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malibu43

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Everything posted by malibu43

  1. One thing to keep in mind, is that, historically, JSGME hasn't really ever been used for this series (SF, WoX, SF2, etc...). 99.9% of mods here at Combatace are designed (including the readme's) to be drag and drop installs into what most refer to as the "Mod Folder" (the folder that hgbn showed earlier). Not saying it can't be used or that it may not be easier (if you know what you're doing), but most people don't use it and it might be harder to get assistance if one has problems with it. Just a thought.
  2. A new version has been uploaded, although it's mostly minor tweaks and typo corrections. I also forgot to include in the readme that there are now custom base start screens for the carrier units, courtesy of Homefries.
  3. Wow. Looking forwward to the terran and effects! obligatory screen shot:
  4. It's probably becuase TK has added coding to support DIANE and it's hogging resources...
  5. Looks like all he changed was some minor adjustments to the positions of one of the strategic nodes (in case anyone was wondering). Also, in case anyone was wondering the only changes in the A-6A/E/E_79 _data.ini files was finally making the inner weapons stations "racklimitoutsideonly=true". Loadouts had some minor changes, but nothing big. I have Stary's Effects pack and my AAA pack installed, and I didn't have any CTD's. Flew a strike over Israel, and was stoked to see my wingman stay in perfect formation down at 150' AGL!
  6. I wonder what changed in the SF2 Desert campaign files...
  7. ... I'd be the ugliest, hairiest, loneliest girl ever.
  8. Check to make sure you have selected 32 bit color settings and not 16 bit.
  9. Unless you really want the fictional desert terrain, it really doesn't bring much else to the table. I'd say if you can't afford $20 for SF2NA (which adds a lot, IMHO), then $10 for SF2 probably wouldn't be worth it to you.
  10. Well, I would be happy if TK just made the cockpits accessible again. Even without any improvements. But - at a very basic level - very simple steering and bomb release cues (to hit whatever target you have selected with 'E') shown on the radar display would be more than enough. Just take the calculations being performed by the CCIP code and implement them a little different visually. But - again - I would be happy with the just the WoV cockpit. I won't hold my breath.
  11. The A-6E unit in the Norther Sabre campaign is included in the *campaign*.ini file, not just the *campaign*_data.ini file. Usually, it's just the player flyables that show up in that file. That means everything is all set up for flyable A-6's in the campaign. I think the last time we saw something like this was the MirageIIIC added to the Europe campaigns just before the Mirage DLC came out... Yeah, I know TK has said A-6's weren't on the list to be (re-)made flayable. But really, he could make a quick buck by just packing up the old WoV cockpit and selling an installer for it... After all, some people are still dropping $16 just to get the Razbam A-6 pit...
  12. More A-6 loadout shenanigans: (Not the best looking screen shots, though. Sorry)
  13. Thanks, Crusader. I didn't realize that. Attack loadouts have been adjusted per the information you provided:
  14. Thanks Crusader! Too bad you weren't hanging out at SHQ a few days ago. That is exactly the information I was trying to find. http://simhq.com/for...tml#Post3576709 It looks like my loadouts are pretty darn close. Rather than creating a special MER with 5 hardpoints on it, I elected simply just to make the inner station "OustideOnly". I have seen lots of evidence of that MER being loaded with sometimes 4 and sometimes 5 bombs. Since 4 is easier, I just went with that. It's interesting that that little article doesn't mention anything about CBU's or Rockeyes. I do know for a fact that A-6's used Rockeyes. Maybe not CBU-24's, but I'm declaring artistic license on that one*. Same thing with the loadout that has Rockeyes and GBU-12's. Maybe not totally accurate, but I've seen stuff that's close. I was wondering if my 20 x MK20 loadout was a little too over the top. Maybe it is. But I consider this enough to push it into the "realm of operational possibility." required screenshot(s): *EDIT* - Actually does anyone know the answer to the question about CBU-24's? Did A-6's carry them before Rockeye's were around? Or should my "pre-rockeye" loadouts just use MK82's?
  15. Hey folks, I have updated this mod to utilize carrier battle groups and the stock F-14A from SF2NA (if you have it). Thanks.
  16. Where is that Korean terrain from? Is that an offshoot from the stalled KAW mod? It looks great! New A-6 loadouts for Homefries' superpack:
  17. malibu43

    Back up

    Congrats!!! Put's all these other shenanigans into perspective, doesn't it?
  18. malibu43

    Yay!

    We're back! *edit - didn't see the other thread that's already in the pub. Someone can delete this thread if he/she chooses.
  19. This addon needs Strike Fighters 2 (the first title in the series with the desert map). It won't work with SF2E
  20. FC Cargo's got a good point. If TK stops updating the SF engine it doesn't mean we all have to uninstall it. If we know TK doesn't want to take the game the direction we want it, it would probably be better that it's left alone. I think about patching when I add mods right now. I think about patching when I decide what mods to make. Maybe a stable game version will encourage folks to (or give them the time to) dig deep under the hood again.
  21. I hear ya. I just wish I had time for any learning curve at all right now. I have been keeping my eyes on FC3 (or at least the threads about it). DCS A-10C world and graphics with FC2 avionics... hmmmmm....
  22. I agree with others that SF Tuna has an unfinished feel to it and doesn't seem worth $30 to me. The thing ist hat the stuff that feels unfinished to me aren't new features that I sas looking for - its all stuff thats been in the previous titles that should have been easy to include (more campaigns, more mission types and target areas, better Hawkey voice overs). Obviously the new terrain is a disappointment as well. As far as I'm concerned, modders have been providing the content for this series for a while, and TK has been providing and updating the engine. However its been clear the last couple of years that that is not how TK sees it or wants it to be moving forward. This is shown both by his locking out previously moddable features, his disinterest in expanding on the capabilities of the engine, and interest in possibly even making the game even easier (no key press required to lower tail hook). So it would seem that as far as this community is concerned, TK may not have much to interest us moving forward. @ Spinners - I just did the same thing, looking to LOMAC/FC2 as an alternative. I also still think SF2 meets my needs better, but you should make sure to try the Flaming Cliffs 2 addon with LOMAC. It's a huge improvement and makes the competition much closer. Certainly not as much diversity though, and not as good graphically if you use Stary's stuff in SF2.
  23. Yeah. I can try that. I still wouldn't have anything control over the colors or the distance at which the labels draw, though. I can try just adding some entries in HUDDATA.ini to see if they have any effect, but it would be a lot of guess work...
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