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Hello all, I'm wondering if anyone else is experiencing this problem? When SF2 NA was realeased with control problems; I didn't download the fix. I just copied the default.ini from one of my other installs and got all the controls working. Now with the new patch all the contols still work fine but they are listed wrong in the game settings.

 

The default.ini in the mods folder is completly correct, it shows all my commands/controls (including the drag chute command) and everything works in game. However when I go into the game options the drag chute command is missing and all my controls seem misaligned, even tho they still function correctly (as per the mods folder default ini).

 

Not really sure what to do as a next step, I don't see the control fix listed on TW's site anymore.

 

Also want to say thanks to all the modders in here. Your had work makes this game so enjoyable.

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Hello all, I'm wondering if anyone else is experiencing this problem? When SF2 NA was realeased with control problems; I didn't download the fix. I just copied the default.ini from one of my other installs and got all the controls working. Now with the new patch all the contols still work fine but they are listed wrong in the game settings.

 

The default.ini in the mods folder is completly correct, it shows all my commands/controls (including the drag chute command) and everything works in game. However when I go into the game options the drag chute command is missing and all my controls seem misaligned, even tho they still function correctly (as per the mods folder default ini).

 

Not really sure what to do as a next step, I don't see the control fix listed on TW's site anymore.

 

Also want to say thanks to all the modders in here. Your had work makes this game so enjoyable.

 

I noticed something similar. Everything is fine in the actual control.ini, and it seems to be fine in game, but certain things don't match up in the game settings.

 

In addition to that, I discovered that the patch completely broke some terrains for me. Korea, Libya, Taiwan, and Waterworld all hang at 80% on the loading screen, no matter what aircraft/mission I choose. Oh, no big deal, just some of my favorite terrains rendered unusable.

 

Lastly, it seems like this patch screwed up automatic decal assignment for my modern ships. The Leahy and several older (i.e. 60s and 70s era) 3rd party ships to which I added decals work, but my Tico, Burke, and LCS don't, despite being the exact same format for everything. I quit/saved mission after many attempts, and the game is assigning ship numbers and names correctly, but the hull decals aren't showing. I tried using the default "USNShipNum" instead, and while those will show up, I discovered that every single ship is being assigned the number 3 for decals. What is this I don't even.

 

Other modders have expressed similar sentiments, but I'm really getting sick and tired of spending 5 hours trying to get things to work for every 5 minutes I spend actually *playing* the game.

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Whiteboysamurai, they all have decallevel=0 assigned to them. I took the lead skin from each of your cruisers and replaced the decal line with USNCV and set decal level to 2. They work just fine now.

 

Considering that TK hasn't broken anything I really use that much, I'll keep buying from him until he does something to really piss me off. If NA was dumped out and not supported, then I'd be pretty pissed, but I'm patient enough to wait it out and hope it gets taken care of. Be;ieve me, I've been in just such a situation before and it's not fun. I remember when Jetfighter IV promised a lot of things I wanted but when it was released not only did it not deliver, but the developer dusted shortly after release. And that game was totally incomplete. SO long as I don't have that eperience again, I'll be okay. I don't thunk I'm gonna have it here.

 

Does TK need to get his beta testers back? Yes. Does TK need to acknowledge that what really makes the games successful is the open architecture he put in and what we can do and have done with it? Absolutely! Should he be willing to accept our unconditional and unpaid assistance to help the series we all love soar? Yes, so long as it's unconditional and we don't expect anything more than a line in the credits that no one will ever read.

 

So far, I'm happy with things. Do I want more? Could I be happier? Couldn't we all? Yeah, but Strike FIghters is the only sim that comes close to what I'm looking for and I'ma stick it out until I'm alienated too.

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Whiteboysamurai, they all have decallevel=0 assigned to them. I took the lead skin from each of your cruisers and replaced the decal line with USNCV and set decal level to 2. They work just fine now.

 

Thanks for that, I'm glad it was something simple and not hard-coded. I went through and updated, tested, and uploaded all my models with decals, and they should be working fine now.

I gotta admit, even with all the bugs, the TW series games are worth it, in great part due to this very helpful and creative community. drinks.gif

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Hello all, I'm wondering if anyone else is experiencing this problem? When SF2 NA was realeased with control problems; I didn't download the fix. I just copied the default.ini from one of my other installs and got all the controls working. Now with the new patch all the contols still work fine but they are listed wrong in the game settings.

 

The default.ini in the mods folder is completly correct, it shows all my commands/controls (including the drag chute command) and everything works in game. However when I go into the game options the drag chute command is missing and all my controls seem misaligned, even tho they still function correctly (as per the mods folder default ini).

 

Not really sure what to do as a next step, I don't see the control fix listed on TW's site anymore.

 

Also want to say thanks to all the modders in here. Your had work makes this game so enjoyable.

 

if you didnt apply the hot fix, the menu engine is still not reading the INI correctly. so its gonna show up in the mapping menu all screwed up, your control ini is read fine by the in flight engine, but only as long as you dont change anything for the menu engine to overwrite the controls.ini.

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Can anybody access the Guns/Weapons in April 2012 patch?

My Mar2012 (latest) utilities show 0 weps.

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Only custom weapons can be edited here, stock don't show in the wep editor :lol:

 

EDIT: You can however extract the weapondata.ini and then open it with wep editor so you get the list..

Edited by Brain32

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Thanks Brain, found the ini.

 

BTW, I'm continuing to compare patched files to original:

 

* Viewlist fixed, view next weapon works. (Though I still recommend my mod :)

* Lot's of fixes in IcelandNA campaign. End date pulled back, mission rate from 0.3 to 0.1 (that's an increase if I'm not wrong) No more ARMED_RECON for most flights. Ground War coordinates added. New variables for stuff (could be intersting to explore)

* InstantAction mission is totally new.

* Newly populated target areas (had reported this in a previous post)

 

EDIT2: If you had modded stock Aircraft.ini files, here's two changes I noticed: (The rest don't seem to be changed)

 

MIG-23MF.INI Additions DecalNumberRandomize=TRUE to various stock skins.

Tu-16K-26_73.ini is fixed, This is a must update fpr a correct game play.

 

All in all, looks like a good first patch IMHO.

Edited by PureBlue

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I've had HUGE problems yesterday trying to reinstall my mods over the new patch. For some reason the game will not recognise the filepath I placed in the Options.INI. All my mods are on an external drive, the filepath was pointing towards it but I could only solve it by placing them back in the C: drive.

Also having big problems with anti-ship and CAS missions. CAS has me flying to waypoint 5 but not a tank in sight. Anti-shipping missions consist of flying to an area over land where ships are said to be :dntknw:

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Also having big problems with anti-ship and CAS missions. CAS has me flying to waypoint 5 but not a tank in sight. Anti-shipping missions consist of flying to an area over land where ships are said to be :dntknw:

 

Well, look at the bright side. Unlike the "anti-landyacht" missions, at least CAS didn't have you searching for amphibious T-72s... :grin:

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BTW, Wrench told me that he encountered a carrier's escorts merrily traipsing through the "jungles" of Great Exuma Cay, on the OTC map :rofl:

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BTW, Wrench told me that he encountered a carrier's escorts merrily traipsing through the "jungles" of Great Exuma Cay, on the OTC map :rofl:

 

Jungle Cruise 2012. :drinks:

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Only custom weapons can be edited here, stock don't show in the wep editor :lol:

EDIT: You can however extract the weapondata.ini and then open it with wep editor so you get the list..

 

TK is aware and says the utils will be updated.

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BTW, Wrench told me that he encountered a carrier's escorts merrily traipsing through the "jungles" of Great Exuma Cay, on the OTC map :rofl:

 

Clearly it's Fitzcarraldo trying it the hard way again

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TK's put up some updated tools.

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Clearly it's Fitzcarraldo trying it the hard way again

 

 

gods! haven't seen that movie in yeeeeeaaaaaaaaaaaarrrrss!!!

 

wish I'd taken the screenie of the destroyers ... it was funnier than hell! I figured they were 'camoflagued', and wwaiting to spring out on any unsuspecting attacker against the battle group

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Seeing has the CATs changed with April, and the April Extractor also has changes,

 

how much you wanna bet either something else has been locked up, or TK is allowing us Access to .FX and OUT Files in the CATs.....

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we could try asking nicely TK to reconsider locking access to .OUT and .fx files

 

these files are nothing that someone with evil plans could use anyway. As for shaders there are better ones freely available on the internets (I think engine still doesn't use all the Dx calls)

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we could try asking nicely TK to reconsider locking access to .OUT and .fx files

 

these files are nothing that someone with evil plans could use anyway. As for shaders there are better ones freely available on the internets (I think engine still doesn't use all the Dx calls)

 

i dont think he included the OUT files in any of the cats before he started locking them.

 

lower the poly count and add tessellation would prolly solve a lot of problems... but TW wont alienate people with 8 year old DX10 cards.

Edited by SkateZilla

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we could try asking nicely TK to reconsider locking access to .OUT and .fx files

 

these files are nothing that someone with evil plans could use anyway. As for shaders there are better ones freely available on the internets (I think engine still doesn't use all the Dx calls)

 

For whatever it's worth, I asked that he unlock the terrain's _locations.bmp, and have had no reply.

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Just a question: wasn't the first cat extractor back from the SFP1 days a reverse engineered tool?

Edited by SFP1Ace

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Just a question: wasn't the first cat extractor back from the SFP1 days a reverse engineered tool?

 

Absolutely not. You're confusing the term "reverse-engineered" in a way that implies that another such tool was already in existence. Skypat's CAT extraction tool was the only game in town for years. Besides, game and sim enthusiasts have been creating unofficial utilities for a looooong time. Go to any Jane's, Eagle Dynamics, (etc.) fan-site, and chances are that you'll find unofficial extraction tools and other utilities for just about all of their titles.

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Filtered AWACs pack is pending approval, now to install the Patch!

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