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Piecemeal

+MODDER
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Everything posted by Piecemeal

  1. Yeah, I've pretty much tried every variation of the "ALE-40_R" prompt that I can think of, but without any luck. Over at Third Wire I've tried to bring this to TK's attention but no joy there so far.
  2. I'm completely baffled by this. The correct prompts are given in the DATA.INI file. All the I's are dotted and the T's are crossed Here's my files for anyone who'd like to have a closer look at them. Dhimar_Hunter_Files.rar Maybe someone else might have more luck than myself
  3. Whoooops!! That's a change I made earlier today that I forgot to change back. A somewhat desperate attempt on my part to see if that worked. My reasoning there was that if it worked with the left hand dispenser, then maybe they're part of the same model node.......... WRONG
  4. I learnt my lesson the hard way last year when the missus "accidentally" commited homicide on my desktop. My best friend nowadays is my shockproof detachable hard drive :yes:
  5. Red bomber rear gunners

    OK, I know this is cheating, but I changed the IL-28's rear gun from having twin 23mm NR23s to having two 14.5mm KPVs. Makes my job that little bit easier, but not too easy, mind you
  6. New Arrival!

    Well done bud! Here's to many a sleepless night
  7. Real Life (tm) troubles

    Good to hear things are going smoothly for you, bud! Be sure to check in on us from time to time - and don't forget the pics!!!
  8. Niiiiice On the same subject; is there a third party E-1 Tracer available anywhere? It'd be REALLY handy for those 1960s to early '70s campaigns This shot was taken at D3 Airfield only a day after the 493TFS arrived from the UK. Out of the cauldron.....
  9. Now THAT would have been a very interesting scenario back in '82 in the South Atlantic
  10. I know I'm probably being cheeky but could you upload the afterburner emmiter INI and the Spey afterburner TGA?
  11. Cheers bud Don't worry; I'll be sure to give them a good home
  12. As much as I LOVE Stary's mod, it's just a little too much for my system to handle. It's just SARCASM 1.2 for the time being I think the towerview position (F11) for the stock Essex class carriers are just a tad too high, no? Down day
  13. Johnathan - you're a f*cking GENIUS!!!! :yes: One thing though; I just checked it out and can confirm that using stock objects is OK if you're running a fully merged install.
  14. Do you know where I can pick up those engine sound and afterburner mods, Fubar? Or is it currently WIP?
  15. So here's my dilemma. Some of you may remember me mentioning this on other similar topic discussions elsewhere here, so I thought I'd start a fresh topic so as not to be taking over what other people started. Anyway, I've been having HUGE problems getting my edited campaigns to work with the Desert3 terrain since installing SF2NA and the March 2012 patches. Carrier ops were added to my campaign files a long time ago which placed all USN squadrons and some USMC squadrons away from land bases. After extensive comparing with the SF2NA Northern Sabre campaign and editing of my SF2 campaign files, I was at a stage where I could only fly with either the RAF or Mercenary squadron. Basically, any US units were unflyable. When I chose one unit in the campaign start menu (regardless of the service) the game would freeze as soon as I clicked the "Accept" tab, meaning I'd have to close the game via the Task Manager. After two weeks of head scratching and screaming at the monitor I found a way where I could at least start a campaign by flying with a USAF or land based USMC squadron. In the CAMPAIGN.INI and the CAMPAIGN_DATA.ini files I deleted the "NavalCampaign=TRUE" prompts. I first tried a USAF squadron - no problem; accessed the "Operation Quick Sand" menu, chose my weapons, flew the mission, etc, etc. Then I tried starting the campaign with a USN squadron. I was able to get to the "Quick Sand" menu. The mission menu appeared and as per normal I went to check my waypoints on the map. This is the picture that greeted me: As you can see, there's no carrier group and the starting point. The carrier battle group is situated (for obvious reasons!) in the sea. Just for the heck of it I started the mission to see what would happened next. All that happened was a gigantic explosion, predictably. It's also just occured to me that I should try out the old method of re-introducing carrier stations to the DESERT3_TARGETS.ini. However that would mean having no escort ships and the like, not to mention having no seagoing-type missions such as carrier group CAPs, etc. So here's my questions. 1. Could this be a problem with the new post-March 2012 game engine? Or is there STILL something I'm missing? 2. Has anybody else experienced similar problems with bringing edited and third party campaigns up to speed with March 2012? 3. If anybody's answer to #2 is yes; what methods have they used in rectifying it? Any help and/or advice on this issue would be VERY gratefully received, as I'm literally going nuts over this.
  16. JohnathanRL and myself have been investigating that ourselves elsewhere: http://combatace.com/topic/71845-desert3-campaign-carrier-ops/
  17. Well I think after discovering this I might just run all of my modded SF2 campaigns via SF2NA. It's something I'll have to live with for the time being (hopefully!!) but the only problem I have with doing this is the "RunCampaignBeforePlayerStart=FALSE". I've always had Operation Quick Sand's US Navy units starting seven to ten days after the campaign starts, kind of imitating a real life scenario where the US government would react to a sudden crisis by send a carrier to the area. When starting a campaign before SF2NA was installed the enemy forces would usually be in control of southern Dhimar - hence the need for a "RunCampaignBeforePlayerStart=TRUE" prompt. Again, I'm not sure if the problems we're having with this are deliberate change by TK or a rewriting error in the game engine.
  18. It works!! It actually f*cking works!!! I copied all my SF2 mod folders to SF2NA and tried out starting a naval campaign. Worked as sweet as a nut! Proper start location and the task force escorts are all present and accounted for: Of course, as you mentioned earlier this is pretty grim news for non SF2NA users. Makes me wonder if this was a deliberate move on TK's part???
  19. Thanks for the INIs Johnathan. Very similar results I'm afraid. The only difference this time round was that the carrier group DID show up on the map. Apart from that my First waypoint was deep in Paran near P14 airfield. HOWEVER - after reading your last post above I think it's dawned on me as to why your campaigns are working and mine aren't. You're using SF2NA and its associated engine. I'm using SF2. I'll try the campaign out tomorrow in SF2NA and let you know what happens. PS: Thanks a millions for your help so far
  20. Fair enough point. on the terrain engine. I've assumed up to now that all terrains used the new game engine. Obviously not. Who was it that said "assumption is the mother of all f*ck ups?" What I meant to say was "the route of the carrier group" or something like that. Again; another example of me reading into the new game engine and assuming things. In the end I decided to go back to the old pre-March 2012 "Carrier station" setup; as you suggested I put back the Carrier Station location in the DESERT3_TARGETS.ini file and left the "RunCampaign,etc" prompt in the Campaign3_Data.ini as it was. Just tried out starting a carrier campaign without any problems. However the downside of that of course is having no escort vessels, but as you said Johnathan; a different terrain engine. If there is a way to include escorts this way in campaigns I'd love to know. Hi TR. Check out what I mentioned above to Johnathan. I think what the problem is is that myself and others have been reading too much into the new IcelandNA terrain and coming up with the assumption that the features in it are workable in older stock and third party terrains also. Maybe they're meant to, I dunno, and it's something somewhere in the INI setup that needed to be changed by TK. One question guys before I have to head out to the kichen to make dinner - does anyone know if there's a fix for carriers not having populated decks when flying campaigns? Cheers BTW, just in case you want have a look at exactly what changes I made to the campaign files, here they are: MY_CAMPAIGN3_updated.rar
  21. THAT is the reason why I can't fly any US service squadrons. When I remove that prompt from the campaign3_data file I can fly with the USAF or USMC (land based) squadrons. If you look at the screenshot above you'll see the resulting problem I'm having AFTER removing the "NavalCampaign=TRUE" prompt. It really is a no-win situation with this updated game engine at the moment. TK doesn't really leave much scope for the campaign modder when it comes to improving stock campaigns.
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