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MiikkY

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About MiikkY

  1. Hello, I finally figured this out! [CampaignData] CampaignName=1979-0918 Nordic Sword (79) Red DataFile=CampaignNC1Red_data.ini CampaignMap=NorthCape NavalCampaign=TRUE Service001=Soviet Force001=NATO Forces Force002=Warsaw Pact Forces //----------------------------------------------------------------------------- [SovietUnit001] AircraftType=MiG-25PD //AircraftType=MiG-23MLA UnitName=14 GvIAP ForceID=2 UnitID=2 StartDate=09/19/1979 <--- Unit start date is needed for weapon stores to show up in the campaign. DescFile=CampaignNC1Desc.txt StartText=CampaignNC1Start.txt Brgds, MiikkY
  2. Hello, I did some experimenting since I'm a sucker for flying Mig-21s and you will kinda stick your head out of the canopy when full head rotation is enabled and you look back. I fixed this by adjusting all these three; [ViewClass002], [ViewClass014] and [ViewClass015] ... OffsetDistance=0.06 ---> -0.125 ... "No more mach 2 wind in my hair! "
  3. Got it! I found all the working inis and a loadout.tga from a newer VPAF Mod. The blue pirates are going to have a lot more opposition from now on...MUAHAHAHAHAAA!!!
  4. Old, but GOLD. Fixed the blue bombers, thank you! I was comparing the loadout inis of 21MF and 21PFM (which works), but both had the weapons in NATO names and looked good to me. I also tried to rename and even extract both original loadout and data inis, but no joy on those eather...jeez. What is the loadout.tga doing since it's listed on the aircraft.ini?
  5. Hello! Been loving the True VPAF and the Red campaigns, but I just noticed that other AI MiG-21MF flights are casually fighting without any external weapons. Also there are no weapons by default on my mission loadout screens. Been looking at the campaign and loadout inis, but haven't seen any obvious flaws. Is this a data.ini problem? Then there are the occasional merged tanks and bombs of the blue A-4s, A-6s and A-7s. I found the fix files for the A-6s from the forum, but how can I fix the others? -MiikkY
  6. Will try that. Thank you very many. Also good to know that the AI is not effected of my experiments so far. -MiikkY
  7. I got even better results by updating ALL the frigging cockpit inis because you can input greater numbers than 180/90. This resulted in a smoother Padlock and headtrack on your six without the constant head roll from side to side when the target is right behind or above you. [CockpitSeat001] ModelName=F-15A_pit.LOD MaxYaw=190 MinYaw=-190 MaxPitch=100 Now I can actually dogfight and do the right calls...or at least more of them when I can keep my eyes on the target. It almost feels like a new game now so I think it was well worth the effort! I would also like to adjusting the seat hight so that the pilot's head will stay inside the cockpit glare and framing when looking back, but I'm not sure which of these numbers to adjust...anyone? [CockpitSeat001] Position=0.0,6.43,1.06 BTW does anyone know if changing these values have any effect on the AI's blind spots or is it a thing in SF2? -MiikkY
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