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malibu43

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Everything posted by malibu43

  1. I've installed the M47A4-PWP from KB's weps pack, along with effects and all. But I'm not getting any WP effects when I drop the bombs. CBU and bomb effects are working fine. Does anyone have the WP effects working in SF2?
  2. Also, does anyone know if the bold entries below actually work? I haven't been able to figure that one out. [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=FlakEffect AirBurstSoundName=SmallExplosion ShrapnelChance=100 ShrapnelCount=250
  3. I just got an AV8R-02 today in anticipation of IL-2 BoP. It works fine on the Xbox360, but I had very disappointing results on my PC. These are my posts on the Saitek forum: It works fine for the 360, but if you're looking for something you will be able to use on the PC, this is not it.
  4. Negative Experience with Saitek AV8R-02

    I think I read somewhere that Vista has the drivers for the stick, which just means you don't need the Xbox controller driver. I don't know if that means some of the other weird issues are solved or not. I was also disappointed that the -02 doesn't have the dual throttles, which I use regularly for Thrust Vectoring in harriers...
  5. OK, So I'm working on some additions to the SF2V all in one pack (for v2.0) that will hopefully increase the deadliness of AAA. Let me see if I have this right so far: 1) Changes to effects used for a stock effect class (37mmeffect, for example) can still be made via the bulletobject.ini or missileobject.ini files. For example, I could make this change in bulletobject.ini, and it would be effective: [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=57mmFlakEffect AirBurstSoundName=FLAK 2) The addition of new effects classes (WPbombeffects, for example) need to be added to the bottom of the data.ini file for that particular weapon or gun. Are these two statements correct? Lastly, I some of the "edits" I want to use for this mod come from changes to the aircraftobject.ini file. This change for example: ... [shrapnelDebris] Velocity=8.0 VelocityDeviation=0.4 AngleRateFactor=1.0 DragFactor=0.05 LifeTime=3.0 ShrapnelChance=50 ShrapnelCount=20 // ShrapnelChance=0 // ShrapnelCount=0 SmokeEffect= FireEffect= ... Does this affect shrapnel from weapons, or shrapnel from an aircraft explosion? Also, and most importantly, do these edits need to go somewhere else in the new series, or is aircraftobject.ini still the appropriate place for them? Thanks for your help! We're really trying for some deadlier AAA in v2.0 of the all-in-one, and any help with these questions would be great. -Gregg
  6. You could remove the Widesky mod after installing, IF you're familiar with the game, mods, etc... If you're still kinda new, it might be hard to determine what to remove and what to leave. BUT, based on the specs you posted above, I don't foresee you having any issues running the game. Your notebook seems more capable than my MacBook, and I don't usually have any issues with Widesky. Green Hell 2 is included, which adds all the Jungle, trees, buildings, etc...
  7. Ah... Do a search either here or at SimHQ. I had uploaded a .rar file(s) with a bunch of aircraft, ground object, and campaign fixes for KAW. As it is straight out of the downloads section, it's kinda broken...
  8. That would be great! There are already some VC and NVA bases in the new target areas, and I got a "truck park" target area from TeTeT that will be included as well. I found that the mission builder (I can't remember which one) actually works pretty well for getting the "overall picture" for where all these bases are on the map. It would be great if you could take this into acccount and build the network of roads around some of those pre-existing target areas. Then if you just also added random roads and forks into other places, we can build additional target areas around those as well. I think the most challenging thing (but great for realism) would be to have the roads follow valleys in a natural way and wind their way through out the map.
  9. We're looking into that. One thing is that I don't want to require anything that isn't free from CA. Plus, in general, I'm not that big of a fan of Helos in the TW series. To me they feel like flying a slow fixed wing aircraft with a Helo cockpit and weapons. But we'll see... Also, the reality is, with the way I've been able to get strategic nodes to work in campaigns, the Tet campaign would probably be identical to the Steel Tiger and Easter Offensive campaigns (with regards to the ground war). Just different aircraft units available to fly. If that's the case, I don't know if all the work on the campaign is really worth while. Users might get just as much enjoyment using the single mission generator. We'll see though...
  10. Not to detract from the GH2 discussion, but... For v2.0 we're interested in adding more new target areas (in addition to all the base areas and VC camps originally created by TeTeT). I'm thinking small docks/depots w/ Sampans to go next to rivers, VC supply depots, rail depots, or any other target areas that would be appropriate for North or South Vietnam. These would be target areas, that we could "drop" into various locations on the map to increase mission variability. If anyones interested in putting any of these things together, post here or PM me! Thanks.
  11. SA-2s

    Eh... I just use the 'R' key when I get a SAM launch call. I know it's not "realistic", but I figure that makes up for the fact that there are a bunch of guys calling out "SAM launch!" without any indication of who they are, who they're talking too, where it's coming from, or where it's heading. PS - I know that did happen that way in real life sometimes, but hopefully not as much as it does in game...
  12. #12 However, I believe these were already included in the all-in-one package. There are some good SPAD fixes in that thread that I sould add, though...
  13. Try making this change in vietnamSEA_data.ini to get rid of the shimmering trees: [AlphaObjectTextureMaterial] ... BlendOp=BLEND_SRC_ALPHA <---- was BLEND_DST_ALPHA ... See if that helps. And when you say missing textures, do you mean terrain tiles? Did you install Brian32's VietnamSEA repaint when you did a fresh GH2 install?
  14. Hmmm... Can you try just GH2 and see if that works for you? If so, then we know it's something I did... although, I didn't really change much. I added the re-scaled trees, and made some changes to the vietnamSEA_data.ini file to get best performance for my system.
  15. The loadout files for the F-4's with years in the name were named wrong. Drop these into the corresponding aircraft folders, and delete the incorrectly named ones if you want. Sorry about that! SF2V_F_4_Loadout_Hot_Fix.rar
  16. New Mechwarrior to come out!

    I dig it!
  17. One thing I've noticed about SF2V vs WOV, is that the campaign engine chooses targets differently, and as a result, sometimes targets in south Vietnam that are intended only for the Steel Tiger and Easter Offensive campaigns get fragged in Rolling Thunder and Linebacker missions. This is probably realistic, but it wasn't intended. As you play through campaigns, if possible, maybe keep track of how often you get S. Vietnam targets fragged during RT, LBI, and LBII missions. Let me know how often it happens, and if you guys think it works well or if it's too much. Thanks!
  18. Thanks. Good to hear Ready it is... Please let me know if any issues come up!
  19. OK, it should be fixed now. It's uploaded and waiting for admin approval. Once it's available, please let me know if it works correctly. Thanks.
  20. FWIW, and since you asked, I play all my sims on a Mac Book. I have XP installed using bootcamp, and it's just like having two computers in one. The Windows partition for games, Mac for everything else. If you need to have a Mac no matter what, you could probably upgrade to a good mac and just use bootcamp to play sims in windows. If you can live without a Mac, or you don't want to upgrade your Mac at this time, you can get twice the power for half the cost by going with a PC.
  21. I've always had a hard time telling, but I think it does change the heightmap detail or something like that. Fly nap of the earth over europe on low and then switch to high. I think I see difference...
  22. Alright, alright. I guess I misunderstood you.
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