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malibu43

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Everything posted by malibu43

  1. To be honest, I haven't tried any campaign missions over Hanoi in a while. But, I believe last time I did, I didn't have any issues with low fps with all graphics set to high/unlimited. My specs are in my sig below. If I get a chance later, I'll see if I get the same results.
  2. Wow. No posts since April!?!?
  3. The first 3 values are Red, Green, and Blue (RGB). You can look values up on the internet to get what you want. For example, red would be 1,0,0, black should be 0,0,0 and white should be 1,1,1. The fourth number I believe is intensity or transparency on a scale of 0.0 - 1.0. In your case, you'd probably want to stick to 1.0.
  4. One thing to keep in mind, is that, historically, JSGME hasn't really ever been used for this series (SF, WoX, SF2, etc...). 99.9% of mods here at Combatace are designed (including the readme's) to be drag and drop installs into what most refer to as the "Mod Folder" (the folder that hgbn showed earlier). Not saying it can't be used or that it may not be easier (if you know what you're doing), but most people don't use it and it might be harder to get assistance if one has problems with it. Just a thought.
  5. File Name: Carriers in Stock SF2 Campaigns File Submitter: malibu43 File Submitted: 23 September 2010 File Category: User Made Campaigns SF2 Carrier and Campaign Mod Readme This mod adds a carrier to the stock SF2 campaigns, as well as places USN and some of the USMC squadrons in those campaigns on the carrier. Additionally, if you have a merged install with SF2V, SF2E, and SF2NA, you can add F-8's and A-7's to the stock campaigns and a new 1978 campaign with A-7's, F-15's, HarrierGR3's, F-14's, and A-10's as well. Requirements: SF2 and SF2V (for the carriers) are required. SF2E and SF2NA are optional but recommended. To install: 1. Drag the "campaigns" folder into your mod folder. 2. If you already have modified desert_targets.ini in your SF2/Terrains/Desert folder, skip to the next step. If you do not already have modified desert_targets.ini, extract Desert.ini and Desert_targets.ini from Desert.CAT (in the main game folder) using the SF2 .cat extractor. Create a 'Terrains' folder in your SF2 mod foler and create a 'Desert' folder inside that one. Place the extracted Desert.ini and Desert_targets.ini in that folder. 3. Add the following to the bottom of desert_targets.ini: [TargetAreaXXX] Name=Whiskey Station Position=550000,600000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Make sure 'XXX' in the [TargetAreaXXX] is the next number following the target area above where you pasted the entry. 4. That's it! Credits: - Additional campaign tweaks by Homefries I am a member of the free-ware mods group at Combatace. This may be used in any free-ware mods as long as appropriate credit is given. It may not be used in payware.PM me with any issues. Thanks. malibu43 Changes 05/2014 - Corrected typo in campaign.ini files that prevented correct base screen from showing for USN units Changes 11/2013 - Removed options for SF2 only install (who owns only SF2!?!?) - CV61 removed and replaced with stock SCB-125 Changes 6/2012 - Carrier Battle Groups Tweaked - A-6 units tweaked - Other typo corrections and tweaks. Changes 5/2012 - Updated the "merged" install option to utilize carrier battle groups from SF2NA. Changes 10/2011 1. Corrected campaign description entries in campaign files 2. Removed optional F-4 loadouts. They are now their own separate download located here: http://combatace.com/files/file/12380-sf2-f-4-loadouts/ Changes 3/2011 1. Added optional F-4 loadouts 2. Added campaigns for merged install Click here to download this file
  6. A new version has been uploaded, although it's mostly minor tweaks and typo corrections. I also forgot to include in the readme that there are now custom base start screens for the carrier units, courtesy of Homefries.
  7. Wow. Looking forwward to the terran and effects! obligatory screen shot:
  8. It's probably becuase TK has added coding to support DIANE and it's hogging resources...
  9. Yep! I was happy to see that.
  10. Looks like all he changed was some minor adjustments to the positions of one of the strategic nodes (in case anyone was wondering). Also, in case anyone was wondering the only changes in the A-6A/E/E_79 _data.ini files was finally making the inner weapons stations "racklimitoutsideonly=true". Loadouts had some minor changes, but nothing big. I have Stary's Effects pack and my AAA pack installed, and I didn't have any CTD's. Flew a strike over Israel, and was stoked to see my wingman stay in perfect formation down at 150' AGL!
  11. I wonder what changed in the SF2 Desert campaign files...
  12. ... I'd be the ugliest, hairiest, loneliest girl ever.
  13. Check to make sure you have selected 32 bit color settings and not 16 bit.
  14. Unless you really want the fictional desert terrain, it really doesn't bring much else to the table. I'd say if you can't afford $20 for SF2NA (which adds a lot, IMHO), then $10 for SF2 probably wouldn't be worth it to you.
  15. The A-6E unit in the Norther Sabre campaign is included in the *campaign*.ini file, not just the *campaign*_data.ini file. Usually, it's just the player flyables that show up in that file. That means everything is all set up for flyable A-6's in the campaign. I think the last time we saw something like this was the MirageIIIC added to the Europe campaigns just before the Mirage DLC came out... Yeah, I know TK has said A-6's weren't on the list to be (re-)made flayable. But really, he could make a quick buck by just packing up the old WoV cockpit and selling an installer for it... After all, some people are still dropping $16 just to get the Razbam A-6 pit...
  16. Well, I would be happy if TK just made the cockpits accessible again. Even without any improvements. But - at a very basic level - very simple steering and bomb release cues (to hit whatever target you have selected with 'E') shown on the radar display would be more than enough. Just take the calculations being performed by the CCIP code and implement them a little different visually. But - again - I would be happy with the just the WoV cockpit. I won't hold my breath.
  17. More A-6 loadout shenanigans: (Not the best looking screen shots, though. Sorry)
  18. Yay!

    We're back! *edit - didn't see the other thread that's already in the pub. Someone can delete this thread if he/she chooses.
  19. Thanks, Crusader. I didn't realize that. Attack loadouts have been adjusted per the information you provided:
  20. Thanks Crusader! Too bad you weren't hanging out at SHQ a few days ago. That is exactly the information I was trying to find. http://simhq.com/for...tml#Post3576709 It looks like my loadouts are pretty darn close. Rather than creating a special MER with 5 hardpoints on it, I elected simply just to make the inner station "OustideOnly". I have seen lots of evidence of that MER being loaded with sometimes 4 and sometimes 5 bombs. Since 4 is easier, I just went with that. It's interesting that that little article doesn't mention anything about CBU's or Rockeyes. I do know for a fact that A-6's used Rockeyes. Maybe not CBU-24's, but I'm declaring artistic license on that one*. Same thing with the loadout that has Rockeyes and GBU-12's. Maybe not totally accurate, but I've seen stuff that's close. I was wondering if my 20 x MK20 loadout was a little too over the top. Maybe it is. But I consider this enough to push it into the "realm of operational possibility." required screenshot(s): *EDIT* - Actually does anyone know the answer to the question about CBU-24's? Did A-6's carry them before Rockeye's were around? Or should my "pre-rockeye" loadouts just use MK82's?
  21. Hey folks, I have updated this mod to utilize carrier battle groups and the stock F-14A from SF2NA (if you have it). Thanks.
  22. Where is that Korean terrain from? Is that an offshoot from the stalled KAW mod? It looks great! New A-6 loadouts for Homefries' superpack:
  23. Back up

    Congrats!!! Put's all these other shenanigans into perspective, doesn't it?
  24. Carriers in Stock SF2 Campaigns

    This addon needs Strike Fighters 2 (the first title in the series with the desert map). It won't work with SF2E
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