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Swordsman422

+MODDER
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Everything posted by Swordsman422

  1. VF-143 Pukin' Dogs OIF

    Version v 2.0

    195 downloads

    Update of VF-143 Pukin' Dogs OIF for the Mirage Factory F-14B Please read the readme and enjoy.
  2. VF-103 Jolly Rogers 2005

    Version v 2.0

    257 downloads

    VF-103 Jolly Rogers 2005 for the TMF F-14B Please read the readme and enjoy!
  3. We might be getting a TRAM A-6 with SF2:NA. There is an entry in the aircraft list for a later model A-6E. This may be a TRAM unit. Won't be flyable without modding, but the new title is not long from release. You might want to wait for just a little longer.
  4. Still working on VF-143, but got this project going too, something that would be a little more demanding in terms of decal placement. It's VF-103, the Jolly Rogers, and they appeared during their last cruise on board USS John F. Kennedy. I'm up to 37 decals on this one and still finding more stuff to do. I'm still trying to figure out the nose gear door mesh names. I can't tell based on the .out, so if any of you have any clues, it could make the difference between good and great. Thanks for looking.
  5. Dem Bonez

    Just some more beauty shots, including 103 to show the differences between it and 100. All markings, safety stencils, and paint scheme differences will be modeled using decals. STILL trying to get those nose gear bay doors figured out. No luck yet. I can't remember which mod these clouds are from, but if you recognize your work, hats off. They are beautiful.
  6. Hey guys, I'm having trouble with the MF F/A-18s. The AI is over-stressing the airframes pulling hard turns and ripping the wings off. In a campaign, a whole squadron can be decimated in a few missions through mishaps. What do I remove or modify to stop this from occurring? Thanks.
  7. Funny you should mention that. I actually came back just now to post that I raised the max g to 10 and that appears to have alleviated the problem. I have not been able to generate enough G force to break the jet again yet.
  8. Here's the skin I've been working on. It's for VF-143 during their last F-14 deployment. All aircraft will have individual markings. CAG markings will be supported. The skin will essentially be a blank 3-tone TPS and the decals.ini will be a full decal map of the aircraft so that any variations within a squadron can be created with little trouble. More as things develop. Thanks for looking!
  9. Here's the CAG bird getting ready to drop some pain. Yes, every aircraft has its own marking set. Yes, even the BuNos are individualized. Yes, it's all decals. And yes, Swordsman's going a little crazy on this one. And some shots of a line jet to show some of the differences. As soon as I can figure out the nose gear doors, even those will have modex numbers on them. I might map the anti-glare but not actually put decals there. We'll see.
  10. Hey guys, I'm working on a decal map for the MF F-14 series for a decal-reliant skin. Does anyone know the meshname for the engine intake and nacelles and for the small fins? Thanks.
  11. Y'know what, I chucked that file after I d/led it thinking I wasn't gonna do this. Had no idea bout it. Thanks, Wrench.
  12. Another possibility is that the airbase you are flying from is considered enemy territory. This is true for ships as well. If the enemy owns that piece of ocean, the ships in it will be enemy units regardless of what side they were intended for. If the air defenses shooting at you are supposed to be enemy units (you're flying NATO and they are Warsaw Pact), then you have this kind of problem. If they are supposed to be friendly, then you need to check the alignment for your unit in the campaign.ini and fix it.
  13. Lost the will to fly/play

    For me sometimes it takes watching an aviation movie or reading a book or catching a documentary on TV and that will put me in the mood to play again. Either that or build a model. Other times, I make myself play to pass the time and get drawn in. But I've not lost the interest for usually more than a month or so.
  14. A flock of DLC from Thirdwire. An Aussie Skyhawk and a Netherlands Hunter. Nice ppick-up on the pistol. I don't own one of those but they are a joy to shoot. I rent one at the local range whenever I go with my own stuff. I should go more often but it's a distance to drive and there's been a shortage of g... hey, wait a minute!
  15. Wings Over Vietnam

    Sort of. What I did was I took the planning maps and got reference maps for allowable target areas for Rolling Thunder and route packages, and drew then on the planning map. Now when I have a mission, I check it's location on the map and if it's in an allowable target area I take it, if not I exit and try again. It only doesn't work on the first campaign mission, which you have to fly no matter what.
  16. Finally had a chance to test it. Adding the LOD level worked. Thanks Wrench. I'm still getting used to the way SF2 works.
  17. Wrench, the decals folder is in the objects/decals/A3D-1/skinname/d folder. So the pathway checks out. When I install a jet from SFP1 into SF2, I take exactly those steps to install the skins and decals. It works every other time but this one. Even if I use default decals such as USNAttacknum, nationname, insigniafusel, etc, nothing shows up on this bird. And it obviously does for everyone else or there would already ave been a topic. It's a shame, too, because it's such a well done model and I use it a lot in campaigns. Edit: Just tested it in SF1 and the decals show up fine, but not in SF2. I have NEVER had problems with skins translating between titles before.
  18. My understanding of the Mission Success thing is this: you are awarded a mission success but NOT the full points for it if you don't kill the target yourself. It isn't that you will fail, you just won't get all the points for killing it. No big in my book. I actually would like to get promoted less quickly. Being able to command your whole flight to kill a target, now that's a command I've needed for a long time.
  19. Hey, guys I just bought the entire SF2 series and am in the process of learning the new modding system. However, I'm having one small problem with the terrain [AllowedDates] entries. I know there is a sticky on this already, written by Wrench, and it's really good... but it's not working for me at all. I've tried it on both stock and 3rd-party terrains to no effect. The date selection is locked at 1982, which means I'm stuck with aircraft intro years for anything afterwards. I can usually figure this out but I'm stumped. Here's an example of my Desert.ini [Terrain] TerrainFullName=Desert DataFile=desert_data.ini TargetFile=desert_targets.ini TargetTypeFile=desert_types.ini MovementFile=desert_movement.ini NationsFile=desert_nations.ini LocationMap=desert_Location.bmp WaterMap=desert_Water.bmp BriefingText=desert_briefing.ini DogfightFile=desert_dogfight.ini DogfightOnly=FALSE GroundObjectTexture=tan [Map] FilenameFormat=PlanningMap%d.bmp Width=1000000.0 Height=1000000.0 NumZoomLevels=3 [WeatherChance] ScatteredChance=50 BrokenChance=25 OvercastChance=4 InclementChance=2 [AllowedDates] StartDate=1948 EndDate=2050 Anything wrong with that? I'm using Win7 and have the entire Sf2 series plus both expansions merged. The only game MODs I've installed aside aircraft thus far are the SF2V Ground War expansion to the most current update and GreenHell3. Knowing my luck, I'm the only person with this issue, but I figured I'd take a shot. Thanks.
  20. Awesome! That trick worked. Thanks!
  21. Wish Her Luck

    Fingers crossed here!
  22. Okay, weird thing. Lately when flying in SFP1, I've noticed that there are few if any air defense systems even with the air defense settings at heavy. There might be a few guns here and there, but there are NO sams to speak of at all. And there are occassions when I'll fly a SEAD mission, get to the target area, to find no air defenses present. This primarily occurs over the stock terrain. I have checked the service dates of the various SAM and AAA units to make sure I'm not flying out of date. I've made sure that the Target_types and Targets .inis allow for these units and have them placed. I have made sure that the SAM_LAUNCHERs are called to in the types file and that the units I would like to show up are thusly labled. But unless an object is specifically named in the target types file, especially a SAM launcher, it will not show up on the terrain and will not be targetable unless it is a primary target. This happened suddenly without me altering any files or installing any MODs. I REALLY would like to not have to reinstall, patch up, then toss my MODs back in one at a time to see who is the problem child, so if anyone has any ideas, I'd really love the help.
  23. Semi-resolved this problem. I realized that I'm used to flying user-made terrains where there are large numbers of air defense batteries. The basic SFP1 Desert terrain was never widely populated. I altered some of the operational dates of the air defense weapons and then just added several new SAM sites and AAA pieces in the various terrain areas. Aircraft flying on the wrong side of the boarder are now liable to get a facefull off unhappiness in the way of flak and SAMs.
  24. Modern period. Mainly the late 80s onward. I have SAM systems that see service until 2040. I was so certain that this was the problem, that I modified the basic SA-2s even to serve that late. The object files and so on are all intact, too. My old computer had a bad habit of just eating data out of the objects folders, but this new one doesn't. I haven't tested it in the 60s and 70s yet and won't until this evening, but I think it will persist into the earlier time periods.
  25. Why me?

    I say run. Run like hell. Very fast. In the opposite direction.
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