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eburger68

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Everything posted by eburger68

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. PFunk: Errr, so that means you like the changes in the update package? Eric Howes
  8. TSMcQueen: If you check the WOV Air & Ground Expansion Pack, you'll find that mods you've described have already been implemented on a number of guns along with some other tricks to make them more deadly. Eric Howes
  9. SupGen: Actually, there's an even easier method -- one that doesn't require you to mess around with two different installs of SF2. All you need is 7-zip. Right-click on the .EXE installer that you downloaded for your DLC purchase. From the 7-zip sub-menu, select one of the Extract files options and 7-zip will unpack the installer contents for you -- either into the current folder or a sub-folder, depending on the option you select. There will be folders unpacked: PLUGINSDIR and DLC. In the DLC folder you will find a .DLC file. Simply drag that to the \DLC folder in your SF2 install dir. Then add the appropriate line to your Version.ini file (in your Mods folder): DLCData0XX=TRUE ...where XX is the DLC number. Note that when you start SF2 again, it will behave as if you've installed an update -- meaning that all the stock .INI files will be restored. That means you need to follow the same procedures to protect your mods (esp. aircraft you've made flyable) that you would for any patch scenario. Very easy actually. Unpack, drag-and-drop. Then a small INI edit. Eric Howes
  10. Hans Topp: There could be any number of reasons why you haven't seen the squadrons you added in campaigns (errors in the squadrons as added to the campaign INIs, not enough missions played, low probability for those aircraft to be selected by the game engine for missions based on the mission types assigned to them, etc.). Eric Howes
  11. Hans Topp: NATO Fighters 5 already includes two off-map air bases in England -- RAF Lakenheath & RAF Upper Heyford. And they work in campaigns (that's been tested and verified). Why bother to add more? Eric Howes
  12. Wrench: I should have uploaded this earlier. Attached is the latest version of the AN-2_DATA.INI from the SF2V Expansion Pack, which has some additional tinkering with the flight model and so forth (beyond that found in the version you used) to enable AI to fly this thing without a hitch. This version of the AN-2_DATA.INI will be included in the next update to the SF2V Expansion Pack. Eric Howes An-2_DATA.zip
  13. Niels: The most likely explanation for this problem is an improper, incomplete, or botched installation. How do you know the other mods are showing up properly? Also, have you also installed the cumulative update pack or just the original release (four download packages)? Eric Howes
  14. porschefan: There are two Hueys in the mod: a UH-1B and a UH-1D. In the UH-1B the gunners in the rear are just pilot models -- they don't move or shoot. The UH-1D does have moving, shooting gunners, but they won't shoot at ground targets -- as I noted in my previous post. Keep in mind that both helos are in the mod for atmosphere, not for players to do much with. Strike Fighters simply isn't a helo sim. As such, the helos that have been crafted for the game are unavoidably limited in their functionality and flight models. Eric Howes
  15. porschefan: The gunners on the Hueys will not fire at ground targets -- one of the quirks of the ThirdWire series. AI-controlled gunners will fire only at other aircraft. Eric Howes
  16. Taterd: It's right here: https://store.thirdwire.com/project_sf2.htm Eric Howes
  17. Taterd: You wrote: The ReadMe clearly specifies that minimum requirements for installing the mod are: Strike Fighters 2 (SF2), plus Strike Fighters 2 Vietnam (SF2V) In other words, you need the original SF2 with the Desert.cat terrain (as Kodiak points out). That's why you're missing runways as well as a number of other things that you haven't yet noticed. You could edit the Cat pointer line in the terrain's main .INI file so that it reads: CatFile=..\VietnamSEA\VietnamSEA.cat Currently that line points to Desert.cat, which can't be found. The best solution, though, would simply be to add the original SF2 to your installation base. Eric Howes
  18. Taterd: Which base is missing runways? I'm not aware of any that are missing runways, and none of the hundreds of others who have downloaded and installed the mod have reported such a problem. Which SF2 titles are part of your base install? Eric Howes
  19. santiagoace57: What do you mean by "tried the first part"? The first part of what? Eric Howes
  20. Folks: I've re-added pics to all my stuff in the Downloads section, both Gen 1 and Gen 2. One thing to note: when adding a screenshot, be sure to delete or remove the "No Screenshot" pic, or that will continue to serve as the default screenshot, not the one you uploaded. I notice that several of my downloads are "broken" -- meaning, files currently not on the sever. I assume those are still to be re-added by Erik. Any estimate on when that will occur? One final thought: there are going to be lots and lots of missing screenshots, even after currently active modders re-upload screenshots for their downloads. A real pity, as those screenshots are valuable to potential downloaders and give the place a "well-maintained" look and feel. Eric Howes
  21. Stingray77: The campaign should just end -- just like any other campaign ends. That's what should happen. What happened in your case, it would appear, is that the campaign engine ended the tour for the carrier but not the squadrons aboard the carrier. So the game engine went looking for an alternate air base for the squadrons, selected something in Thailand, then tried to stick a carrier there based on the fact that these were naval air units. Bizarre, really. I'll take another look at the data, but this is smelling a lot like a bug to me. Eric Howes
  22. Stingray77: The data for VF-111 and the Coral Sea in the Linebacker I campaign is the default data from ThirdWire. It has not been customized. VF-111 and all the other units on the Coral Sea are supposed to retire, with the carrier, at the end of July. Looks to me like the campaign engine is not handling that retirement gracefully. Why I don't know. Changing skins should not affect what's going on. Could be a bug in the campaign engine that was recently introduced, as I've seen no other reports of this problem. Eric Howes
  23. Stingray77: I just tested that unit with that campaign with the SF2V Expansion Pack. It worked just fine. I'm going to guess that you've flown that campaign and that unit before. What happened the last time you tried it? What's changed with your installation since then? Eric Howes
  24. 531Ghost: Actually, you can use the tail decals from SFP1. Simplest thing to do is grab these two decals from SFP1: F4_SqTailL006.TGA F4_SqTailR006.TGA Rename them to F4_SqTailL190.TGA F4_SqTailR190.TGA ...then drop them in the \Objects\Decals folder of your Mods folder. The game will automatically use those in lieu of the default tail decals for that squadron. Of course, that will also change the tail art on the F-4B. If you want to restrict the use of these alternate tail decals to the F-4N, you'll have to add them via the Decals.INI file on a particular skin for the F-4N. FWIW, the SF2NA Expansion Pack already includes the correct squadron tail art for the F-4N. Eric Howes
  25. Stick: As I don't use the Mission Editor, I can't speak to why it wouldn't show up in the Mission Editor. The game seems to have no problem using it in campaigns or game-generated single missions. Eric Howes
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