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Just tested it on the Udaloy, works fine for me.....or perhaps it was pulled down by a Russian Water-Tentacle! :grin:

 

 

Finally figured it out on my own: The collision mesh entry in the data.ini file must point to the model's directory.

For example, if I make a collision mesh for my Ticonderoga, it needs to be listed as "CollisionMesh=CG-47/CG-47_COL.LOD"

 

I have a feeling that carrier deck collision meshes have to be entered like that too.

 

Also, to fix the stock cargo ship, you can just enter "CollisionMesh=CargoShip.lod" and it'll become hittable.

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I think we are definitely going to need a separate entry in the Strike Fighters 2 Knowledge Base with a compilation of what is needed to bring all existing SF2 mods up to the SF2NA/March 2012 patch standard as it seems like there is a lot of work to be done!

Edited by dtmdragon
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Eureka!

 

...I just thought of something.

 

Since there are new map tiles that get applied to the WHOLE terrain...

 

...what if someone made a HFD-to-MAX converter?

 

then, the "model could be textured as such :dntknw:

 

This might allow for a certain degree of photorealism...

 

 

 

 

 

SidDogg

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...what if someone made a HFD-to-MAX converter?

SidDogg

you can export HFD data from Terrain Editor as green to orange bitmap and use it in MAX to create mesh displacement, been there done that,

 

texturing is the completely other thing as now it's apparently shader based. When I'll be back home I want to test few ideas myself regarding texturing

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Hmmm...do share thine insight, wilt thou? :grandpa:

 

:lol:

 

 

 

 

 

SidDogg

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You can make off-map based squadrons flyable in a campaign, but it starts you in air/near target only. I MIGHT use it if it started you far away enough for a proper ingress. Off map bases work on old maps.

 

Too bad we lost the start "In air near homebase" option.

Edited by arthur666

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If you want to cycle between the weapons you fired. Modify your VIEWLIST.INI

 

[View024]

CycleNextControl=GOTO_VIEW_WEAPON

 

Working on a viewlist mod, which will include new external camera positions for Tomcat, and cycling between all weapons in the air, etc..

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Sorry, forgot one thing. Add this to ISRAELME.INI

NavalMap=TRUE

 

What other effects this does is yet to be seen.

Let me see if I can do a quick dirty fix for Vietnam map..

 

Edit, inserted Dixie and Yankee Stations. VietnamSEA.rar

 

 

hello i put the two files in may vietnamsea terrain directory......and now the terrain is no more available in the menu? :blink:

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after some tests it seems that as soon as i add the line NavalMap=TRUE, the terrain disapear from the drop down menu :blink:

Edited by Murphy'S

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I've tried to add task groups to a Cuban campaign I'm making just for fun, but so far no dice getting naval attack missions in the campaign.

The task forces are copied from the NA camp and show up just fine, but are just ignored. I've added various units which have Naval attack mission chance defined but nothing. Also, the campaign engine does not seem to give any priority to destroying the carrier or other naval groups. I've gone through all variables, including setting NavalCampaign=TRUE to true, adding NavalMap=TRUE to the cubaotc.ini files, changed the cuba_water file...

 

The only file i've not found thus far is this, called for in ICELANDNA.ini, is LocationMap=IcelandNA_Location.bmp.

 

But maybe it is possible that the naval stuff is somehow defined in the actual iceland campaign map through nodes or something? Though that would be fairly odd.

 

Also, you can see this in the ICELANDNA.ini, wonder what it means?

[AllowedMissionTypes]
FriendlyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,SEAD,RECON
EnemyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,SEAD,RECON,ANTI_SHIP

 

 

anyways, anybody had any luck with engaging the new naval groups in other terrains?

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I think we are definitely going to need a separate entry in the Strike Fighters 2 Knowledge Base with a compilation of what is needed to bring all existing SF2 mods up to the SF2NA/March 2012 patch standard as it seems like there is a lot of work to be done!

 

And perhaps a separate section for NA compatible mods because there is going to be a lot of confusion when people start adding old models to the current game or new models to an older patch level

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If you want to cycle between the weapons you fired. Modify your VIEWLIST.INI

 

[View024]

CycleNextControl=GOTO_VIEW_WEAPON

 

Working on a viewlist mod, which will include new external camera positions for Tomcat, and cycling between all weapons in the air, etc..

 

Great tip, thanks!

 

 

Here's the relevant data.ini entries to get some third party aircraft showing up on carrier decks.

 

Harrier II and Harrier GR.7

 

MinBaseSize=SMALL //VTOL/helo carriers should be considered small bases, and other carriers medium

CarrierBased=TRUE

CarrierParkSpan=9.25

CarrierParkAnimationID=-1

 

Tomcat series (Mirage Factory)

 

MinBaseSize=MEDIUM

CarrierBased=TRUE

CarrierParkSpan=11.49

CarrierParkAnimationID=5 //Change to -1 if you don't want the canopy open while on the deck

 

Hornet series

 

MinBaseSize=MEDIUM

CarrierBased=TRUE

CarrierParkSpan=8.38

CarrierParkAnimationID=7 //Can't seem to find a folding wing animation

 

Super Hornet series

 

MinBaseSize=MEDIUM

CarrierBased=TRUE

CarrierParkSpan=9.94

CarrierParkAnimationID=7

 

A-12 Avenger

 

MinBaseSize=MEDIUM

CarrierBased=TRUE

CarrierParkSpan=11.05

CarrierParkAnimationID=6

 

F-35C

 

MinBaseSize=MEDIUM

CarrierBased=TRUE

CarrierParkSpan=9.55

CarrierParkAnimationID=9

 

Su-33

 

MinBaseSize=MEDIUM

CarrierBased=TRUE

CarrierParkSpan=7.40

CarrierParkAnimationID=4

 

Hope that's useful to someone!

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Finally figured it out on my own: The collision mesh entry in the data.ini file must point to the model's directory.

For example, if I make a collision mesh for my Ticonderoga, it needs to be listed as "CollisionMesh=CG-47/CG-47_COL.LOD"

 

I did not encounter that issue, at all. I simply followed ThirdWire's convention, as I stated before. I created a copy of the main LOD for each third-party vessel, and renamed it "vesselname_COL.LOD" and it worked fine for all of them.

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Also, you can see this in the ICELANDNA.ini, wonder what it means?

 

[AllowedMissionTypes]

FriendlyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,SEAD,RECON

EnemyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,SEAD,RECON,ANTI_SHIP

Thats for Single Missions. Sorry, I also tought about that.

I've tried to add task groups to a Cuban campaign I'm making just for fun, but so far no dice getting naval attack missions in the campaign.

The task forces are copied from the NA camp and show up just fine, but are just ignored. I've added various units which have Naval attack mission chance defined but nothing. Also, the campaign engine does not seem to give any priority to destroying the carrier or other naval groups. I've gone through all variables, including setting NavalCampaign=TRUE to true, adding NavalMap=TRUE to the cubaotc.ini files, changed the cuba_water file...

 

 

But maybe it is possible that the naval stuff is somehow defined in the actual iceland campaign map through nodes or something? Though that would be fairly odd.

 

Same issues. I also do not get the Early Warning Role to work properly. Tried knotting it to a naval task force, but no joy.

I will check the nodes, but I doubt thats the key.

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You're doing some great work guys - thank you!

 

:clapping::drinks::good:

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I've got early warning working, well at least an E-2 Hawkeye is buzzing around getting ignored :grin: I've been mostly flying for Cuba while testing, I really want to sink a carrier in a MiG-23BN. The lack of anti-ship missiles is a bit of a downer but hey ARMs work surprisingly well. I also got sidetracked to make some Caribbean migs skins for the Thirdwire MiGs, which was intially supposed to be a quick and dirty job. Now I have full 2048 templates in the works. I need to focus more :cool:

 

gallery_19311_669_53694.jpg

 

 

 

EDIT: Has anybody managed to change so that the AI attacks in a more sensible way using low level penetration tactics? Flying into florida at 5000ft is a sure way to get shot down by the bazillion Hawk sites Wrench placed there :grin:

Edited by Centurion-1

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I've got early warning working, well at least an E-2 Hawkeye is buzzing around getting ignored

 

How did you do that? I am trying to apply the role to another terrain, and I come up empty. I even tried copying the E-2 Radar to a new aircraft...

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Copied from NA campaign into mine:

[AirUnit058]
AircraftType=E-2C
UnitName=VAW-112 Golden Hawks
ForceID=1
Nation=USN
CarrierBased=TRUE
NavalUnitID=1
ShipID=1
DefaultTexture=USNGrey1
StartNumber=
RandomChance=100
MaxAircraft=6
StartAircraft=6
MaxPilots=6
StartPilots=6
Experience=100
Morale=100
Supply=100
MissionChance[sWEEP]=0
MissionChance[CAP]=0
MissionChance[iNTERCEPT]=0
MissionChance[ESCORT]=0
MissionChance[sTRIKE]=0
MissionChance[CAS]=0
MissionChance[sEAD]=0
MissionChance[ARMED_RECON]=0
MissionChance[ANTI_SHIP]=0
MissionChance[RECON]=0
MissionChance[NAVAL_SEARCH]=0
MissionChance[NAVAL_ATTACK]=0
MissionChance[ESCORT_JAMMER]=0
MissionChance[ESCORT_DECOY]=0
MissionChance[CRUISE_MISSILE]=0
MissionChance[EARLY_WARNING]=100
UpgradeType=NEVER

 

and

[NavalUnit001]
UnitName=Nimitz Carrier Group
ForceID=1
Nation=USN
RandomChance=100
MaxObjects=7
Experience=100
Morale=100
Supply=100
Intelligence=40
StartPosition=469726.56,650390.62
ObjectivePosition=738281.25,487304.68
HomePortPosition=0.0,200000.0
Ship[01].Type=CVA-63
Ship[01].Name=USS Independence
Ship[01].Number=63
Ship[01].Texture=USNGrey1
Ship[02].Type=CGN-36
Ship[02].Name=USS California
Ship[02].Number=36
Ship[02].Texture=USNGrey1
Ship[03].Type=CGN-36
Ship[03].Name=USS Texas
Ship[03].Number=39
Ship[03].Texture=USNGrey1
Ship[04].Type=Spruance
Ship[04].Name=USS Caron
Ship[04].Number=970
Ship[04].Texture=USNGrey1
Ship[05].Type=Spruance
Ship[05].Name=USS Comte de Grasse
Ship[05].Number=974
Ship[05].Texture=USNGrey1
Ship[06].Type=Spruance
Ship[06].Name=USS John Rodgers
Ship[06].Number=983
Ship[06].Texture=USNGrey1
Ship[07].Type=Spruance
Ship[07].Name=USS Peterson
Ship[07].Number=969
Ship[07].Texture=USNGrey1

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Ah, that is however not possible for me. But it seems to confirm my suspicion that the AWACSs are tied to Task Forces.

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I've got early warning working, well at least an E-2 Hawkeye is buzzing around getting ignored :grin: I've been mostly flying for Cuba while testing, I really want to sink a carrier in a MiG-23BN. The lack of anti-ship missiles is a bit of a downer but hey ARMs work surprisingly well. I also got sidetracked to make some Caribbean migs skins for the Thirdwire MiGs, which was intially supposed to be a quick and dirty job. Now I have full 2048 templates in the works. I need to focus more :cool:

 

There is nothing wrong with ADOS when it's productive. That MiG looks pretty cool. I'd love some Caribbean skins. I fly on the Cuba and OTC maps all the time.

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Nice discovery -iceland engine supports automatic trees placement, here's my tree mesh in lod format placed automatically

 

definable via _Data.ini

 

post-8911-0-38888800-1332086490.jpg

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Keep going Stary :good:

 

I must add though, seeing a 400MB CAT file extract to only 35MB, is pretty scandalous....

 

Anyway, I tried adding lights to airfields. Basically copying from other stock terrains into IcelandNA airfield files. Can't get them to work at all. Has anybody tried this yet?

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Umut, in my test terrain, I extracted full GermanyCE into it to work on familiar objects but BEWARE! you have to use older installation GermanyCE.cat and older cat extractor!!! I used Gerwin's one and Dec2010 install GermanyCE.cat, new cat extractor from TW prevents even older terrain Cat files from extracting fully!

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new cat extractor from TW prevents even older terrain Cat files from extracting fully!

 

welll...

 

that sucks a$$

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