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orsin

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  1. this usually happens when the game runs out of its set memory range. The memory range here is not referring to the limit of windows or system memory. rather it is a range around 3-4GB. I noticed this happens a lot when certain weapon/ground unit use ultra high resolution texture. I used the exclusion method to pin down and discovered this to be the root cause. It is proven that when I reduce the resolution of the texture thus reduce the memory of those weapons, the crash is gone. So, when you see the crash happens intermittently, it is highly possible this is the cause. SF2 loads random ground unit and aircraft weapons for AI jets. When the program loads the weapon that has a memory requirement that exceed the allowed memory, this happens. The simple way is to examine the resolution of your weapons and ground object folder and resize those excessive resolution textures. It is completely unnecessary to use 4096x4096 texture on a bomb. 512 x512 is enough.
  2. Honeyfox and i found this issue 10+ years ago and that was why he put his time to code the missile range simulator. The tool is very much a SF1 level simulation (which altitude effect is not gradual) It still works on SF2 and can get a close enough result though. In general all stock missile range have problem. Start with those AA missiles.
  3. You can do this easily step1: move you mod folder to other drive. step2: you will need to run a windows command to make a directory link from C:\Users\your user account here\Saved Games. The command is as the following mklink /J Your_shortcut_Name Your_Mod_Folder_Path For example, your mod folder is the one called "Thirdwire" under the "Saved Games" folder. You moved the "Thirdwire" folder to your drive D:\ Then you need to create a linked folder still named "Thirdwire" under your Saved Games folder, which points to your moved folder that have a new path now D:\Thirdwire Then the command is mklink /J C:\Users\your user account here\Saved Games\Thirdwire D:\Thirdwire
  4. it is not going to be any easy journey down this road. For someone who has explored the raw code, you will quickly noticed most of the DLLs and EXEs are shelled. and they are shelled using a propriatary program probably held by 3W...
  5. A video showing improved dogfight AI for modern era planes, new chaff/flare effect and overall effect/texture resolution balance of the WOI Plus 3 mod.
  6. Test of improved dogfight AI
  7. a video to show - aircraft fire and explosion effect, - new tracer effect, - view point mod, - Kamchatka crash issue fix, - Dogfight AI adjustment and overall data overhaul and texture resolution alignment (that we aligned thousands to make them on the similar crisp/blur level) For Strike Fighters 2. This mod is yet to be released. This video is recorded in the "auto play" mode with no player involved.
  8. a video to show - new flak effect, - new chaff effect, - new flare drag effect, - ground gun precision effect, - aircraft fire and explosion effect, - ship countermeasure effect, - city night light effect, - new tracer effect, - view point mod, - Kamchatka crash issue fix, and overall data overhaul and texture resolution alignment (that we aligned thousands to make them on the similar crisp/blur level) For Strike Fighters 2. This mod is yet to be released. This video is recorded in the "auto play" mode with no player involved.
  9. Night Lights for Kamchatka Terrain 250m tileset update View File This mod should be used in conjunction with the "night lights for City" mod released by me. Quick update to the entire Kamchatka 250m map to have night lights in cities. Installation: Before you begin. Backup your files Extract the ini files to Kamchatka terrain folder. Note this only works for Kamchatka terrain patched with Stary's 250m tileset PLUS the crash fix update released by me. Submitter orsin Submitted 08/29/2023 Category Environmental Mods  
  10. File is now released for download. It only took me about 15 min to add lights to the entire Kamchatka terrain so it should be simple enough for anyone to do for any other terrain.
  11. View File Night Lights for City The purpose of this mod is to enable some light decoration of city in SF2, which does not provide such feature out of box. This mod does not add real light source due to poor graphical outcome. It works in similar fashion as the old Janes F-15E Strike Eagle by adding some always bright points to landscape. Please note the mod itself does not automatically add lights to maps. You will need to follow the instruction inside the zip add lights using the Mue's Target Area Editor in link below. There is some step to add to the _TYPES.ini for each terrain before you can do that. Hence please follow the instruction below carefully. Mue's Target Area Editor - as part of the tool box I have included an effect file which could be called in _types.ini in terrain folder for anyone interested in experimenting night lights with real light source. This is currently disabled due to poor visual outcome. Submitter orsin Submitted 08/29/2023 Category Environmental Mods  
  12. Version 1.0.0

    39 downloads

    This mod should be used in conjunction with the "night lights for City" mod released by me. Quick update to the entire Kamchatka 250m map to have night lights in cities. Installation: Before you begin. Backup your files Extract the ini files to Kamchatka terrain folder. Note this only works for Kamchatka terrain patched with Stary's 250m tileset PLUS the crash fix update released by me.
  13. Version 1.0.0

    56 downloads

    The purpose of this mod is to enable some light decoration of city in SF2, which does not provide such feature out of box. This mod does not add real light source due to poor graphical outcome. It works in similar fashion as the old Janes F-15E Strike Eagle by adding some always bright points to landscape. Please note the mod itself does not automatically add lights to maps. You will need to follow the instruction inside the zip add lights using the Mue's Target Area Editor in link below. There is some step to add to the _TYPES.ini for each terrain before you can do that. Hence please follow the instruction below carefully. Mue's Target Area Editor - as part of the tool box I have included an effect file which could be called in _types.ini in terrain folder for anyone interested in experimenting night lights with real light source. This is currently disabled due to poor visual outcome.
  14. see my post above which links to an older post.
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