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eburger68

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Everything posted by eburger68

  1. ojcar: The new tanks were not added to the campaigns. I'll look into the other campaign bugs you've reported. Eric Howes
  2. Folks: This package has been updated to fix the crashes/hangs that some uers are experiencing with the Steel Tiger & Easter Offensive campaigns. If you previouly downloaded this update (Jan. 2011), you can simply install the attached SouthVietnam_TARGETS.INI to your \Terrains\SouthVietnam folder to get the fix. Eric Howes
  3. Guys: Attached is a new TARGETS.INI for the SouthVietnam terrain. Unpack it, then drop it in your \Terrains\SouthVietnam folder. This should resolve the problem. Eric Howes
  4. ojcar: What patch level are you on? Eric Howes
  5. Thudgriffon: The CTDs are definitely being caused by the Ia Drang Valley (West). Malibu43 made some changes to the front line, and I'm guessing that they Friendly/Enemy should be flipped in the SouthVietnam terrain for that TargetArea, as you discovered. The other solution would be to move the Ia Drang Valley (West) location so that it falls on the correct side of the front line. Let me talk to Malibu43 to see what he wants to do. Eric Howes
  6. Pappa Goat: A Pave Knife model is included in the mod. The F-4D_Late has an "alternate" Strike loadout that ues the Pave Knife, which was carried on the left inner pylon. I left the Pave Spike as the default because carrying the Pave Knife on one wing with a GBU on the other made for a seriously asymmetrical/unbalanced loadout -- difficult to fly (though AI seems to have no problems with it). Eric Howes
  7. Ice Man: The patch you're referring to is from dtmdragon, who added a new cockpit to the Westland Sea King. I wouldn't call it an error -- just a new cockpit for that one aircraft. If you want to use it for the Argentine Sea King, you're welcome to. Eric Howes
  8. STORM: Actually I think the squadron misidentification on the GR.3 was one that I inadvertently introduced in the conversion of the original mod to SF2. Eric Howes
  9. Dan: Please do upload them, and I'll see about incorporating them into the update. Eric Howes
  10. Guys: I have put together a beta update pack that includes almost everything that I've received to date (76.2 mb): https://netfiles.uiuc.edu/ehowes/www/sf2v/SF2_F82_Update_Beta.7z A complete list of fixes and updates is inlcuded in the ReadMe, as are installation instructions. Before applying this update pack you hould replace your old Weapons folder with this newer, updated one (if you haven't already done so): https://netfiles.uiuc.edu/ehowes/www/sf2v/SF2_F82_Weapons.rar This update does contain some "optional" installs in a separate directory. Please report any bugs or problems that you encounter with this update pack. Eric Howes
  11. John: I've just updated the DATA.INI in the MirageIIIEA_cockpit.zip attachment above. With that DATA.INI I have no problems maintaining a steady 0.96 mach at 35,000 ft. at 62% throttle with 2 supersonic tanks and three missiles on board. Eric Howes
  12. John: As it is currently configured, the Mirage IIIEA does have more thrust than the CJ/Shahak. Here are the numbers: CJ/Shahak: SLThrustDry=41635.4 SLThrustWet=58841.1 IIEA: SLThrustDry=46080.00 SLThrustWet=64840.00 The IIIEA does have a difference in engine thrust position: ThrustPosition=0.0,-2.0,0.0 Try setting the position to: ThrustPosition=0.0,0.0,0.0 As for the CJ cockpit, try using the attached files. Eric Howes MirageIIIEA_Cockpit.zip
  13. 2ltJoch: I've now compared the Mirage IIICJ (Shahak) with the MirageIIIEA. For starters, the flight models are pretty much identical. As I said, I transplanted an SF2I delta flight model into the MF Mirage IIIEA. So why the performance difference? 1. Empty weight of the Mirage IIIEA is 1000kg greater. 2. Mirage IIIEA carries 800kg more internal fuel. 3. Your comparison used 1700 tanks vs. 500L supersonic tanks. That's another 1900kg additional weight for the Mirage IIIEA. So, all told the Mirage IIIEA is carrying 3700kg more weight than the Shahak. That's a large difference. Does someone have good numbers (empty weight, internal fuel, engine thrust, etc.) for the IIIEA? That would be something to double-check. Eric Howes
  14. Adrian: You wrote: Well, not quite. There are minor mapping differences. You can see them if you put the files from torno' skins side by side with the Nesher files from SF2I. The differences are minor, but they are there. Some experienced skinner could probably take care of those easily. But the mapping is not the biggest problem. The real problem is that the set consists of individual skins for aircraft with all the various serial numbers painted on the yexture files themelves instead of being done as decals. They look great, but that means using them in a campaign is a problem. Since a squadron can point to only one texture set, all the aircraft in the squadron would have the same serial number -- not exactly desirable if you were looking to improve the historical accuracy of the mod. Now, if someone were to do generic versions of these skins (preferably one with the blue fields, one with the yellow fields, and one with no colored fields) along with a decal set that could be used with them, then we'd be in business. As things stand, though, using these skins for a campaign is problematic. Any chance someone could do the three generic skins with decals? Great. When you have them finished please post them in the "fixes & updates" thread. Whatever model we use, the historically accurate loadouts will be a plus. Eric Howes
  15. 2ltJoch: You can substitute the cockpit. For us to do it would require a change in installation requirements. I'll consider making it an optional substitution, but we would ship only the INIs to do it. FWIW, the MirageIIIEA is already using a 3rdWire flight model from SF2I. I'll look it over again -- esp. draggy surfaces. Eric Howes
  16. TerceraEscuadrilla: Which of torno's skins are you referring to? DAGGER over the Malvinas-Falklands 1982 http://combatace.com...falklands-1982/ 3 Historical Dagger Skins http://combatace.com...-dagger-part-1/ http://combatace.com...-dagger-part-2/ http://combatace.com...-dagger-part-3/ Also, both sets appear to be for WOI. Are you sure they map correctly to the SF2I version of the Nesher? Edit: I just checked both sets of skins against the SF2I Nesher skins. There are indeed mapping differences, which means that whichever set of skins you had in mind would need to be reworked somewhat before we could use it for the SF2I Nesher. Eric Howes
  17. Gunrunner: If you're willing, I say go for the GR3 mods and the Skyhawk skins. The time-frame you suggest is completely reasonable. Keepin mind that the 3rdWire GR3, like the Nesher-based Dagger, would be an optional install for those with access to those models. Once I have your GR3, I can adjust the 3rd-party data to match it, though. Thanks, Eric Howes
  18. Gunrunner: The Harrier GR3 squadron is an easy fix. Any ETA on the other things you're working on? Eric Howes
  19. luk1978: My understanding is that the 500L supersonic tanks on the delta Mirages were not designed to be dropped, unlike the larger drop tanks that can also be carried on the wings. If someone has other information, please do share. Not much I can do about the in-game message that the tanks have been dropped when in fact they haven't -- that bug or anomaly has been in the game for years. I'll look at the other items you mention. Btw, I tried the "stock" waternormal.bmp that you supplied. It didn't appear to have any effect on my system -- WinXP DX9. By contrast, when I unpacked the 3rdWire waternormal.bmp from the Desert.cat (as someone else suggested to improve the appearance of the water), it did work, giving the water a much more liquid-like appearance. Are the .bmps that you supplied for DX10 only? Eric Howes
  20. 2ltJoch: Interesting information. And you've gone through the TYPES.INI & TARGETS.INI to ensure that there are no mising terrain objects? I'm still inclined to deliver the Nesher-based Dagger as an optional install, as there are plenty of folks who won't have SF2I. Thanks Eric Howes
  21. luk1978: Thanks much for uploading that. Funny enough, the "stock" photo actually looks best to me. What I'll probably do is use your repainted tiles and include all three versions of the waternormal.bmp, with two being optional versions that users can select. I notice that you included alternate verions of the non-water tiles as well. What changes were made to these? Thanks, Eric Howes
  22. TerceraEscuadrilla: I think he was referring to a campaign that he's playing in the game, not the actual conflict as it happened. That said, any temporary disappearance of Argentine aircraft in the campaign after the tankers were destroyed would have been pure coincidence. There's nothing in the campaign or game to tie mission generation to the existence of the tankers. Eric Howes
  23. luk1978: Water looks great. Were you planning to upload your work to the "fixes" thread I started? Thanks, Eric Howes
  24. TerceraEscuadrilla: It's a nice set of skins, no doubt. The problem is that using them would completely change the installation requirements for the mod. Players would need an install of SF2I. Whether SF2I alone would work with the mod, I don't know. We'd have to go through the TYPES.INI and TARGETS.INI to check that every terrain structure being used was also in SF2I. If there were any missing structures, then the installation requirements would become SF2 or SF2V plus SF2I. Whatever the case, it would not be a trivial change. Edit: A few more thoughts. What we could do is offer the Nesher-based Dagger (sans the LODs) as an "optional" install within the installation package, somewhat like we do with various things in the SF2V Expansion Pack. There would be an optional IAI Dagger directory with the all the necessary bits (again, minus the LODs) for folks who have SF2I. We would supply simple instructions for swapping out the default Dagger with the Nesher-based Dagger. It would really be a matter of: 1) move or delete the default Dagger; 2) drop the new one in. Eric Howes
  25. Folks: Seems that bad patch fever is spreading. The Jan 2011 Updates that I released a few days ago contained some errors -- misplaced files, missing files, etc. To correct these problems I have refreshed the Jan 2011 Updates this morning. Those who downloaded the initial, buggy release of either patch can download a smaller "fix pack" here: SF2V: https://netfiles.uiuc.edu/ehowes/www/sf2v/SF2V_XP_Jan11_Upd_Fix.7z WOV: https://netfiles.uiuc.edu/ehowes/www/sf2v/WOV_X-P_Jan11_Upd_Fix.rar Installation process for this smaller fix pack is the same as for the main update. Apologies for the confusion. Eric Howes
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