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malibu43

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Posts posted by malibu43


  1. I'm hoping this has come up somewhere already and someone knows if there's a cause/fix...

    Just reinstalled SF2 after not having it installed or playing for several years.  I had my installation folder and mod folders backed up on a hard drive and simply drag and dropped them back into place.  Occasionally during flight the keyboard will stop responding altogether.  I can't pause, I can't change views, I can't alt-D to change HUD, and hitting ESC does not exit the mission.  Sometimes if I mash keys furiously, I get keyboard input back, but sometimes I then lose them again.  Most of the time this has happened, I have to alt-TAB and close the SF2 window from there.  Upon restarting the game, everything works fine.  This seems to happen maybe once every 5-8 flights.

    Anyone else experienced this?

    I'm running on Win10.


  2. On 7/20/2019 at 12:02 AM, rogueranger1993 said:

    Thanks. I kinda figured it would be to avoid cross-contamination, Wrench, but wanted to be sure. I think I'll try to install them together, but I'll avoid ruining my original installation by using the separate mods folder trick while I test it out. If I am successful, I'll post a new thread talking about how I did it so others can replicate it.

    It's not about whether it can be done in general. It depends on what campaign mods you are trying to install.  There are some files or objects that are edited to specifically reflect that object in that particular campaign or theater.  And if that same file or object was edited to be specific for that campaign in more than one of the campaigns you are installing, whichever one you install last will overwrite the others, and that could break things.

    It's entirely possible that the combination of campaigns your are installing could work fine together. Or it's entirely possible that the campaigns you install will completely break each other and be FUBAR.

    In general, if the creator of a mod has suggested a dedicated mod folder, it's best to do it that way.

    PS - it's not campaign files that usually interfere with each other. It's more when the mod is creating a "conflict/theater specific" mod or install, where aircraft, weapons, and objects have been tailored to suit that scenario.

    edit - I just re-read the list of mods you want to install, and I'm pretty sure some files will conflict.  There were talks and threads a looonnngggg time ago about creating one mod pack that covered all the theaters, but I dont think it ever happened. I created one for myself, but it wasnt nearly as in depth as all the ones you listed on their own.


  3. On 3/8/2019 at 7:06 AM, 1Patriot-of-many said:

    Have you actually installed any of the mods in the missions/Campaign section?

    Well, yes, I have. I have also created some of the mods in the missions/campaign section. And thoroughly tested them before-hand. And never did I come across a need to make the changes you are talking about.

    For someone relatively new to this forum, you are incredibly rude and cocky, and insulting to the very people who have spent their free time creating these free campaigns for you to use.

    • Like 2

  4. 7 hours ago, tonyspike said:

    yeah im just gonna stop you their,

    not really knowledgeable on how historically accurate campaigns are so how bad we talking here ..i know nothing about the engine

    but honestly i dont care i just play them for the fun ......dont get me wrong im a history buff (especially interested in Vietnam) but i dont intend on losing my mind my OCD is bad enough as it is,  ......... case in point i currently have a version of rolling thunder where im flying an RAF D.H. Vampire 5 ...cos reasons

    its more a case for me of is adding a few VietCong squads to my fantasy Rolling Thunder (i know that i said linebacker earlier but i was busy activating naval groups on it so i had it on my mind) is it gonna screw with it to the point i will personally notice any difference ....because i dont want to mess it up completley but if their is leeway ...even throwing HS out of the window im not above taking it for the sake of having some activity down their

    Your original question was why there are two maps. Hence we brought up historical accuracy, which was the purpose of the mod that has a North and South terrain.

    I enjoy fictional campaigns as well. The first one I modded for WoV was a LBIII set in the 90s.

    Creating a functioning ground war in SF2 is complex and involves a lot of time and trial and error. You'll have to add strategic nodes and ground units to the campaign file, and they'll need to utilize target areas in the map the campaign is set in (N Vietnam in your case).

    You can look at the stock SF2E campaigns to get an idea for how to set up a ground war and strategic modes. You can also look at Steel Tiger and Easter Offensive out of the SF2V AGXP.

    • Like 2

  5. 11 hours ago, tonyspike said:

    but still, surly having a few ground squads in linebacker shouldn't hurt should it, it often feels like their isnt a war going on at times

    Like Wrench said, wouldn't be historically accurate.

    But on top of that, having an active ground war in a linebacker campaign would completely screw up the campaign, due to the way the campaign engine works. Trust me.


  6. 6 hours ago, tonyspike said:

    actually i suppose i should ask this, .....whats the benefit for even having a South Vietnam terrain?

    cant you just add a ground war to the current campaigns?

    It was so that campaigns could be created and tailored to best reflect the actual conflict, and allow aircraft like A-1E/H/J and F-100 to have a somewhat reasonable campaign.

    North Vietnam for Rolling Thunder and Linebacker campaigns, with strike aircraft hitting North Vietnamese targets in high threat areas. And South Vietnam for CAS and interdictions supporting the ground war.

    During to limitations of the campaign engine, you cannot achieve both on the same map.


  7. The VDI in the TW F-14 is defined the way radars are in other aircraft. The only node it calls out is the one node for the display. All the elements of the VID are defined in the avionics file like elements of radar are defined, not like individual gage elements that each have their own node.

     

    I don't have the files in front of me so I can't go into greater detail. But it's all set up differently than the aircraft that use 60 and 70 avionics .dll. I bet there's a way to do it in the A-6. It's just a matter of figuring out which lines yo copy over and edit...


  8. I tried that. The VID in the avionics file is kind of like a cross between an instrument and radar display. It's unclear to me how to call out where it gets placed and what references from the F-14 files need to get copied over. There's a line in the F-14 avionics file that references a "cockpit data file" which I something I've never seen before... it's not referring to the cockpit.ini file...


  9. Can anyone help me add the Thirdwire F-14A VDI to another aircraft?  I tried it myself, but I was not successful.  There were some lines in the F-14 avionics that looked to be unique to that aircraft (or aircraft that use F-14 avionics dll) and I couldn't get it to work.

     

    I'm well aware that I'll lose radar capability, and that is something I'm OK with for this experiment.  The specific aircraft I'm trying to add it to is the A-6A.

     

    Also - does anyone know if adding range to current waypoint to the VDI is possible?  I see it's a variable for the F-14's radar, but I'm not sure if it can be added to the VDI as well...

     

     

    Thanks.


  10. So I dug through the F-14 files and tried to get the VDI to show on the A-6A radar screen, but I got a blank, non-functional screen in-game.

     

    If anyone would care to look at what I've tried and help point me in the right direction, I'd appreciate it.

     

    Not sure what to do with this line from the avionics file...

    [F14ACockpitData]
    VDIMeshNodeName=vdi_component_lens

    A-6A_VDI test.zip


  11. Sorry to kick up an old thread. So is it possible to place any sort of steering cue to current waypoint (HSI needle, etc) and some display of range to current way point on that display that Raven created?

     

    If so it would be possible to use that to get get to a known height and distance to drop bombs (1/2 way to a DAINE).

     

    We'd still have to have predetermined altitudes and speeds listed to drop bombs...

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