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orsin

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Everything posted by orsin

  1. Currently work on all planes with Avionics70. I will later port it to Avoincs60 once all features are verified. what you can do with it. 1. free pan and zoom when you have TV/EO onboard 2. Lock on target.
  2. Hey. I understand exactly what you are saying. what i said is even the top picture. i.e. pre 2008,, the gunslght still floated off the HUD. and if you played the game back in the time, the gunsight also floated out on left/right/top side of the HUD, depending on what your roll position is. If you check my "better CCIP" mod back 10 years ago. I already RESTORED the gunsight to the state in the top picture for SF2. But that is not a real fix, especially for CCIP. Because if you roll your flight left or right, CCIP will be at the transparent part of the cockpit where no dashboard available to block the reticle. you will see ccip off the HUD on the left or right hand side of glass. What I resolved now, is that the entire HUD will stay in the HUD glass. if it goes out, it gets clipped and you won't see the part fall outside. And i have made the gunsight/CCIP such as well. The fundamental reason behind the issue of floating gunsight/CCIP, is because TW didn't code them as HUD object. They are actually handled as a flighobject that through a standalone shader they mix with the hud object at the end of graphics pipeline. As such no matter what you do with HUD, you can't fix the gunsight/CCIP, because they are not even a HUD object. What I do now, is completely disable the stock gunsight/CCIP draw. And draw a new gunsight/CCIP as a part of HUD. I can then influence, clip or cull the HUD and achieve consistent result between HUD and gunsight/CCIP.
  3. Free pan and zoom of TV/EO window. Target acquisition not implemented yet.
  4. HUD issue is technically resolved apart from links to avionics60 and avionicsF14. given the function is there (as available in the preview, available for download above). I am parking it temporarily as I want to develop the TV/EO manual target selection function first, and see if we can implement the TISEO in F-14.
  5. Hi, thanks for the information. I am aware of this piece of history. that is why I released Better CCIP mod which fixed it, partially. the change related to it is the draw order and gunsight depth check. However, even before 2008, the gunsight flew out of the hud glass left right center anyways. It is the way the game drawing it being wrong.
  6. here, preview of the hud fix. Note it only works for the 1st mission you fly after you start SF2NA. If you want to play one more time. you need to quit and re-launch SF2NA. also fix the radar cursor release 0D, which i forgot to include the PS1 file. Revision-2D preview.zip
  7. too early. too many to be fixed. but I think eventually will if CA let's this post survive long enough.
  8. the gunsight/CCIP is the long-winding issue of the game going back to the day when this series starts. It is so isolated from the rest of code, so broken to fix. We end up rewriting the entire draw logic and ditch the stock gunsight/CCIP. Hard one to fix. but we have come close to the end. in the new version of patch, we have implement the gunsight/CCIP reticle as part of HUD. (see the triangle on the screen) Such that i can be clipped with other HUD elements. There is no perfect solution, when you shake hard left and right the HUD still goes out of the glass. This is because TW doesn't draw HUD on a 3D surface on the cockpit, it simply is an overlay on the screen. As such it doesn't know if your hud is tilted.
  9. the reason why i took this way is because the avionics dlls have many call points and frequent call per frame. So a proxy will increase CPU load a lot. While missioneditor may be ok with the overhead.
  10. i am using deepseek harness. I pay peanuts for what i developed.
  11. new revision. nothing hud there yet, just the radar selection function fixed an issue with button mapping. Revision-0D.zip
  12. I never, never thought that I would be the one to resolve this problem. Not when I join CA, not when I release my 1st mod, not even the weekend before... It is a complex problem. The HUD has 4 kinds of elements each going through different graphic draw calls/pipelines. Without AI, even TW will take a long time to resolve it, because their implementation burried under different DLLs.
  13. my next steps: 1. TV mode manual FOV slew and targeting 2. Fix HUD issue.
  14. I had a play with Deepseek Harness and REA over the last couple of days. The capability of the tool is shocking. Within a few hours i was able to create a little hooker program that allows you to slew radar selection cursor and manually acquire target in SF2, instead of using the game's in built prev/next target mechanism. I was even able to modify the button assignment menu so you can assign buttons for the new function. I have attached this program for everyone to test and enjoy. Please note anything here is developed for SF2NA July 2013 patch level. Try other on your own risk. Anti-Virus At this stage, this sits as a hooker program, instead of a patch to SF2 EXE file. So your anti-virus will almost sure to classify it as a virus. However, it is not, and please trust my integrity as a 20 year member of the CombatAce forum. Please avoid downloading this from other website, or from other members, because someone may truly tuck something nasty and use the hooker program as a disguise. Install 1. extract the file to a folder you like. in it, you see a file called AcqHook.ini. Modify the line "GameExe = " and add full path of your file to the line and save the file. Make sure your path has double quote around it. Your line should look like this 2. You need to run the little .PS1 file included to patch your Menutext.CAT in your SF2 installation folder. a) locate your file and create a backup. as this may damage your file. b) right click on the .PS1 file and select "edit" c) once open, edit the line below to reflect the actual Menutext.CAT location d) run the .PS1 file by right click,and select "run with powershell" Run You no longer lauch your SF2 from your normal EXE file. Instead, you should launch it by running the AcpHook.exe You will enter the game from there, and jump to options to set your radar cursor up/down/left/right key mapping at the very bottom of the key mapping menu. Please note we have sacrifice animation key 7-10 for this mapping. If you want to revert back to have animation key 7-10, simply replace the backup version of Menutext.CAT. (But you will not be able to continue use this program) Revision-C.zip
  15. View File SF2 Launch Manager This tool is a windows powershell script which allows users to do a few tasks, and launch several useful tools from one place. Its key features includes 1. ini file backup, with full file structure retained. backup file will be zipped under your mod folder 2.ini file bulk write protect/un-protect, 3. ini file bulk content search and replacement 4. changing game to Force using AI player or use human player. In addition it allows you to define your file location of several useful tools and launch them from one place. Such as dogfight generator, CAT extractor TFD tool etc. These tools are available for download at Combatace.com If you wish to be able to run this script by double clicking it. Here is what needs to be done 1. create a windows shortcut for this script. 2. right click on the properties and change "target" field to C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -command "& '<<existing text in this field>>' 3. click ok and place the short cut at location you want. Due to the nature of Windows Powershell, bulk file change may represent a potential threat to the safety of your files. Please ensure you backup before trying this. Submitter orsin Submitted 11/09/2025 Category Utilities / Editors
  16. Version 1.2.0

    31 downloads

    This tool is a windows powershell script which allows users to do a few tasks, and launch several useful tools from one place. Its key features includes 1. Simple game folder migration, moving game files to other drives 2. ini file backup, with full file structure retained. backup file will be zipped under your mod folder 3. ini file bulk write protect/un-protect 4. ini file bulk content search and replacement 5. changing game to Force using AI player or use human player. In addition it allows you to define your file location of several useful tools and launch them from one place. Such as dogfight generator, CAT extractor TFD tool etc. These tools are available for download at Combatace.com If you wish to be able to run this script by double clicking it. Here is what needs to be done 1. create a windows shortcut for this script. 2. right click on the properties and change "target" field to C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -command "& '<<existing text in this field>>' 3. click ok and place the short cut at location you want. Due to the nature of Windows Powershell, bulk file change may represent a potential threat to the safety of your files. Please ensure you backup before trying this.
  17. for a game that has been abandoned from official support, $100 is not very worth it. So think twice.
  18. it is a game limitation. nothing you can do without terrain editor.
  19. 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.
  20. 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.
  21. 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
  22. 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...
  23. 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.
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