbs.thirdwire...&p=51888#p51888 Actually, while I'm at it; has anyone been having problems with add-on skins for stock aircraft? I'm scratching my head cos although I've correctly typed and stated the service, squadron, etc. of the skin in the textureset and main aircraft INI folders, these supposedly stock squadrons won't show in the loadout directory. In these cases it won't even let me choose the squadron. One add on Marine skin won't even show the service! Here's what's prompted in the TextureSet and main F-4B_67 directory: [TextureSet006] Directory=111 Name=VF-111 Sundowners Hi Res Nation=USN Squadron=VF111 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=4 [TextureSet012] Directory=531e Name=VMFA 531 circa 1965 Nation=USMC Squadron=VMFA531 Specular=0.300000 Glossiness=0.300000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=4 [TextureSet014] Directory=74 Name=VF-74 Bedevilers Nation=USN Squadron=VF74 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=4 ........... and here's the screenshots of the loadout menu for those skins: While the squadron won't show for the Hi-Res VF-111 skin, it'll show for the stock 'shark mouth' VF-111 skin. Weird, huh? Edited May 19, 2011 by Piecemeal Quote
+Brain32 Posted May 19, 2011 Posted May 19, 2011 Decals! Before the May2011 Patch </pic> My F-16 with missing decalcs after the Strike Fighters 2 series May 2011 Update (440 MB) Patch </pic> Strange, my has decals showing up normally but not those like on the first picture Quote
MigBuster Posted May 19, 2011 Posted May 19, 2011 Why does every single piece of jettisoned ordnance, including tanks, goes "Boom!" when it touches the ground? It was doing this in the last SF2 fully merged version - its not new Quote
Wrench Posted May 19, 2011 Posted May 19, 2011 just noticted the TOD buildings that somebody mentioned (Stary? Brain?) ... it just looks 'odd' the way the fade in and out with distance. Trees are better, through wrench kevin stein Quote
+Stary Posted May 19, 2011 Posted May 19, 2011 yes they fade the same way as trees IMO, I'm scratching my head trying to make them fade at longer (at least x2) distance instead. I like this fading, I just HATE anything that pop-up be it 2 or 12 kilometers away Quote
Gr.Viper Posted May 19, 2011 Posted May 19, 2011 Could somebody check for graphical anomalies when the free camera is placed at daytime high above a large city and then moved straight downward with TOD buildings and shadows fading into existence? Unlimited settings. Quote
steelflanker Posted May 19, 2011 Posted May 19, 2011 Odd. I don't see the missing decals issue. Is your install all-releases-merged? Currently merged but I have tested it by installing SF2 Israel on its own & patching it up to May2011. The decals were missing with both installs. Strange, my has decals showing up normally but not those like on the first picture Least you have decals.;-) Somthing would be a start for me. What patch are you both using? I’m convinced the May 2011 patch for all installs except Exp Pack 2 is breaking something. SF Quote
+Stary Posted May 19, 2011 Posted May 19, 2011 Could somebody check for graphical anomalies when the free camera is placed at daytime high above a large city and then moved straight downward with TOD buildings and shadows fading into existence? Unlimited settings. True Gr.Viper I noticed this also, buildings already "faded away" but their shadows are still rendered with ugly flicker Quote
Murphy'S Posted May 21, 2011 Posted May 21, 2011 yes they fade the same way as trees IMO, I'm scratching my head trying to make them fade at longer (at least x2) distance instead. I like this fading, I just HATE anything that pop-up be it 2 or 12 kilometers away tried the adjustement too, still no joy maybe it's time to make the right post on TK's forum to ask him about adjusting a higher fading distance? some highly charged map before the patch looks somewhat empty now Quote
+Stary Posted May 21, 2011 Posted May 21, 2011 I'm worried that this might be the permanent, untweakable TK's "solution" that solves the trees vs. clouds materials rendering bugs... 1 Quote
+Brain32 Posted May 21, 2011 Posted May 21, 2011 I'm worried that this might be the permanent, untweakable TK's "solution" that solves the trees vs. clouds materials rendering bugs... Hey Stary did you notice new entries in the flightengine.ini? What used to be before: [FarSceneClip] FarClipDistance=80000.0 NearClipDistance=3000.0 [NormalSceneClip] FarClipDistance=14000.0 NearClipDistance=249.9 [NearSceneClip] FarClipDistance=250.0 NearClipDistance=0.45 Is now... [backgroundSceneClip] FarClipDistance=80000.0 NearClipDistance=3000.0 [ForegroundSceneClip] FarClipDistance=14000.0 NearClipDistance=0.45 [insideSceneClip] FarClipDistance=250.0 NearClipDistance=0.01 Now while new naming may not mean anything at all the entries for the latter two are so different I wasn't sure how to modify them lol Quote
+Stary Posted May 21, 2011 Posted May 21, 2011 I noticed them Brain, working on some cockpits as we speak, I have the outside fuselage/canopy mesh rendering without culling, so it must be this, I tried messing with these clipping settings to no avail. Only workable solution was to disable ShownFromCockpit entries in the aircraft I put my test work into. With all the popular terrain/weather/treemods available is it so hard for TK to finally have a look at the alpha materials/z-buffer conflict? (as usual NOT being negative, the workable code for fading is something I allways wanted, but I'm trying to move the gddamn rendering a bit further past few evenings without luck. Checking the TerObjectAlpha.fx shader line by line, experimenting, nothing so far) Quote
Blade Posted May 21, 2011 Posted May 21, 2011 Actually, while I'm at it; has anyone been having problems with add-on skins for stock aircraft? I'm scratching my head cos although I've correctly typed and stated the service, squadron, etc. of the skin in the textureset and main aircraft INI folders, these supposedly stock squadrons won't show in the loadout directory. In these cases it won't even let me choose the squadron. One add on Marine skin won't even show the service! Piecemeal, Supposedly, your decals.ini files do not contain any nation or squadron specific entries (DecalLevel=0 and DecalLevel=1). It seems that after the patch these are supposed to be there in order to change the service and the squadron. This can be solved by adding ‘blank’ entries with nothing given in the ‘FilenameFormat=’ line. Quote
gillg Posted May 22, 2011 Posted May 22, 2011 (edited) Hi guys, Am i missing something because I have done the old rename all mod folders, copy the Europe2.exe, rename to game mod, run game once, delete newly created folders and name the old ones back, it works because the patch date in the corner is May2011, but all the menu's and music is gone from the other mods. e.g. Falklands/korea/taiwan all have the SF2 intro screen and music. Any one else get this? Also I have just found out that my control key commands for my CH products are not working. The assigned buttons are deleted from the assigned commands and are replaced with unassigned. Edited May 22, 2011 by gillg Quote
MigBuster Posted May 22, 2011 Posted May 22, 2011 Is this a merged install? Can you still see all the old custom installs in the Mod folder? Do they still have the music files in etc? Quote
davokingy Posted May 22, 2011 Posted May 22, 2011 but all the menu's and music is gone from the other mods. e.g. Falklands/korea/taiwan all have the SF2 intro screen and music. Forgive me if I've misunderstood - but the Korea, Taiwan and Falklands mods come with their own CAT file for the menu screens and music, don't they? TK has changed the format of the CAT files which means that a game patched up to the latest level will not read a CAT file packaged for an earlier version. You could try using the old CAT extractor to unpack the Menu CATS and stick them in your Mods folder. Quote
Fubar512 Posted May 22, 2011 Posted May 22, 2011 You could try using the old CAT extractor to unpack the Menu CATS and stick them in your Mods folder. Nope, for the time being, only the new Thirdwire cat extractor will work, and all LOD files are now locked and inaccessible (thanks no doubt to those who ignored our warnings regarding distributing copywrited material). Quote
davokingy Posted May 22, 2011 Posted May 22, 2011 Nope, for the time being, only the new Thirdwire cat extractor will work Maybe I didn't explain myself properly. gillg has several installed mods (eg. Modern Warfare Korea) made before the patch, that use cat files for menu images and sound (eg. for Korea it is called Module.MW.Korea.cat) Being that this cat file was packaged before the latest patch, I was suggesting using the old cat extractor to extract the pix and sounds from this menu cat, then create a menu folder in his mods folder, drop the stuff in and see if that would work. Quote
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