Jump to content

eburger68

+MODDER
  • Content count

    1,150
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by eburger68

  1. slick cowboy: The missing .BMP is named BGL400.BMP. To fix, simply make a copy of BGL1000.BMP and name it BGL400.BMP. It should reside in the same folder as the other BGL1000 files. Eric Howes
  2. Folks: If you look the SF2NA Carriers pack released earlier this year, you'll find SF2NA-ready INIs for this ship. In fact, based on file size, it appears to be the same model (or very nearly the same). If the author has indeed made changes to the model in this update, it would be nice to know what those are. The OUT file included here is the same as with the previous release (and the one found in the SF2NA carriers pack). Alas, there is no ReadMe here, so one can only guess. Eric Howes
  3. porschefan: There's no problem there. If you sneak a peek at the target area while you're a ways off, you will see only the oil barrel. The game will not populate the target area with all the usual objects until your aircraft gets close to the target. As I said, what you're seeing is normal. Please do not attempt to implement any fix or you could actually break something. Eric Howes
  4. Antares81: YAP2 and YAP3 are not compatible with the SF2V Expansion Pack. First, YAP2 and YAP3 are designed for SF1, not SF2. Second, separate carrier models for launch and landing can be used only in scripted missions such as those that YAP supplies. The game engine does not know how to handle separate carrier models in standard game generated single missions or campaign missions. If you have SF2NA (which the Sept. 2013 supports), you will have parked aircraft on carrier decks. But you need SF2NA to get that effect. Kraszus, your note about the DIANE mod is addressed in the support thread for this mod. Eric Howes
  5. Kraszus: Yes, it does appear that I somehow botched the implementation of MiGBuster's DIANE mod. A corrected set of files for the A-6A and A-6B is attached to the post here: http://combatace.com/topic/46246-sf2v-wov-air-ground-expansion-packs/page-26?do=findComment&comment=639435 Eric Howes
  6. Folks: Yes, another minor fix for the Sept. 2013 update. Looks like I botched the implementation of MiGBuster's DIANE mod for the A-6A/B cockpits. Not sure how I managed to do that, but in any case a fix is attached to this post. To install, simply unpack and drop the A-6A and A-6B folders into the \Objects\Aircraft directory in your Mods Folder, allowing Windows to overwrite exisiting files. As with the previous fix, this one will be rolled up into a refreshed Sept. 2013 installer sometime in the next few days. Eric Howes a-6_cockpits_upd.zip
  7. Folks: Attached the the post listed below is a corrected set of Rolling Thunder variant campaign files, including those for the "American War." http://combatace.com/topic/46246-sf2v-wov-air-ground-expansion-packs/page-26?do=findComment&comment=639301 As noted earlier, I think the underlying bug affects only the selection of some Red squadrons in the "American War," but I've updated all the Rolling Thunder campaigns just in case. Eric Howes
  8. Folks: Another minor bug has merged. This one affects the selection of player aircraft and squadrons in Red campaigns. So far as I can tell, only the MiG squadrons in the Red-side "American War" campaign are affected (that's the Red version of Rolling Thunder). I've made corrections to all Rolling Thunder variant campaigns, though, as a hedge. Attached to this post is a ZIP containing updated versions of all Rolling Thunder campaigns. Simply unzip and drop the enclosed folders into the \Campaigns folder of your Mods Folder, allowing Windows to overwrite existing files. Please keep in mind that these updated files require the Sept. 2013 Update for the SF2V Expansion Pack. Eric Howes rt-campaigns_upd.zip
  9. jeanba: Well, it appears something has changed in TK's campaign engine code. Those 1-921st Sao Do squadrons were working at one point. Now the campaign engine is confusing them with each other -- probably because they share the same UnitName, even though they have non-overlapping Start/End dates and are distinctly and correctly numbered. This is ThirdWire's data, btw. I'll have to do a bit more testing and make some quickie corrections to allow the campaign engine to distinguish those squadrons. I'll post a corrected set of campaigns here later this evening. FWIW, my guess is that this "bug" affecting only the Red side campaigns, which has players selecting player flyable aircraft. In this case, the campaign engine is not selecting the appropriate squadron. I doubt this has any effect on the standard blue side campaigns. Eric Howes
  10. Folks: The Sept. 2013 Update package has been updated. It now includes the previously missing F-4 sound files (same as posted above). Eric Howes
  11. Folks: The Sept. 2013 Update package has been updated. It now includes the previously missing F-4 sound files (same as posted above). Eric Howes
  12. Stingray77: I'm sorry, but I am no longer providing workarounds or substitutes. The minimum requirements have changed. They are SF2V plus SF2 & SF2E. If you don't want to get those SF2 modules, then my advice would be not to install the Sept. 2013 update. Eric Howes
  13. hrc: All you need to do is grab these three files from the default VietnamSEA terrain, which is found in the second Expansion Pack download package, and drop them in \VietnamSEA and \SouthVietnam, overwriting the clear .TGAs that are currently in there: paddy.tga paddy_new.tga jungle.tga Eric Howes
  14. strongmc: Remove the following two files from \Flight (in your Mods folder): - MAPENEMYICON.TGA - HUDDATA.INI Eric Howes
  15. Rocket74: Ah, I misunderstood your original post. So, it was only an engine sound problem. I thought the game mission was not loading properly. My mistake, So, it turns out that I forgot to include the new F-4 engine sounds in the update package. (sigh) They are attached to this post: http://combatace.com/topic/46246-sf2v-wov-air-ground-expansion-packs/page-26?do=findComment&comment=638874 Simply unpack the RAR file and drop the WAV files in the \Sounds dir of your Mods folder. I will upload a corrected version of the update package in a day or so. Eric Howes
  16. Folks: So, it turns out that I forgot to include the new F-4 engine sounds in the update package. (sigh) They are attached to this post. Simply unpack the RAR file and drop the WAV files in the \Sounds dir of your Mods folder. I will upload a corrected version of the update package in a day or so. Eric Howes F-4_Sounds.rar
  17. Rocket74: OK, as I said, I just tried the sole USMC F-4B squadron in that campaign, and it worked just fine. If a game mission starts like you describe, that usually indicates a serious problem with the aircraft -- either it's missing a cockpit or the game can't find the LOD files for the aircraft, etc. So, I would check out that aircraft in a single mission. Does the F-4B exist on the aircraft selection menu? Can you fly it with a USMC squadron/texture set? Also, ThirdWire never released a March 2013 patch. There was a March 2012 patch, a May 2013 patch, and a July 2013 patch, which is the latest. Eric Howes
  18. Rocket74: The first problem is the fact that you chose to fly a USMC F-4C. No such thing exists. There are USMC F-4Bs and USAF F-4Cs, but no USMC F-4Cs. I just checked the sole USMC F-4B that's flyable in the RT-A campaign -- it worked just fine. I also checked the two USAF F-4C squadrons available in the campaign -- both worked just fine. So, I would recommend double-checking the service, aircraft, and squadron you selected. Also, in addition to knowing the above (service, aircraft, squadron), it would be helpful to know what patch level you're on. Eric Howes
  19. stingray77: No, it does not. As with Green Hell 3.0, the new target areas in the Expansion Pack were not designed to fit the particular terrain features of those tiles. If users want to add it, they can easily do so. Eric Howes
  20. CrazyhorseB34: Yeah, it was sort of an unannounced goodie in the Sf2NA Expansion Pack. I was wondering if anyone would notice. No one did, apparently. Eric Howes
  21. Folks: This cumulative update package for the SF2V Expansion Pack has been refreshed and updated again. http://combatace.com/files/file/10466-sf2v-air-ground-war-expansion-pack-v20-sep-2013-update/ This is a big update, so let me summarize the highlights: - added 32 new target areas to the North Vietnam terrain - overhauled dozens of existing target areas - added 8 new aircraft (some optional variant models) - added around 20 new ships - updated most AAA, SAM, & radar objects - added 7 new Rolling Thunder campaign variants - added support for SF2NA (but not campaigns) The above list just covers the most significant changes and updates. Just about every aircraft has been tweaked in some way or another, and dozens if not hundreds of other tweaks or bug fixes have been implemented in other areas of the mod. I would strongly urge you to peruse the ReadMe, as it contains important information about what's changed with this update. I would call your attention to the following: - Min. requirements: you must have SF2 & SF2E installed in order to get several standard aircraft - VPAF Add-on: you must have the VPAF Add-on (available in the downloads section) installed before installing this update package: http://combatace.com/files/file/11794-sf2v-air-ground-war-expansion-pack-v20-vpaf-add-on/ - Before proceeding with the main part of the installation process, you will entirely remove and replace three aircraft (incl. decals) -- see the ReadMe for instructions So, please do have a look at the ReadMe before diving in. It just might save you some grief later on. Eric Howes
  22. Folks: This cumulative update package for the SF2V Expansion Pack has been refreshed and updated again. This is a big update, so let me summarize the highlights: - added 32 new target areas to the North Vietnam terrain - overhauled dozens of existing target areas - added 8 new aircraft (some optional variant models) - added around 20 new ships - updated most AAA, SAM, & radar objects - added 7 new Rolling Thunder campaign variants - added support for SF2NA (but not campaigns) The above list just covers the most significant changes and updates. Just about every aircraft has been tweaked in some way or another, and dozens if not hundreds of other tweaks or bug fixes have been implemented in other areas of the mod. I would strongly urge you to peruse the ReadMe, as it contains important information about what's changed with this update. I would call your attention to the following: - Min. requirements: you must have SF2 & SF2E installed in order to get several standard aircraft - VPAF Add-on: you must have the VPAF Add-on (available in the downloads section) installed before installing this update package: http://combatace.com/files/file/11794-sf2v-air-ground-war-expansion-pack-v20-vpaf-add-on/ - Before proceeding with the main part of the installation process, you will entirely remove and replace three aircraft (incl. decals) -- see the ReadMe for instructions So, please do have a look at the ReadMe before diving in. It just might save you some grief later on. Eric Howes
  23. Guys: If you take a look at the B-52D and B-52F in the SF2NA Expansion Pack, you'll find that they do indeed have pylons. There are some limitations to using them, but they are there. Eric Howes
  24. PFunk: A number of things. Most importantly, I tinkered a bit with the effectiveness of the SA-10s while making some changes in the terrain to reduce the likelihood that they show up. There's also the new version of the main campaign along with Iranian UAVs and lots of little tweaks and bug fixes all around. I also reduced the number of J-10s available to the Iranians. Glad to hear the changes were effective. Eric Howes
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..