Jump to content

Fubar512

MODERATOR
  • Content count

    8,418
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Fubar512

  1. Damn its Cold!

    Cool images of frozen lighthouses on the Great Lakes: http://www.dailymail.co.uk/news/article-2534548/Michigan-lighthouse-transformed-giant-icicle-freezing-storm.html
  2. Damn its Cold!

    The windchill factor was -21 C this morning. Next Monday's high is forecast to be 20 C
  3. I'm at work right now, so I am unable to download this add on, and check it. To generate carrier missions, it should ideally have a naval (water) bitmap, in 8-bit color, with the carrier stations for both sides identified on the map. Basing land-based aircraft off the map is the only way to get them to work on such a terrain, and as far as I can recall, one must have the "off map" bases identified and "placed" somewhere (and they should all be "large" airfields).
  4. The Su-33 has not been released yet. But, there is some good news; Marcelo recently asked me to send him the "completed" model, so its release may be imminent.
  5. Amazon has been collecting sales tax for both California and NJ for at least a year.
  6. For the map location meaning the exact area on that specific terrain. You can find that information in the nations.ini file. For example. in SF2E, the GermanyCE terrain contains the following locations: 1. West Germany 2: East Germany 3. Poland 4: Czechoslovakia 5. Austria 6..East Berlin 7. Netherlands 8 France 9 Belgium 10.Denmark 11 Luxembourg 12.West Berlin So you essentially told the system that you placed that target in West Germany, which may be at odds with the coordinates you specified.
  7. Well, I'm a party to the freeware agreement, so by all means, knock yourself out.
  8. Surfaced subs that are capable of launching ASMs would be an ideal scenario, which is way I'd like to see an Echo II with its 8 missiles in-game. Regarding submerged models, I had Kesselbrut build Killerbee and myself a very basic periscope model to simulate a submerged November class submarine quite some time ago (in 2005, to be exact). You can still find it here, though it needs a lot of updating: http://combatace.com/topic/14819-november-class-ssn-submerged/
  9. A more workable solution, one that takes advantage of features that are built-in to the series, is to model a submarine class that needed to surface to deploy its anti-ship missiles, and served throughout most of the era modeled in SF2NA, such as the Soviet Echo II boats, Perhaps we can convince White Boy Samurai to try his hand at this http://aw1tim.wordpress.com/2010/05/15/cold-war-threats-the-echo-class/
  10. WhiteKnight,. I did that many years ago, and even simulated a submerged Soviet boat with a SAM box mounted on its periscope (they reportedly experimented with SA-7s protected by water-proof enclosures). While the submerged boats appeared on the RWR (and on radar scopes, as I gave it a .5 meter RCS), AI aircraft in the series back then would often ignore it, as opposed to bombing it. Things may be different now.
  11. Happy New Year...

    A Happy New Year to all of you here at Combat Ace.
  12. Actually, the carrier (or any ship) DOES NOT need a skin folder per each hull or deck number, unless a ship in that class has a unique texture. All this is spelled out in the Xship_names.ini, as Snailman mentioned. For example, if I were to setup such a file for a Forrestal Class carrier, it would read like so: [ship001] Name=USS Forrestal Number=59 Nation=USN StartDate=10/29/1955 EndDate=1/31/2009 [ship002] Name=USS Saratoga Number=60 Nation=USN StartDate=4/27/1956 EndDate=8/7/2003 [ship003] Name=USS Ranger Number=61 Nation=USN StartDate=8/23/1957 EndDate=8/9/1996 [ship004] Name=USS Independance Number=62 Nation=USN StartDate=1/23/1959 EndDate=8/9/1996
  13. Check your speaker setup in windows control panel, under sound/speakers/Configure . Make sure that it matches your configuration, like so:
  14. New WW II terrain....

    Look at that terrain....such hills!
  15. Of course, there a few airfield mods out there that are realistic, such as Armour Dave and Gepard's Korat RTAF:
  16. Merry Christmas..........

    A Merry Christmas to all, and to your families.
  17. The default airbase layouts in this series (with the exception of those in SF2:NA), are shared across all terrains, with the exception of one airfield type, and that one's unique to the Desert terrain in SF2. So you can pretty much call them "generic" airbases, as they do not really represent the layout of real bases that they may be named after, in the VietnamSEA, GermanyCE, or IsraelME terrains.
  18. Happy Birthday?

    You;ve already said it, Dave. And, I will add: Ollie, you are missed for the friend that you were, and for setting an example for others to follow.
  19. KAW has been redone, and if that's the one you're using, you need to read this: Korea Terrain (V3) for SF2 == For SF2, Full 5 Merged, @ July 2012 Patch Level, -ONLY- == * Note: while this terrain references the GermanyCE.cat for terrain objects, it =MUST= be used in the SF2NA (or Full-5 Merged) environment. Use in any other type of install is at the End Users risk, as carrier operations have some 'oddities withou the necessary SF2NA coding. No support is/will be available for those End Users withOUT SF2NA. It it also supremly reccomended (read: required!) that you have SF2I's Expansion Pak 1, as several of the aircraft (soon to be) supplied WILL be needed for historik 1950s usage. SF2V is also required for it's Skyraider. If you do NOT meet these requirements, you download this at your own risk. It is also probable, that without heavy editing, this terrain MAY NOT WORK in 1stGen SF/Wo* game installs. * This is a higly detailed terrain, with many new custom tiles and TODs. Due to the large number of terrain and ground objects used, you may experience exceptionaly long loading times. It has been fully tested in a Full-5 merged SF2 install, at the July, 2012 patch level (meaning: both a stand-alone KAW-centric game install, and with the terrain in SF2NA). This is the terrain you've all been waiting for -- This is the KAW "Korea" terrain. It replaces any and ALL other versions of this part of the world you may have; this is likely the most accurate terrain EVER released for the Third Wire series. While designed with the Korean War in particular mind, like all my other terrain mods, it has a full 100 Year Operations Span ™, allowing for use well into Modern Times. This is a Full 4-Season terrain, with all the various tiles and terrain objects requred. However, it IS HIGHLY suggested you create a seperate KAW mods folder built from the SF2NA exe, as this terrain makes use of NA specific coding for carrier operations via the water bmp. There are 2 "CV Zones" on the map, in their semi-historic locations; Yellow Sea and Sea of Japan. This terrain also makes use of the LimitedNations=TRUE statement, locking in regional participants. And yes, as expected, there ARE Easter Eggs. When building you KAW Mods Folder, you are advised to leave all the stock items intact, due to the Year Spread, and when the other 1950s KAW Parts are released, simply add them. It is vitally important to use ONLY the era-specific ground objects I'll be supplying!! Of course, adding SAMs the NK's have and their associated radars, and HAWK units is also important! So, feel free to add those AD or Ground units that fit this particular region. GroundObjects included in this pak are very limited; in fact, some you may have already. The full KAW GO, Weapons, Pilots and other items will be released as soon as possible. With the exception of some aircraft; they'll be along as soon as they're done. In the meantime, there ARE plenty era-specific aircraft downloads at CA to keep you happy for a short while Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, be placed in their Real Life ™ locations, or exist at all. Several cities and other physical features, including target areas, will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no strategic or tactical values. Just someplace to fly over. Also, the targeting in Japan is exceptionally minimal -- this was done purposfully to reduce the chance of Enemy Aircraft ™ showing up far beyond their operational ranges over the Home Islands. If necessary for 'later year' useage, this can be expanded as needed (what with all those superdetailed F-104J and F-4EJs available, to say nothing of JASDF Sabres in the download section). As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping, but BEFORE installing. As always, the Notes and Other Nonesense section may make for entertaining reading. It's also VERY IMPORTANT to read the Legal Statement at the bottom, as it reflects changes in policy to ALL my terrain works. Happy Landings, and Good Hunting! wrench kevin stein -for the KAW Team The terrain can be found here: http://combatace.com/files/file/13415-sf2-korea-terrain-v3/
  20. They're not cut for animation, if that's what you're trying to achieve.
  21. Latitude should be 50 or 52 degrees for GemanyCE, not 80 (which places it north of the Arctic circle).
  22. Hey Devil 11, long time no see. The quickest and most painless solution that I can think of, is to install (or re-install, if that is the case) Stary's effects pack.
×

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..