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November 11 Update - Core Upgrade ×

Wrench

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Everything posted by Wrench

  1. you need to "rebuild" the separate installs. This is required after every patch, or game addition or DLC installation. Even those not modded, or heavily modded. All AIs made flyable (MiGs and such), will always be rewritten. rename the mods folders that now exist (for example: xPTO) copy/paste the exe you want as that's mod folders exe (SF2NA is recommended for all, as it has the proper CV coding). It will then show up as "Strike Fighters North Atlantic copy . exe" or something close. rename to the exe/mod folder being replaced (ie: PTO). Run said exe, to create new mods folder. Pick an airplane, and start a missions. Don't worry about the controls or what have you. Just start the mission, and sit there for a few. Then exit the game. copy/paste the Options and Version inis from the Newly created mods folder to the 'backedup' renamed one. Delete the new mods folder. Rename the old one (ie: xPTO) back to it's original name. Start the game again, and don't be surprised if it takes a while to start, as it (once gain!) rebuilding itself -meaning it's adding ALL the objects and whatnots BACK. Start a mission, and you'll most likely see ALL aircraft, included the ww2 birds, are present. Don't worry about that for now. Fly for a few seconds, and exit the game. Now you can delete (in the case of a ww2 mod) all the modern aircraft except 2 -- this is important!! I leave the A-4E and Mig-21MF. For some reason, have one each modern prevents the game engine from rebuilding again. Make any changes to the Options ini (ie: for ww2, adjusting the year spread). You should be good to go. ===== What you said above, NONE of the others will start??? Try renaming the Options and Versions inis in those mod folders, and run each exe. With luck, they'll be rebuilt. If not, I don't know what to say, as it's never happened to me. The basic reason is, after adding anything new from 3W, ALL the exes, dlls, etc (aka "the core files") are changed and each separate game exe has to be run again to bring everything to the same level.
  2. or just rename the data ini inside the folder, so that it reverts to the one on the cat file, and retest
  3. that's outstanding work for indie!! would love to see the whole film, if ever completed!!
  4. what you need is one of these.. http://www.vantecusa.com/en/product/view_detail/266 my personal recommendation to ANYONE and EVERYONE that owns a computer, and has a modicum of mechanical skill. yank the old HD, connect this kit to it, connect to another computer, and see if you can salvage any and all files. that little item has saved my ass more times than I can count.
  5. some folks just can't get enough fresh air, ya' know?? :)
  6. reading the enclosed readmes for said mods would be a good idea too. if the uploader has done their job right, it's a simple "drag and drop"
  7. Is it safe to assume that's Ajundair's Canberra, and NOT the stock one??? Or, if a stock 3W version, a mod for 1stGens (SFP1 or Wo*), and NOT for SF2? more data is required .. like a link to the original download, and so forth.
  8. outstanding!
  9. simply add another location in the ***_movements ini, and renumber those items in the "new" national region
  10. that would be the aforementioned E-1
  11. actually, you can change national alignments within the terrain's nations ini, regardless of what the GAME's nations ini says.
  12. didn't find much either... http://www.f-100.org/hun122.shtml you might need the Squad/Signal F-100 in color book found it at modelfan ru http://modelfan.ru/9499-squadron-signal-fighting-colors-6565-f-100-super-sabre-in-color.html
  13. with Jessica Alba on the back, nekked!!! russ, is that a Seahwak I see there???
  14. methinks you might have missed this: http://combatace.com/files/file/12012-idiot-team-iowa-class-battleship-80s/ http://combatace.com/files/file/12873-iowa-class-battleship-update/ albeit post 1970s reftit, one just has to ignore the harpoon/tomahawk box launchers, the radio mast on the bow, and open the data ini and REMOVE said ASMs works fine for me. Yamato, while nice to have, really didn't to jackshit during the war (much the same as Bismarck and Tirpitz). The other/older classes would be much more handy to have. The DAT has a Kongo in their PTO Mod, along with several cruisers and destroyers. All the others (readily) available are stand-ins; that while "close" aren't exact replicas Hinchbrook's old semi-functional ships have been updated as much as is possible, given their animation limitations, and are around someplace (read: stand ins??? irrc) in some of the terrain mods. it all goes back to the few 3d guys having the desire to build WW2 ships ... they're just exceedingly busy with more modern vessels. we work with what we have
  15. Well, Captain Ramius did tell Ryan that Halsey was stupid ... King to Halsey: "Where is 3rd Fleet? The World Wonders." -------------------- you also forgot to mention Lexington's raid on Rabaul in 1942, before the Battle of the Coral Sea. in truth, the only way to "get it right", would be to rebuild that entire region (ie: a completely NEW terrain) of the SWP at least 2x the size of the map we have, to include those island to the east (see map with outlined red section below) And given the extreme limitation of the terrain engine, especially in regards to how airfields and placed and leveled -to say nothing of the tiles-, places like Rabaul, Simpson Harbor and Vanakanu field are almost impossible to replicate (see below)
  16. close, but no banana! Younger, bigger, stronger and faster brother
  17. ok, lets set the record straight again: ALL SF2 game automatically merge when installed. They ALL share the same core system files. It's only the Mods folders that are separate, as created from each SF2 (name of game).exe. To answer the pilot question, no; he/she/they/it won't show up from SF2V to SF2NA, as they are considered as 'seperate' games. OTH, you can easily copy/paste the ***.plt files from one to another (found in the /PilotData folder)
  18. WIP ... still working, but nearly done (at least this version!)
  19. Eureka!!! THAT is exactly what I've been saying all along.
  20. There ain't enough sea room to put them on that map. Historically, they'd be east of Santa Cruz Island. That places them either AT The Wall, or beyond it. Only a complete and utter mororn would put his CVBG to the west in the Solomons Sea. I don't think Halsey was that stupid. Nor were they south of San Cristobal in the Coral Sea. Any way you cut it, the Allied navy was at the mercy of long range bombers from Rabaul, Bouganville, New Georga and the rest. Don't you think I would have done that when I rebuilt it??
  21. I did. with ravenclaw's template
  22. Indeed! The 3w mission builder will create CVBGs. But the TERRAIN itself still need to be set up for it
  23. Then you better get over to Razbam then, eh???
  24. you're talking to THE Terrain Guy. I know all about placing target objects As to your request about the F-14, see my post above, #10 in this thread and btw, offsets on ALL airfields are only valid with a N/S orientation
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