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Posted (edited)

 

We still have a very playable sim....and I would rather talk about mods and aircraft than keep beating this dead horse.

 

 

tell that to some of the butt-monkies on the 3W boards. Some folks just don't get it.

Edited by Wrench
Posted

My stutters is caused by my old 768MB 8800GTX card. When I go to external view I get mixed FPS readings. Some angles I get 30+ FPS with a 2x game loop and some angles I get a sideshow. So I'm gonna upgrade my gaming pc a bit like putting in more ram and get a new card. My cpu is still good, its a intel 3.0 gig. BUT when I reported about that double AIM-9L kill on a MiG-23 few months ago, I used a modded version of the 9L. But now my modded weapons are back to normal. I get 75% to 100 hit/kill rate mostly on A2A missiles.

 

I did see warhead problems on TK's missiles though mainly on his version of AIM 54.

 

My reason to reply in this thread is this: I can't quit flying on this sim despite the feelings I have about TK's recent decisions of locking files. This sim craters my disability very well. There's no complex alt/shift/commands or complex cockpit management (although I do buy the hardcore combat sims if they got good preferences menu.) and etc. I just wish TK would understand that this sim/game has a real loyal fanbase until the problems started. I want to stay with this sim. I can't find another sim for my disability for now. But I'll keep a eye out on DCS. For now until TK break my likings in SF2 series, I'm staying with SF2.

 

Falcon

Posted

My experience with the May patch was all missiles hitting the target and nothing happening to the target. A little random unpredictability is fun, but invincible bombers was not.

 

 

That was an issue - Fixed with the June patch now

Posted
Have you tried RC Bucc's? Have you flown my Viper Team's F-16C's? The F-14 Super pack? Installed some of Stary's effects?

 

You are saying stop modding and have fun but then asking me if I have tried all the new mods?

Which is it Dave? Have fun playing the game or have fun modding it?

I have been playing it for years.

In fact, because I have played certain situations so frequently, I can detect changes in FMs, AI, and weapons performance fairly easily.

 

1966 or 1972, F-4B/C/D/E or J, Fighter Sweep or Escort, Vietnam, Afternoon, Scattered Clouds, Light Air, Light AA, and edit loadouts to replace gun pods with centerline tanks.

 

Of course thanks to the relatively new "Save" button, if a particular mission plays well, I can play the same mission in the future (when a release/patch hasn't broken the mission save function!)

 

Typically I fly an F-4B in 1966 or an F-4D in 1972.

 

I have played that same setup since WoV was released (minus the clouds), and technically played some form of it since the SFP1 Walmart release.

 

When that exact mission plays well (i.e. somewhat matches historical results), I am having fun.

When I can slaughter the AI without even a chance of being killed, I am not having fun.

 

SFP1 SP2a was fun (using the free DRV terrain).

WoV was somewhat fun, but the FMs were broken and the enemy AI was strongly degraded.

WoE added clouds and fixed the FM issues, but left the AI as being gutless.

WoI initially broke a bunch of stuff, but provide the best dogfigting/gunning AI SF has ever had.

SF2 improved upon WoI.

 

From that description, you would surmise I had a long time where the AI sucked for dogfighting from WoV to WoI... but I overcame that problem by almost exclusively playing online against real people. But it was real important for the AI to be working right by the release of SF2 since multiplayer was removed.

 

While there were some bugs along the SF2 road, usually TK released fixes fairly quickly.

I had a good run with little or no problems with my favorite mission.

Then TK started messing with core code in the Expansion Packs and patches leading up to SF2NA.

Many of these fixes were in response to complaints caused by problems resulting from mods.

 

I could no longer visually spot aircraft at the ranges specified in the Data ini files.

Terrain faded out at short ranges.

Runways weren't visible until you were on top of them.

Clouds were locked at high altitudes well above the ones I needed for historical Vietnam missions.

 

Now, since SF2NA:

New terrain that doesn't really look any better than WoI/SF2I (can I say it actually looks a bit worse?), but lowers FPS

60s avionics cause a stutter (unresolved despite a hotfix and a patch)

the pendulum of play balance has swung all over the place on the effectiveness of air to air missiles, currently settling out with uber missiles that effortlessly smoke MiGs in the Vietnam timeframe.

 

And those are just the problems that affect my specific mission I like to play.

I think the terrain modders are a wee bit more disappointed than me.

 

So, this isn't really a matter of me just disliking one tiny aspect of some minor patch.

I have watched my "fun" steadily go down the drain with no indications the trend is going to change.

"Playbalancing" missiles was simply the last straw.

 

Dave, what aircraft and missiles do you normally use? Do I dare guess not AIM-9Bs/Ds and AIM-7Es/E2s? Its hard to notice "nerfed" missiles if you were already using AIM-9Ls and AMRAAMs :grin:

 

So, you are having fun, great!

But some of us are not, and for me it has nothing to do with not spending enough time playing the game...

It is the way the game plays.

  • Like 1
Posted (edited)

Feel almost guilty, happily playing along, "stuck" somewhere down the road that Streakeagle descibes, still enough to do, still discovering things every now and then, maybe missing out on a lot of things, but apparently missing a lot of trouble too .......:grin:

Edited by Derk
Posted

Dave finally got his Pony and spanked it to death :rofl: Nothing in this world is absolutely perfect.

 

I can see this from both SE and Dave's point of view. Why fix stuff that ain't broke just because some few complained that their craft is not a death star like Brain put it in one of the threads at the Thirdwire forum. At the same time I really get tired of reading people whinnying about every single item TK release. If it is so bad why do the same guys still buy it only to complain and criticize. Its not always those which is loudest who get something changed, since they probably never get enough to get satisfied anyway.

 

Its only a hobby for us but TK have to live of the revenue collected and you can do the math your self and take the prize of any his stuff and find the multiply factor to get a decent living plus paying salary to his staff. Maintenance, rent, tax and etc.

Posted

It was mostly the interest in guided missiles that made me look for something else to play next to IL-2 Sturmovik, years ago.

I think the behaviour of the missiles can make or break this game.

I also recently noticed the changes in missile behaviour, or in hitbox behaviour.

But if I want to define it I need to do lots of testing and make lots of notes.

 

I guess the only way to settle this, is if TK would write a missile behaviour test procedure,

One that calculates different missiles fired at different targets in different conditions,

let it process dozens of combinations, then look at the statistics of the effects.

 

Then something else,

It seems that Thirdwire is devoted to emphasize their strong points (pretty planes), but has a

very "typical" approach regarding its weak points (like sound and terrain). Maybe that is the budget game effect?

Posted

You are saying stop modding and have fun but then asking me if I have tried all the new mods?

Which is it Dave? Have fun playing the game or have fun modding it?

 

There is a difference in modding and playing. You can add mods and still play it. Modding to me means creating mods. I take from your answer, you haven't...

 

Dave, what aircraft and missiles do you normally use? Do I dare guess not AIM-9Bs/Ds and AIM-7Es/E2s? Its hard to notice "nerfed" missiles if you were already using AIM-9Ls and AMRAAMs :grin:

 

Wrong again....I do fly a lot of my flying from from 1965 to 1979. Yes tons of AIM-9Bs/Ds and AIM-7Es/E2s and Falcons.....the latter stuff I use whne making and testing later year mods. i.e. F-16C's.

 

So, you are having fun, great! It is the way the game plays.

 

Its amazing. I have control over how the game plays.

 

SE sometimes I think you bitch just to bitch, typical submariner...never happy unless bitching about something. j/k :lol:

Posted

SE sometimes I think you bitch just to bitch, typical submariner...never happy unless bitching about something. j/k :lol:

 

That's anybody in the military, of course for the groundpounders if a Soldier doesn't complain then it's assumed something is truly wrong with her/him, there's always something to bitch about...

Posted

That's anybody in the military, of course for the groundpounders if a Soldier doesn't complain then it's assumed something is truly wrong with her/him, there's always something to bitch about...

Hell sometimes we used to bitch about bitching...

Posted

The beatings will continue until morale improves...or as we said in missile maint, if you cant get laid any where else come to MMT, you're sure to get f@cked there.

Posted

With all the releases, I do find myself playing more stock than I used to, up to 50% of the time even. I still play the mods more, partly for the planes/terrains available that are NOT stock, partly for the more accurate way they're generally done, but that used to be almost NO time flown stock.

 

Ironically, the mods are a victim of their own success. Other than my total conversion mods like ODS, Vietnam+, and NF4+, I just have one modded install (SF2 in this case) with EVERYTHING. Partly for simplicity (post-patch), and partly so I don't have to remember where each mod lies. However, with that mod folder nearing 70GB now, loading times are a big PITA! Plus some of the mods don't seem to work right with recent patches (many date from the early days of SF2 or even are ported from SF1), so I never know if I'm going to get a CTD or some other odd behavior...so if I only have a few minutes to fly, I usually pick stock.

Posted

I have to admit, JM's insight is another reason I am coming to like the idea of the SF series coming to an end on the PC. Once the code is stabilized, there will no longer be the constant treadmill of keeping mods current.

 

FC

Posted

I have to admit, JM's insight is another reason I am coming to like the idea of the SF series coming to an end on the PC. Once the code is stabilized, there will no longer be the constant treadmill of keeping mods current.

 

FC

 

And, along the way, some unknown guy will "free" the code, thus becoming a legend...Probably won't happen, but still it's nice to wish for it...

Posted

And, along the way, some unknown guy will "free" the code, thus becoming a legend...Probably won't happen, but still it's nice to wish for it...

isn't this what mlracing is doing for months? And no he's not a fakery vids nut, he did similar things with OIF code

Posted

isn't this what mlracing is doing for months? And no he's not a fakery vids nut, he did similar things with OIF code

 

As long as TK is actively supporting his products, we'll have to live with what he throws in, right? Any "third party" code changes would be overwritten in the next patch anyway...

Posted

isn't this what mlracing is doing for months? And no he's not a fakery vids nut, he did similar things with OIF code

 

I don't know...what I see is a lot of tech demo. I haven't seen any actual gameplay. I haven't seen anything that can't be done in a rendering program. The closest analogy is something like Garry's Mod...makes for a pretty video...but there isn't any gameplay.

 

FC

Posted (edited)

mlracing is something of a whiz with hex-editing, so I'll take his videos at face value. He actually helped me quite a bit with some stuff I was working on with Total Air War 2.0, and his hex-edits enabled FOV edits to allow for fullscreen/widescreen EXEs. I think he must do something with IDA Pro and just recognize the patterns from there.

Edited by HomeFries
Posted

Frankly, I'm not sure where TK can go with SF2.

 

Since SF2's first release dropping MP came out, I've been calling for a SF2.5/SF3/SF Online that had limited (if any) modding support but had MP with a little more ability than SF1 series had.

 

I liked the random missions, although I didn't like not being able to fly against AI-only planes. If there's no human in that slot, why can't it be a nonflyable? I also wished for single mission support, and with release of the mission editor making it so simple I felt its absence more.

 

I thought the campaigns lent themselves to it perfectly as well, but obviously TK never had it in his plan.

 

Forget mobile gaming, the games I like on my phone are nothing like SF and never will be. If TK needs to diversify to pay the bills, so be it. He'd probably need to have a larger team for it, of course, but enough profits in that arena could possibly fund development of "SF3" with better graphics and MP even if modding is lost.

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