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malibu43

+MODDER
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Everything posted by malibu43

  1. I can be the integrator. I already have most of the work done (I've already integrated eburger's new stuff). So as more folks have things to add, I can compile them. I'll take care of adding all of Stary's stuff (terrains, sky, effects). Lets see what we have when we're all said and done and see if/how it makes sense to break things up into two packs. Maybe we could do a "Level 1" with terrains, clouds, and effects, and then a "Level 2" with things like loadouts, avionics, SAMs and AAA, etc... But again, we should look at it when we're all done. We're already at 6 different folders to install with just one realism pack. I don't want to make things overwhelming with 12 different folders to look at. Adding in a weapons pack is fine, as long as: 1. There's a reason for it. I don't want to create and entire weapons pack just because. I think the stock weapons cover the time frame very well, work well, and are balanced. I think we should limit the weapons pack to key weapons that are missing or fixes for stock weapons (like the adjustments for base qty for the MK82SE and Rockeye that I've included). 2. Someone wants to do it and does it right. I don't have time right now. And, I think most of the weapons packs that are already out there are pretty old at this point. So pulling weapons from those will require a lot of testing, updating, and checking for gameplay balance.
  2. Yeah. Who knows what the real cost would be for a stand alone "new" DLC aircraft. SF2NA just gave you the F-14 and an A-7. But the A-7 was just ported over from an existing title. That means it was $30 for the F-14 (plus other code/terrain changes). It seems in general the cost per aircraft has gone up throughout the life of the series. SF2 by itself delivered all kinds of flyables, and then each title after that usually had less "new" aircraft to offer. TK sure has milked the crap out of the old F-4, A-4, and Hunters. Not that there's anything wrong with that.
  3. It's been quiet around here lately...
  4. Below is a zip file that has the "master" RWR.lst based off of dtmdragon's with all the neccessary entries for eburger's AAA and SAM's pack. It also has avionics files for all the stock TEWS aircraft updated to use the new master RWR.lst. These folders could be just dropped into the aircraft folder and you'd be ready to go. RWR Lists.rar If we want to use eburger's new AAA and SAM pack for this mod (which I think we do), I can replace my "Common BaseMod Folder" from the beginning of this thread at some point with eburger's new stuff dropped in instead of my old AAA pack. Speaking of "what we want to do", Dave was the ring-leader for this project, but it looks like he's taking a break from modding for a while (or for ever). Other than my initial uploads and the squadronlist.ini work that's gone on, we don't really have anything else done yet. What else do we want to include? - updated avionics? - Crusader, Dave threw your name out for this one. Do you have anything in the works for this? Or is it just grabbing all of your individual mods out of the downloads section? - Terrains - I can add the latest and greatest terrains mods from Stary from the downloads section. - Sky - I can add the latest and greatest sky mod from Stary from the downloads section. Is there anything else we want to add here? I know Dave had mentioned a weapons pack, but I don't know of one readily available that's up-to-date, and I don't know of anyone working on one. My time is limited, so I may be able to compile the stuff listed above, but I don't have bandwidth to tackle a weapons pack. Do we really need a weapons pack? I can't think of weapons that I really wish I had during typical gameplay.
  5. I see. Makes sense. So, back to my original question - does anyone have the list of stock aircraft that need rwr.lst files? I don't mind putting all the edited files together... if someone can help me with that list. I don't have time to go digging through each .cat hoping to stumble across each rwr.lst file, or extract every avionic.ini file to check and see if it uses TEWS.
  6. I was actually suggesting something different. Instead of dropping the generic RWR.lst into each aircraft's folder and then editing extracted files to point to it, I was suggesting creating multiple copies of the generic RWR.lst and naming the copies to match the stock rwr lists for all the default aircraft and then dropping those into the appropriate folders. My way involves creating more copies of the RWR list (and naming them), but doesn't invlove extracting or editing any additional files. Just a different approach, not necessarily better. SupGen - If you have the .lst files handy, send them my way and I can update them. You've got the hardest part done already...
  7. Good point wrench. I forgot about them being locked away. I guess it's just a matter then of creatibg one generic .lst and renaming it for each stock aircraft that needs one.
  8. If anyone would care to list all the stock aircraft that have TEWS RWR's, I'll extract all the RWR.lst files and update them, and then post them to save on duplicating work.
  9. Anyone have shots of some of the skins? More of the Blue Angels (TK only posted 1)?
  10. +1. He's still actively developing, patching, and releasing new titles for SF2 on the PC. They're still selling - perhaps the best they have in a while. Why in the world would he release the source code? Would you expect your neigbor to give you his 2010 Camero because you saw him buy a new bike?
  11. I don't see why people would say "noooooo" No one will force you to buy it. It won't come and uninstall SF2 from your PC. I might check it out...
  12. While I didn't want to get sidetracked onto M$ Flight, your post does help to drive home my main point above. A developer making the game "less open" and then grabbing a piece of the revenue from the add-on sales is fine. The thing is, once they start locking things away from the modders in the community or other 3rd party devs, they better be darn sure that they've got the right stuff in the pipeline to make up for it to keep people happy. M$ Flight didn't. Obviously TK's nowhere near the M$ Flight model at this point. It's more of an extreme example.
  13. I think it'd be nice if TK laid out a bit of a roadmap for SF2 (like the one ED recently did). What are his plans in the short term? What are his longer term plans after Exp3? Are there other types of DLC that we can expect in the future? What is he planning on locking out? What isn't he locking out? (Another way of asking these last few questions is "What do you want/expect/allow the community to contribute and what would you like to be left for TW to handle?) This would save us all a lot of headache. We'd know what we should/could work on, and what will end up being a waste of time. As a general idea, I'm OK with games becoming less open and developers taking care of things on their own more with DLC. Ultimately, if we want this hobby/genre to survive, the more money the developers make, the better! While M$ Flight ended up being a failure for many reasons, I understand where M$ was going trying to get a piece of the addon revenue. Look at the crazy amounts of money people spend on addons for FSX. If M$ had been getting a piece of that all along, maybe they would have had a better financial justification for pursuing FS11? I don't want to turn this into M$ discussion (those get ugly); the point was just that more money for flight sim devs = better chance they'll keep being flight sim devs and not move on to Angry Fighters. So, if TK wants us to get more DLC from him instead of making stuff for free, I'm ultimately OK with that. That's business. But, if he's going to start breaking community based stuff, he needs to offer a DLC alternative. If TK doesn't want us to make the other SF2 maps "Naval Maps", that's fine. But he should offer to do it for us in the form of DLC. If he doesn't want us to implement the new water effects on old terrains, fine. But then he should offer to do it for us as DLC. If he doesn't want Stary to add all his great environmental stuff, that's fine. But he better do it himself then, so the game looks like something from 2012, not 2000. There's really no reason for TK to lock community stuff out, unless it's going to compete with something he plans on releasing. Of course, at this point, it's probably too late for TK to lock out a lot of the stuff he wants to without a massive revolt. All the skins and addon aircraft is where the DLC money is at, but there's just no way TK could lock that out at this point (please don't make me eat my own words here, TK ), given how much user made stuff it would break or render useless...
  14. There are also some Blue Angels shots on FB from a while back that are part of that DLC as well.
  15. I have a fully merged install with all titles, and I can still use the desert map with NavalMap=TRUE when running from the "SF2" (not SF2NA) .exe. So, to clarify, it doesn't seem to matter what .exe you run, you just have to have NA merged with it.
  16. i can confirm this! The SAMs seemed to be fixed!
  17. Are red naval SAMs effective again?
  18. +1. I would be more than happy to play my game stock... if the stock game was acceptable.
  19. Falcon BMS 4.32 Update 3 released

    That sounds about right! Better than before it's done...
  20. Falcon BMS 4.32 Update 3 released

    Nice, but... When are they going to release that sweet-a$$ F/A-18C pit they showed off a while ago!?!?
  21. Yankee Air Pirate 2 compared to Strike Fighters 2?

    SF2 plus the SF2V Air and Ground Expansion Pack gives you the benefit of SF2 with a lot of the atmosphere and extra stuff you'd get from YAP. (shameless plug)
  22. I saw it. I just have no interest in it.
  23. Anti Aliasing? I don't even know if it was working. I have my Catalyst set to "application controlled" right now. I can check later...
  24. I reinstalled FC2 on Friday night, re-mapped my controls, and flew in the A-10 instant action mission for almost an hour. I'm not sure what exactly led me to uninstall it last time, but I don't see it happening again. For me, I think that title strikes just the right balance in "button-ology". SF2 is just too damn light sometimes (especially now that SAMs pose almost no threat), but I don't have time for DCS A-10C or Falcon BMS. FC2 is right in the middle, very similar to my first and all-time favorite simming experience, GraphicSim's F/A-18 Hornet 2.0. Plus it's got several different A/C to choose from, although I'd like to see a US multi-role fixed wing in there (F-16 or F-18). Maybe there will be a DCS module for one... I also gave the "Warthog Day" single mission a try and got shot down by a SAM on the first try, but I didn't mind. I'd forgotten how fun and immersive good scripted missions can be. I had to start the engines, taxi, and take off. The RWR was chirping and doing all sorts of cool stuff. Radio comms that don't sound like I'm watching an episode of King of the Hill... I got half way to the target area and was trying to figure what the red warning light was on the panel. I zoomed in and saw it said "Canopy Open". Hmmm... that's weird... Did I open the canopy? Or forget to close it? It looks closed... wait.. no.. Ok. It looks closed but it's really gone! Didn't realize it was open to start with. Must have ripped off halfway down the runway...
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