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csb

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  1. I just did uninstall & reinstall of WE & CE without causing issues to the game. These apps just make copies of ini files (and others). Of course WE makes changes to these copies of ini files but not to the actual game files. Do you realise that you can actually DELETE all the folders & files in Saved Games and SF2 will start up like normal and create the folders & files back in Saved Game. But your edited ini's will not be there, ie you have vanilla install again. This is convenient when you want to revert to vanilla install for whatever reason. You may not be aware, so this is how it works: I have some edited ini's that I always use ( Flight, Huddata, Viewlist, joystick profile) and I just keep these copies so if I reinstall the game or delete Saved Games folder then I can just copy those ini's In to Saved Games. Instant modding.
  2. The CE is installed separately from SF2. So you can just uninstall and reinstall, it without any issues.
  3. The weapons editor is convenient especially when you look at Guidance type. In the ini, this item has a numbered code, eg GuidanceType=10. But in the editor it has Heat seekers, and similar for other types. So for ini editing, user needs to know the codes. (Although, I suppose not many people change guidance type on missiles.) Rechecked, my extractor installed itself in Program Files x86. Also put a Utilities folder in Savedgames but it just contains Config file for the extractor. Also creates another folder in Savedgames/Thirdwire called Extracted Files.
  4. Do you have mods? Remove any big mods. Or do a separate install of SF2 in a different location (or a different pc) and try using cat extractor. You may need to install all 5 games.
  5. James where is the extractor installed? My catextractor installed itself to a folder, it created, called Utilities and located this in the Thirdwire folder in Programs Files (x86) - next to Strike Fighters folder. Local Disc c:/Program Files X86/Thirdwire/Utilities This is same folder the weaponseditor installed itself. Also, my weaponseditor has AA-2 listed with others, AA-7 AA-8 AA-7C. Below FAB500 bombs.
  6. Not quite. I will divide into 2 SEPERATE activities. 1) When you use WE to change missiles, WE makes these changes to copies of the ini's and saves the copies for use. WE does NOT make changes to ini's in the cat files. Edit AA-2 missile in WE and then save. This creates a folder called AA-2 (with edited ini's inside) in the correct place in the mods folder. That is all, you are finished with this missile change. Do not touch the ini's in the folder. In game the AA-2 has new parameter changes. This is how you edit missile ini's - not manually in notepad. If you want to make more changes or adjust your changes for the missile then again use the WE to make changes and WE will edit the copies. If you want to reset the missile to default then just delete the folder with ini's inside. The game will use original ini's (which are actually in the cat files). For your scenario; in the WE look at these parameters - Timer delay & min range (possibly reduce this distance). There may be others to change and experiment with. Note: I got carried away. You just want to change AA-2 to all aspect. I got mixed up and gave info for if changed guidance type. So after you do above then that is it. You do not need to make edits to aircraft data ini's. I left in the catextractor explanation below just for useful info. 2) The CE, however, makes copies of the ini's in the cat files and puts the copies in a folder, created by CE, called Extracted files in the Saved Games folder, next to the SF mods folder. Then user can edit the ini's in notepad and place in suitable sub folders in the SF mods folder. So all CE does is make a copy of ini - it does not edit. You are editing copies of ini's made by CE and same for WE, it edits copies. No changes are permanent because you can delete the copies and game will use originals.
  7. 1) Edit missiles with Weapons Editor WE. When edited and saved you don't need to do anything else. 2) Edit ini files manually using notepad. But most are located in a cat file and need to be extracted with the catextractor CE. So, in your case, you need to extract the aircraft data ini & aircraft loadout ini from their Cat file so you can edit in notepad. 3rd Wire provides their CE and you can download at combatace: SF2 utilities - where WE is also found. Or from 3W website. Extract the required ini's, open with notepad and manually edit. Save the various aircraft ini's in its folder in SF2 saved games aircraft folder. Such as: This PC/Local Disc c:/Users/Craig/Saved Games/Thirdwire/StrikeFighters2/Objects/Aircraft/F-4B This Strikefighters folder is commonly called the mods folder and is created by the game when it is first started. (You will need the Cat file zip by Gerwin, linked previously, to help locate your aircraft's ini files, or any ini file. So save this zip. Note these are not cat files, just notepads listing contents of each cat.) Using the WE and the CE is simple to use. They auto install to Thidwire folder where SF2 is installed but created/extracted files are placed elsewhere. The WE seems to put folder/files where they belong in the mods folder. But the CE puts folder/files in a folder called Extracted files in Saved Games folder next to mods folder. So you need to move your chosen folder/files into the mods folder. This stuff has many steps but simple and easy to work out. Craig
  8. Here is a general step by step: Edit missiles in weapons editor. After clicking save, the editor creates a folder, eg AA-2 Atoll, in your saved games. You can look in Objects / Weapons but leave it there. (This file can be deleted to reset to original.) Now open the aircraft's data ini and go down to Weapon Stations and ensure the station can carry the missile type you changed to. If not then just add it. Missile abbreviation is same as listed under Station Class on the main page of the Weapons Editor. You may also need to add an item to AttachmentType. Example is F-4B data ini: AllowedWeaponClass=SAHM,IRM (Original listed only SAHM so I added IRM. The IRM) AttachmentType=NATO,USN (needed USN attachment so I also added USN.) The aircraft Loadout ini may help identify what weapon stations carry what missiles. Example is F-4B loadout ini. The "Station 6 = Sparrow Station 1" coincides with StationID=6 in the F4-B data ini // Station 1 = Left Wing Station Outboard // Station 2 = Right Wing Station Outboard // Station 3 = Left Wing Station Inboard // Station 4 = Right Wing Station Inboard // Station 5 = Centerline Fueslage Station // Station 6 = Sparrow Station 1 // Station 7 = Sparrow Station 2 // Station 8 = Sparrow Station 3 // Station 9 = Sparrow Station 4 // Station 10 = Sidewinder Station 1 // Station 11 = Sidewinder Station 2 // Station 12 = Sidewinder Station 3 // Station 13 = Sidewinder Station 4 // Station 14 = Left Wing Station Outboard, FT // Station 15 = Right Wing Station Outboard, FT // Station 16 = Centerline Fueslage Station, FT Of course the aircraft ini's need to be extracted with the Cat extractor. As easy to use as the WeaponsEditor. A list of the files in each cat can be found as a zip in Gerwin's post in this thread: .cat file content - Thirdwire: Strike Fighters 2 Series - General Discussion - CombatACE In the zip, each cat is a notepad with the list of contents in that cat. Many cats and long list (this is why my examples above were for F4-B, it was taking too long to find the SU-22) Craig
  9. In the weapons editor change guidance type to what you want. I suggest you look at some parameters that you may like to change, eg accuracy, max sensor range, min sensor range. Then click accept. Then click save. The missile is now changed in the Cat file. NB take a phone pic in case you want to change back. Each aircraft have several weapon stations which you can easily edit by adding another weapon class to that station. So you can type IR or SAHM and now that type of missile can be loaded on that station. Open Mig23 ini, go down to the Weapon station that holds missiles and add SAHM or whatever. Note; possibly the weapon station may already be able to carry a SAHM but if not listed then just add it. Going to sleep now. I can help tomorrow if you have more Qs.
  10. Have you used the 3W Weapons Editor? Open it, choose a missile and it will open a page with all the parameters of that missile; most can be changed. Click Guidance Type and a drop down list appears. You can change the missile to any other guidance type. However, changing missile guidance type may prohibit that missile from being loaded to its usual weapon Station. Weapon stations (located in the aircraft's ini iirc) are specific to missile types but can be easily edited. Also can change many launch parameters.
  11. Well, there you go. I forgot OP was referring to KAW. Perhaps a well populated terrain. Thanks for the better answer.
  12. I have a very basic laptop that plays SF2 quite well on high/unlimited graphics. Usually gets about 20fps which occasionally drops to 15fps but I have had furballs, over 20 jets nearby, with smooth framrates. Acer Spin SP111-33, Celeron N400, 4Gb ram, onboard graphics (Intel UHD Graphics 600). So maybe something not quite right on your system or with your SF install.
  13. No answer yet but probably found the answer. After some searching I found that to play as mercenary in any SF2 title (Vietnam, Israel, etc) then must have original SF2 installed. So it seems likely that playing mercenary in any SF2 theatre, the game will use SF2 code for mercenary squadrons. SF2 will NOT do loadouts automatically for all the squadron aircraft. I have SF2 + Europe + Israel. Has anyone with merged install played as Merc?
  14. If I use the campaign customiser and select Mercenary, will the loadouts for squadron members be selected automatically (as happens when flying for government squadrons) or will I still need to select each aircraft's loadouts? I prefer to fly as merc but I don't like having to select loadouts for 8 or so aircraft. I am considering buying the campaign customiser.
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