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tn_prvteye

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Posts posted by tn_prvteye


  1. You forget to add the effect line to the rocket's weapondata.ini.

     

    Actually, it's in there. And it points to the line in the Missileobject.ini. I forgot to mention that this is in SF2:V.

     

    I've got a feeling that the missilobject.ini file is not in the right place (although I've put it in damn near every folder in the Thirdwire directory).

     

    And I got this pod from Dueces old Weapons Pack from July 06.


  2. I posted this over at the TW forums, but I thought I'd ask here, too.

     

    I've added a Red Smoke Rocket to the weapons and it shows up fine...I can fire the rockets, but get no smoke effect when they hit.

     

    I've added the "effects" folder in the correct place (the new mod folder). The effect also requires me to modify the Missileobject.ini file...so I used the new extractor to find the new version. I added the new effect lines at the bottom and placed this INI file in the objects folder of the mod directory. Hell, I placed this modified INI in almost EVERY directory since I wasn't sure where it went.

     

    I've added other new effects and they do show up, but not the Red Smoke. The effects are exactly the same as WOV. I just copied everything over and added the new weapon with the weapon editor.

     

    Any ideas?

     

    I got the effects from someone's weapons pack (I can't remember which one).


  3. I voted much too easy...but I feel sorry for Pol/Winder/et.al...I mean, damn...we're a picky bunch! "It's TOO hard....waaaaaah!!!" "Now it's TOO easy...waaaaaaahhh!"

     

    I must admit that I've gone back to 1.25. I like the DM the best in that version...my personal opinion only. Might not be the most realistic, but I have the most fun with it.

     

    Ohhh...just read Winder's post...YIPPEEE!!!

     

    That rocks...I can now truly say I'm "hardcore".... :)


  4. "5. Can I play ROF in offline mode?

    No, you can't.

     

    6. If an internet connection fails while playing ROF, what will happen? Can I start the next mission? Same with career mode, what will happened with my statistics?

    "Connection error" message will appear and you will not be able to continue without proper internet connection, thus all statistics will be lost. But if connection to the internet will be reestablished before the end of the mission this problem might not appear. Please note that multiplayer mode will crash due to lack of internet connection."

     

    Damn it damn it damn it.


  5. tn_prvteye why not try the settings I said, you have customised it some.

     

    set it as:

    (3 wingmen each, 4v4)

    Dogfight,

    Enemy skill: Random

    Enemy situation : Normal

    10,000 feet.

     

    Camel V DVII

    DVII v Camel

    Se5a v DR1

    Camel v DR1

    Se5a v Alb DVa

     

    some other more lively enemy craft ?

     

    You definitely seem to be seeing something different to others - make sure you go via OFF Manager and not from cfs3.exe too.

     

    Well, after a few more experiments, I am seeing some different things. I tried just 1.25 for awhile, and noticed that since it takes longer to down an EA, the fights are obviously longer. It also seemed...seemed...that the AI was a little more aggressive. This could be due to the fact that they open fire at greater ranges, right?

     

    So, loaded up 1.28 and tried the same QC mission (Se5as against DVas...random skill for both, 10K). Maybe I'm just imagining it, but it seems the AI kept doing the pull-up and stall trick more...especially low to the ground...again like in Phase 2.

     

    NOW, I tried a few Campaign missions, and definitely noticed an improvement. Needless to say I didn't last long! I even managed to rip a wing-tip off colliding with a DIII (I was in a Biff)...and I actually made it home alive. That's the first time I didn't automatically explode when I collided with another aircraft.

     

    So, I think everything's sorted. But I have one more stupid question...or two. How does the Front gun/Rear Gun setting change gun damage? I know at the Hard level, there's more "spray", but do they do more or less damage at this level?

     

    Also, at the "realistic" range setting, does the AI fire closer or further out? I hate to ask, but "realistic" could be either.

     

    Whew...sorry for the long post. And thanks again for the continued support of the great product.


  6. Well, did a re-install of 1.28 and even upped my sliders a bit. Still seems to easy bring an EA down to me (again, I hate to complain). Maybe since I've been flying more, my aim is just getting better! ;)

     

    I tried 5 Biffs against 5 Alb DVas. Albs on "Ace" F2bs on "Rookie". We creamed them...I got three myself...with no damage taken. Tried 5 Pups against Alb DIIIs. Creamed them again. I got three again. They always do the same thing...spiral dive, then steep climb to stall...that's where I put the rounds on target, and that's all she wrote...wings come off and they spiral down.

     

    Gonna ponder this for awhile. I think I'll try and go back to 1.25 and experiment.

     

    Thanks again for listening.


  7. I cleared Phase 2 before I installed Phase 3.

     

    Haven't had time to do a re-install yet, but I'll let you know of my results. I haven't gone to SP3 yet, just updated all the critical updates separately.

     

    Maybe I'll mess with the sliders just to see. Funny thing is, 1.25 had better AI for me, so I don't know. I'll figure it out...

     

    Thanks for the tips, guys!


  8. Well, I've got everything on "realistic" in the Workshop settings. AI Range at realistic, guns both front and rear on "hard", my guns strength on normal (not strong or strongest). The only thing I don't have is Dead is Dead. That's on die-roll. For the QC tests, I've set the enemy AI to "ace". I usually have 1 wingie with me which I set to Rookie.

     

    I've seen them break off, but the usually just dive away. I can usually get on one's tail and kill him before the others have time to re-group. Again, I'm testing mainly in QC as I can't control the experiment in campaign mode.

     

    I'm going to un-install...patch to 1.25...do some QCs and see if I can tell a difference in AI behavior. I know that 1.26 introduced a new damage model, but I didn't think it changed any AI dogfight stuff.


  9. But combat seems to have gotten much easier since 1.26...too much easier. I can usually down an EA with one pass...granted that did happen in Real Life occasionally. The AI seems to have gone back to it's pulling up, stalling, then recovering tactic (reminiscent of Phase 2). This is what makes it easier for me to get rounds into the cockpit since every time I engage, they pull up and present me with a nice juicy target. Did I miss something in the install? I've got everything on the most "real" level I can make it in the workshops. I've tested mainly in QC against aces (in one flight I downed 3 ace AlbIIIs with a Strutter...front gun only), but I have flown a few campaign and seen the same thing.

     

    I tried a fresh install, then patched to 1.28.

     

    I've read various posts about CPU speed effecting the AI, but I'm getting smooth frames. I've got the sliders on 5-3-3-4-1.

     

    Specs:

    Core2Extreme o/c @2.99

    4 gig RAM

    8800GTX 768mb running latest drivers.

    XP SP2

     

    Any ideas? I hate to complain since I still love this sim, but everyone else's posts about these great dogfights has gotten me jealous and wondering if I screwed something up.


  10. Okay, I'm flyin' WOV using the new Green Hell 2 and tree-size mods...along with the new target areas by Tetet (the ones with the VC and Arty camps in the jungle).

     

    Performing strikes against these guys is difficult due to the jungle canopy (as in real life)...you can't see them! So, I figured I'd devise a way to get a fake "FAC" in there.

     

    I load up my Wingman with Smoke Rockets, and tell him to attack my target after selecting the closest ground target command. I then orbit for awhile, letting him do his thing. Sure enough, I get red smoke on the target and roll in. However, my wingie's a terrible shot and landed the smoke nowhere near the target.

     

    There's got to be some way to do this better. Anyone have any ideas for implementing FACs in the Campaign? Choose a better wingman? Increase rocket accuracy? Maybe instead of rockets, use a guided missile? There's got to be a way to "cheat" here...

     

    Also, I'm now the only aircraft that can complete the mission. Since the other members of the flight won't go after specific targets, and my wingie's packin' smoke, it's up to me to kill it.


  11. So, anyone found any other goodies not posted in the ReadMe yet? I'm debating not installing this one (finally have WOE and WOV just where I want them). I thought the last patch was going to be the LAST patch...for a long time.

     

    So I figured if there wasn't anything earth-shattering in them, I'd pass. Don't get me wrong...I'm VERY VERY VERY pleased TK released another patch. I'm astounded that he continues to update a 6 year-old flight-sim (SF:P1).

     

    But, since I don't see anything wrong with my current install...and the new added stuff doesn't appeal to me, I was wondering if anyone had seen some new stuff that isn't mentioned.

     

    Oh who the hell am I kidding, I'll patch. I always do. :biggrin:


  12. Actually, not as true as you think. However, there are different reasons why low altitude penetration has fallen out of favor.

     

    FastCargo

     

    Is this due to the types of conflicts we've been involved in? I.E. Iraq/Afghanistan vs. a typical Cold-War scenario? Or are there technical issues that make low-level stuff problematic?

     

    And thanks for the information that you CAN give out... :biggrin: Makes me want to fly it in WOE even more.

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