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tn_prvteye

JAGDSTAFFEL 11
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Everything posted by tn_prvteye

  1. A bit shot-up as I head for the boat.... A few days late for the monthly screenshot theme.
  2. Ended up taking the settings in the MediumOilFire and tweaking them a bit. Looks better to me. Still tinkering, though. Thanks for the point in the right direction.
  3. Hmmmm...I'll take a look at both. I've got a Mass Text Replace program that'll do that easy, Wrench. And considering how modded my installs are, I'm sure the _data.ini's are already there. :) Thanks, gents.
  4. I'm looking for an effect that gives a thick, billowing smoke when a vehicle is destroyed. I'm been messing around with the vehiclefireeffect.ini file, but can't seem to get what I'm looking for. Granted, I'm not familiar with effect INI variables. Can anyone point me in the right direction? I've tried some of the effects packs, but none of them seem to have what I'm looking for. I remember having them at one point, but somewhere along the line (in my many installs and reinstalls) I've lost it.
  5. Been flying the KAW Campaign, and I was wondering if there's an Thunderjet cockpit floating around somewhere. For some reason I thought there was. Then again I may be thinking of Il-2:1946. Or imagining the whole thing. Age does that.
  6. Not sure if this has what you're looking for, but I use it as my go to for scale modelling references. http://www.cybermodeler.com/aircraft/f-16/f-16_all.shtml
  7. I remember a particularly detailed thread he posted in regarding supply settings, and the effect on ground and air offensives. But alas, it's gone. Frankly, any of TK's notes would be nice to have. Maybe the Internet Archive has them...
  8. I don't suppose anyone has TK's last notes about campaign editing? Particularly the supply info? There were some very detailed explanations, and I am afraid all that may be gone now.
  9. I just always used the Weapons Editor. I just checked the INI file, and it does appear to be 12.
  10. I actually looked at his Weapons Pack. While impressive, it actually makes the Red Side MORE lethal! Still working on getting the balance right. Looking now at changing the AI to maneuver more aggressively against incoming AAMs. Does the AI run out of Counter-measures?
  11. In my continuing quest to make a modern Air War survivable, I have a question. Does the AA-11 Archer really have a sustainer motor? Couldn't find any references online.
  12. Yeah, I already decided to "cheat" and turn them into SAHMs. Does the AI even Fire-and-Forget AHMs anyway?
  13. Yeah, I use the radio target, too. I guess I was thinking of DCS or Falcon. Never needed it in SF2, but playing a modern campaign against AA-12s is killing me.
  14. Probably a dumb question, but is there any way to padlock an incoming missile? The "Player-to-Weapon" view only seems to work with MY weapons. I coulda sworn there was an "incoming missile" view...or maybe I'm thinking of Falcon4. Back to searching...
  15. Yeah, I took a peek, thinking I might try. Nope. Way outta my league.
  16. Just a quick question. Are there any summer tiles that will work in this terrain? Too cold outside for me :)
  17. Easy...aim for the big red cross. Can't miss.
  18. I think I'm gonna move the offset down, and re-configure the HUD entries accordingly. Otherwise, only the top shows up.
  19. :) Okay, on the MF F-15C, whenever I look up, I clip through the reflection of the Canopy. Is there a nearclip setting that will work? I've tried lowering the view offset, but that doesn't really work too well. I've also tried OpenCanopy=True, but still does it. If I lower the value, I get funky clipping issues everywhere else. Any ideas? Here's a pic:
  20. Not sure if this has been posted before, but I'm finding this paper fascinating. I was researching WWIII scenarios for use with SF2 terrains when I found this. It basically explains a conventional war between NATO and Warsaw Pact forces in the mid to late 80's...without either side resorting to nukes. It explains what led up to the conflict, and the political atmosphere that allowed it to happen. I've now got some good ideas for campaigns! https://www.usnwc.edu/Publications/Naval-War-College-Press/-Newport-Papers/Documents/20-pdf.aspx
  21. I had this "issue", too. Not a bug...a feature. I've got sub-titles on, so I look for the red "missile launch" warning. If I know there are no Bandits nearby (in IR missile range), but Mig-31s in the area, dump chaff and bat-turn. Not sure how accurate the AA-9 is modeled, though...and I know that you won't get a RWR warning at all with AHM missiles.
  22. Well, in practice it was fun for about five minutes...then got dull. I set up some 2v2 with F-14s and A-4Fs. At first it was neat to have the "Beep" signifying I got a hit, but I soon found myself just following the AI around...they didn't do much defensive maneuvering it seemed...it was way too easy. I’ve set up my AI parameters to be pretty aggressive, but I never felt challenged. And these modified weapons shouldn’t have made a difference to AI behavior. Maybe in the “real” dogfights there’s more of a sense of urgency knowing I can get killed…and a sense of “closure” when I blow someone up. Eh, it was worth a try.
  23. No kill like a guns kill...(the Su pilot has GREAT reflexes to eject so fast... Back to the boat...
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