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arthur666

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Everything posted by arthur666

  1. That was it. I had renamed the skin .bmp . Works now. I think I'll post it if I can get MigBuster's permission to include his USAF2 skin. Thanks!
  2. Making a F-16 Blk15. Got the Sparrows to work no problem by editing the LOADOUT.INI and DATA.INI. So, I copied and pasted my F-16A_Netz file folder in my /Objects/Aircraft , changed the folder name to F-16A_15 , my F-16A_15.INI looks like this: [AircraftData] AircraftFullName=F-16A(Blk15) Falcon AircraftShortName=F-16 AircraftDataFile=F-16A_15_data.ini LoadoutFile=F-16A_15_loadout.ini UserList=F-16A_15_UserList.ini CockpitDataFile=F-16A_Netz_cockpit.ini LoadoutImage=F-16A_Netz_loadout.TGA HangarScreen=F-16A_Netz_hangar.JPG LoadingScreen=F-16A_Netz_Loading.JPG AvionicsDLL=Avionics70.dll AvionicsDataFilename=F-16A_Netz_avionics.ini [LOD001] Filename=F-16A_Netz.LOD Distance=100 [LOD002] Filename=F-16A_Netz_LOD2.LOD Distance=250 [LOD003] Filename=F-16A_Netz_LOD3.LOD Distance=500 [LOD004] Filename=F-16A_Netz_LOD4.LOD Distance=1000 [LOD005] Filename=F-16A_Netz_LOD5.LOD Distance=10000 [DamageTexture] DamagedPostFix=_holes.DDS [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 [TextureSet001] Directory=USAFGrey2 Name=USAF Grey 2 Nation=USAF Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 My F-16A_15_DATA.INI starts like this: [MissionData] NationName=USAF AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT ServiceStartYear=1981 ServiceEndYear=2007 Availability=COMMON Exported=FALSE PrimaryRoles=SWEEP,CAP,INTERCEPT SecondaryRoles=SWEEP,CAS,ESCORT,ANTI_SHIP,STRIKE,SEAD,RECON NormalMissionRadius=1270 MaxMissionRadius=1543 Ceiling=17617.0 MinBaseSize=SMALL How come the plane is pure black with no skin? What am I missing? The grey USAF skin works fine with the stock Netz, so that's not the problem.
  3. Great job! Did you modify the FM yourself? It feels alot more "TW" than the original F-18 pack planes do. I made a copy of it in my folder and added a US FA-18A by adding skins and a few .ini line changes. Thanks!
  4. Works like a charm after I changed the load/diameter/length limits to accommodate the Pave Spike. Now to just edit the loadout files.... thanks!
  5. Wrench, that's not true. If I put a PaveSpike on an F-4E, I can drop an LGB on any target. From the manual: @ianh755: I tried that, but it still didn't work.
  6. Downloaded this great pack, but they don't have working designators. How can I add one? This is in the DATA.ini fro the F-111F > SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FuselageFuelCell2 SystemName[004]=FuselageFuelCell3 SystemName[005]=FuselageFuelCell4 SystemName[006]=FuselageFuelCell5 SystemName[007]=FuselageFuelCell6 SystemName[008]=SwingWings SystemName[009]=Airbrake SystemName[010]=LeftMainGear SystemName[011]=RightMainGear SystemName[012]=Tailhook SystemName[013]=TopFuselageLight SystemName[014]=BottomFuselageLight SystemName[015]=RightFuselageLight1 SystemName[016]=LeftFuselageLight1 SystemName[017]=RightFuselageLight2 SystemName[018]=LeftFuselageLight2 SystemName[019]=Spinner1 SystemName[020]=Spinner2 SystemName[021]=BombBay SystemName[022]=GunBay SystemName[023]=CoPilot SystemName[024]=AftECMStation SystemName[025]=PaveTack SystemName[026]=PaveTackSensor SystemName[027]=LeftChaffStation SystemName[028]=RightChaffStation SystemName[029]=LeftFlareStation SystemName[030]=RightFlareStation SystemName[031]=FuselageSlimers and [PaveTackSensor] SystemType=GUNNER_STATION SeatID=2 GunnerID=1 PilotModelName= Position=0.0,-0.181,-0.868 PitchModelNodeName=SensorBall YawModelNodeName= GunRange=10000 PitchAngleRate=45 MaxPitch=70 MinPitch=-85 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=45 MaxYaw=120 MinYaw=-120 DefaultYawAngle=0 and... [PaveTack] SystemType=WEAPON_STATION StationID=11 StationGroupID=4 StationType=INTERNAL LoadLimit=0.0 SpecificStationCode=F111 AllowedWeaponClass=LP AttachmentType=NATO,USN,USAF NumWeapons=1 AttachmentPosition=0.0,-0.181,-0.868 AttachmentAngles=0.0,0.0,0.0 DiameterLimit=0.0 LengthLimit=0.0 DeploymentMethod=OPEN_BOMBBAY_DOOR BombBayAnimationID=8 BombBayOpenTime=3.0 BombBayCloseTime=3.0 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 ...but nothing works. Can only hit primaries w/ LGB. Can't add a laser designator in loadout screen either.
  7. Can't find the laser designator. Doesn't show up in loadout screen either. Tried in a stock install. No joy. Nov2011 build, full merged.
  8. Tried it out. This is very promising. I wonder if it means some official voice packs might be in the works?
  9. Awesome! Thanks yall! In response to this post over at Thirdwire forums... Thanks guys, but "take a break" and "leave a many features as you can" are mutually exclusive, we can only have one or the other and not both Codes don't write themselves, 3d models don't build themselves, and textures don't paint themselves, unfortunately , so taking a break means less features get put in. Even a tiny company like ours burns through huge pile of cash every day, and it's the same amount regardless of how hard we're working, so the date we have to release the game is fixed and stays the same either way - it all depends on the sales of the existing/current games. Unless we have a sudden and unexpected surge in sales the next week, we're looking at a couple weeks of delay at most, with whatever features we have in at that time. Anything we don't have done before that date will be left out, hence the long hours (we're pretty used to it by now As much as we want to put everything in, we can never have a release with "no cuts" and "everything we want", such game will take forever and will never be finished, and we'll go out of business long before that So it'll have to be the usual "whatever we can afford" TK ...I made this campaign to give a tiny boost to TK in the way of DLC sales. Maybe, just maybe, someone will want to download and will say "Ya know, I really should go ahead and pick up that F-4K and A-4G" etc...
  10. View File Operation Blue Scimitar Operation Blue Scimitar: May 30, 1975. After 3 border skirmishes between the pro-west Kingdom of Dhimar, and the Soviet backed Paran, 3 Allied carriers, the HMS Ark Royal, HMAS Melbourne, and the Clemenceau, are moved to the Straits of Dhimar. Paran has been mobilizing reserve units for the past 2 weeks and it appears an invasion of Dhimar is eminent. France, Australia and Britain have pledged limited defensive support if Dhimar is attacked. Required: Strike Fighters2 + Europe DLC: MirageIIIC , Hunter(Oman), F-4K, F-8E(FN), A-4G Add-ons: Super Etendard Buccaneer FAA Recommended: Europe Addon Pack, Flyable F-104G, Hi-Res Tileset A carrier campaign for some DLC. The Clem, The Melbourne and The Ark Royal are in name only, not accurately modeled. The default SF2 carrier is standing in until I have some addons to plug in, which may never happen. But don't let that stop you from enjoying this little campaign. Submitter arthur666 Submitted 12/18/2011 Category User Made Campaigns
  11. Version 1.0

    265 downloads

    Operation Blue Scimitar: May 30, 1975. After 3 border skirmishes between the pro-west Kingdom of Dhimar, and the Soviet backed Paran, 3 Allied carriers, the HMS Ark Royal, HMAS Melbourne, and the Clemenceau, are moved to the Straits of Dhimar. Paran has been mobilizing reserve units for the past 2 weeks and it appears an invasion of Dhimar is eminent. France, Australia and Britain have pledged limited defensive support if Dhimar is attacked. Required: Strike Fighters2 + Europe DLC: MirageIIIC , Hunter(Oman), F-4K, F-8E(FN), A-4G Add-ons: Super Etendard Buccaneer FAA Recommended: Europe Addon Pack, Flyable F-104G, Hi-Res Tileset A carrier campaign for some DLC. The Clem, The Melbourne and The Ark Royal are in name only, not accurately modeled. The default SF2 carrier is standing in until I have some addons to plug in, which may never happen. But don't let that stop you from enjoying this little campaign.
  12. You sold me! I'll take one for me, one for the little lady, and a few more for Christmas gifts!
  13. Thanks! Just in time for a North Atlantic deployment along with the F-8E(FN) DLC. (fingers crossed)
  14. Absolutely stunning! Make one for Israel if you can?
  15. Still doesn't work! A bug? BTW, Thanks! I will add the Clemenceau to my Desert campaign. Putting a carrier in the Baltic sea would be suicide in real-life!
  16. Added the plane to my 1968 campaign, but when I fly, the aircraft number doesn't show up on the skin. However, squadron mates do have numbers. Not a big deal, but that skin looks really plain without an aircraft number. In my campaign_data.ini: [AirUnit064] AircraftType=F-8E_FN UnitName=Flotille 12F ForceID=1 Nation=FrenchNavy DefaultTexture=FNGrey1 BaseArea=Jever Airbase BaseMoveChance=40 RandomChance=100 MaxAircraft=24 StartAircraft=24 MaxPilots=24 StartPilots=24 Experience=90 Morale=100 Supply=80 StartNumber=10 MissionChance[sWEEP]=60 MissionChance[CAP]=70 MissionChance[iNTERCEPT]=70 MissionChance[ESCORT]=60 MissionChance[sTRIKE]=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=50 UpgradeType=NEVER If I remove the StartNumber=, or make it 1, or zero, the same thing happens. What am I missing. Also, in my campaign.ini: [FrenchNavyUnit001] UnitName=Flotille 12F ForceID=1 UnitID=64 StartDate=08/21/1968 DescFile=woe3Start.txt StartText=woe3Start2.txt AircraftType=F-8E_FN EDIT: If I don't go to the loadout screen before a mission, my plane will start with a number on it.
  17. Problem is, when i add them to my campaign, my plane is not numbered, but when I fly a single mission it is. What gives?
  18. Found it. Thanks yall! Hmmm.... no French Navy Squadrons for the new F-8E(FN)?
  19. I'm getting weird problems in a custom campaign. My unit starting at the wrong airbase, wrong skin showing up, things like that. Could someone answer a few questions for me? 1. Do squadrons have to be in numerical order? (4TFS, 7TFS, etc...) 2. Do services have to all be together in the data.ini? (All USMC Units 1-10, all USAF units 11-20, all BAF 21-30 etc...) 3. Do sides have to be together? (Campaign has Units 1-50 are BLUFOR, 51-100 OPFOR, so can I tack on more BLUFOR starting as unit 101, then another OPFOR at 102?) Thank you.
  20. Yet the SyAAF skin works for AI squadrons. Oh well, I'll figure something out. Maybe the player's will just have to be the default Soviet Silver. Looks better anyway.
  21. Well in MiG-21PFM.ini I have this: [TextureSet011] Directory=SyAAFCamo1 Name=Syrian Camo Nation=Syria StartDefaultDate=7/1967 Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 DecalNumberRandomize=TRUE I changed Syria to Paran, but it resets after I start the program each time. And I know the skin exists for that plane because when I play a quick mission I can select it. Could it have anything to do with the order of squadrons in CAMPAIGN.INI vs CAMPAIGN_DATA.INI ? I should mention that unit 14 is the first Parani squadron. Everything above is Dhimari.
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