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CowboyTodd41

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Everything posted by CowboyTodd41

  1. Sea Power Naval Combat in the Missile Age is out.

    It's so cool to see that these guys who got their start modding SF here are now moving onto things like this! Congratulations fellas!
  2. View File CowboyTodd41 New Loading Screen Sound *New SF2 Loading Sound/Music by CowboyTodd41* //======================================\\ Place in your flight folder. /MOD*/flight/ folder This loading screen sound is a combination of two elements, music from Ace Combat Assault Horizon, and audio from Vietnam air combat. Gives you an exciting pump up moment before the mission starts! Credits: Ace Combat Assault Horizon OST, "Horizon" - Keiki Kobayashi © Bandai Namco Games (2011) Vietnam War Radio Chatter- Air Combat- Dogfight 2 USAF via johnsmith on YouTube https://www.youtube.com/watch?v=hljX_QRL-ks The incredible CombatAce Community for all their tutorials on modding anything for SF2 **This mod is available for use in any other mod according to the CombatAce Freeware Licensing Agreement** Submitter CowboyTodd41 Submitted 10/04/2024 Category Menu Music  
  3. CowboyTodd41 New Loading Screen Sound

    Version 1.0.0

    39 downloads

    *New SF2 Loading Sound/Music by CowboyTodd41* //======================================\\ Place in your flight folder. /MOD*/flight/ folder This loading screen sound is a combination of two elements, music from Ace Combat Assault Horizon, and audio from Vietnam air combat. Gives you an exciting pump up moment before the mission starts! Credits: Ace Combat Assault Horizon OST, "Horizon" - Keiki Kobayashi © Bandai Namco Games (2011) Vietnam War Radio Chatter- Air Combat- Dogfight 2 USAF via johnsmith on YouTube https://www.youtube.com/watch?v=hljX_QRL-ks The incredible CombatAce Community for all their tutorials on modding anything for SF2 **This mod is available for use in any other mod according to the CombatAce Freeware Licensing Agreement**
  4. Microprose Sea Power Early Access

    Beriev P-42. They also have the other version of the design the KO-45 with the engines above the wing
  5. Unusual B-1 camo

    Not so sure about that, there was nothing ECM related in the backbone of the B except some waveguides and RF cables
  6. Old Dudes That Only Lurk

    Hey all, been a long time since I’ve posted here. Haven’t had a PC in a number of years so haven’t been involved for a while. I still about once a month or so check the SF2 sections and see what’s being talked about and what amazing new mods are still being made. Anyway, just seeing if anyone else is in the “just lurking” category. I don’t think I’ll ever leave this community until it completely doesn’t exist anymore. Ya’ll are pretty amazing.
  7. 2022 Donation and Membership Drive

    I’m not around much anymore but I still love you guys and all the fun you’ve provided over the years. Donated.
  8. That revamp video looks fantastic, but I usually just used YAP objects (mostly their pilot models) to populate other, better mods from the guys here with certain little puzzle pieces that you could only find in YAP. Sometimes there was some really cool stuff. A very expensive scenery pack lol.
  9. SF2 is the same game as SF1 just better in every possible way.
  10. Hellcats box art (from GiantBomb) Have you ever had the bug to play an old sim? Say, European Air War or Jane's Longbow. What about Hellcats Over the Pacific, or A-10! Attack? Wait… you may be saying, I've never even heard of these sims! I understand if you haven't, as these sims were released only for MacOS, an operating system most hardcore sim pilots have never even considered. In the 1990's, however, there was a very large, and rather unique simulation community built around the Macintosh. While many PC sims such as A-10 Tank Killer and Armored Fist were only starting to scratch the surface of "True 3D", with voxel graphics rendering low resolution textures, Mac developers knew they would have to take some risks to achieve the greatness that was already on full display on the DOS/Windows shelves of CompUSA and ElekTek. Their solution? A typical Mac developer response. They would sacrifice the then high resolution, "photo-realistic" textures for flat shaded polygons to create fully realized 3D worlds and models, including real-time shadows and highly accurate physics. From Wikipedia: "Hellcats was a major release for the Mac platform, one of the first 3D games to be able to drive a 640 x 480 x 8-bit display at reasonable frame rates in an era when the PC clone's VGA at 320 x 240 x 4-bit was the standard." Having only had my parent's Mac to play on, and being crazy about flying (thanks to them no less!) I dove into this world full bore. My first experience in this new world of flight was Microsoft Flight Simulator 4.0, a fantastic sim I taught myself how to play at the young age of five, mostly by trial and error. Soaring above the Chicago skyline in my Cessna 182RG was truly amazing for my young self, but something was lacking. That something was obviously guns. By 1991, I was six years old. With the combination of ever increasing hours of time spent in FS4 and the excitement of reading about the air to air victories from the just ended Gulf War, I was ready. During a trip to the store I saw the game I wanted, and I begged my parents to get it for me. Amazingly enough, they actually relented. Soon, I knew, I would be soaring over tropical locales and splashing Zeroes! Hellcats Over The Pacific was released in 1991 by Graphsim Entertainment, who would go on to release the excellent Hornet series a few years later, which will be the subject of a future write-up. Developed by Parsoft Interactive and coded by Eric Parker, it would become maybe the most popular sim ever released on the Macintosh. Sporting bright graphics, excellent physics and flight models, and rudimentary carrier ops it was, much like its namesake the F6F Hellcat, truly a beast to be reckoned with that outclassed and outdated all opponents. Bagging a Zero at the merge. You can see the rudimentary "radar" here (Photo courtesy of mobygames.com) Taking place on a large map of the Solomon Islands, it focused on the Battle of Guadalcanal and related engagements in "The Slot". The missions themselves were rather basic, with accordingly basic mission names. "Bomb Base" for instance had you bombing a Japanese held airfield, which would eventually become Henderson. "Scramble!" is pretty self-explanatory, take off, shoot down the G4M Betty while mixing it up with a pair of escorting Zeroes. Rarely were there more than just a few aircraft in any given scenario. Typically no more than four or five, including your aircraft, most likely to keep memory usage down. Only two missions ever had you flying with allied aircraft, the first an escort mission with a B-17 called, you guessed it, "Flying Fortress". And the final mission of the game, "The Duel", paired you up with ultimate Hellcat ace Cpt. David McCampbell (34 victories, including 9 in one sortie, and the Medal of Honor). Number two behind McCampbell (Photo courtesy of mobygames.com) A particularly grueling trial came in the form of the mission "Flat Top" where you needed to bomb and sink an opposing Japanese carrier. One bomb usually wouldn't do it, and it was hard to get both on target with the massive AAA fire from the surrounding task force. Sometimes this meant multiple sorties in a single mission, returning to trap on the carrier over and over till you finished. Since many flight sims don't include an in-mission re-arming mechanic, this made this fairly unique, especially considering the fact that in many missions you would be returning to the carrier, and not a nice long stretch of concrete. Trapping once is tough enough, but doing it multiple times per mission seriously heightened the challenge! Another tricky mission was "Divine Wind" where you needed to defend your carrier against kamikaze attacks. As the enemy aircraft spawned at a regular interval there was usually no time to return to base and rearm, necessitating careful ammunition and fuel management. With the carrier sinking, the mission is effectively over. (Photo courtesy of mobygames.com) But like all things, it was not without its problems. Chief among them was the seriously lacking draw distance, a common issue amongst many games in the nineties. It is not typically an issue in say, an RTS or corridor FPS shooter, but in flight sims, the farther you can push the draw distance, the better off you are, and the more immersive it becomes. Unfortunately, the distance in Hellcats was short even for the time, making strafing runs on enemy airfields with parked aircraft and long distance intercept missions harder than they probably needed to be. The work around was a sort of radar, in the center of the instrument panel. This radar gave a 360 view around the aircraft out to a few miles, with other aircraft represented as white dots. The enemy AI was also quite lacking. Most engagements typically quickly devolved into a tight turning fight that the Hellcat could easily win by use of the aircraft's flaps to gain a significant turning advantage over the opposing Zero. This was a feature the Hellcat did not have, but that ironically, many Japanese fighters did. The hit detection was spotty at close ranges, causing many bullets to simply pass through the opposing aircraft and simply drain away your ammo. At longer ranges accuracy was better, but many times the enemy would simply smoke then ditch, requiring close in strafing runs near the ocean's surface to get credit for the kill. I can still remember my first kill in any combat sim ever, a snapshot with a deflection angle of nearly 90 degrees. I turned sharply to the right to chase and was rewarded with a swiftly descending, and heavily smoking Zero. It's an image forever burned into my mind, and I was hooked. For better or for worse, I had begun a lifetime obsessed with the skill curve of the Combat Sim. It was a fun jaunt into the past writing this article. I even remembered most of the key bindings! If you're ever looking into the retro-sim scene yourself, don't count out the Macintosh platform. There are several other great sims from this era for the mac, a few of which will be the subjects of future articles. If anyone would like to know how to get into the world of emulating Mac or DOS games for a similar trip down memory lane, PM me. I'll get back to you as soon as I can! Thanks for reading, good luck, and good hunting.
  11. There’s a lot more that goes into it. A lot has to do with having the line “navalmap=true” set in the terrain.ini as well as having a proper water.bmp file file that tells the game where the map the task forces should spawn. Nothing from SF1 applies here as naval units as we think of them following SF2:NA just plain didn’t exist in SF1. theres a pretty comprehensive thread in the terrain building forum that can explain things waaaay better than I could
  12. You can advance time at 15 minute intervals. Use the Re-arm function. Advance time about 15-30 minutes, take off. Problems solved.
  13. Humpday Heavies

    Ellsworth birds, hell yeah
  14. Airshow Season 2020

    Been looking at the lists of Air Shows for this year, I'll probably be at the Kansas City show at KIXD, the Whiteman Air Show, and Offut, assuming it doesn't get flooded out again. If anyone is planning on travelling for some shows would love to meet up and watch some jets!
  15. Well since FastCargo was a Dyess guy there never were enough Ellsworth skins!
  16. Top Gun 2 Trailer 2

    He’s also working in conjunction with the original composer, Harold Faltemeyer. It’s gonna be real good. Also Paramount released a “You thought that was all CGI? L O L” vid today
  17. Top Gun 2 Trailer 2

    I mean he does the same thing with a Tomcat in the first movie. Yeah, the Hornet can do it. Maybe not to the level shown there, but a lot of people don't know that the first aircraft to preform the maneuver was actually not the MiG-29.... but the
  18. You don't have to sink the Kuznetsov, you just have to sink its tugboat
  19. Falklands Campaign is a must play
  20. Need a little help

    lol, thanks guys. Pretty much what I was expecting
  21. So I've been going around to forums to preach the SF2 gospel to the masses, and one place that I post on a lot people keep asking which mod manager to use with SF2, and when I say "none, that's just gonna make it more complicated" they don't believe me, call me a grognard, etc. Anyone that can provide a quick and easy explanation of why using mod managers is a dumb idea for SF2? AFAIK no one really uses a MM for this right?
  22. It's wild how many people play DCS just for the challenge, and if they had a game at the midpoint between say, Ace Combat and DCS (seems like there's a very popular sim around this place that would fit just great hmmmmmm) lot's of people would buy that game
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