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JonathanRL

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Everything posted by JonathanRL

  1. WBS claims his ID4 City Destroyer actually is a Aircraft Carrier Ground Object :
  2. http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=14&t=9060 Not sure I buy all of it. Having a hard time seeing how this could cause a CTD; the game engine is pretty solid. We shall see how he wants to alter it before starting to criticise tough ^^
  3. Anybody else then me having issues with the SeaCat on the Rothesay? It simply will not launch. Confirmed that issue is with SeaCat as other missiles launch fine.
  4. The Novel clearly states that the first attack was supposed as recon attacks, to see where the City Destroyers was vulnerable.
  5. How about we create a thread for SF2 Sci Fi projects? :D Said and Done: http://combatace.com/topic/71927-sf2-sfi-fi-mods/
  6. More testing. All this is to see exactly how far I can take SF2 NA features on a non-NA installation:
  7. Skatezilla, WBS: You got PM :english_en:
  8. *glares* No, it will have a Screen of Destroyers and Frigates.
  9. First test flights in my new campaign...
  10. That is what the "Check ground objects folder" line is for :). If you have it there, you can use it. This guide is mostly for people who do not wish their mod to require more then one of the games. Like me.
  11. Since Pieacemeal had troubles with this, I am going to give you a checklist of what you need in order to add Task Forces in an installation without any SF2: NA assets whatsoever. WHAT TO DO: * I installed a copy of SF2 Europe on an external Hard Drive on a seperate folder. It was not connected with the main Third Wire folder in any way. * I added the GermanyCE Water Map and set Naval Map to True in the GermanyCE.ini NavalMap=TRUE * I added Paulopanz great reskins and SF2: NA updated Brittish Ships. Three frigates and a Carrier, the HMS Ark Royal. I also added the Seahawk for flying. * I extracted the Campaign and deleted everything; adding only lines for what I needed. [AirUnit001] AircraftType=SeaHawkFGA_6 Squadron=7TFS ForceID=1 Nation=RoyalNavy CarrierBased=TRUE NavalUnitID=1 ShipID=1 DefaultTexture=FAA BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Intelligence=80 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=90 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 [RoyalNavyUnit001] Squadron=Test Unit ForceID=1 UnitID=1 StartDate=08/21/1968 DescFile=woe3Start.txt StartText=woe3Start1.txt AircraftType=SeaHawkFGA_6 I also added two AI Squadrons, one for Jammer support, one for Early Warning. * I set Naval Campaign to True in the CampaignE3_data.ini ONLY. Enabling it in the CampaignE3.ini "disabled" the Campaign, making the game unable to "see" the data files NavalCampaign=TRUE * I added the Task Force [NavalUnit001] UnitName=Lord Brittania Task Force ForceID=1 Nation=RoyalNavy RandomChance=100 MaxObjects=4 Experience=100 Morale=100 Supply=100 Intelligence= StartPosition=192727.0,758163.0 ObjectivePosition=192727.0,758163.0 HomePortPosition=200000.0,260000.0 MinFleetSpeed=10.289 Ship[01].Type=ArkRoyal Ship[01].Name=HMS Ark Royal Ship[01].Number=68 Ship[01].Texture=RNGray Ship[02].Type=Amazon Ship[02].Name=HMS Amazon Ship[02].Number=36 Ship[02].Texture=RNGray Ship[03].Type=Broadsword Ship[03].Name=HMS Broadsword Ship[03].Number=39 Ship[03].Texture=RNGray Ship[04].Type=Rothesay Ship[04].Name=HMS Rothesay Ship[04].Number=970 Ship[04].Texture=RNGray The result: So, to sum it up; Remember the following: * Use Third Party Objects. Scrips are transferred. Ships / Airplanes are not. Check your GroundObjects folder if you are unsure. * Add NavalCampaign=True to the .data.ini file only. Not the .ini. * Make sure the game and the ships are updated for use beyond March 2012 Patch (SF2: NA Standard) * Make sure your water map is adequate and works. If you have issues, here are the Campaign Files to help you out: CampaignE3.rar Enjoy!
  12. Myth Busted. Just got Task Forces and Carriers working in a Stand Alone SF2: E on latest patch level. Going to post a walk trough in the sticky about such things. EDIT: http://combatace.com/topic/71346-sf2-na-naval-combat-3rd-party-campaigns/page__st__20__gopid__565445#entry565445
  13. I have never before been so impressed by clouds...
  14. This thread is now officially about Penguins and their roles in Air Combat, Parties and Strip Clubs.
  15. If this is true, there is pretty much no reason for me to upgrade the TSF Campaigns to SF2: NA standards. Grim indeed. One would at least want a list what is included and not. I will do some testing later on, I have a stand alone SF2: E for that very purpose.
  16. To install and play this mod, you must have the following installed: SF2 VERSION: Strike Fighters 2: Europe (SF2E) The best version IMHO. And no fictional countries if you worry about that ;-)
  17. Stary. That. Is. f***ing. Amazing. More amazing than this formation flying:
  18. If thats true, that is some seriously bad news for us modders if the more advanced task forces options will require SF2: NA
  19. Tell you what, I have working Task Forces in TSF. I will add carriers and see what I can do. I am not sure actually. Task Forces do work perfectly for me; they are just not going where they are supposed to but I expect TK to fix that. Here we go. First of all, you was right. CarrierStations does not need to be True. Settings pretty much copied from SF2: NA and put into an existing Task Force: Aside from the Escorts not forming up (No clue why either), it works like a charm.
  20. That is with another Terrain Engine. Just answer if you tried it as it is now with Carrier Stations On. If you have not, try it. No. The Airplanes will take off regardless where the Carriers are. The objective point is where the Carriers are heading. Hence, you need to fill out all three without a //. Also, when a Carrier unit have reached its objective; it usually disappears or returns to base. Also, try with RunCampaignBeforePlayerStart=FALSE as the Task Forces on my terrains disappear after two days; and never appears if this is set to TRUE.
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