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Showing most liked content on 01/23/2020 in Posts

  1. 6 points
  2. 5 points
  3. 4 points
    first one done to get some folks howling
  4. 4 points
    I'm in the infancy of exploring Vorp-X with Strike Fighters 2 - but I love what I see so far. * Standard disclaimer * - I bought Vorp-X for $40 and feel I'm now squeezing my money out of it with Strike Fighters 2 (and hopefully EECH) - but I'd caution people to read the reviews of Vorp-X and understand it does require some tweaking, although I think it is pretty easy to work with. Anyway..I would just caution that Vorp-X isn't a magic VR bullet but it does work quite well so far with my HP Reverb and SF2. With that out of the way - I agree with all GKABS has said, except I HAVE gotten it to work fine with both vanilla SF2, and the SF2 War for Israel campaign. I tried it with my heavily modded SF2 Vietnam exe and it crashes..so not sure what is going on with that. But it is rock steady with SF2 and SF2 War for Israel (the heavily modded one, not the stock Israel). Some screens I've caught the past two days through the lens. The resolution is much, much better in the headset..these are just crappy grabs by holding my iPhone up to the lens so they are way blurrier than in the Reverb... I'll post up a video shortly. I won't post my settings or anything quite yet as I'm still very new to Vorp-X and will try to do some trial and error before getting specific.
  5. 3 points
  6. 3 points
    Jan. 23, 2020: Version 1.1 of the early WW2 FM update pack for SF2 includes the Tony Ki-60/early 61 and the Polikarpov I-15 gull wing biplane (with M22 engine variant) for the PTO theater, and the Gladiator Mk.I for the PTO and MTO theaters. Also included are post-damage physics fixes for the Polikarpov I-16 (Type 10) and more realistic fuel consumption on the Army Zero Ki-43. Happy flying, Von S
  7. 2 points
    Bad news, I made two tests with hovering groundobject, here are the results: 1. I used the LOD from my battlecruiser with the landing gears at Z= -300 meters as I used in the aircraft and I obtained this: The square is located in the coordinates origin of the model, despite having parts in Z - (which means that the rest of the model, even the landing gear is underwater). I made sure that the object data had at least one of the landing gears including the min max extentions. 2. I moved all the model 1000 meters above the origin in the 3DS file, and I obtained this, which I believe it confirms my theory: In a ground object the center of the ground object is always attached to the ground and it corresponds always the coordinate 0.0,0.0,0.0 in the 3DS model. This explains the second picture: a starship above and all the Mavericks shot going directly to the water hahahaha. Conclusion, we can make starbases and I guess we can take off and land from them, but AI strikes and directed air-to-ground weapons are likely to be an issue.
  8. 2 points
    Far away, into the clear starry sky... on the Moon... Farther away, a land of blood and ashes... that is Mars... I wasn't able to gain help from Stary regarding a texturing experiment in the TFD format. The terrains currently use a single yet nice tile texture. Both heightmaps have been remade from scratch, in order to overcome engine limitations explained in previous posts. Mars no longer features Vallis Marineris, but another portion of the planet with less elevation changes yet beautiful valleys. AI is limited to aircraft using custom userlist.ini files which refer only to specific terrain nations, which are United States Space Force, Russian Space Forces, People's Liberation Army Strategic Support Force (Blue Side) and fictional Settlement Defense Front (Red Side). There is no need to edit the game's global _nations.ini file, it's all contained within the terrains' _nation.ini files. The terrains need specific ground objects for Moon bases and Mars settlements, and custom spacecraft and maybe even flying aircraft carriers. The scenario wants to be what if but somewhat realistic; I'd love fictional yet believable designs, not fancy ones.
  9. 1 point
    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  
  10. 1 point
    but mistakes can also leave some opportunities ... maybe maveriks or guided weapons can be replaced by lasers based on machine guns or unguided weapons ... and also hidden LODs can serve as force fields ... Or do I propose very crazy? ??
  11. 1 point
    My personal favorites mods are BAT, Ultra Pack 2.0 and Dark Blue World. I'm starting to get into more WW1 gaming ever since playing Verdun on my PS4 mostly as the Tommies since I am British. I am interested in the Falklands War and the mod on Strike Fighters surrounding it is quite amazing especially the ships Canberra is highly detailed. I need to get some LODS from A-Team like the Sopwith Tri and the Plafz and the heavy bombers.
  12. 1 point
    I am happy to inform all who are interested in the subject that @nuni has offered to experiment and to build more proper objects for the terrains. This is a great opportunity to push the game engine to new boundaries, and I'm glad for the help I have just received! Nuni, feel free to post screenshots of your works in this thread.
  13. 1 point
    looks ok...this from complete pack [Version] BuildDate=Jul 2013 StrikeFighters2=TRUE StrikeFighters2 Vietnam=TRUE StrikeFighters2 Europe=TRUE StrikeFighters2 Israel=TRUE StrikeFighters2 Exp1=TRUE StrikeFighters2 Exp2=TRUE StrikeFighters2 NorthAtlantic=TRUE StrikeFighters2 Exp3=FALSE [OnlineNews] LastUpdateVersion=Jul 2013 LastDLCCount=29 [DLC] DLCData001=TRUE DLCData002=TRUE DLCData003=TRUE DLCData004=TRUE DLCData005=TRUE DLCData006=TRUE DLCData007=TRUE DLCData008=TRUE DLCData009=TRUE DLCData010=TRUE DLCData011=TRUE DLCData012=TRUE DLCData013=TRUE DLCData014=TRUE DLCData015=TRUE DLCData016=TRUE DLCData017=TRUE DLCData018=TRUE DLCData019=TRUE DLCData020=TRUE DLCData021=TRUE DLCData022=TRUE DLCData023=TRUE DLCData024=TRUE DLCData025=TRUE DLCData026=TRUE DLCData027=TRUE DLCData028=TRUE DLCData029=TRUE
  14. 1 point
    you mean the struts, or the doors? Doors aren't that hard. Never done struts, but it shouldn't be much different
  15. 1 point
    im just curious, has anyone ever serial numbered the landing gears before?
  16. 1 point
    It really gives you a different feeling flying in VR love the video
  17. 1 point
    Thanks! I didn't know about the movie Zero Hour! before. After some googling, I found this: Zero Hour! is a remake of Flight into Danger (1956). There is also a german remake (1964): And another US remake (1971):
  18. 1 point
    Keep us posted, then. Thank you for offering to help! In other news, I reproduced the Pulse Laser weapon/gun as seen in Ace Combat 7, with custom sound (placeholder) for better immersion: PLSL Stuff.zip
  19. 1 point
    I am happy that we finally can play the game in VR I did play the game in VR about 3 days a go you can see my post Did you try to run the game using any custom made? and what profile did you use?
  20. 1 point
    you could simulate a flying carrier by having set as a vehicle? huge invisible dummy wheels so its about mile up...even set as a carrier.....which floats on an invisible sea at 20,000 ft lol...landable then
  21. 1 point
  22. 1 point
    How much damage can 1 Tonka with an attitude really do? And since I've never met a nuke I wouldn't drop................
  23. 1 point
    Does this count as making Ace in a day?
  24. 1 point
    Soviet wildlife conservation. Protecting Bears
  25. 1 point
    Maybe I'm crazy but I've decided this week while RL gives me a slow moment to try to port this SF1 attempt at a Steregushchiy class corvette over to SF2. Nihon Hitori 2020 really needs ships of 2020, not 1990! I have the mesh, I am going over the ini codes from successful SF2 Russian/Soviet warships to port over. What I don't have is a collision.LOD.
  26. 1 point
    a surprise WIP from angelp. Still a long way off, but has much promise! Reusing the decals from my old DAT Boston mod. There's a gun-nosed A-20G in the works (also reusing my decals from the ETO Havoc). It looks really good close up; i've sent him over 300 megs of e-books on the Havoc. So, it's gonna be done right! Been begging for a new one for years....
  27. 1 point
    Think out of the box, they say. And I did. I saved a mission file, having inclement weather. Opening the .MSN file revealed the following Weather statements; [Weather] WeatherType=INCLEMENT WeatherAlt=2677.597168 WeatherThickness=480.078125 HasHighLayer=FALSE FogAmount=0.664001 ContrailAlt=8007.995605 StartWindDirection=57.425541 StartWindSpeed=7.938888 WindGustingAmount=7.626858 By changing WeatherAlt to an higher value, say 20000.0, I fixed the issue! However, what we need is for this to be applied before flying the automatically generated single missions. The way the game is coded, it always assigns such low values to WeatherAlt for Inclement and Overcast weathers. I tried to put that statement inside the terrain's environmentsystem.ini, but to no avail. Looks like I am on my own in this battle. Anyone remotely interested in those Moon and Mars terrains, please wish me luck on finding a solution.
  28. 0 points
    I have a backup but it hasn't being updated in a while so most of the newer stuff I was working on (P-38, P-39, B-24, A-20) is gone.


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