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csb

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Posts posted by csb


  1. Just to clarify my post:

    In vanilla install of SF2 the free camera moves when the keyboard button is pressed and stops moving when the button is released.

    I want to mod the free camera so that it keeps moving even when the button is released.

    In my experimenting, I am focusing on the first entry in the viewlist ini:

    [ViewClass001]
    ViewClassName=FreeViewClass
    ViewType=FREE_VIEW
    ViewGroupID=0
    DefaultView=
    AllowFromDiffGroup=TRUE
    SnapView=FALSE
    InsideView=FALSE
    FOV=45.0
    PitchControl=CAMERA_PITCH_AXIS
    YawControl=CAMERA_YAW_AXIS
    RollControl=
    ZoomControl=CAMERA_ZOOM_CONTROL
    RememberFOV=FALSE
    LimitPitch=FALSE
    LimitYaw=FALSE
    LimitRoll=FALSE
    ZoomFOV=FALSE
    StepZoom=FALSE
    ZoomScale=0.1
    PanScale=0.00140
    MinFOV=15.0
    MaxFOV=90.0
    OffsetDistance=0.0
     

    I have been looking at the other views and there does not seem to be any that move unless attached to something, eg aircraft or fired weapon.

    Are there any views that move without constant input?


  2. I'm trying to mod the free camera so that it continues moving even after I stop holding the forward movement key (up key) or stop scrolling the mouse wheel.

    With the vanilla viewlist ini, the camera stops as soon as the button is let go and then picks up speed when the key is pressed again.

    I think I had the viewlist modded for this many years ago but it may have been another sim.

    I assume it is the first entry in the viewlist that I need to mod:  ViewClassName=FreeViewClass

    I have dabbled in the viewlist Freecamera entries and tried some changes including adding lines but haven't been able to get the camera to continue moving after key inputs stopped.

    I added the lines below without any effect:
    MinSpeed=100.0
    MaxSpeed=50000.0
    Acceleration=10000.0

    So, does anyone have the free camera modded to keep moving?

    My reason is because I like to drop the camera and then use it to follow the action and keep tail on my own jet or chase aircraft.

    It's possible I had a modded viewlist from this site that I had used.

    Craig


  3. 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.

    • Thanks 1

  4. 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.

     

    • Thanks 1

  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.

    • Thanks 1

  6. 2 hours ago, JamesWilson said:

    So i gotta edit the missile first through Weapon Editor and then edit the files through Cat, once edited i copy and paste deleting the old ones, correct?

    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.

     

    • Thanks 1

  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

    • Thanks 1

  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

    • Thanks 1

  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.

     

    • Thanks 1

  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.

    • Thanks 1

  11. 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?


  12. 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.


  13. Vanilla install of SF2 is assigning MIG 19 squadron to Dhimar in Single Mission games.

    I initially noticed this after installing SF2 Expansion 2 and the RealSky mod with some ini edits: I don't think either caused the issue, just that I didn't notice before.

    I uninstalled and just installed SF2 with not mods, only control ini edits but still happens - about every 1 in 4 single missions.

    I have then uninstalled and run registry cleaner but still happens.

    The Migs act as friendly and if I shoot them then I get a friendly fire warning.

    The pc has never had the game installed previously (I have not played it for at least 5 years - had Thirdwire sims from SF Gold).

     

    Acer Spin 111-33

    Celeron N4000

    Intel UHD graphics 600

    This laptop runs SF2 well; 20fps with high/unlimited graphics settings.

     

    img00003.JPG

    img00006.JPG


  14. Is there a mod so the inflight map function is retained after my pilot has died?

     

    I've searched SF 1 & 2 forums and found no posts on this subject.

     

    I like to watch the action after my demise and it would be helpful to view the map to see which friendlies are engaged (it's not always easy to tell in the various aircraft views). With the map view I could see the flight's number.

     

    Thanks

     

    P.S.  Also is it possible to mod viewlist ini so that FOV is maintained when switching between cockpit view & lock view (ie I have zoomed in on an enemy in lock view and I want to maintain same FOV when I switch to cockpit view).


  15. That's the stick I've been using for 5 years or so! It feels great and can have many controls mapped to the buttons on the actual stick and the hat.

     

    I have posted my controls ini below the overview of my setup. Let me know what you think and any changes you may recommend.

     

    Logitech & Mouse overview:

     

    I use a mouse in the left hand to look around, mouse wheel for zoom & airbrake, L/R buttons control thrust.

     

    Most of the commonly used pilot/combat controls and view/target controls are on the actual stick. The trigger button is for cannons & the thumb button is for bombs/missiles/rockets.

     

    The four topside buttons do weapon select, lock target, padlock view & rear view.

     

    The hat switch changes cockpit view and selects air targets & ground targets - also allows to change views (target view, player to target view, target to player view).

     

    I have tried to map actions in a fairly logical manner and divided the stick as left side is for air targets/weapons, right side is for ground targets/weapons. So similar functions are grouped on buttons using CTRL+ & SHFT+ . So each of the top buttons and the 4 directions on the hat switch can have 3 actions. With this setup I can keep my hands mostly on the stick & mouse while piloting, navigating and combat.

     

    With this setup I use TAB to turn on radar and change radar mode. The Q/W, A/S, Z/X buttons are used in pairs to change radar distance, select radar target, lock/unlock radar target.

     

    The buttons on the base are for gear up/down, flaps up/down. wheel brakes. There are 6 buttons on the base but I have only set the previous mentioned actions.

     

    Radio commands are on keyboard and also third person views, eg next object, fly-by view, tower view, action view.

     

     

    My controls ini - it has been named Logitech.

     

     

    [DeviceName]
    JOYSTICK01=Logitech Extreme 3D [1]

    [ControlSet001]
    EXIT_FLIGHT=SHIFT+ESCAPE
    QUIT_GAME=CTRL+Q
    PAUSE_FLIGHT=PAUSE
    TIME_COMPRESSION=PGUP
    NORMAL_TIME=PGDN
    CHANGE_TIME=END
    SKIP_TO_NEXT=INSERT
    RADIO_COMM=GRAVE
    CHAT_ALL=
    CHAT_ENEMY=SHIFT+GRAVE
    CHAT_FRIENDLY=CTRL+GRAVE
    CHAT_TARGET=ALT+GRAVE
    AUTO_PILOT=SHIFT+A
    WING_LEVELER=SPACE
    NEXT_WAYPOINT=HOME
    PREV_WAYPOINT=SHIFT+W
    MAP=M
    SCREEN_SHOT=PRINTSCREEN
    DEBUG_TOGGLE=I
    GOTO_COCKPIT_FRONT_VIEW=
    GOTO_COCKPIT_WIDE_VIEW=JOYSTICK01_POV01_UP
    GOTO_COCKPIT_GUNSIGHT_VIEW=SHIFT+JOYSTICK01_POV01_UP
    GOTO_COCKPIT_UP_VIEW=SHIFT+F1
    GOTO_VIEW_PADLOCK=JOYSTICK01_BUTTON04
    TOGGLE_COCKPIT=NUMPADPERIOD
    SNAP_VIEW_FRONT=NUMPAD8
    SNAP_VIEW_FRONT_RIGHT=NUMPAD9
    SNAP_VIEW_RIGHT=NUMPAD6
    SNAP_VIEW_REAR_RIGHT=NUMPAD3
    SNAP_VIEW_REAR_LEFT=NUMPAD1
    SNAP_VIEW_LEFT=NUMPAD4
    SNAP_VIEW_FRONT_LEFT=NUMPAD7
    SNAP_VIEW_UP=NUMPAD5
    SNAP_VIEW_DOWN=NUMPAD0
    GOTO_VIEW_SHOULDER=F5
    GOTO_CHECK_SIX_VIEW=JOYSTICK01_BUTTON03
    GOTO_VIEW_OBJECT_NEXT=F1
    GOTO_VIEW_OBJECT_PREV=F2
    GOTO_VIEW_GROUND_OBJECT_NEXT=F7
    GOTO_VIEW_GROUND_OBJECT_PREV=SHIFT+F7
    GOTO_VIEW_TARGET=SHIFT+JOYSTICK01_POV01_DOWN
    GOTO_VIEW_PLAYER_TO_TARGET=JOYSTICK01_POV01_DOWN
    GOTO_VIEW_TARGET_TO_PLAYER=CTRL+JOYSTICK01_POV01_DOWN
    GOTO_VIEW_WEAPON=F8
    GOTO_VIEW_PLAYER_TO_WEAPON=SHIFT+F9
    GOTO_VIEW_WEAPON_TO_PLAYER=CTRL+F9
    GOTO_VIEW_FLYBY=F3
    GOTO_VIEW_FLYBY_PREV=F4
    GOTO_VIEW_TOWER=F10
    GOTO_VIEW_TOWER_PREV=F11
    GOTO_VIEW_ACTION_CAM=F12
    GOTO_FREE_VIEW=K
    CAMERA_PITCH_UP=ALT+UPARROW
    CAMERA_PITCH_DOWN=ALT+DOWNARROW
    CAMERA_YAW_RIGHT=ALT+RIGHTARROW
    CAMERA_YAW_LEFT=ALT+LEFTARROW
    CAMERA_ZOOM_IN=UPARROW
    CAMERA_ZOOM_OUT=DOWNARROW
    CAMERA_PITCH_AXIS=MOUSE_Y-AXIS
    CAMERA_YAW_AXIS=MOUSE_X-AXIS
    CAMERA_ZOOM_CONTROL=MOUSE_Z-AXIS
    PITCH_UP=
    PITCH_DOWN=
    ROLL_RIGHT=RIGHTARROW
    ROLL_LEFT=LEFTARROW
    YAW_RIGHT=PERIOD
    YAW_LEFT=COMMA
    THROTTLE_UP=MOUSE_BUTTON02
    THROTTLE_DOWN=MOUSE_BUTTON01
    THRUST_VECTOR_UP=CTRL+EQUALS
    THRUST_VECTOR_DOWN=CTRL+MINUS
    FLAPS_DOWN=JOYSTICK01_BUTTON11
    FLAPS_UP=JOYSTICK01_BUTTON12
    AIRBRAKES_TOGGLE=MOUSE_BUTTON03
    WHEELBRAKES_TOGGLE=JOYSTICK01_BUTTON10
    LANDING_GEARS_TOGGLE=JOYSTICK01_BUTTON09
    ARRESTER_HOOK_TOGGLE=H
    CYCLE_NAV_LIGHT=L
    ENGINE_TOGGLE=E
    DRAG_CHUTE=CTRL+B
    EJECT=APPS
    PITCH_CONTROL=JOYSTICK01_Y-AXIS
    YAW_CONTROL=JOYSTICK01_Z-ROTATION
    ROLL_CONTROL=JOYSTICK01_X-AXIS
    THROTTLE_CONTROL=JOYSTICK01_U-AXIS
    THRUST_VECTOR_CONTROL=
    NEXT_AA_WEAPONS=JOYSTICK01_BUTTON05
    PREV_AA_WEAPONS=SHIFT+BACKSPACE
    NEXT_AG_WEAPONS=JOYSTICK01_BUTTON06
    PREV_AG_WEAPONS=SHIFT+BACKSLASH
    FIRE_PRIMARY_GUN=JOYSTICK01_BUTTON01
    FIRE_SECONDARY_GUN=
    FIRE_WEAPON=JOYSTICK01_BUTTON02
    OPEN_BOMBBAY_DOOR=CTRL+O
    DROP_TANKS=CTRL+F
    JETTISON_STORES=CTRL+W
    NEXT_RIPPLE_QUANTITY=RBRACKET
    PREV_RIPPLE_QUANTITY=SHIFT+RBRACKET
    NEXT_RIPPLE_INTERVAL=LBRACKET
    PREV_RIPPLE_INTERVAL=SHIFT+LBRACKET
    NEXT_HUD_MODE=APOSTROPHE
    PREV_HUD_MODE=CTRL+JOYSTICK01_BUTTON03
    NEXT_GUNGROUP=SEMICOLON
    PREV_GUNGROUP=SHIFT+SEMICOLON
    CHAFF=C
    FLARE=B
    ECM_TOGGLE=V
    TOGGLE_RADAR=CTRL+PGUP
    NEXT_RADAR_MODE=TAB
    PREV_RADAR_MODE=SHIFT+PGUP
    NEXT_RADAR_RANGE=W
    PREV_RADAR_RANGE=Q
    SELECT_NEXT_RADAR_TARGET=S
    SELECT_PREV_RADAR_TARGET=A
    ACQUIRE_RADAR_TARGET=X
    ACQUIRE_VISUAL_TARGET_ON_RADAR=SHIFT+INSERT
    REJECT_RADAR_TARGET=Z
    SELECT_CLOSEST_CENTER=NUMPADSTAR
    SELECT_TARGET=CTRL+JOYSTICK01_POV01_LEFT
    SELECT_PREV_TARGET=SHIFT+JOYSTICK01_POV01_LEFT
    SELECT_CLOSEST_TARGET=JOYSTICK01_POV01_LEFT
    SELECT_FRIENDLY=Y
    SELECT_PREV_FRIENDLY=SHIFT+Y
    SELECT_CLOSEST_FRIENDLY=CTRL+Y
    SELECT_GROUND=CTRL+JOYSTICK01_POV01_RIGHT
    SELECT_PREV_GROUND=SHIFT+JOYSTICK01_POV01_RIGHT
    SELECT_CLOSEST_GROUND=JOYSTICK01_POV01_RIGHT
    SELECT_LAST_RADIO=R
    SELECT_LAST_RADIO_CALLER=SHIFT+R
    SELECT_RADAR_TARGET=CTRL+JOYSTICK01_POV01_UP
    SELECT_WAYPOINT=
    DESELECT_TARGET=
    ANIMATION_1=SHIFT+1
    ANIMATION_2=SHIFT+2
    ANIMATION_3=SHIFT+3
    ANIMATION_4=SHIFT+4
    ANIMATION_5=SHIFT+5
    ANIMATION_6=SHIFT+6
    ANIMATION_7=SHIFT+7
    ANIMATION_8=SHIFT+8
    ANIMATION_9=SHIFT+9
    ANIMATION_10=SHIFT+0

    [RangedControl001]
    AxisControl=PITCH_CONTROL
    MaxValue=1000.000000
    MinValue=-1000.000000
    DeadZone=10.000000
    Saturation=100.000000
    ReverseJoystick=TRUE
    MouseScale=1.000000
    UseMouseRate=FALSE
    ReverseMouse=FALSE
    LimitValue=TRUE
    SelfCenterRate=2.000000
    KeyControlRate=1.000000
    AllowKeyControl=TRUE
    IncreaseControl=PITCH_DOWN
    DecreaseControl=PITCH_UP
    CenterControl=

    [RangedControl002]
    AxisControl=YAW_CONTROL
    MaxValue=1000.000000
    MinValue=-1000.000000
    DeadZone=10.000000
    Saturation=100.000000
    ReverseJoystick=FALSE
    MouseScale=1.000000
    UseMouseRate=FALSE
    ReverseMouse=FALSE
    LimitValue=TRUE
    SelfCenterRate=2.000000
    KeyControlRate=1.000000
    AllowKeyControl=TRUE
    IncreaseControl=YAW_RIGHT
    DecreaseControl=YAW_LEFT
    CenterControl=

    [RangedControl003]
    AxisControl=ROLL_CONTROL
    MaxValue=1000.000000
    MinValue=-1000.000000
    DeadZone=10.000000
    Saturation=100.000000
    ReverseJoystick=FALSE
    MouseScale=1.000000
    UseMouseRate=FALSE
    ReverseMouse=FALSE
    LimitValue=TRUE
    SelfCenterRate=2.000000
    KeyControlRate=1.000000
    AllowKeyControl=TRUE
    IncreaseControl=ROLL_RIGHT
    DecreaseControl=ROLL_LEFT
    CenterControl=

    [RangedControl004]
    AxisControl=THROTTLE_CONTROL
    MaxValue=1000.000000
    MinValue=0.000000
    DeadZone=0.000000
    Saturation=100.000000
    ReverseJoystick=TRUE
    MouseScale=0.600000
    UseMouseRate=FALSE
    ReverseMouse=FALSE
    LimitValue=TRUE
    SelfCenterRate=0.000000
    KeyControlRate=0.600000
    AllowKeyControl=TRUE
    IncreaseControl=THROTTLE_UP
    DecreaseControl=THROTTLE_DOWN
    CenterControl=

    [RangedControl005]
    AxisControl=CAMERA_PITCH_AXIS
    MaxValue=1000.000000
    MinValue=-1000.000000
    DeadZone=10.000000
    Saturation=100.000000
    ReverseJoystick=FALSE
    MouseScale=0.200000
    UseMouseRate=TRUE
    ReverseMouse=FALSE
    LimitValue=FALSE
    SelfCenterRate=50.000000
    KeyControlRate=2.000000
    AllowKeyControl=TRUE
    IncreaseControl=CAMERA_PITCH_DOWN
    DecreaseControl=CAMERA_PITCH_UP
    CenterControl=

    [RangedControl006]
    AxisControl=CAMERA_YAW_AXIS
    MaxValue=1000.000000
    MinValue=-1000.000000
    DeadZone=10.000000
    Saturation=100.000000
    ReverseJoystick=FALSE
    MouseScale=0.250000
    UseMouseRate=TRUE
    ReverseMouse=FALSE
    LimitValue=FALSE
    SelfCenterRate=50.000000
    KeyControlRate=2.500000
    AllowKeyControl=TRUE
    IncreaseControl=CAMERA_YAW_RIGHT
    DecreaseControl=CAMERA_YAW_LEFT
    CenterControl=

    [RangedControl007]
    AxisControl=CAMERA_ZOOM_CONTROL
    MaxValue=1000.000000
    MinValue=-1000.000000
    DeadZone=0.000000
    Saturation=100.000000
    ReverseJoystick=FALSE
    MouseScale=9.000000
    UseMouseRate=FALSE
    ReverseMouse=FALSE
    LimitValue=FALSE
    SelfCenterRate=100.000000
    KeyControlRate=8.000000
    AllowKeyControl=TRUE
    IncreaseControl=CAMERA_ZOOM_IN
    DecreaseControl=CAMERA_ZOOM_OUT
    CenterControl=

    [RangedControl008]
    AxisControl=THRUST_VECTOR_CONTROL
    MaxValue=1000.000000
    MinValue=0.000000
    DeadZone=0.000000
    Saturation=100.000000
    ReverseJoystick=TRUE
    MouseScale=1.000000
    UseMouseRate=FALSE
    ReverseMouse=FALSE
    LimitValue=TRUE
    SelfCenterRate=0.000000
    KeyControlRate=1.000000
    AllowKeyControl=TRUE
    IncreaseControl=THRUST_VECTOR_UP
    DecreaseControl=THRUST_VECTOR_DOWN
    CenterControl=
     

    Note: The above is last line of my Logitech ini (do not copy this line)


  16. A simple "Why did you change the folder name?'' type of reply would have been more appropriate not your flabbergasted amazement.

     

    I changed the name because SF2 would not use the terrain when I left the name as Desert4 (this was implied in my initial statement but probably I should have been more specific). SF2 will only use Piecemeal's terrain when the folder's named is changed to DESERT - but then it will not use the Moutain Region addon.

     

    I have deleted and reinstalled but not success.

     

    My install of SF2 was just recently downloaded from TW site so is up-to-date. The only edits have been to huddata & viewlist ini's (no addons or other mods at all).

     

    So any help would still be appreciated Piecemeal.

     

    Does anybody else playing SF2, without SF:AN installed, use this terrain (with or without the Mountain addon)?

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