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Everything posted by malibu43
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What Add-Ons do you find SF2(V) benefits from the most?
malibu43 replied to stingray77's topic in General Discussion
You could remove the Widesky mod after installing, IF you're familiar with the game, mods, etc... If you're still kinda new, it might be hard to determine what to remove and what to leave. BUT, based on the specs you posted above, I don't foresee you having any issues running the game. Your notebook seems more capable than my MacBook, and I don't usually have any issues with Widesky. Green Hell 2 is included, which adds all the Jungle, trees, buildings, etc... -
Ah... Do a search either here or at SimHQ. I had uploaded a .rar file(s) with a bunch of aircraft, ground object, and campaign fixes for KAW. As it is straight out of the downloads section, it's kinda broken...
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That would be great! There are already some VC and NVA bases in the new target areas, and I got a "truck park" target area from TeTeT that will be included as well. I found that the mission builder (I can't remember which one) actually works pretty well for getting the "overall picture" for where all these bases are on the map. It would be great if you could take this into acccount and build the network of roads around some of those pre-existing target areas. Then if you just also added random roads and forks into other places, we can build additional target areas around those as well. I think the most challenging thing (but great for realism) would be to have the roads follow valleys in a natural way and wind their way through out the map.
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We're looking into that. One thing is that I don't want to require anything that isn't free from CA. Plus, in general, I'm not that big of a fan of Helos in the TW series. To me they feel like flying a slow fixed wing aircraft with a Helo cockpit and weapons. But we'll see... Also, the reality is, with the way I've been able to get strategic nodes to work in campaigns, the Tet campaign would probably be identical to the Steel Tiger and Easter Offensive campaigns (with regards to the ground war). Just different aircraft units available to fly. If that's the case, I don't know if all the work on the campaign is really worth while. Users might get just as much enjoyment using the single mission generator. We'll see though...
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Not to detract from the GH2 discussion, but... For v2.0 we're interested in adding more new target areas (in addition to all the base areas and VC camps originally created by TeTeT). I'm thinking small docks/depots w/ Sampans to go next to rivers, VC supply depots, rail depots, or any other target areas that would be appropriate for North or South Vietnam. These would be target areas, that we could "drop" into various locations on the map to increase mission variability. If anyones interested in putting any of these things together, post here or PM me! Thanks.
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Eh... I just use the 'R' key when I get a SAM launch call. I know it's not "realistic", but I figure that makes up for the fact that there are a bunch of guys calling out "SAM launch!" without any indication of who they are, who they're talking too, where it's coming from, or where it's heading. PS - I know that did happen that way in real life sometimes, but hopefully not as much as it does in game...
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Try making this change in vietnamSEA_data.ini to get rid of the shimmering trees: [AlphaObjectTextureMaterial] ... BlendOp=BLEND_SRC_ALPHA <---- was BLEND_DST_ALPHA ... See if that helps. And when you say missing textures, do you mean terrain tiles? Did you install Brian32's VietnamSEA repaint when you did a fresh GH2 install?
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I dig it!
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One thing I've noticed about SF2V vs WOV, is that the campaign engine chooses targets differently, and as a result, sometimes targets in south Vietnam that are intended only for the Steel Tiger and Easter Offensive campaigns get fragged in Rolling Thunder and Linebacker missions. This is probably realistic, but it wasn't intended. As you play through campaigns, if possible, maybe keep track of how often you get S. Vietnam targets fragged during RT, LBI, and LBII missions. Let me know how often it happens, and if you guys think it works well or if it's too much. Thanks!
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FWIW, and since you asked, I play all my sims on a Mac Book. I have XP installed using bootcamp, and it's just like having two computers in one. The Windows partition for games, Mac for everything else. If you need to have a Mac no matter what, you could probably upgrade to a good mac and just use bootcamp to play sims in windows. If you can live without a Mac, or you don't want to upgrade your Mac at this time, you can get twice the power for half the cost by going with a PC.
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I've always had a hard time telling, but I think it does change the heightmap detail or something like that. Fly nap of the earth over europe on low and then switch to high. I think I see difference...
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Mixup with german Air Units in '79 SF2E campaign?
malibu43 replied to Helmut_AUT's topic in General Discussion
Alright, alright. I guess I misunderstood you. -
Mixup with german Air Units in '79 SF2E campaign?
malibu43 replied to Helmut_AUT's topic in General Discussion
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. -
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.
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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.
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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
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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
