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Tannethal

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Everything posted by Tannethal

  1. M50_Ontos

  2. Dshk NVietnam

  3. Taliban 4X4 AA

  4. 368th FS P-47D skin and ini mods

  5. B-57G cockpit upgrade

  6. B-57G

  7. Hi there some small glitches noticed. IL-38N.INI file points to wrong data file, should be IL-38N_DATA.INI . Within data file the jammer section misses min max frequency statements, same goes for Il 38. One skinfolder ended up in a subfolder, just move its contend a level down and all is well. But a nice Addition to the naval search Arsenal in NA! Thank you!
  8. Hi there, since Sep 2008 patch was out, i've looked hard into the possibilities of a better representation of recon capabilities on aircraft. First and foremost: A camera can now be angled sideways and up or down! Some of you might have noticed that the camera yaw and pitch values for recon pods in weapondata.ini now actually work. However there are still some limitations: 1. Recon pod values or onboard SystemType=EO_CAMERA are not threaded the same way. The values for onboard cameras are slightly different, see my example. Weapondata.ini values for angling recon pod camera: CameraYaw=0.000000 CameraPitch=-70.000000 CameraRoll=0.000000 onboard systemType=EO_CAMERA or LASER_DESIGNATOR values in youraircraft_data.ini: CameraAngles=0.0,-70.0,0.0 2. No more than one Eo_camera can be used on an aircraft. This means either the onboard camera or a recon pod work but not both. It seems that pods are generally prefered over onboard systems. 3. You can circumvent this limitation by using a SystemType=LASER_DESIGNATOR in addition to the EO_CAMERA This gives you at least two cameras. Have a look at the example below: I've also attached the used seekerframe.tga file for testing Seekerframe.zip
  9. Hi there, since i know next to nothing about the different versions and their roles. I'm thinking of a B-52 for strictly conventinal bombing in the Sf2NA timeframe, possibly stationed on a off map airbase. So your work might come in usefull. I also remember a early SF1 WoV B-52 Vietnam era package for D/E/F versions with lot's of noseart. Iirc there were no wing pylons too. S!
  10. F-4E USAF pack

    Silly me, looked for it all over the underside around the gun. Damn fine pieces of work, really like that brakechute animation once touched down and deccelerating down the runway. F-4E_78 with minor avionics tweaks and FIS 57 Skins is now my default AF ride in SF2NA. Thanks for your work. Anyone know if the fake air refueling trick is still working? So one could put the refueling animation to good use. S!
  11. F-4E USAF pack

    Since i searched in vain for that gun vent door, where is it to be found? S!
  12. @Supergen: Basicly after install of the game i copied the whole created stock folder (bold) to a subfolder on a different drive. C:\Users\put your username here\Saved Games\ThirdWire\StrikeFighters2 NorthAtlantic to your drive:\your modfolders path\StrikeFighters2 NorthAtlantic Then in options .ini i added the new path and coment out the stock one. SF2 will always check the options.ini in C:\Users\put your username here\Saved Games\ThirdWire\StrikeFighters2 NorthAtlantic and look for the directory of the modfolder. I only apply mods to the copy on the different drive. For patching/DLC refer to my first post. By just switching betweeen the directory entry in options.ini, one saves himself the hassle of copying/renaming files for edited/modded stock planes, groundobjects, campaigns. You just have to copy new DLC files/folders from the stock one to your Modfolder to get the new contend. S!
  13. That's exactly the reason I have my mod folders on a different path that's pointed to in the options.ini in the ...\.saved games\thirdwire\SF_whatever\ folder. So basicly before applying a patch/DLC: 1. edit the options.ini found in C:\Users\put your username here\Saved Games\ThirdWire\StrikeFighters2 KAW to point to the stock folder by comenting out the modded folder [Mods] ModsEnabled=TRUE Directory=C:\Users\put your username here\Saved Games\ThirdWire\StrikeFighters2 KAW [the stock mod folder] //Directory=your drive:\your modfolders path\StrikeFighters2 KAW [your modded folder] Editors=StrikeFighters2 2. Apply DLC/Patch 3. Run game and exit 4. Edit options.ini to point to modded folder by commenting out stock mod folder and remove // from your modfolder 5. Copy over new intended files from stock mod folder to modded folder 6. run game and be at ease or simply delete unwanted stuff in the modded folder Just repeat these steps 1./3. to 6. with every SF2_whatever game / Mod you have. Me thinks this stuff is also covered at lenghts in the Knowledge base. S!
  14. F-4E USAF pack

    First of all great work on the skins and models! This stuff looks outstanding. Small suggestion for the avionics on the F-4E_79 TISEO & ARN-101 and F-4E_86 TISEO & ARN-101: I use the TMF avionics with these, just feel it's a better representation of their radar capabilities. S! For the F-4E_75 and on i'd suggest a adaption of rippersix old SF1 APQ-120 modification for same resons.
  15. One simple addition to SF2NA in general is to get some soviet bombs [Lindr's pack or Gunnys] and edit especially the loadouts of the stock Mig-27. That stock CAS loadout with just two UB32 pods is just patetic. Some cluster bombs to the fuselage stations do a good deal more harm to the NATOs efforts in retaking Iceland. And if one is into it get some ARM missles for SEAD loadouts on the wing stations too. S!
  16. Wrenchs generic Cockpit fixes: http://combatace.com/topic/58372-the-double-cockpit-issue/page__hl__%2Bwrench+%2Bcockpit+%2Bposition It's the "CockpitCGOffset=TRUE" statement missing in Su-27_data.ini in the [AircraftData] section. Add the text in "" right after the line CGPosition=0.0,-1.00,0.0 This fixes the cockpit position being in the seat, however the hide statements are still necessary for removing the exterior models canopy framing. S!
  17. Baltikas Iceland02 is a must have! It's ten times more lively looking than the stock one even with Wrenchs small but excellent target.ini upgrade. It looks like there are really a lot of people living there not just a handfull of vikings in their small houses next to some airfield. And it features a lot of target areas unrepresented in the stock NA terrain. However the shipping lines in movement.ini might need review. Just stumbled over a small soviet task force (Kashin, Uladoy, Krivak) happily climbing mountain ridges with their bows burried in the rock. However they sailed nearly parallel to a fjord there. Or is this conected to the Watermap.bmp? S!
  18. Having that RF-8G_77 in naval search lead to quicker gathering of inteligence on the soviet surface groups. Once they are located game engine assigns naval alpha? strikes (strike: A7E/A6E with Walleyes or Harpoon ; SEAD: A7E/A6E with Standart Arm or HARM ; EA6B for jamming and 2 flights of fighters for cover) against them. So practically the surface groups are relative early found and wiped out in campaign play. Applied the RF-8G_77 mod to the first unpatched NA release and wasn't buggered with that soviet surface group sailing right into your carrier group and killing you basically right on the deck. However Iowas and Ticos from Samurai Shipyards should attack surface units when in range. One could always set up a single mission with editor to try that. Otherwise in campaign create a surface group for each side and give them roughly the same ObjectivePosition= to see what happens then. S!
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