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bubu

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Everything posted by bubu

  1. Strike Fighters 2: Sounds (+)

    dude, I don't know how you did it, but SF2-V CAS missions dropping Clusters and Napalm just became a whole lot more fun! Love the "deep" explosions sounds, reminds me of my days in Army Artillery...
  2. This has got to be a data.ini setting, just not sure which line to modify. ideas?
  3. Since I installed March 2012 update I have been having this problem - TW stock aircraft all re-populate in the mods folder each time game launched - is there a setting or options file I can adjust to stop this strange behavior?
  4. Yes! that is correct! I can delete all the stock aircraft, but when I launch the game, they all reappear each time the launch is executed. Has only started since the upgrade to current patch level.
  5. It hasn't happened before - I have always been able to create era-specific installs before, so the f-4 phantom won't show up as an aircraft choice in a 50's era Korean War mod for example. I had installed the desert storm mod, and when I ran it all the Lightnings and Hunters and Migs that weren't in the conflict and weren't part of the download magically appeared in the single mission screen..
  6. beautiful! spectacular! suggestion for 1.4: tall cumulonimbus clouds with rain shafts and/or lightning as an alternate version of the "inclement" weather setting.
  7. [ Looks great! Any chance of doing the "other" electric intruder? EA-6B with the hi-viz bright schemes common in the late 70's?
  8. to someone who has successfully extracted: what is the name of the speech file where the phrase "call the ball" is spoken just before a carrier landing? I think I might have a better audio file to replace it.
  9. referring of course to the landing sequence in SF2:NA.
  10. Hey that gave me a mod idea. Time period and jets are close enough to be right: The U.S. Invasion of Grenada 1982. Littoral combat action with UH-1's AH-1W's and Harriers. TK even made the water the correct color (for the tropics, that is).
  11. how can one get a more intense ground war going on when flying single missions randomly generating CAS? I love to arrive at an area seeing tanks and infantry going at it in an intense firefight. which ini or ground object file controls the intensity of the CAS?
  12. I am aware of what the mission editor can do. I'm just curious why certain flavors of this game (ie with the Falklands/Malvinas mod added, for example) can have the randomly generated CAS mission be so much more exciting (troops firing back and forth) than going after "Hut1" in the Vietnam scenario. I was curious what settings to use, is it a fuction of the ground object ini files, or the targets.ini, or the types.ini? Or is it the scoring values assigned to single mission ini?
  13. woo-hoo! welcome to the brave new world of SF2:NA MODDING! Can't wait for the terrain!
  14. To add to my post, almost on cue, Wrench releases the Breguet Atlantique, which would be perfect for the "offensive" portion of this campaign... on loan from the Netherlands of course!
  15. How about doing something on the "great swedish sub hunt" of the mid-1980's, this was really the last crisis of the cold war and was immediately followed by the fall of the Berlin Wall. I am thinking ASW helos (Boeing-Vertol Hpb4a's) and Viggens flying CAP. A Russian sub really did beach itself near Stockholm in 1981...
  16. *** OK you are right, still getting used to this. see the F-4E's now. The six shooters (106's) should be allowed to play. They never got to have any fun in Vietnam, and they were tailor-made to destroy the incoming bombers so prevalent in this hypothetical war...
  17. ***** The mods campaign should address the US Naval Station at Keflavik as well - this would have been the real grand prize for the USSR forces, and they would have accepted great risk to go get it. At the time, the 57th FIS was operating F-4E's painted shiny gray with a black-and-white checker pattern on the tail, and be part of Air Defense Command (ADC). In addition to the forces already there, they may have tried to flow in F-15 A models from USAFE and ADC F-106's from northeast bases in the U.S. if they had adequate warning time. Also, the Brits and the Canadians would have been a big part of this, as your forces address. Here is the wikipedia: http://en.wikipedia.org/wiki/Air_Forces_Iceland
  18. Mirage Factory C-135A/B and KC-135A/E/R

    EXTERIOR MODELS LOOK GREAT! brings up an interesting point, however. How do I schedule A/R's in SF2 with the mission editor, when the only timing variable for AI missions is the plus or minus time from the mission aircraft TOT? What value do you have to put in that window to make the tanker show up correctly?
  19. Buccaneer RAF for SF2

    woo-hooo! love it - just did my first CAS mission, cockpit definitely will "raise the bar" on immersion value
  20. Why do certain ground objects and terrain features imported from previous version show up as all-black in sf2? How do I fix this?
  21. Are those the bmp's and tod's? Do they go in the same folder or in the decals folder? How does the file structure of ground objects differ from SF1 series? thanks much bubu
  22. Has anyone tried to build missions with tanker support on the way to the target? I am trying to put a KC-135 (in a "transport" role) between the flyable acft's nav point 2 and 3. I am confused by the before/after target time box regarding this. If the tanker's "target" is different how does that relate to my own TOT?
  23. where is the "terrain.ini" ? couldnt find it in any of my mods folders.... not sure where the watermap line goes...
  24. fuel tanks dont show as weapons - added your lines to weapondata.ini (adjusting sequence numbers) - added required files to weapons folder what else do I need to do? BTW cockpit is perfect - surprised by the moving map dispay that really works...
  25. I am designating windsound files as chatter, problem is as plane gets faster chatter gets faster and eventually they all sound like chipmunks on speed... which parameter in the soundlist.ini controls this?
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