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malibu43

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Everything posted by malibu43

  1. Alright, alright... That looks AMAZING!!! But I don't speak spanish... Is there any sort of timeframe for release posted on there? Is it for SF2?
  2. You'll want Green Hell 2 for SF2V, 4 Seasons mod for SF2E, and WideSky for for both. They are both in the downloads section here at CA. http://forum.combatace.com/index.php?autoc...amp;showcat=164 And FWIW, I don't think either one is by C5. (not that you haven't done plenty of other great stuff, C5 )
  3. Yeah, read through the knowledge base, and keep in mind a lot of the add-ons and campaigns and aircraft were made for the older version of the game (Wings Over Vietnam). A lot of the best mods haven't been updgraded or re-done for the new version. You can start by downloading this: http://forum.combatace.com/index.php?autoc...p;showfile=9253 And look toward the bottom of this thread for a couple minor fixes for that mod: http://forum.combatace.com/index.php?showtopic=42584 It'll add some better effects, trees, clouds, and two campaigns in south vietnam with CAS missions and stuff. Out of the box SF2 games can be a little bland and adding mods can be a little confusing. You just have to be a little patient and learn the ins and outs of the games. If you stick with it, it can be very rewarding.
  4. Also, make sure you're restarting the campaign after you make the changes to the data.ini file. I think things like supply levels and air unit strength are pulled from the data.ini when you start the campaign, but then the current levels are stored when the campaign saves. So to see those changes take effect, you probably need to restart the campaign. And like Baltika said, it might be a good idea to increase the number of aircraft in each squadron. *edit* - I just looked into the SF2 campaign1_Data.ini file again, and noticed most of the MiG squadrons have startnumber=0, startaircraft=20, and startpilots=20. What's "startnumber=" control?
  5. I have an Intel GMAx3100 (integrated) graphics card, and I can run WOV/SF2V with Green Hell 2 and Widesky with all settings on Med and High, and get FPS of 15-25. That being said, if I had the choice, I'd definitely get something not intel and not integrated. It's given me a few issues that required lots of driver roll backs, and a lot of new games seem to require a dedicated card to run at all.
  6. Atlántico Sur

    Looks freaking great! Para no hablo espanol!!!
  7. OK, the first fixes for those with the beta: Open the loadout.ini file for the F-4J, find the ATTACK section, and make the bold addition below: [Attack] Loadout[01].WeaponType=BLU-1 Loadout[01].Quantity=1 Loadout[02].WeaponType=BLU-1 Loadout[02].Quantity=1 Loadout[03].WeaponType=CBU-24B Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=CBU-24B Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=Tank600_F4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9H Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9H Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9H Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9H Loadout[13].Quantity=1 Also, Wrench's A-1 cockpit folders didn't make it into the .rar. So please download them from the cockpits section here at CA, and drop them in your A-1H and A-1J folders! Gotta fly them skyraiders... Thanks to porterjr for pointing these out.
  8. We should figure it out when you can post the files. I have created two new campaigns in SF2V using the stock Rolling Thunder and Linebacker I campaigns, with new names, dates, and air units, so I know it works. We just gotta make sure you have all the right stuff in all the right places.
  9. OK, so a couple weeks was a little bit of an over estimate... Beta is uploaded an awaiting approval... Check it out and post any feedback here or in the file announcement thread! PS - If you get any good screenshots, post 'em here, and I'll use them to create a better looking image for the download. Also "Strike Fighters 2 Vietnam All-In-One Mod" is probably the worst name ever. If anyone has suggestions for a better name for the mod, let me know!
  10. Version

    1,303 downloads

    "Strike Fighters 2: Vietnam Air and Ground War Expansion Pack" Strike Fighters 2 Vietnam Game Ehancement Package. Works with Strike Fighters 2 Vietnam. by malibu43 (mostly just a compilation of other people's great work) V1.0 7.16.09 ------------------------------------------------------------------ What's in this readme: 1.credits 2.what's inside + quick summary 3.installation 4.Known Issues 5.legal stuff 1. Credits: CA_Stary for Green Hell 2 Brian32 for tiles Effects KillerBee's SF2 weps pack (which are from Bunyap, which I think are from Dueces...) Widesky by Cellinsky A-1J/H cockpit by Wrench F-111A: FastCargo, Dave USAFMTL, Jat81500, Wpnssgt, Mirage Factory, MJ, NormanKnight Infantry by Kesselbrut D-20 by Wrench/Pasko FireCan, KS-12, and S-60 by the ODS Team 57mm effect by Fubar512 M-47, CBU-25, SUU11B, OV-10 Tank, LAU-32 from KillerBee's SF2 Weps pack GreenHell2 and Widesky SF2 fixes by C5 Modified SAM Trail Effect by Fubar512 TeTeT for the original modifed vietnamSEA types and targets .ini's F-105G Updated for SF2 by Storm F-105G skin By USAFMTL MBB-57G By MigBuster MKI SaniFlush By FastCargo rescaled Green Hell 2 trees by banimal Additional terrain, ground object, and weapons tweaks by eburger68 SA-7L from Pasko's "SAMs and Vehicles Pak: Euro Skins" WoV Sampans by Tannethal 2. What's inside: This is intended to be an overall enhancement to the SF2 Vietnam experience without having to hunt for, download, and install some of the "must have" mods for the game. -Two new campaigns that are centered around fighting in South Vietnam -Green Hell 2 -Brian32's Tiles -Widesky Environment Mod -Flyable A-1H/J, A-6A, and F-111A w/ weapons and loadouts where neccessary -F-105G, Flyable B-57B, B-57G 3. Installation: Install and Patch Strike Fighters 2 Vietnam. Run the game once. Simply drop the contents of the "Add to SF2V MOD Folder" into your Strike Fighters 2 Vietnam mod folder (NOT the folder that the game installs to). For me, on XP, the folder is: C:\Documents and Settings\Gregg\My Documents\ThirdWire Download the FOTI A-6A from here: http://forum.combatace.com/index.php?autoc...p;showfile=5014 Copy the "cockpit" folder from the .rar file and drop it into the A-6A aircraft folder in your SF2Vietnam mod directory. 4.Known Issues Default CAS loadout for A-1's should include CBU-25's on the outer wing stations, but the AI doesn't know how to use that weapon. So, load them onto your own aircraft, but don't load them on AI! 5.Legal stuff: I have signed onto the freeware "list" on combatace.com. As such, the work here can be included or used in other mods as along as they aren't payware and credit is given to the creator(s). Thanks, Malibu43 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
  11. Can you post your two campaign files here? I'll take a look at them...
  12. First - HOLY #%&!!!! That terrain looks amazing! Regarding the skyraider loadouts, I should have my SF2:V all-in-one mod up in ~ 1 week (OK, maybe 2) which will include, amongst other things, Thirdwire A-1H/J data.ini and loadout.ini updates. Stay tuned...
  13. The point of what I said was this: In the old WOx games, you add modded files/folders to the main game folder where the game is installed. But, with the newer SF2 series, the game creates a whole separate set of folders in (for me, anyway) My Documents/Thirdwire/Strike Fighters 2 Vietnam. If you're adding a modded campaign, you will have to create a Campaigns folder, and place your new campaign folder/files in there. Take a look in the Knowledge base section of the forum. It has a thread (that I linked to earlier) that goes over campaign editing and a thread that goes into great detail about how the folder structure works with the new versions of the game.
  14. No. Doesn't need to go back to a .CAT. First, make sure it's in the SF2V folder in you documents folder, not in the actual game folder. Then you should start with campignv1.ini and campaignv1_data.ini. Then start renaming. Also, if your new folder is called Barrel Roll, the .ini inside has to be named exactly the same. Also, I don't think the game like campaign folders with spaces in the names. Open up the files and you should be able to figure out the relationship between the two, and then make sure all the naming and such is correct. I could go on and on here, but the best thing would be for you to read up here: http://bunyap2w1.com/campaigntut.htm (from the CombatAce knowledge base forum).
  15. Finally got SF2V!!! Tweaking some skyradier weapons loadouts...
  16. Checked the caps/no caps and tried the extension... still no love. Are there formating requirements for the .wav file?
  17. Thanks KB! I added the entry below to my 57MM_S68_data.ini, and the smaller flak clouds are showing up fine, but the different flak sound still isn't there. The flak.wav file is in the sounds folder. It worked fine in WOV/WOE. Is there something else I'm missing? [GunData001] TypeName=57MM_S68 FullName=57mm S-68 Cannon Caliber=57.000000 ROF=120.000000 MuzzleVel=1000.000000 AmmoWt=2.850000 WarheadWt=0.154000 Reliability=93.000000 Accuracy=62.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect GunFireSound=AAA EffectClassName=37mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=57mmFlakEffect AirBurstSoundName=FLAK
  18. Thanks. Sounds like there weren't a whole lot of upgrades to A-6A's until they were converted to later variants (as least as regarding upgrades that would be noticeable in a TW game). I'm thinking, though, of having an A-6A_67 that is a combination of the A-6A and the A-6B (which became available in '67). It would just at and visual RWR and ARM capability to the A-6A. Hmmm... we'll see...
  19. While we're on the subject of adding A-6's to SF2:V, can anyone tell me if there were any significant upgrades to the A-6A over the course of the vietnam war? The reason I'm asking is that TK has moved to having multiple versions of each variant for an aircraft (ie - _67, _72, and _75 for the F-4E), and I'm wondering if it would be worth while to something similar with A-6A. These would be upgrades to avionics, countermeasure, or weapons capabilities. However, from what I know and have read, there weren't really any such upgrades for the A-6A. I could create an A-6B, but I don't know how fun an aircraft with no guns that can only carry ARM's would be in game.
  20. Good call. I'll use that for my SF2:V all-inclusive mod assuming, I get all necessary permissions, of course...
  21. Yes, I'm refering to Monty's A-6A. Checked out the post about the hunter's pit, and it certainly doesn't look too hard. I was hoping to be able to post a SF2:V friendly A-6A with a pit included, but it looks like that can't happen. Once I get the pit put together using WOV/WOE files, I'll post some detailed instructions. I was also hoping to have an A-6 pit that could be used without having WOV or WOE (ie - for SF2, SF2V, and SF2E users), but again sounds like it's a no go. Thanks for the pointers. I'll take a stab at putting the cockpit together tonight. *edit* - I just checked, and Monty's A-6A says it'll work in SFP1. I thought that meant it would be self contained w/o needing to reference files from WOV/WOE...?
  22. In the aircraft folder name, all the files in it, and all the lines in the A-6A.ini file, remove the spaces from 'A-6 A' so it's 'A-6A'. Also make sure to unzip the cockpit .rar so the cockpit folder is in there. It will now show up in game. There are two other issues, though: 1. The canopy opens when the aircraft starts moving. There are posts about how to fix that. (I made it a manual open/close on mine) 2. There is no internal cockpit. Just a "superman" view with a gunsight. Is this due to missing references from WOV? I'm not sure, so if someone more familiar with cockpits could help out with that one, it would be great. It would be nice for folks to be able to get an A-6 in SF2 without having WOV (and having to extract tons of file and re-package).
  23. Unless you're editing one of the "stock" effects, right? For example, changing the sound and flak cloud for "57mm effects"...
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