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malibu43

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Everything posted by malibu43

  1. Check out number 4... http://forum.combatace.com/index.php?showt...st&p=303057
  2. So I confirmed this morning that you can have several player units in the "campaign".ini file reference the same "unitIDxxx" in the "campaign"_data.ini file. I think they do have to be the same aircraft, but you can have different squadrons. This does two things: 1. Makes it easy to edit player units or add player units to campaigns. You can just add something to the .ini file and leave the _Data.ini alone. Or, likewise, to make all the USN units fly off carriers, I just had to add the carrier info to one unitID entry in the data.ini file instead of 30. WAAAAYYYY easier. 2. You can have lots of squadrons available for a player to choose from, but you don't have that many air units in campaigns, and therefore don't need to add as many enemy air units. In other words, lots of options for the player without having to create a battle of epic proportions.
  3. Yeah, that's they way the old WOx campaigns are. But in SF2 (not vietnam or europe), there are over 80 flyable squadrons in the campaign1.ini file that all show up in game, but only 46 air units in the campaign1_data.ini file (that's including red air units too). I testing out some edits right now...
  4. OK, so I took a look in some SF2 campaign.ini and campaign_data.ini files, and all USAF units in the .ini file call out unit ID=1 from the data.ini file, and all USN call out unit ID=4. Does this mean that all those USAF air units use the same unit ID entry for weapons, supply, base area, etc (from the data.ini), and the aircraft type and squadron is determined by the text in the .ini file? If so I guess that makes things a little easier... but very different!
  5. I think you mean either the SA-2 or the SA-3...
  6. So I still don't have SF2:V. It'll be a couple weeks until I do, at the least, I think. I'll post some updates in this thread whenever there are any.
  7. That's funny. I thought I had changed it to very_rare already, but it was at common. Dropped it down to rare, and now things are much better. Still getting my @$$ handed to me by ZSU's, migs, and SA-13's though!
  8. Alright, Sounds like there's interest. Any suggestions for the "NF" style mod that I didn't already mention above?
  9. I just wanted to know if/how much interest there is in upgrading the WOV Ground War Enhancement to SF2:V compatibility. Is there any interest in an upgraded version? The upgrade would entail: - Using SF2:V aircraft naming convention (different versions of aircraft depending on the year). - Utilizing a 3rd party A-6A - Making sure all the ground objects are SF2 compatible - Using the stock A-1's and including some loadout updates (and hopefully wrech's pit) I don't have SF2:V yet, but if there is enough interest, I'll make sure this is on my list of things to do when I get it. Or, if anyone with SF2:V wants to help me get a head start with making some of the changes, that would be great as well! Lastly, if I do upgrade, I'm thinking of making it more of a NF type of add on. Ideally, it could be one download to get terrain, environment, weapons, aircraft, and upgraded campaigns for SF2:V. We have NF for WOE/SF2:E as an essentail add-on, but there is no free equivalent for WOV/SF2:V. Of course, I'm not going to claim for a second that I could produce anything like NF with regards to comprehensiveness and accuracy, but I think it would be a good starting point for any SF2:V installation. Maybe even coordinate with KillerBee and make it sort of a base pack for the mission pack project he's heading up... Would there be any interest in this? It's a lot of work if only a few are interested, so please let me know. Also, anyone interested in helping out?
  10. I just got FE, and I saw there are a couple effects packs in the downloads section. Any suggestions on which one to try first? (oops, never realized FE had it's own forum...)
  11. Hmmm... I'm using the MF SA-8 in WOE. It would be interesting to compare to the SF2:E SA-8. Is posting launcher and weapon data from SF2:E considered OK? If so, would someone mind posting it?
  12. So I tried to play a few Red Lightning missions in an A-10 just a couple minutes ago (WOE, Oct 08), and the SA-8's were making things damn near impossible. I like the challenge and surprise that the SA-9 and SA-13 have added, but that SA-8 is just about taking the fun out. I'm thinking about removing it. What do you guys think? In a late 70's conflict in Europe, would the SA-8 have played such a huge role? The game engine seems to love to choose it to fill mobile_AAA spots, so they show up everywhere. And they seem to be pretty deadly. I haven't seen much about any combat history with the SA-8. Anyone know how common they would be or how deadly?
  13. And if you're hesitant to cough up ~$150 for Track IR, you can download Free-Track for free and put together your own LED hat for $30 and a few hours of work...
  14. I started some VA-25 missions. If I ever get around to actually creating a mission pack for 'em, I'll make sure to throw that one in. I think there's a "MKI Sani-flush" weapon available for download here somewhere...
  15. Given that you can get an entire game with several aircraft, terrain, campaigns, etc... for $20, a single aircraft add-on would have to be pretty cheap to compare cost-wise. But I don't know if it would be worth while to sell aircraft for one or two bucks. What would be cool is an aircraft pack (2 or more vairants of the aircraft) and then all the necessary campaign.ini and campaign_data.ini entries necessary to get them in campaigns or maybe even mission sets. For example the A-6 was left out of SF2:V. But I would pay $5-$10 for a package with A-6A, A-6B, and A-6E modeled/skined to thirdwire standards and campaign/missions files. *edit* - damn. Took too long to type my post and someone else beat me to the idea!
  16. Has anyone looked at the SF2 campaign files yet? Are they pretty similar to the WOx files? Not having to re-do all my campaign mods has been a big reason I haven't switched to SF2 titles yet, but if the files are similar enough it might not be that big of a deal. SF2:E is looking really good...
  17. Great video clips on the jet thunder website from the History Channel documentary. Really looking forward to this game...
  18. Beware that mod doesn't actually work as it's intended. The flight callsigns and numbers that get called out are totally random, and do not match with the flights engaged in the mission. Try a single SEAD mission, and you'll start hearing all sorts of flight callsigns reporting SAM launches, even though your's is the only flight up. I posted on the 3rd wire forums asking about how to get this mod to work correctly, but never got anywhere with it.
  19. I should add that that assumes the laser pod type is allowed on that weapon station. I minor edit to the data.ini may be necessary, but no group changes.
  20. You can get that assymetric loadout by specifying it in the loadout.ini and leaving the weapons groups alone. When the game loads a loadout using the loadout.ini file, it ignores weapon station groupings. Basically, you won't be able to manually load out the plane like that in game, but it can be a default loadout if you want it to.
  21. Brain32's Hi-Rest Vietnam tile set might contain new water, I'm not sure. Can you get us a picture of what your "crappy" water is, so we know where to start? Also, what is your water set to in graphic's settings?
  22. I think all my installs add up to around 25-30 gb. WOE WOV (x2) WOI OTC Korea Falkland ODS 1985-Present Install (that's a big one)
  23. As far as the campaigns go, try reading through this first, and then look through the files you downloaded and see if anything is missing or needs to be corrected. File names and stuff need to be correct. http://forum.combatace.com/index.php?showforum=193
  24. What kind of improvement are you guys seeing? PS - I don't know what my problem is, but I can't get this thing to work. What's the trick?
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