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malibu43

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Everything posted by malibu43

  1. The stock terrain has the highway airstrips as locations in the targets.ini. There are just no targets in those areas. I believe JSF Aggie's mod added the necessary targets to the target area to make them flyable, but the "Target Areas" are already there.
  2. I tried this once in WOE, and at the start of the campaign mission, it worked OK. But when you go to land, the carrier has zig-zagged away from the other ships again (not anywhere near them). Given the amount of ground the carrier covers within the carrier station, you would have to place a lot of escorts to ensure that one or two are visible for any given carrier location. Plus the escort ships will be static, and there's always a random chance that the carrier will sail through one of the escorts during take off or landing, which could cause... problems. But, I didn't spend a ton of time on it the first time around, so it may be worth another look.
  3. Unfortunately, that is only possible in scripted single missions, not campaigns.
  4. v1.0 is uploaded and awaiting approval. eburger68 got in touch with me, and he has some great ideas and some more stuff already done to add even more (custom aircraft, effects, more ground objects, etc...). Plans for a v2.0 are in the works. Also for v1.0: Not in the readme (but thanks to eburger) included with the file is that there are tons more CAS routes and Anti-shipping routes defined in the movement.ini. Sampans and such have been added so you should be able to get true vietnam style anti-shipping missions now.
  5. v1.0 of the SF2V Air and Ground Expansion Pack (thanks porterjr!) is 99% ready. Just waiting on one more possible .ini contribution. What's new... Changes from Beta: -Changed Easter Offensive Campaign so campaign starts in March and N.V. is on the offensive -Changed Steel Tiger campaign so that player should get more CAS missions during offesnsives -Added Wrench's A-1 pit -Corrected error in F-4J loadout.ini file -Corrected sound for the 57mm explosions -Removed F-100's from Rolling Thunder Campaign -Added F-105G -Added B-57B and B-57G -Some other small misc fixes
  6. OK, so I took a look in some SF2 campaign.ini and campaign_data.ini files, and all USAF units in the .ini file call out unit ID=1 from the data.ini file, and all USN call out unit ID=4. Does this mean that all those USAF air units use the same unit ID entry for weapons, supply, base area, etc (from the data.ini), and the aircraft type and squadron is determined by the text in the .ini file? If so I guess that makes things a little easier... but very different!
  7. Camping for a while...

    Hey guys (and gals), I'll be camping until the 24th and won't be around. Everyone have a good week and a half! -Gregg
  8. So, a while ago (on my old laptop, I think...) I tried the demo of FSX, and it didn't seem to run. Well, today, I was able to run the FSX demo on my work laptop, and I was getting pretty good FPS up into some of the high graphics settings. I'm thinking now of giving it a try on my own laptop at home (I'll have to try the demo there, first). But, before I drop the whopping $15 for the deluxe version off of ebay, I was wondering if anyone knows of any reasons why the full version would not run as well as the demo. I was mostly flying around the islands with lots of water, so I could see getting slightly lower FPS if there were lots of trees and buildings around. I don't know though. Any thoughts? FWIW, I would consider 20fps just fine, and 15 in some situations acceptable.
  9. CFS3 for $9.99... is it worth it?

    OK. I think I might grab it anyway, but where do I find OFF 1 + 2 for free?
  10. Is the GMA 950 less capable than the 900/915? My last laptop had either the 900 or 915 and it ran WOE/WOV on medium with GreenHell 2 or Forest and Farms installed. Current laptop has the GMAx3100 (965 chipset) and I can run SF2 series with environmental mods and everything set to a combo of med/high settings. Integrated graphics cards suck, but don't underestimate them!
  11. Are you guys getting problems with certain mission types?
  12. It should be noted, that while others here have posted ways for you to get a Huey, the mission types you're looking for are not really supported by this game (CAS is, but not the others). You can create missions like these, but you will need lot of customized ground objects and effects and a lot of time with the mission builder. The other option is to get the Yankee Air Pirate add-on for WOV, which has all the customized objects and carefully crafted missions already done. It is payware, though. So you have two options, get for free with lot's of time invested and some frustration, or drop a (relatively) decent size chunk of cash for YAP.
  13. I noticed that for a while with my WOE Oct '08 patch. I want to say that it eventually started switching the date around, but I can't remember. I have since switched to SF2E, which doesn't seem to have that problem. I'm assuming you tried backing out of the game and restarting? Sometimes that seems to help.
  14. WOV Add on Campaigns

    Can you share the FM tweaks for the Harrier, etc...? I got all the campaign and movement.ini bugs fixed, but I never dove into the FM issues...
  15. WOV Add on Campaigns

    Yeah, it has to be used with the '06 patch.
  16. WOV Add on Campaigns

    You can, you just have to change the .cat pointers for the terrain, and maybe do some other stuff. There are a couple threads about it. They can be hard to find, though. I know one of them is in the file announcement forum.
  17. It depends on what the sound mod is for. If it's an aircraft engine sound, you need to make sure the data.ini for that aircraft calls out the new sound. If it's a weapon effect sound (flak explosion), you have to make sure the effect entry is at the bottom of the .ini file for the weapon so it knows to use the new sound. Which sound mod are you having problems with?
  18. Look for the 4 Seasons mod for WOE (in the downloads section here). It's a great enhancment of the stock terrain, and I think it should work with SF2E. CA_Stary is also working on a great update of it that will definitely be SF2E compatible, but I'm not sure when that's due out...
  19. CFS3 for $9.99... is it worth it?

    Thanks JM. I'm going to hold off for now. It would be fun to have to round out my collection, but I honestly don't know if I ever really would play it. $9.99 would be better spent on SF2E!
  20. CFS3 for $9.99... is it worth it?

    Thanks for the replies. How's performance on your systems? A lot of the reviews give it pretty poor performance and said it would barely run, but that was at least 5 years ago. I'm curious how it would run on my laptop... For me, WOx runs fine on med/high settings, as does IL-2. I watched some gameplay videos on youtube, and I have to say it didn't really look that impressive.
  21. Hmmm... I'll see if there's some way to change that. I have a feeling the clouds are at one altitude all over the map. So if they're at the correct altitude over Hanoi, they'll be a little low in the mountains. Which airbase was that?
  22. For the F-105G, what file(s) and/or entries do we need to make to get them to automatically use the correct skin for fuel tanks? Right now, the F-105G only uses the silver ones (no sea camo). *edit* - Never mind. It looks like I'll have to add SEA camo tanks from the weps pack and make the F-105G use those.
  23. Also, I really need a better name. I was thinking "Comprehensive SF2V Upgrade Pack", but that's still not as good as Nato Fighters or Yankee Air Pirate. I know we can do better...
  24. OK, so the beta's been out for a bit, and I've only gotten some minor feedback so far. What I'd like to know is if there is anything that could be added that would either: a) enhance the experience for those that downloaded it, or b) convince those that didn't download to give it a try! I'm talking about things like additional aircraft or units, ground objects, campaign tweaks, environmental mods, etc... I am planning on adding the F-105F/G once that's SF2 ready, but other than that, I don't really have any additional major changes planned. Any feedback would be great! Thanks!
  25. I've noticed it with stock planes as well, in all different versions of the game. Look around for the "trim" fix so you can just trim your plane. (Go into your control file .ini look for the roll and pitch entries toward the bottom, and lower the control rate to something like .25 and change self center to 0. This affects the arrow keys only, and they now function as trim. edit - they're about 1/2 way down: [RangedControl001] AxisControl=PITCH_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=0.250000 AllowKeyControl=TRUE IncreaseControl=PITCH_DOWN DecreaseControl=PITCH_UP CenterControl= [RangedControl002] AxisControl=YAW_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=YAW_RIGHT DecreaseControl=YAW_LEFT CenterControl= [RangedControl003] AxisControl=ROLL_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=0.250000 AllowKeyControl=TRUE IncreaseControl=ROLL_RIGHT DecreaseControl=ROLL_LEFT CenterControl= Should this go in the KB? What section? I can add it.
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