Jump to content

malibu43

+MODDER
  • Content count

    2,242
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by malibu43

  1. Every campaign has target types defined for different air offensives in the *campaign_name*_data.ini file: This is from one of the SF2 desert campaigns: I'm not an expert at terrain design, but from what I've seen, when you add an object to a terrain via the *terrain_name*_targets.ini, you also add that object to the *terrain_name*_types.ini file. In the _types.ini file, you assign a "type" to each object. From the VietnamSEA_targets.ini file in the SF2V AGXP: and then from the VietnamSEA_types.ini So, you could assign the ships, cranes, etc... that are used in the ports as "warehouse" or "fuel_storage" types, and then the campaign would select those as targets for strike missions whenever those air offensives come up. You could do it with any object you are adding that you think could be a target during wartime. This is something that I think could make a HUGE difference in breaking up the repetitive nature of strike missions in the SF2E campaigns. It's made a huge difference in the SF2V AGXP... If (pretty please), you were to go back to some of the objects you've added and place a few AAA entries around them as well... the results could be interesting... Maybe someone (I will if I get a chance) can extract the SF2E campaign_data.ini files so you know what types are called out in the stock campaigns.
  2. Ummm... wow! Are lots of the new terrain objects/locations being classified in the targets.ini files so that they'll occasionally show up as targets in campaign?
  3. Getting back into CFS

    How's CFS3 compare to IL-2 1946? I loved CFS1 and CFS2, but skipped CFS3 and got into IL-2 instead...
  4. I agree with Stratos. Just because he hasn't shared anything in the past doesn't mean it's not worth asking. I just won't get my hopes up.
  5. That's the big one. MLRacing has been posting videos for years with all kinds of "cool stuff" added to the SF1/SF2 series, but has never shown interest in taking it any further than just posting the videos. I don't think it's a hoax, but it never materializes into anything useful for the rest of us. Not to say it's impossible for that to change...
  6. This list is a good example the answer to "Why doesn't TK listen to the community?" This thread started out with a few of the very commonly requested features (IMHO) from over the years. Improved A/G avionics, working FAC, and mulitplayer for example. But then as soon as we start to put a list together, we get things that, in my 6 years at combatace, I have never even seen mentioned, let alone requested. Working sonar? Submarines that can run underwater? Seriously? And then there's some things that, while they make more sense, start to fall outside of the bucket of "big bang for your buck" stuff (neutral sides in campaigns, better radio menu, ability to specify specific aircraft for parking spaces, etc...). I agree those things would be nice, but they wouldn't get me playing the game again. And I certainly wouldn't pay for them. Again, just my opinion. I like swabast's idea about developer kits. I doubt I'd be able to use one, but depending on their capabilities, I could see it being a major game changer. My suggestion would be to let this thread run it's course for a few weeks/months to gather ideas, and then start another thread with a poll ("What features would you pay to have TK implement into the game or release as DLC") to narrow it down (maybe needs to be done multiple times) until we have 2 or 3 things. Then someone with the right personality, communication skills, and some understanding of the business could work out best way to propose it to TK and handle the communication. My 2 cents. edit - I see Stratos has already started to consolidate the list and proposed a poll.
  7. Is it correct that there still isn't a hi-res tile set that works with the latest version of Gerwin's Iceland? Since I've just come back from a bit of a break, I want to make sure I have the most up-to-date stuff in my install.
  8. When I view my content/topics/posts, there is a little notification that the search is limited to October 13th, 2013. Is there a way to go back further?
  9. Nice! Are those a WIP? I'd like to include those in my F-4 loadout mod at some point...
  10. I have a full merged install of all titles and expansion packs at the current patch level. I have a few mods installed, but no skins or weapons packs. The only thing I've modified on the F-4's is the loadout.ini, but I'm pretty sure I'm still calling out the correct tanks (Tank370_F4 and TANK600_F4). After installing the USAF F-4 skin DLC, I noticed that my F-4 in SEA camo had the solid green tanks from the Euro camo showing in game. Is this supposed to happen? Is there something I can do to prevent it? Or did I screw something up?
  11. Thanks Wrench. I was aware of most of that already, but a refresher is always helpful. What confused me was that I didn't realize the DLC had installed (or that I was using) a SEA Wrap Around skin. So, I thought I was using the regular SEA skin and was expecting the regular SEA green and white tanks. When I saw the solid green tanks, I assumed the sim was loading the tank skins for the Euro camo when the jet used the SEA skin. Once I realized it was a SEA Wrap Around skin, it made complete sense. All straightened out now!
  12. Silly me. Got it figured out. My F-4's are defaulting to SEA Wrap Around skins (not sure if those were there before or are part of the DLC. Sure would be nice if TK told you somewhere exactly what you're buying...) which use solid green drop tanks. If I switch to a regular SEA scheme, I get the green/white tanks again.
  13. Technically, no it's not compatible. There will be some areas where the target areas don't match the terrain tiles they are on. You may end up with some trees showing through buildings and stuff like that. But based on Beach's AARs, the issues look pretty minor. Duh! That's what I missed! I've clearly been away for too long!
  14. I'm still using my old extracted WOV A-6A pit in all my SF2 stuff. I was wondering if the Razbam A-6 is worth the $16 just to get the pit. Is it any better than the stock WOV pit? I'd like to try it, but $16 is a bit much for a cockpit experiment...
  15. No extra editing should be required if the Air and Ground Expansion Pack was installed correctly. I actually just reinstalled this weekend my A-6 loadouts are fine. Did you install all four parts, the VPAF addon, and the Sept 2013 update? (6 files to download all together) Did you double check that you followed all of the instructions? Several of the downloads have different folders that need to be installed in a certain order depending on what titles you have installed and what patch level you are on. Let us know how it goes.
  16. Thanks Stary! I'll give it another try without GH3 first.
  17. Hey Beach, Did you just drag and drop the GH3 and GH3.5 files on top of the terrain folders that the SF2V Expansion pack creates? I tried it and got some tree-sized water buffalo and floating bushes...
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..