Kodiak Posted March 14, 2012 Posted March 14, 2012 (edited) I have a full merged install of SF2, WOE, WOI, WOV + Exp 1 and 2. If I install the new March 2012 patch what will it do? Will I get also the new goodies from NA in my merged install? I like the thing that there seems to be some sort of ILS now. Will I get that? Is it also worth installing the March 2012 patch for me or should I wait? Thanks in advance. My best regards, Kodiak. Edited March 14, 2012 by Kodiak Quote
BearGryllis Posted March 14, 2012 Posted March 14, 2012 All texts fits with boxes... BearGryllis Quote
Murphy'S Posted March 14, 2012 Posted March 14, 2012 what it brings (at least what i noticed) populated aicraft carriers (but you still need to use the mission editor to take off from) what it broke? the electro optical weapons (you can lock them, but you have no zoom level, so you can't see what's you are locking on) Quote
Kodiak Posted March 14, 2012 Author Posted March 14, 2012 Will I have that ILS working if I install the March patch? Best regards, Kodiak. Quote
+SkateZilla Posted March 14, 2012 Posted March 14, 2012 (edited) control mapping. support for features of SF2NA (new terrain etc). March Patch brings everything up to the SF2NA Standard minus the content. Edited March 14, 2012 by SkateZilla Quote
Murphy'S Posted March 14, 2012 Posted March 14, 2012 control mapping. support for features of SF2NA (new terrain etc). March Patch brings everything up to the SF2NA Standard minus the content. control mapping? where? and don't agree with the second too, otherwise why can't we have carrier take off in single random missions? Quote
+SkateZilla Posted March 14, 2012 Posted March 14, 2012 SF2NA Made control mapping changes. (which also borked control mapping, which is why tk had to do a hotfix.) Quote
Murphy'S Posted March 14, 2012 Posted March 14, 2012 SF2NA Made control mapping changes. (which also borked control mapping, which is why tk had to do a hotfix.) noticed no change in control mapping Quote
+PureBlue Posted March 14, 2012 Posted March 14, 2012 (edited) and don't agree with the second too, otherwise why can't we have carrier take off in single random missions? I suspect the terrain_targets/types.ini files for IcelandNA have carrier stations, and some aircraft have a parameter that makes the carrier stations their priority base... Hopefully we can implement these once we take a peek with the CAT extractors... Edited March 14, 2012 by PureBlue Quote
Murphy'S Posted March 14, 2012 Posted March 14, 2012 I suspect the terrain_targets/types.ini files for IcelandNA have carrier stations, and some aircraft have a parameter that makes the carrier stations their priority base... vietnam sea have carrier stations no? it might be your second options (naval aircrafts having priorities) Quote
+PureBlue Posted March 14, 2012 Posted March 14, 2012 noticed no change in control mapping I noted only one difference, SF2NA Default had the DRAG_CHUTE line missing.. Haven't installed the hotfix to see if he just fixed the control menu or added that parameter.. Quote
+PureBlue Posted March 14, 2012 Posted March 14, 2012 vietnam sea have carrier stations no? it might be your second options (naval aircrafts having priorities) Yes they did. But now I think he might have a seperate ini for these entries, where the types and sizes of the carrier group can be defined. With probably a way to give them waypoints, like shipping routes.... Quote
Murphy'S Posted March 14, 2012 Posted March 14, 2012 I noted only one difference, SF2NA Default had the DRAG_CHUTE line missing.. Haven't installed the hotfix to see if he just fixed the control menu or added that parameter.. the hotfix is only for sf2 NA? no? Quote
+PureBlue Posted March 14, 2012 Posted March 14, 2012 Well the Thirdwire page has the download link named: Strike Fighters 2 series Mar 2012 HotFix I don't use the controller editing screen anymore, prefer to manually edit via notepad. Quote
+ST0RM Posted March 14, 2012 Posted March 14, 2012 I noted only one difference, SF2NA Default had the DRAG_CHUTE line missing.. Drag chutes havent been implemented since Day 1 of SFP1, so no great loss. Quote
+ianh755 Posted March 14, 2012 Posted March 14, 2012 As someone else mentioned in another thread the "Start in Air - Near Base" option has also gone. Quote
Z09SS Posted March 15, 2012 Posted March 15, 2012 It fixed the disappearing air base problem in wide view. It makes the cargo ship immune to weapon fire. I tire of this two steps forward one step back methodology. Quote
+daddyairplanes Posted March 15, 2012 Posted March 15, 2012 (edited) for those that make their own squadron tailcodes and/or tailnums, the white outlines are back on again. had disappeared with the may 11 patch but definately back. Edited March 15, 2012 by daddyairplanes Quote
Wrench Posted March 15, 2012 Posted March 15, 2012 I just noticed that today meself, when making a bunch of new ones. Quote
+daddyairplanes Posted March 15, 2012 Posted March 15, 2012 only other thing i can think of is it cause of going from 32bit to 64? Quote
+WhiteBoySamurai Posted March 15, 2012 Posted March 15, 2012 It makes the cargo ship immune to weapon fire. Not just the stock cargo ship, but all third-party ships, too. The new vessels included in SF2:NA use different data format, I guess, so they need to be updated for anyone with the March 2012 patch or they'll stay invincible. I can't fathom why the "Start in Air - Near Base" option was removed. Often I don't have time to take off and wait for wingies to form up, but don't want to start in spitting range of the bad guys... Quote
+KnightWolf45 Posted March 15, 2012 Posted March 15, 2012 (edited) i have NA merged and i sunk the Riga yesterday but i still have these on my object folder BULLETOBJECT.ini MISSILEOBJRCT.ini WRECOBJETC.ini forgot to delete them Edited March 15, 2012 by cocas Quote
+ST0RM Posted March 16, 2012 Posted March 16, 2012 (edited) Got my SF2+ all merged patched up to March 12 level. Nice adds on deck with the static aircraft and helos. However, went RTB'ing, your wingman still disapears instead of landing. This is a holdover from previous patches. Additionally, F9 does not follow your missiles anymore. It does nothing. At least for me and I have not changed that key. -S Edited March 16, 2012 by ST0RM Quote
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