Killer B
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Everything posted by Killer B
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I love this plane. She looks as hot as she flies! I'm having a slight problem with the weapons loadout though... nothing shows up except for the AIM-4D Falcons. 2 heatseekers is a pretty weak load. I followed the instructions for adding the Genie and the various drop tanks to the weapon editor .ini I even used my weapon editor to create an AIM-4A, by copying the AIM-4D and changing the heatseeker head to a semi-active radar homing head. Those don't show up either :S I'm using a copy of SFP1 that's so old its 'README' says that its a pre-retail version. It's patched to '06*, with a hack to fix the CTD problem. My system is a HP Pavillion 6 G RAM/ 1918 MB graphics/ ATI Radeon 3200 running Vista. * I patched it to '06 rather than '08 because I was flying online at the time & my pals preferred the '06 patch. Irrelevant historical note: My dad was an AP (Air Police) stationed at Edwards Air Force base in the late '50s when (now retired General)Chuck Yeager was testing a new missile with the F-101 Voodoo. One day he had a problem with the landing gear, and rather than punch out and risk having a top secret aircraft & weapons system crash into somebody's ranch house, Chuck flew his Voodoo until the tanks were nearly dry. He had the runway foamed & crash crew standing by. My dad watched as he brought that Voodoo in and stood it on its tail, flooring the afterburners. He walked that Voodoo down the runway 'like a sidewinder snake' and when the forward speed dropped out he just closed the throttles and belly flopped it.
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Looking for some hot multiplayer action? Wanna make new friends and then shoot ‘em down? Come visit us at The CFS-2 Flight Deck Featuring hot dogfights over the pacific, cooperative missions, carrier exercises and competitions, and cross-country racing. While the name of our site and our most popular sim is Combat Flight Simulator 2, we also play a number of other games online, including CFS-1, CFS-3, and IL-2.
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ANTARES MOD FOR FREELANCER =VFF Productions= HELP WANTED Background: The Antares Mod is unique in that instead of a static, fixed FL universe, new bases are added at each update, and planets are colonized, and the commodities market is rebalanced, and new weapons and equipment become available. In the Antares Mod, players can put thier money to work by ordering new construction and upgrades, and by designing new weapons and equipment or upgrading existing designs. Example: CK of {SOLN} designed a unique new weapon called the Gau 25, which is a gun that fires projectiles with explosion effects. I ordered a new thruster design, the Outcast Thruster, a new missile design, the Annihilator (6k damage and a turn radius just under that of a Firestalker), and another unique weapon called the Obliterator. The updates are usually incremental; however during the early phase of the current update I suggested we add one new system with two new factions, to give players an intermediary place to do missions. The Antares Side missions are low paying and easy, the Sirius Sector missions pay up to 2.35 million credits but it takes a lot of effort just to find your way across the wastland known as the Zeta Corridor connecting Antares to Sirius. The Antares Mod Team took my suggestion and got a little crazy with it. I am not at liberty to divulge how many new systems and factions we wound up with in the 5.0 update (formely known as the 'July' update....July 08 that is), but suffice to say it is way more than two. Along with the new systems and factions, Achilles has also put patrol paths back in the Mod, for a Wingmen Mod add-in. Each of the new factions also has unique weapons. Each Mod Team member focuses on a particular aspect eg. commodities/factions/weapons/equipment and we use Google Docs to post our changes and additions. When we put it all together, somewhere in all the huge changes this update, something is not getting along with something else. We would greatly appreciate it if one or more of the accomplished modders using this forum could help us sort out the problem. Once we have the current update under control, we plan to experiment with the FLMM 1.5 which should allow us to make incremental, modular updates to the Antares Mod, eg. Antares Mod 5.1 adding new base and planet orders, 5.2 adding new weapon design orders, etc. Achilles is also planning to design an entire new COMBAT SPACE FLIGHT SIMULATOR once we have the Antares Mod for Freelancer under control. The idea is to make a joystick compatible spaceflight sim with realistic physics eg. when you turn you have to accelerate in the direction you want to go, rather than the arcade style of Freelancer where turning a spaceship makes it turn like a car only in three dimensions. The physics of the Antares Mod are tweaked to make it feel much more realistic than vanilla FL, but we seem to have reached the game's built in physics limitations. Any help we can get would be GREATLY appreciated. If you are intersted in helping us out, please contact us by: posting here in this Help Wanted thread sending me a PM here at Combat Ace Sending Achilles a PM at Vanguard p.s. check out the ads I created for the Antares Mod in: Starport The Mod Database ModDb The Lancers Reactor Battle Clinic
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Modders/Programmers/Troubleshooters Help Wanted
Killer B replied to Killer B's topic in Sci-Fi Simulations
By the way, the current version of the Antares Mod works just fine. If you have Freelancer and you want to try out the Antares Mod, click the linky in my sig that says 'The Antares Expansion Mod' and follow the instructions posted in the V2 Rules & News thread there in the Vanguard forums. -
SFP-1 CTD with Vista and '06 Service Pack/Patch
Killer B posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I installed SFP-1 on my new HP Pavillion running Vista with 4G Ram and a 2G ATI Radeon HD 3200 graphics card. I originally installed the '08 service pack and patch and my game performed flawlessly. I sent a PM to Doghouse telling him I was back online and itching to get back in MP combat. I described my setup, and he told me that nobody does MP with the '08 pack/patch because of issues of slow loading, and that the '08 update had poor realism compared to the '06. I uninstalled SFP-1, reinstalled it, and installed the '06 service pack and patch. My game performed flawlessly in SP unil I ended the mission. As soon as I hit 'escape' to end the mission, my game crashed to desk. I tried again several times with the same result. I uninstalled the game, reinstalled it, reinstalled the '06 service pack and patch, and tried it again in SP with the same results as before. I opened the 'properties' in the SFP-1 icon and selected 'run in XP service pack 2 compatibility mode'. I tried the game again with the same results. I tried running the game as admin of my computer, still with the same results. Has anyone else had this issue and if so, what did you do to resolve it? I would appreciate any tips, fixes or suggestions for troubleshooting this problem. Thanks, Killer B -
http://www.thecfs2flightdeck.com/joinourcommunity.htm Heres a link the the Combat Flight Sims 2 Flight Deck, or ya can click the linky in my sig. As the name of thier outfit suggests, these guys are mostly into CFS-2, but they also play CFS-1 and 3, IL-2, and a couple of other games. The way CFS-2 Flight Deck works is that you: 1- create a user account on thier page 2-post something in the 'introductions- thread in thier forum 3-PM one of the admins +atm AB Gunny is your best bet+ with a request for a Ventrilo password. 4-Log into Ventrilo with the adress posted in thier Vent thread and your new password. 5-Make friends with the guys there and ask for a game. They play using the ISP option in MP. One of the pilots hosts each game, and posts his IP adress for his wingmen and targets to enter. Tell em Val Kilmore sent ya....thats my callsign there -note- in the interest of everyone having a good time, cheaters and poor sports will find thier password no longer works...
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I've been touching base with Doghouse in the Combat Ace PM service, and he says he plays on Hamachi, sometimes thruough Hyperlobby, which are compatible. To play using SFP-1, Doghouse says you need "Clean SFP1 installed, then Service Pack 5.15.06, followed by Patch 8.30.06" It seems the 08 pack and patch didn't catch on with MPers...Third Wire apparently went overboard with thier Mig upgrades, and the Migs fly too well with the 08 mods.
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After a long absence due to domestic complications, i'm back online and itchin' to get back into some M/P combat action The only SF sim ive got is SF-1 patched to SF Gold. I was hooked up w/ Ghost Squadron VMFA-531 before and we were using SF Gold modded w/ a Vietnam mod...will that work w/ WOV and if not is anyone hosting a SF Gold compatible game? Hope to see y'all in the skies
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I just downloaded the DRV terrain for SFP1 and I'm getting all too familiar with a particular radio call, "SAMs Inbound!" What is the best way to keep from getting hit by these supersonic telephone poles?
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Well it turns out the terrain DLs on my MP copy of SFP1 didn't cause problems, but the SQM Firebee drone that came with the Range mod did. I couldn't host for Doghouse but he could host for me. So as long as we don't need to practice the Intercept drill together and can delete the SQM Firebee from our MP copys we should be ok.
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I just had my first go at SFP1 MP in a dogfight with doghouse, and I can see I need to work out a LOT with the max difficulty settings. For a minute there I thought he was flying a stealth Skyhawk; I could pick him up on radar, but by the time I could get a visual I was already dead. Embarrasingly enough, he got me 2-0 in a A-4 vs my F-4E. BTW he brought up an interesting point; are we going to need seperate versions for doing MP stock vs w/ the DRV and Range mods?
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@ Tank: where can I find that sound mod? It sounds pretty useful @ Runs: I don't have any trouble dodging "a" SAM; it's dodging the scores of 'em the unfriendly natives keep sending me that's giving me fits!
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Ok, got the DRV working, and now I'm flying the UNfriendly skies of Vietnam I HATE SAMs!!!! Now that my Air-to-Air and Air-to-Ground are up to speed I see a new area I need to work on........Ground-to-Air!!! How did ANYBODY survive a tour in the Nam with supersonic telephone poles coming at 'em from over 12 miles away????
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Ok, got Hamachi; what's our usergroup/password? Got the bombing range, DL'd the DRV but having trouble getting it working.
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Sweet, things are looking up. Just need to DL DRV, Range and Hyperlobby now. Rolling in hot.........
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@ 531_Ghost: no worries mate; sigs look great, maybe later when I can get WOV I'll get back with ya @ Ace: thanks pard, looking forward to it *side note* getting better at AG, found flying at least the last leg manualy helps greatly, the autopilot brings ya in way too low. Good 10-12k initial altitude and wingover onto target seems to do the trick for me.
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Looks like I'm out then for the moment......the only version I have is SFP1, and more gaming software isn't in the budget atm (or a bigger living room closet to hold more than the 20 or so games we already have) :no2: Although I can see where it makes sense to use WOV due to availability, and realism.
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@Dwace: got it ty :) Been doing sorties in the F4-B and thanks to some tips in the Strike Fighters general forum, I've got my hit ratio for the cussed AIM-7E up to 50%, which seems par for these iffy early model radar guided air-to-air missiles. Sidewinders are up around 100% hits now most of the time. I just need to work on my air to ground now :S
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While playing SFP1 SP, flying an F-4B Phantom, I noticed my AIM4E Sparrows wont track; I have a nice radar lock, and the "in range" button is lit up; I launch and the buggars just go straight. Am I doing something wrong or is there something wrong with my weps folder? The sidewinders do just fine; haven't tried any later model missiles.
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Dud Sparrows
Killer B replied to Killer B's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I had a go with a later model F-4E and got 100% hits with the Sparrows (I don't remember which model) so it looks like I need more practice with the limited gimbal tracking on the F-B's cruddy radar setup; the tips on keeping the target in the crosshairs really helped too, thanks again -
Welcome aboard, Dwace. Cool banner, Sag; I tried to copy and paste it to my sig using "quote" but it doesn't show up.
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Dud Sparrows
Killer B replied to Killer B's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well I tried the late-model Sparrows in my downloaded F-16 and they worked like a champ. I guess I just need more practice with the early model Sparrows and the limited avionics of the F-4B. Thanks for the tips guys (and gal). -
Standing by on CA TS