
bubu
JAGDSTAFFEL 11-
Posts
185 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by bubu
-
-
-
FLYING OVER "BRAVEHEART"...
bubu replied to bubu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
"You can refuse to update my game, you can focus on your little mobile phone/android thing, you can even write code that causes CTD's, but you will never take my FREEDOM!!!!!! -
I want to fly over intense ground battles and infantry/artillery/tank engagements when doing CAS missions (or Army Cooperation in FE2). I notice some terrains provide more intense engagements than others, what variables control what is going on down below? Is it the ground objects, types, or target files, or a combination of all above? Is there a way to fly above a battle whilst a scene similar to the movie "Braveheart" is going on down below?
-
-
Gotha G.IV Cockpit and Bombsight
bubu commented on sinbad's file in First Eagles - WWI and Early Years - Add On Cockpits
-
-
this file actually solves a rather interesting dilemma - do pilots of European and Asian countries communicate in their own language when flying or the international ATC language of English? From what I've seen it is a mixture of both, using the native language for wingmen and cell commands and talking to the "external world" (AWACs, etc) in English. by simply replacing these "T*" files in a language folder one is able to modify things so that the external world is represented correctly. I imagine one would replace the departure control sounds as well for a true environment.
-
-
wow, spectacular terrain, I loved the Nellis AFB layout, brought me back to red flag days. another option here is to set up the "Aggressor" enemy nation (AGRS) and fly f-16N's and A-4F's versus our forces. Very good job on bombing ranges, just as I remember them! Might also be fun to put in Groom Lake (Area 51), the "base that doesn't exist", at some point, would be a good base to fly the f-117's from.
-
Operation Odyssey Dawn Part 1
bubu replied to Peugeot205's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
yes, I do have everything updated to 2013. I was using SF2Exp as the game engine so I switched the terrain .cat file to GermanyCE, which made the runways show up, but that was the only change made... -
Operation Odyssey Dawn Part 1
bubu replied to Peugeot205's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
so the "bone" was used... I always wondered. I knew CJ's and preds were on the case in SEAD roles, along with mud hens. BTW any time I hit "campaigns" it causes a CTD. -
F-106A Delta Dart for SF2
bubu replied to DaniloE31's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
loved the exteriors! cockpit getting somewhat dated, suggest you use Razbam's F-102 cockpit LOD's as starting point to update... this may make things quite a bit easier. -
True VPAF part.1 (base files)
bubu replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
getting CTD's when I try and launch some of these (ones where the name matches the default AI aircraft from TW) - think it may be TW overwriting the file upon launch - any way to stop this? -
-
-
I would like to design a mission supporting a USMC amphib invasion of a WW2 pacific island with the SF2NA engine. - this will utilize the Amtrak vehicles recently done by the Skunkworks. I need to have waves of them approaching a beach in line-abreast formation - I need troops to be on the beach moving towards the land - naval gunfire supporting the troops, firing inland - would be intense, smoky, and a great basis for some CAS action by Navy aircraft I know about designing the air part, just not sure about the ground objects and how I would make them "move". do I need to redefine the movement.ini file? any suggested ground objects?
-
HOLY SH%$ BLAZE YOU SOLVED IT! In each terrain that I had "problems" with (exploding planes), there was a flightengine.ini present in the flight folder of the overall mod folder. I simply removed it forcing the game to default to TK's new flightengine. Hats off to you! I was having horrible visions of going in and adjusting the "spring" and "damping" on 300+ aircraft in 20 mods folders. THANK YOU!!!
-
As do I centurion...this is the only aircraft I have actual flight hours in on the real thing... in this case the "tweet" version, looking forward to it!
-
Per MigBuster's long post in the Knowledge Base I think this may be controlled by three variable setttings in the data.ini under "Landing Gears" ShockStroke=x SpringFactor=x DampingFactor=x Since the stock aircraft all work fine, my guess is he changed those variable settings. On the positive side, extreme low level flight has become quite a bit more exciting, sim runs as smooth as glass...
-