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Each skin folder needs to have its own hangar.jpg file. The absence of a correctly named hangar file results in the blank default hangar jpg. I already did a quick test and relocated my existing hangar.jpg down to a skin folder, which resulted in the hangar screen working correctly.

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Hi just fitted new hard drive and new install sfe2 updated too oct11 patch. Now started up in lowres found problem to be new config settings window size set to 640x480 . Just change it to size wanted problem fixed. :)

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yes

 

A-4M

A-4N

A-6E

A-6E_79

A-7E_74

A-7E_79

EA-6B

F-4J_74

F-4N

F-4S

F-14A

F-14A_77

Lim-6bis

Lim-6M

Mirage3E

Mirage3EL

Mirage3OF

Mirage3OA

Mirage3OFA

Mirage5DE

Mirage5E2

Mirage5SDE

RF-8G

RF-8G_77

Yak-38

Tu-95K-22

Tu-95RT

Tu-22KD

Tu-22KPD

Tu-22M2

Tu-22M3

Tu-22PD

Tu-22RD

Tu-16K-10-26

Tu-16K-26

Tu-16P

Tu-16R

Tu-16RM-1

 

in fact very interesting things for the future :blink:

 

Ho lee *hit..... I think things just took a turn for the best :drinks:

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Each skin folder needs to have its own hangar.jpg file. The absence of a correctly named hangar file results in the blank default hangar jpg. I already did a quick test and relocated my existing hangar.jpg down to a skin folder, which resulted in the hangar screen working correctly.

 

are you f***ing kidding me? that's pure f***ing bulls**t!! Every patch we get, something new is broken. Something that's worked perfectly since Day1, in over 500 aircraft mods.

 

ya know, it be great to actually have these little f***-ups notated somewhre, like in the patch read me. "Due to changes in coding, hangar screen will not appear as before. Custom hangar screens will need to be installed into every skin folder for the aircraft effected, as they now change with with skin operational start years. This only effect 3rd Party add-on aircraft, those originaly AI-only and newly added skins"

 

wow. just wow.

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they now change with with skin operational start years

Nope. You pick the skin on the loadout screen - you see that skin in the hangar. Any year, 24/7.

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Well I patched up my sf2v install to this patch, I just took up the crusader and waxed a couple of mig-17's with guns. I noticed that the AI seems to have a hard time controlling the 17 in a dogfight they were yawing all over the place and porpoising badly. My wingmen were yawing too but not as much as those MIG-17's. Not sure what to think other than somethings wrong here... ( perhaps they were all novice pilots?)Ive been mainly playing sf2E at the Feb 2010 patch level until now because that patch works great. The fading trees would be great if they were visible 10 times as far away... LOL.

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Wrench:

 

are you f***ing kidding me? that's pure f***ing bulls**t!! Every patch we get, something new is broken. Something that's worked perfectly since Day1, in over 500 aircraft mods.

 

Even more frustrating is the fact that it didn't need to be implemented this way. I've posted a suggestion over in the 3rdWire thread on the Oct2011 patch:

 

The new skin-dependent hangar screens are a nice touch, but the current implementation of this feature effectively breaks hangar screens on user-added aircraft and AI-only aircraft made flyable by the user. At present every single hangar screen for every third-party mod released to date is not displayed.

 

Would it be possible to tweak this feature so that the game looks first in skin/texture folders for a hangar screen, then looks one level up in the aircraft's folder (the previous location for hangar screens) if it fails to find a skin-specific hangar screen? In other words, use a skin-specific hangar screen if it exists; if not, use the aircraft's default hangar screen.

 

The suggested implementation would preserve the new feature without breaking the hangar screens already used by third-party mods.

 

Let's hope this feature will be re-worked.

 

Eric Howes

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Really, that resolution issue is NOT funny after restarting for the tenth time......

well, it wasn't even funny the FIRST time...

Edited by Muesli

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Not many surprises left when teh F-14 sim is released, but hey, RF-8G! :grin:

Edited by Gocad

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Having all the B52's in my campaign assigned to CAP and Escort missions :( I assume this is due to the patch, since the .ini files still have Strike as the primary mission.

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Quick peak in versions.ini: StrikeFighters2 NorthAtlantic=FALSE

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Anybody want to hold a betting pool on releasedate of Tomcat? :D

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Quick peak in versions.ini: StrikeFighters2 NorthAtlantic=FALSE

 

That's cool...

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Quick peak in versions.ini: StrikeFighters2 NorthAtlantic=FALSE

 

... For any next Exp3? :ok:

Edited by Coupi

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So, it's SF2NA then. Rolls of the tongue. "SF Tuna"

Edited by Gr.Viper

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... For any next Exp3? :ok:

 

Hmm perhaps it won't be called tomcat after all... makes sense.

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Anybody want to hold a betting pool on releasedate of Tomcat? :D

 

Sure. Put me down for 'two weeks'! :rofl:

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So, it's SF2NA then. Rolls of the tongue. "SF Tuna"

 

 

Sounds fishy to me...

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Guest Pfunk

SF: Tuna. Love it.

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I don't know, ICE is the ROF acronym, I don't know if TK knows that or not, but something tells me he'll skip it.

 

However, to date every SF/SF2 release aside from the initial with the fictional terrain has been named for the geographic location, be it a nation or a continent.

 

Therefore SF2: Iceland and SF2: North Atlantic make the most sense. If naval combat is going to be a feature of this, NA makes more sense as Iceland implies you don't go too far out from it.

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BTW Tk already said on his forums, that just because the plane is on that list doesnt mean its in the game.

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