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eburger68

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Everything posted by eburger68

  1. ColStafford: If you have all the latest updates, then it should run fine on the Nov2011 patch level. Eric Howes
  2. Joe: The white squares you are seeing are likely a product of the model itself, which you will see on SF2 (but not on WOV). I'll take another look, though. As for the USAF F-4 loadouts, I just went through all of our USAF F-4 loadouts, and I don't see any loadouts that put A2G ordnance and Sidewinders both on the inner pylons. The default 3rdWire loadouts use such combinations, but we fixed those (or at least I thought). Which F-4 and which loadout are you seeing this combo on? Please be specific. Eric Howes
  3. DrRaptor: If it's terrain specific, then that points to some problem on your system with the terrain's DATA.INI or its interaction with the EnvironmentSystem.INI. I made no changes to the DATA.INI from the one that appeared in the original OpDarius mod by Wrench. You could try removing the custom EnvironmentSystem.INI and Cloud1.tga from the \Flight folder and see if that makes a difference. What other custom terrains do you have installed in that mod folder? Where did they come from? Eric Howes
  4. DrRaptor: There's something wrong with your installation, then. I don't know what it is -- I've never encountered it, and no one else who has installed this mod has reported it. But there is something wrong if the weather is locked in both Single Missions and Campaign Missions. It might be your particular install of this mod; it might be the underlying install of SF2 that you're working with. The only thing I can suggest is to try a reinstall from scratch. Eric Howes
  5. hrc: What you're seeing is caused by changes in some of the later SF2 patches. The latest cumulative update for the Expansion Pack fixes it. http://combatace.com/topic/52002-sf2v-air-ground-war-expansion-pack-v20-jan-2012-update/ Be sure to look over the installation instructions in the ReadMe. Eric Howes
  6. DrRaptor: Are you flying Single Missions or Campaigns? What patch level are you on? Eric Howes
  7. future_tuskegee_airman: The Expansion Pack doesn't make any changes to the USN F-4 drop tanks. It uses the standard F-4 tanks that the default SF2V install uses. As to why you can't select them, I do not know. What patch level are on you on? When did this start happening? Is this a new install of the Expansion Pack? Single Missions or Campaigns? Eric Howes
  8. Wrench: Who said anything about the general int'l vehicles not being correct? I was addressing the general idea of using the ground objects from OpDarius as a base to build a ground objects pack. It's not the better choice, even if particular ground objects there might have received recent modding. Eric Howes
  9. Wrench: Sorry, but I have to disagree about using the ground objects from OpDarius -- your version or mine. Both are skewed towards the needs of that particular scenario, with all kinds of Iranian ground objects and other objects tweaked for the needs of that mod. Moreover, both are missing important ground objects -- AAA pieces in particular, not to mention SAMs and some other things. The ground objects for NATO Fighters 4+ would be a better starting point, though even that is missing things (like the Ural and Gaz trucks). Eric Howes
  10. Folks: This cumulative update package has been refreshed yet again. The Jan. 2012 Update contains the following new fixes & additions: UPDATES & ADDITIONS - Dels' A-1 cockpit included as an optional item - EZLead's "Staggered/Formation Take-offs" mod included as an optional item - A-1 Skyraider weapon stations & loadouts overhauled by Malibu43 - alternate USMC F-4 loadouts included in May2011 & later patch levels - F-102A flight model replaced - MissionChance schedules for most aircraft in Steel Tiger & Easter Offensive campaigns overhauled - a few new weapons added (others fixed) FIXES - cartoonishly large explosion debris reduced in bomb explosion and flak effects for Dec2009 & later patch levels - A-6A/B Intruder drop tanks fixed on May2011 & later patch levels - SouthVietnam terrain tweaked to prevent VPAF MiGs from intruding - CBU-14As & CBU-25s fixed to allow AI pilots to use them properly Eric Howes
  11. Folks: This cumulative update package has been refreshed yet again. The Jan. 2012 Update contains the following new fixes & additions: UPDATES & ADDITIONS - new A-1H_USN aircraft added - Dels' A-1 cockpit included as an optional item - A-1 Skyraider weapon stations & loadouts overhauled by Malibu43 - F-102A flight model replaced - MissionChance schedules for most aircraft in Steel Tiger & Easter Offensive campaigns overhauled - a few new weapons added (others fixed) FIXES - CBU-14As & CBU-25s fixed to allow AI pilots to use them properly Eric Howes
  12. Folks: This cumulative update package has been refreshed yet again. The Jan. 2012 Update contains the following new fixes & additions: UPDATES & ADDITIONS - Dels' A-1 cockpit included as an optional item - EZLead's "Staggered/Formation Take-offs" mod included as an optional item - A-1 Skyraider weapon stations & loadouts overhauled by Malibu43 - alternate USMC F-4 loadouts included in May2011 & later patch levels - F-102A flight model replaced - MissionChance schedules for most aircraft in Steel Tiger & Easter Offensive campaigns overhauled - a few new weapons added (others fixed) FIXES - cartoonishly large explosion debris reduced in bomb explosion and flak effects for Dec2009 & later patch levels - A-6A/B Intruder drop tanks fixed on May2011 & later patch levels - SouthVietnam terrain tweaked to prevent VPAF MiGs from intruding - CBU-14As & CBU-25s fixed to allow AI pilots to use them properly Eric Howes
  13. Canadair: You can delete everything. Eric Howes
  14. ataribaby: Thanks, but there were no changes to the Daggers in this version. The problem you've discovered affects the Nesher-based Dagger and, unfortunately, was there from the get-go. It will be fixed in an update. Eric Howes
  15. Fubar512: Thanks for posting these. There are some aspects of your version that I've not seen anywhere else. Those changes seem to have done the trick. Eric Howes
  16. Spectre8750: Thanks, I'll take a look. The mod does have a VMFA-115 skin -- just not the most recent one, apparently. Eric Howes
  17. Folks: Should have added that I do plan on uploading an updated version of the mod -- perhaps this coming week.I already know of two minor errors, and I'm sure there are others that intrepid users will uncover. So, please do post bug reports, corrections, and suggestions. Eric Howes
  18. Wrench: The TARGETS.INI was heavily re-edited for several reasons: 1. To add nuclear sites that were not adequately represented and also add a few more MRBM sites to give players more stuff to bomb. 2. To boost the SAM threat and add SAM sites to defend some of new nuclear sites and MRBM sites. 3. To enable a ground war that consisted of border skirmishes -- constant ground action with very little movement of the front line. 4. Reduce the likelihood that the player would see carriers plowing across the Saudi desert on return from a long strike mission. The biggest reason for re-editing the TARGETS.INI, though, was to address a nasty bug that I hit early on in my testing -- SAMs & SSMs (weapons) not being added to the SAM launchers & Silkworm launchers (and even the SA-2 transports) in Iranian target areas. The launchers were there, but the game would not added the missiles themselves to the launchers beyond a point in the TARGETS.INI, presumably after a certain number of launchers had been populated with missiles. It took me a good, utterly maddening week to figure that out. (I had previously assumed some kind of error on my part with a mis-edited INI, until I had ruled out every other conceivable cause through trial and error.) Once I had determined that to be the problem, I needed to do three things: 1) Reduce the number of active launchers in the TARGETS.INI (this, after adding plenty of new SAM sites, was quite frustrating); 2) Re-order the TARGETS.INI to give priority to Iranian target areas (push them to the top of the TARGETS.INI), since I assumed that most players would be flying blue campaigns and would appreciate (or rue) a credible Iranian SAM threat; 3) Determine which Allied SAM sites were most likely to play a role and give them secondary priority to increase the probability that the game would populate the launchers in those areas with missiles. So, it essentially came down to a triage effort. I would have preferred to keep everything, but alas that was not possible. So, in choosing which launchers to disable, I elected to focus on launchers that were not part of a dedicated SAM site or AD battery. That's why you see what you see in the TARGETS.INI, and that was produced only as a last resort -- after I had tried everything else. Btw, this all would have been explained in a proper ReadMe (still being constructed), but the mod was released a bit prematurely. That's my fault, as I failed to communicate to Dave that what I had privately uploaded for him was a test version and was lacking a proper ReadMe. Eric Howes
  19. SidDogg: The F/A-18C has been out for a good while now and is included in other mods. It's essentially a modified F/A-18A. I'll see if I can find the skins you reference. Eric Howes
  20. SidDogg: Why don't you take a look and tell us what you think? If you have suggestions or corrections, let us know. Eric Howes
  21. stingray77: Glad to hear you got it sorted out. Eric Howes
  22. Einherjer: The A-6A and A-1 are not third party aircraft. They're stock 3rdWire aircraft that are not flyable by default. If you're not seeing cockpits then you ought to review the ReadMe's installation instructions and the try the install again. Most likely you're dropping the expansion pack files in the wrong place. One other note: this file (the Sep 2011 update) is an update to the full installation, which you need installed before this update. TheReadMe contains links for the 4 packages that make up the base install for this mod. Eric Howes
  23. Guys: Actually, the Exocets in the mod work just fine -- provided you are not flying Anti-Ship as a Single Mission. In this mod ships are are implemented as terrain objects, which means that they don't move. In the campaign you will not be tasked with Anti-Ship missions. You will get strike missions against the British ships as terrain objects, and in that scenario the Exocets work beautifully. I just flew a mission myself, and my wingman and I took out three ships without a problem. I will consider changing the guidance type for that weapon in an update, but the weapon does work under the circumstances for which it was designed. Eric Howes
  24. Ataribaby: Thanks for the edits, which I will take a look at. Eric Howes
  25. dtmdragon: Why not put a package together with all three versions that you've assembled and upload it here? I'm sure many would appreciate it. Eric Howes
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