Jump to content

Piecemeal

+MODDER
  • Content count

    1,735
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Piecemeal

  1. The more the merrier, my man. Thanks again
  2. Eric, my man; that is one fantastic skin! Thanks a million!! This is (literally) a game changer!
  3. Eric, my man, you are a fupping LIFESAVER!! That would be great!! Rebuilding my install to a leaner version of the way I had it is already taking me ages, and I'm only halfway through the aircraft folder! I've yet to deal with the groundobjects, effects, and (shivers!) the terrains.
  4. I was coming to the same conclusion. No worries. It's just that I haven't really been too active here recently and I thought I'd ask around.
  5. I've downloaded these already, thinking that the markings would be dark grey/black, as per this photo:
  6. Thanks for that daddyairplanes. I'm trying to keep my mod folders as lean as possible so this should be a great help
  7. View File Desert3 Terrain UPDATED DESERT TERRAIN V1.3 FOR SF2 SF2 has always been my favourite of all the platforms; and after downloading and using the various terrain mods for SF2E and SF2V with hungry anticipation I decided to HEAVILY modify the stock Desert terrain with more than enough of eye candy. DESCRIPTION: Without giving too much away, the geographical story is now as follows: *As well as Dhimar and Paran, I've added Sharnak from baffmeister's Desert 2 terrain (my inspiration for this), now a colony which is known as the British Protectorate of Sharnak. RAF squadrons are permanently based there. A couple of other bases, border posts and the like have also been added from Desert 2 *I always thought that D9 and D10 airfields were always a little too close to the border. They've now been moved to the Dhimari 'wastelands' which you'll see on the centre left side of the enclosed planning map *About ten SAM sites have been added to various locations on Dhimar and the amount of SAM sites across Paran has been hugely increased, the biggest increase being Paran's capital city of Kurzah; which in SAM site and Flak battery terms is now more like Hanoi during the Vietnam War. *Ships, cranes, oil tanks, warehouses and the like have been added to ports on both sides. Now the capital cities of Muthala and Kurzah, have extensive docklands. Other coastal towns have at least one docking area for shipping. *(15TH AUG 2010): Inspired by JSF Aggie's SF2 Range terrain, all airfields on both sides have been extensively facelifted and given a new lease of life by re-populating them with huge amounts of groundobjects, both new and old. They now look a lot more like real life airfields instead of that deserted 'Chernobyl International Airport' look in the default airfields. All airfields have also been re-catagorised into two different groups; 'Red' and 'Blue'. For example, a Dhimari DESERT_AIRFIELD4 will now be 'BLUE_AIRFIELD4' and a Parani one will now be 'RED_AIRFIELD4'. New trucks have been added as default groundobjects so they'll have to be downloaded elsewhere on the site (see 'Installation' for details). *(24TH MARCH 2012): All neccessary INI files have been updated to March 2012 standard. RAF Canopic is now called "Canopic AFB" and is a full-time U.S. Air Force facility. All friendly airfields and some enemy airfields have been enhanced further by adding more groundobjects and in general just tidying up and re-arranging buildings, etc. Offshore oil wells have been situated off the Sharnak and Dhimari coasts. U.S. bomber flights can now attack Paran via the off-map airbase at Diego Garcia. Army bases have been added across Dhimar and in Sharnak for you to defend from Parani bomber attacks. ---------------------------------- INSTALLATION (PLEASE READ CAREFULLY): Simply unzip the FILE and put the enclosed 'DESERT3' folder into your Terrain folder. NOTE: Please ensure that you drop the enclosed groundobjects into you mod folder, otherwise there'll be no trucks anywhere in Dhimar and no oil rigs in the offshore oilfields!! Important Note: If you don't already have these, you should download them from the SF1 downloads section, otherwise they won't show up: *SAMs & Vehicles Pack with Desert Skins by Pasko. *Soviet Transport Pack by Kesselbrut. *M109A6 Paladin by rebel ryder. CREDITS: *Factory Target Area, Tactical Control Centre, HeadquartersR1 and Tower H1 by Wingwiner *Enhanced Top Cloud Layer BMPs and PECCO Crane model by Fubar512 *Radar Facility by Grumpapotamus *Railway Station and Small Oil Rig models by Gepard *Generic Hangars pack by Stary *Desert Factories mod by Wrench *Small Oil Rig model by Gepard *New DS terrain textures by comrad *Borrowed Items from Wrench's Libya Terrain : Tree model Round Tents Barbed Wire Fences Camonet Russian Freighter Oil Refinery target area Static Helicopters Rotten Trawlers Libyan Koni Class Frigate (Now Parani) *Borrowed Items From Falklands Mod : Stanley Tower Atlantic Causway and Atlantic Conveyor Canberra Liner Argentine Tugboat (now a Parani Patrolboat) ARA Belgrano (now a Dhimari Flagship) Baltic & Nordic Ferries Type 1 & 2 Trawlers (including rotten models) Type 12 Frigate Type 42 Destroyer Rapier SAM launcher & Rapier Generator 20mm RH-202 & 35mm Oerlikon AAA units Crane 2 object and Jetties All Land Rover type vehicles *Borrowed Items From Desert Storm Mod : Various target areas such as Oil Refineries, Scud Sites and Firebases Satellite and Radio Antennas SS-4_ATT SS-4_LAUNCHER SS-4_TANKER SS-4_TRAILER IraqiSquad D-20 artillery pieces IRBM Sandbag walls Ammo boxes Nuclear Plant *Borrowed Items From SF2 Range Terrain : Forklift and ShelterZU by Amokfloo Firetrucks by Ravenclaw FloodLight, SmallGenerator, ConcreteBlock and SunShelter by Pureblue Static Chinook model by Banidos Team Tools by Polak Thanks to the creators of all the above mods. NOTE: If I've forgotten to mention anybody please get in touch so I can give you the credit you deserve! Thanks to Deuces for his editing of some DS terrain tiles. Special thanks to Dave for his encouragement and assistance. The project wouldn't have been taken to this level only for him pointing me towards the right people. If you have any queries or problems please don't hesitate to send me a message. Piecemeal 24th March 2012 Submitter Piecemeal Submitted 03/25/2012 Category Full Terrains  
  8. covid-19

    Here's hoping you'll keep your head above water, my man
  9. Excellent! But I think the windshield would need to be down for a more realistic look with the recoiless rifle.
  10. I've been checking out my install and doing some checking out and have come to the conclusion that this problem has got to be terrain based. I just flew four full missions on another terrain without any problems. Would this have anything to do with the fact that I've got 545 objects in the _Types.ini? That seems to have been the only file that's been edited on the terrain. And if so; does anybody know if there's a max limit for objects on that file?
  11. I encountered this first last night when I went to fly a mission. I started up SF2 as per the norm and went to fly a mission, but when I started on the runway there was NO HUD info available at all. No matter how many times I pressed ALT+D there was still no change. Never encountered this before at all. Never even touched the Controls.ini. Even stranger; I started a mission earlier and it was all back to the way I like it, only to have the problem reassert itself on the following mission Ideas, anyone?
  12. Indeed! Before I go to all the trouble of reinstalling I thought I'd pass the issue around here in case it's something minor that could be solved in a couple of minutes. I've checked all the key commands in the Controls.INI in case there's been some kind of overwrite - nope; everything as it should be
  13. Hi Krfge. I can't understand why this crane and all the other cranes you uploaded won't appear on the terrain when I'm flying a mission. They appear no problem on the Terrain editor, I've double checked and triple checked the _Types.ini file to make sure everything's correct - I just CAN'T for the life of me understand why they don't appear in the game. I'm at my wits end here at this stage from trying!!
  14. View File SF2 A-6E VA-85 Black Falcons for Third Wire A-6 Intruder This skin represents VA-85 during their cruise aboard the USS Forrestal in 1972/1973. Although the aircraft in the add-on is stated as an A-6E, in reality it's a Third Wire A-6A with various INI tweaks to represent the engine and avionics improvements of the 'E' model over the 'A'. Special thanks to Wrench for donating the 'Black Falcon' decal and for modifying the stock ThirdWire 'AA' tailcode. Cheers Kev, couldn't have done that without you mate. Credits: * Gull grey skin by Gerwin * Nose number and tail serial number decals by mppd * 'Black Falcon' and modified stock Tailcode decals by Wrench * 'DIANE' cockpit mod my MiGBuster * Mk7 ejection seats by ravenclaw_007 Submitter Piecemeal Submitted 05/30/2011 Category A-6  
  15. That model looks FANTASTIC!! However, the only way I could see it working practically is if it's used in either the mobile or static AAA role. If used in the APC or Tank role you'd find it damn near impossible to pass a formation on the move!
  16. I had a working system in place on a terrain where objects would be automatically replaced when they were supposed to: Target[019].Type=SovietTruck Target[019].Offset=185,456 Target[019].Heading=170 Target[019].InactiveDate=12/31/1972 Target[020].Type=SovietTruck2 Target[020].Offset=185,456 Target[020].Heading=170 Target[020].ActiveYear=1973 Target[020].InactiveDate=12/31/1983 Target[021].Type=SovietTruck3 Target[021].Offset=185,456 Target[021].Heading=170 Target[021].ActiveYear=1984 For the _TYPES.INI file, "SovietTruck" would (of course) be the ZIL-157; "SovietTruck2" would be the GAZ-66; and "SovietTruck3" would be the UAZ-375. I also had a similar system in place with "SovietAAATruck", "SovietSupplyTruck", "SovietFuelTruck", etc. Actually, just out of curiosity, but have you done any Soviet jeeps like the GAZ-69 or UAZ-469?
  17. Fantastic!! Now that's what I call attention to detail! Will you be doing a desert skin?
  18. Fantastic work as always, ludo. Will you by any chance be uploading the templates for this skin?
  19. Desert Terrain V.4

    Version

    2,446 downloads

    This is the latest (and my final) version of the Desert terrain. After months of tweaking and testing I've come to realise that this is as good as I'm going to get it. So thus I've decided to just release it to the masses and see how it goes.... Desert 4 is similar to Desert V.3 albeit with a few important differences: 1. MOST IMPORTANTLY!!! - This terrain has been navalised, so you'll need to have SF2:NA in order to have missions work the way they should. As to whether this terrain will work without SF2:NA , I'm not sure and I can't guarantee it; but you're free to give it a try. 2. This terrain is based on the STOCK DESERT TERRAIN, so DON'T use the tiles from V3 as that mod is based on Polak's desert terrain. The tiles along the coast will be totally messed up. 3. D9 and D10 Airbases are still based in the mountainous north-western region of the map. However, the problem of having AI flights crashing into a nearby mountain soon after take-off from D10 has been solved by removing the hill in question. Huge thanks has to go to to Baffmeister for his work with that! Credit also has to go to Baffmeister for the surface levelling and re-tiling work around those and other airbases, as well as his work on the islands. 4. The tiles are the work of JSF_Aggie, which are a huge improvement from the stock ones. Note: the tiles within the terrain folder have been resized to 512 X 512 pixels for better framerate performance. But for those with higher spec PCs, you can get the full size tiles in the download section here: http://combatace.com/files/file/12368-hi-res-desert-tiles/ 5. I've used Stary's excellent Desert Ground Environment mod, which for that region of the world, brings 110% more realism to town and city regions, with more realistic buildings and trees. 6. More target areas have been added, as well as a few more "Easter Eggs". So get flyin' and start lookin'!
  20. Very well done indeed! It'd be interesting to see how the Buccaneer would look in an IIAF "Asia Minor" scheme.
  21. Have you tried switching your engine(s) off? That ought to fix your gravity issues fairly sharpish
  22. I think I'd rather sit this one out and wait and see if any of those now infamous bugs have been fixed.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..