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Help fund the Strike Fighters 2 Windows 10 update!

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I just found out that there is something going on here! So I did my donation of a Blue € Bill  :smile:

The time frame is ridiculously short... and I even haven't fired up the game for weeks. But I'm sure I wasted my money in the past in many worse ways :lol:

 

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If TK put SF2 on GOG and Steam he would make an assload of money and the traffic to CA would be gigantic as well once word got out this is where all the mods are.

Like, no-one but us is buying SF2 from ThirdWire.com, and there is currently a large amount of people getting back into flight sims because of Steam distribution.

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8 hours ago, CowboyTodd41 said:

If TK put SF2 on GOG and Steam he would make an assload of money and the traffic to CA would be gigantic as well once word got out this is where all the mods are.

Like, no-one but us is buying SF2 from ThirdWire.com, and there is currently a large amount of people getting back into flight sims because of Steam distribution.

I guess one does wonder why he han't gone down that route.. anyone care to speculate as to why not?

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10 hours ago, CowboyTodd41 said:

If TK put SF2 on GOG and Steam he would make an assload of money and the traffic to CA would be gigantic as well once word got out this is where all the mods are.

Like, no-one but us is buying SF2 from ThirdWire.com, and there is currently a large amount of people getting back into flight sims because of Steam distribution.

 

1 hour ago, sophocles said:

I guess one does wonder why he han't gone down that route.. anyone care to speculate as to why not?

 

I personally think SF2 belongs on Steam or GOG.  Word of mouth is so key to games and unlike DCS, there isn't a steep learning curve to fly the planes.  Nor a relatively few planes and especially maps.

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I genuinely wish I could contribute more than the $70 I have but it's been an expensive couple of months. There's definitely a few things I wouldn't have spent money on and donated instead even though I believe there's no chance of the 25 grand getting met.

I remember first getting WOE back in my teens, mostly because it gave me the option to fly the A-10 (my first PC game was A-10 Cuba when I was about 5) and then finding this site very shortly after. Along with the Command and Conquer series, GTA series and the (original) Star Wars BattleFront series, the SF series is irreplaceable to me even now that I'm nearly 30. 

Some days it drives me mad, such as when I've spent a good hour or so building a mission in the Mission Editor only for the game to CTD repeatedly when I attempt to launch the mission. But it offers an experience that no other game on the market can. 

I genuinely believe that SF2 and this site have increased my knowledge in military aviation, especially when it comes to recognition of aircraft and SAMs. Many of my friends/coworkers are in the intelligence field and seem somewhat surprised when I can identify and link together a lot of military hardware that they spent learning about during their trade training. 

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It's wild how many people play DCS just for the challenge, and if they had a game at the midpoint between say, Ace Combat and DCS (seems like there's a very popular sim around this place that would fit just great hmmmmmm) lot's of people would buy that game

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Given that I never got a reply to my support request for the missing codes required to qualify for the complete SF2 series, nothing from me. This might seem harsh but I'm nobodys fool & you only get 1 chance to let me down. I had my hundred ready to lay out but when I never even got a reply to my email, I bought a couple each of X-Plane & Orb-X add-ons instead.

I'd rather pay some of the talented & dedicated SF modders since I never fly missions in a standard install, and rarely with a stock plane. My most-flown planes are the F-111A in Green Hell & the Tornado & F-15E in Desert Storm.

Now that I have VR I'm flying non-VR sims very occasionally. Single-player non-VR sims even less so.

War Plunder has VR and multiplayer support... Not playin, just sayin' - I detest the 'pay or grind' marketing but Gaijin seem to be doing OK out of it.

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I think Steam is the only way forward to reach a wider audience and achieve the £££$$$$$ required to upgrade this series, a few people have mentioned in this post that there are a lot of people out there that don't even know SF2 exists.

In my opinion SF2 is the perfect air combat platform for those of us that don't have the time to take up the more complicated challenges that DCS offers. 

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I think the crowdfunding route should have gone on longer, to accommodate the players that want to pay but can't at the moment. Star Citizen is a good example of crowdfunding, where they play the long game as far as funding goes (and those who have kept up with it, know it's working out pretty good) and through concept sales they get the money through its member base (which off the top of my head was around two million players). But the point is that there isn't enough hype to attract the crowd that TK is looking for. It's just marketing the game through the mobile games and then returning back to the PC platform to find out that there are players willing to pay for a new patch so it will be free, but it's going to take some time to get the hype back after he chose to go mobile, which turned me off quite a bit. Nice idea having different planes (though of course some were done by the mod community) but no cockpit, no interest. Just my .02

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It is not really a matter of time. TK could extend it two more weeks, and neither the number of donors nor the amount donated would double. TK cast his lure based on ripples in the pond. But it was nothing but minnows nibbling on the bread.

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If TK put out the Strike Fighters 2 Complete package, with Windows 10 support, on Steam and GOG for $15 or $20, I would be very, very surprised if sales and the revenue they brought in didn't exceed the game's lifetime numbers up until now in fairly short order. Personally I'd be willing to pay as much as $40, but I don't think that's a realistic price for a ten year old game, regardless of how many expansions it has - sales would plummet and it would make far less money than if it was sold for less. $100 is right out.

Money would continue to trickle in for years, during Steam sales there would be a sharp increase in sales, and TK would find it much easier to fund his future projects. Hell, he might even get those $2 million he needs for SF3 - especially if some of the mainstream PC games media gave his $15 SF2 Complete Steam release the attention it would deserve. Rock, Paper, Shotgun most certainly would.

But that's just my opinion. I will never understand why the game isn't already out on Steam. Wings over Europe is already there, and maybe TK found its sales on the platform disappointing. But I have to believe that SF2 Complete would do much, much better. I just don't see what he would have to lose, and there would be so much to gain.

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22 minutes ago, Foxhound1 said:

If TK put out the Strike Fighters 2 Complete package, with Windows 10 support, on Steam and GOG for $15 or $20, I would be very, very surprised if sales and the revenue they brought in didn't exceed the game's lifetime numbers up until now in fairly short order. Personally I'd be willing to pay as much as $40, but I don't think that's a realistic price for a ten year old game, regardless of how many expansions it has - sales would plummet and it would make far less money than if it was sold for less. $100 is right out.

Money would continue to trickle in for years, during Steam sales there would be a sharp increase in sales, and TK would find it much easier to fund his future projects. Hell, he might even get those $2 million he needs for SF3 - especially if some of the mainstream PC games media gave his $15 SF2 Complete Steam release the attention it would deserve. Rock, Paper, Shotgun most certainly would.

But that's just my opinion. I will never understand why the game isn't already out on Steam. Wings over Europe is already there, and maybe TK found its sales on the platform disappointing. But I have to believe that SF2 Complete would do much, much better. I just don't see what he would have to lose, and there would be so much to gain.

This is an opinion I share also.  

I'd be willing to pay $50 for SF2, especially if it was made clear purchase of SF2 on GOG or Steam helped pay for SF3 development costs, full Flanker series inclusion, a good F-35 series, and more dogfights.

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1 hour ago, streakeagle said:

It is not really a matter of time. TK could extend it two more weeks, and neither the number of donors nor the amount donated would double. TK cast his lure based on ripples in the pond. But it was nothing but minnows nibbling on the bread.

Fair enough.

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On 9/15/2019 at 7:54 AM, Wrench said:

loss of personal control of the product. nuff said

Most likely, though at this stage in the game what good is control when his market base is too small to drum up more than a few thousand $.

He's actively limited his market... the player base could have been much larger and much more lucrative if he'd just accepted cold hard financial reality... he needed something like Steam if he wanted to make the series a success.

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The addition of the F-14A to SF2 was the biggest draw this sim ever had... and it fell flat. The mission editor had consumed tons of money and time, but didn't draw the money the forum posts promised and the F-14 that "everyone" wanted didn't draw the money either. TK is not without blame. Many of his decisions/code changes were questionable among the die hard fans over the last few releases/patches, but no matter what TK did, the market simply did not want what he was selling. This fund raiser proved that this fact remains true to this day. A few die hard fans does not make a sim profitable. For SF2 to advance, a whole lot of people have to want that to happen and put their money where their mouth is. This fund raiser shows that the fans willing to fund future development just aren't numerous enough. This is the final nail in the coffin of SF series PC development beyond PC ports of Android free-to-play games.

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I would like to write :

"What you say is rubbish, you understand nothing, there is a way to make SF3 profitable easily"

And I wrote it  :smile:

Problem : you are right :(

Edited by jeanba

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6 minutes ago, alexis99 said:

Why would it make no sense?

(It would be helpfull if you quoted what you refer to here, but I suppose you are replying to me)

It would make no sense because many of the changes from SF1 to SF2 are in the area of updates for newer Windows OS. Like the mod and settings folder location, unicode strings and much more.  These changes are based on Microsoft recommendations for  Windows Vista and 7 software.

Third Wire is not going to apply these changes to SF1 again, since they have already done that and it is called SF2.

 

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yes, as has been said thousands of times before, SF1 is deader than the dinosaurs. move on

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Clearly, Strike Fighters 2 has not performed according to TK's expectations - by his own admission, SF2 North Atlantic still hasn't made back the money it cost to develop. There are a number of reasons why this could be so:

1. The game and its expansions are of poor quality.

I would dispute this, as I'm sure most people on this forum would.

2. Flight sims are an increasingly niche market, and there simply isn't enough interest in them to support decent sales.

I would dispute this as well. According to SteamSpy, the Il-2 games have hundreds of thousands of owners. The main DCS module has several millions. That module in itself is free, but it is at least useful as a tool to gauge the general interest in jet combat. If only a fraction of those people bought SF2, TK would be set for life. Obviously, those games were made by larger teams and their production values are well above what SF2 could aim for (although with the help of mods, it could certainly come close), but SF2 has other qualities that I am certain would appeal to a large portion of the owners of the games mentioned above.

3. Strike Fighters 2 is available for sale only to an extremely limited market, through an obscure website.

This, I believe, is why the game has failed to meet with financial success. It can only be purchased on the ThirdWire website, only a small portion of the gaming community even knows of its existence, and to make matters worse the game and its expansions are severely overpriced. Il-2: 1946, the complete original Il-2 package, can be bought for $10 on Steam, or even less during sales. SF2 Complete is sold for $100 and can only be found on the ThirdWire website.

It is all very frustrating, because I want SF2 to do well.

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SF2 failed because the market didn't want it. The market that bought SFP1 knew where to go to get it and outright refused to buy it. SFP1 got a bad reputation from the start. Most people believed a "lite" sim meant low fidelity arcade. Many people who tried SFP1 simply didn't like it with too many complaints for me to list here. SF2 needed to offer something radically newer/better to get a large number paying SFP1 customers to buy it again and to attract people who had already dismissed SFP1/WoX. There wasn't much competition at the time, as the combat flight simulator market pretty much collapsed around that time. But the competition that was there, IL-2:Sturmovik and LOMAC/Flaming Cliffs, was making more people happy with their features/graphics/gameplay, so they were selling much better and are still putting out new versions to this very day. Ironically, I think the most successful of the air combat sims from that time frame and maybe even to this day were all the free mods/upgrades to Falcon 4.0, but only after Microprose went broke producing such a complex expensive game for what had become a very small niche.

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      104. Another error that could cause the hits on the own aircraft to be not audible in multiplayer has been found and fixed;
      105. When in the cockpit, the player will now hear different sounds when different parts (materials) of the aircraft are hit different types of ammunition (before that, sounds differed only by the type of ammunition and only in open cockpits or in an external view);
      106. The ram air sounds in the cockpits of all aircraft have been re-adjusted, the sound changes depending on the state of the canopy (open or closed) as well as the position of the pilot's head relatively to the windscreen;
      107. The positioning of the engine sounds in the cockpits has been improved as well;
      108. Bf 109 G-6 in-cockpit sounds were corrected;
      109. The issue with the pilots posing in weird ways should be gone now;
      110. Ju-88 top shooter won’t continue to fire when the canopy and the MGs are jettisoned;
      111. It is now possible to shoot a signal flare after opening the IL-2 mod.1943 cockpit;
      112. The trace of an aircraft after a belly landing won’t disappear when zooming in;
      113. Flying Circus planes will correctly show the dust from wheels effect;
      114. P-51D wheels leave correct traces and their dust effects were corrected;
      115. Opened P-51D landing gear bays cause less drag;
      116. Bomb detonator switches are no longer inverted on P-51D;
      117. A-20B, La-5 series 8 and La-5FN: it’s now possible to move the throttle control when it is in the idle position and ‘Engine auto control’ helper is enabled in the options;
      118. FFB vibrations increased during control surfaces buffeting at terminal flight speeds;
      119. Now a crewless aircraft will be removed from the simulation when it stays on the ground for 30 seconds (previously it was removed when its altitude was less than 10 meters and speed less than 10 meters per second);

      Ground and naval objects

      120. Projectiles of the multi-barreled anti-aircraft guns visually appear aligned with the positions of the individual barrels;
      121. Tanks and trucks won’t leave marks on concrete surfaces;
      122. Vehicles won’t create so much dust when moving on concrete and paved surfaces;
      123. TRG_Spawn mission logic element won’t cause the spawned vehicles to have visual effects of a damaged engine;
      124. The issue of random destruction of a train in QMB has been found and fixed;
      125. Simple AI-controlled ground vehicles won’t visibly ‘shudder’ when moving on steep slopes, especially on the Prokhorovka map;
      126. Sd Kfz 251 Wurfrahmen 40 rockets launch correctly visually;
      127. The upper and lower armor of simple AI tanks has been corrected (made more resistant to fragments);
      128. The visual model of a static railway tank has been updated (its frame);
      129. The static T-34 model texture that appears at a certain distance has been corrected;
      130. Railway wagons and locomotives won’t receive critical damage from any first hit;
      131. A graphical corruption caused by G-5 gunboat firing its M-8M rockets has been fixed;
      132. The issue that could make the naval guns indestructible has been found and fixed;
      133. Ships that run aground will stop earlier and won’t display water wake effects;
      134. A random issue with the parachute not completely descending to the ground has been fixed;

      Other changes

      135. VR zoom can be made instantaneous if the default speed gives you nausea - set the value of the vr_zoom_speed parameter to 1 (it is located in the camera section in data\startup.cfg file);
      136. Ricochet sounds and graphic effects were added;
      137. The physical collision models of the European suburban buildings in some blocks on the Arras map now correspond to their visual models;
      138. The trees that prevented takeoff and landing were removed at the end of the strip of the Florennes airfield;
      139. Bailed out pilots can be correctly captured by the enemy in the Bodenplatte career;
      140. MCU_Waypoint mission logic element won’t receive input from other elements when deactivated.
       
      Please discuss the update in this thread.
    • By JamesWilson
      Hi guys, i have a very big issue regarding one of my favourite games of all time: Strike Fighters: Project 1.
      I play this beautiful old game on my PC and i run it pretty well at lowest settings and 1920x1080p (i had ALSO to change "default graphic card option" to  my high-performances NVIDIA graphic card, due to the fact that the game heavily lags if i run it with the default graphic card option, even if it's all set on lowest settings).
      After i figured out this little issue, the game runs pretty smoothly and at an high framerate so, what's the problem?
      The problem is that whenever i hit or shoot down a plane or i look at an explosion, the game freezes for a couple of seconds...
      So i don't know what to do and why this happens…   
      Is that because Strike Fighters: Project 1 is too old for a modern medium-high end PC? (I used to play it also on my previous low end Windows XP PC, and i never had any kind of problem)
      Should i play the game at lower resolutions even if all settings are already at lowest?
      Why had i to choose my high-performances NVIDIA graphic card to play the game without lag even if it's an old and well optimized game?
      Please help me, i know SF:P1 is a very old game and i should go for SF2, but the first one is one of my favourite games of all time and THIS PROBLEM MAKES THE GAME UNPLAYABLE!!!
      THANK YOU VERY VERY MUCH, cause this is a HUGE PROBLEM, i really have no idea of what to do and i'm very confused about what's happening... 
    • By VonS


      View File SF2 Cold War Prop and Flogger FM Tweaks
      Hello SF2 Flyers,
      For the post-WW2 prop. high-performance aircraft, several tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop. rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these high-performance types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Also included with this package are my minor data ini tweaks for several Flogger types, such as the MiG-23 S, early M, ML, P, MLA, late variant "98," and export variants MF and MS.
      Many thanks to the original FM modders for the late prop. types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paolopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). The Me109 G5 and H0 are variants on the stock G10 package provided on CombatAce (to install simply copy the relevant aircraft folders, rename as per my included folders, and drop in the relevant files). P-47 Sprint upgrades are variants on the ETO P-47D Bubbletop model and PTO P-47D Razorback model. Also included with this package are three sounds for a Pratt-Whitney, Centaurus, and Me109 either Benz or Hisso powered (sound works good for both). Links to the relevant aircraft that correspond with these data ini tweaks are located in the included "Read Me" file with the package. Please go through the Read Me for more thorough info. regarding these FM tweaks.
      Version 1.2 of this package includes the P-47N and improves the data inis for the other Jug and Superbolt variants.
      Happy flying,
      Von S
       
      DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. 
      Submitter VonS Submitted 04/15/2019 Category ini File Edits  
    • By VonS


      View File SF2 (1937 - 1941) Prop FM Tweaks
      Hello SF2 flyers,
      For several late 1930s and early WW2 prop aircraft, tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these higher performing types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types.
      Many thanks to the original FM modders for these prop types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paulopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). Please read the included "Read Me" file for more thorough information and also to access the links to the aircraft that have been tweaked.
      Happy flying,
      Von S 
       
      DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. 
      Submitter VonS Submitted 06/06/2019 Category ini File Edits  
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