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48-56: Exp. 1 Add-on (Redux) - Part 2 of 2

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Very impressive, thanks to all concerned :drinks:

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Folks:

 

Thanks for all the replies. I hope you find something to enjoy in this new version of the mod, which is the largest overhaul/update that's been done to it yet. Even if you played an earlier version of the mod, I think you'll be pleasantly surprised at the campaigns -- esp. the 1948 campaigns, which have been almost completely rebuilt from the ground up. Propheads in particular should find plenty to like here. Lots of new aircraft.

 

Also, the "navalized" Suez campaign adds a number of ships that have received quite a bit of work. Some of these models now look quite different from their default offerings, as I did make a concerted effort to give the Royal Navy and French Navy ships a kind of uniform appearance/look (well, as much as possible given the different models involved). If you wanted to a see a big task force (seven carriers with dozens upon dozens of escorts) in the world of SF2, the new Suez campaign is the place to see it.

 

Best,

 

Eric Howes

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the 3.7 inch Brit AAA guns are by Geo, from one of his ww2 paks. the 'tommyflak' are the same ones, just renamed by Gepard, iirc, fro the Battle of Britian WW2 terrain.

 

there's no realy difference in them, just the name!

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In Suez '56 only flyable plane on Israeli side is Ouragan, and on French airforce side the F-84, I say this 'cause in the previous version there were Mysteres and Mustangs as well. By the way great work on the details and ground units.

Edited by hrc

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hrc:

 

If you're finding only those planes flyable on the Fench and Israeli sides, then something is wrong with your install. Plenty of other aircraft should be flyable as well.

 

Eric Howes

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Just a small question: is it normal that there is only one Avenger in the roster of French Navy, aka the player?

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Emp_Palpatine:

 

No, that's not normal. You're supposed to start with 10 to the squadron. I'm looking into this right now, but so far I cannot figure out why the game is doing what it's doing. All the data is properly laid out in every involved file, yet the game assigns only the player to the squadron.

 

If and when I have fix, I'll post it here.

 

UPDATE 1: still not able to track down the cause of this bug. One observation, though: the game will assign the proper number of aircraft to the squadron if the squadron is an AI squadron. It's only when the player selects the squadron that this bug manifests itself.

 

UPDATE 2: the bug becomes stranger. It now appears that the game does assign 10 pilots & aircraft to the Avenger player squadron, but only displays the player on the roster list for the first mission. After completion of the first mission, the roster is properly filled out with the expected number of pilots, and multiple aircraft are assigned to missions.

 

I've never seen this particular behavior. The closest I've seen is a start time/date mismatch in campaign files.

 

Eric Howes

Edited by eburger68

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New issue:

 

209059img00006.jpg

 

Problem with Meteor F8 loadout:

I was assigned a strike mission. As you can see, my default loadout isn't a strike one.
Even more: I can't load any of the bombs listed on the side anywhere on the plane. 

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Emp_Palpatine:

 

Actually, it appears you do have bombs loaded on the wing pylons. The black dots indicate that something is loaded there. If you start the mission, what's on the wing pylons?

 

I've seen this quirk of SF2 before. It happens when weapon stations with significant differences in loadout types are grouped together. The weapons are there, but only the black dot indicates as much.

 

Eric Howes

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it happens, actually, quite a lot.

 

what needs doing is extracting the data ini, put it into the F.8's folder, and edit the hardpoints, adding a couple more groups:

 

 

[LeftWingStation]
SystemType=WEAPON_STATION
StationID=1
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=-3.77,-0.10,-0.47
AttachmentAngles=0.0,2.0,0.0
LoadLimit=350.0
AllowedWeaponClass=BOMB
AttachmentType=UK
ModelNodeName=pylon_L
PylonMass=55
PylonDragArea=0.02

 

[RightWingStation]
SystemType=WEAPON_STATION
StationID=2
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=3.77,-0.10,-0.47
AttachmentAngles=0.0,2.0,0.0
LoadLimit=350.0
AllowedWeaponClass=BOMB
AttachmentType=UK
ModelNodeName=pylon_R
PylonMass=55
PylonDragArea=0.02

 

[LeftWingStationDropTank]
SystemType=WEAPON_STATION
StationID=3
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=-3.77,-0.10,-0.40
AttachmentAngles=0.0,2.0,0.0
LoadLimit=350.0
AllowedWeaponClass=FT
AttachmentType=UK
ModelNodeName=
PylonMass=55
PylonDragArea=0.02
FuelTankName=Tank100_Meteor
FuelTankNodeName=droptank_pylon_L

 

[RightWingStationDropTank]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=3.77,-0.10,-0.40
AttachmentAngles=0.0,2.0,0.0
LoadLimit=350.0
AllowedWeaponClass=FT
AttachmentType=UK
ModelNodeName=
PylonMass=55
PylonDragArea=0.02
FuelTankName=Tank100_Meteor
FuelTankNodeName=droptank_pylon_

 

the rocket stations remain in their original group, but the bomb/drop tanks stations get renumbered, thereby "splitting" the hardpoints

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Wrench:

 

That solves one problem but just creates another, because the rockets and bombs should not be loaded at the same time. I've implemented just the solution you put forward only to turn around and have users complaining about loadouts again once they load up all the hardpoints available only to see the various weapons overlap each other on the wings -- weapons which shouldn't have been loaded at the same time in the first place.

 

And, yes, you can advise users not to do that, but sure enough they will -- and then complain. That's why I prefer using weapons groups to enforce loadout limits.

 

Eric Howes

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that's never been my experience.

The loadout ini is supposed to prevent that. Unless of course, the end users are dumb enough to NOT unload ALL the rockets before loading the bombs. Then it's on their head for not following instructions.

 

you know, you can rewrite the loadout ini to have both (4 rockets, 2 bombs) ... you just need to know the position of which number station carries what at a given load (bombs AND rockets would definitley put the aircraft in an overload state, especially with the required belly tank -- very short legs on these beasts)

 

but, whatever! :biggrin:

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Wrench:

 

that's never been my experience.

 

You don't don't remember the thread about a weapons loadout complaint involving one of the Mirages in NF4 about two years ago? You commented on the user-posted screenshot yourself. The user in that case did as users will do: loaded up every available hard point, ignoring the fact that the weapons were loading on the same part of the wing and, thus, overlapping each other. I had to completely re-do the loadouts to prevent that from happening.

 

I wish TK would simply fix the bug, as this bug affects the default loadout scheme for the Meteor8. Those are the default weapons loadout groups for that aircraft.

 

Eric Howes

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Guys,

Indeed, the bombs are there even if not present when loading out the plane. Well, that's good enough for me.

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Folks:

 

This mod has been updated today (2 May 2014). The changes are, for the most part, minor: mainly tweaks and fixes for various aircraft. This update does add the Skyraider AEW (Guppy) that was recently released as well as support for the S-199 and Spitfire 22 that were included in DLC 28 & DLC 29.

 

If you download this updated version, don't forget to grab the second part as well:

 

http://combatace.com/files/file/13757-48-56-exp-1-add-on-redux-part-2-of-2/

 

Eric Howes

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russouk2004:

 

Thanks for the information. I will update the ReadMe accordingly.

 

Eric Howes

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Slant6:

 

In the aircraft's DATA.INI, look for the  CenterStation in the Weapons Stations section.Remove or comment out the following line:

 

NoJettisionTank=TRUE

 

That should allow you to drop the center tank.

 

Eric Howes

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