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Everything posted by Piecemeal
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SF2 Screenshot Thread
Piecemeal replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Grrrrrrrrrrrrrrrr!!!!!!
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SF2 Screenshot Thread
Piecemeal replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Fantastic work Stary! Tell me again how can I increase the fade distance for the trees. I seem to have forgotten -
Gun aiming in air to air
Piecemeal replied to dorucp's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
From personal experience all I can give you is one piece of advice; Practice, Practice, Practice, Practice, Practice, Practice -
A hidden bonus in the upcoming patch, maybe?
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SF2 Screenshot Thread
Piecemeal replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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I had to look at the title twice - I thought it said "Shi'ite Fighter Pilots Don't Say"
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SF2 Screenshot Thread
Piecemeal replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Desert3 Terrain
Piecemeal posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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 -
Version 1.3
1,155 downloads
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 -
Nah. I tried the terrain out with some updated stock campaign files that Shotgun uploaded. Worked out fine. It has to be either something I have put in or left out of the campaign INIs - OR it could be bug related. With regard to the latter we won't know that til the patch is released. It's really weird cos I can fly with an RAF or Mercenary squadron without a hitch. Jeeezus, I mean even if I choose a USAF squadron it crashes; and they're land based with no naval prompts whatsoever in the _DATA.ini!
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populating carriers
Piecemeal replied to Sokol's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
[Deck] SystemType=FLIGHT_DECK FlightDeckHeight=20.10 FlightDeckLength=396.0 FlightDeckWidth=84.0 LandDeckAngle=-10.0 LandingAimPoint=-0.35,-57.95 CollisionMesh=CV-63_deck.LOD ParkingChance=100 <- - - - - - - - - - - - - - - - - - - - - raise this to 100 - it'll increase the odds of deck population ParkingMaxSpan=12.0 Parking[01].Heading=270 Parking[01].Offset=27.77,79.19 Parking[02].Heading=270 Parking[02].Offset=27.77,67.58 Parking[03].Heading=270 Parking[03].Offset=27.77,50.94 Parking[04].Heading=270 Parking[04].Offset=27.77,33.68 Parking[05].Heading=270 Parking[05].Offset=27.77,22.07 Parking[06].Heading=329 Parking[06].Offset=7.82,62.03 Parking[07].Heading=350 Parking[07].Offset=15.73,6.12 Parking[08].Heading=270 Parking[08].Offset=29.62,-47.45 Parking[09].Heading=270 Parking[09].Offset=29.62,-59.06 -
Super tough MiG-23
Piecemeal replied to turkeydriver's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You should install ravenclaw's mini weapons pack which I find to be more realistic (performance-wise) than the stock ones: http://combatace.com...weapons-pack-1/ They also LOOK exactly like they're supposed to in real life as well! -
Sure yeah, a whole lot of editing. That's why over the past few years I've basically selected the flyable squadrons I want to deploy in a campaign, delete all the others from the CAMPAIGN.INI file (example): //----------------------------------------------------------------------------- //---- USN Units [uSNUnit001] AircraftType=F-8E_66 Squadron=VF111 ForceID=1 UnitID=1 StartDate=01/03/1967 DescFile=Campaign3Start.txt StartText=Campaign3Start.txt [uSNUnit002] AircraftType=A-4B_65 Squadron=VA163 ForceID=1 UnitID=2 StartDate=01/03/1967 DescFile=Campaign3Start.txt StartText=Campaign3Start.txt [uSNUnit003] AircraftType=A-4B_65 Squadron=VA164 ForceID=1 UnitID=3 StartDate=01/03/1967 DescFile=Campaign3Start.txt StartText=Campaign3Start.txt //----------------------------------------------------------------------------- //---- USMC Units [uSMCUnit001] AircraftType=A-4E_65 Squadron=VMA121 ForceID=1 UnitID=4 StartDate=12/29/1966 DescFile=Campaign3Start.txt StartText=Campaign3Start.txt [uSMCUnit002] AircraftType=F-8E_66 Squadron=VMF212 ForceID=1 UnitID=5 StartDate=01/03/1967 DescFile=Campaign3Start.txt StartText=Campaign3Start.txt //----------------------------------------------------------------------------- //---- USAF Units [uSAFUnit001] AircraftType=F-100D_64 Squadron=493TFS ForceID=1 UnitID=6 StartDate=12/28/1966 DescFile=Campaign3Start.txt StartText=Campaign3Start493.txt //----------------------------------------------------------------------------- //---- Merc Units [MercUnit001] AircraftType=F-86F-40 UnitName=1st Special Ops Wing ForceID=1 UnitID=7 StartDate=12/25/1966 DescFile=Campaign3Start.txt StartText=Campaign3Start.txt //----------------------------------------------------------------------------- //---- RAF Units [RAFUnit001] AircraftType=Hunter9 UnitName=1417 Flight ForceID=1 UnitID=8 StartDate=12/25/1966 DescFile=Campaign3Start.txt StartText=Campaign3Start1417.txt [RAFUnit002] AircraftType=Lightning6 Squadron=74RAF ForceID=1 UnitID=9 StartDate=12/27/1966 DescFile=Campaign3Start.txt StartText=Campaign3Start74.txt What could possibly cause problems are heavily modded stock aircraft, third party skins on certain a/c, and trying to have altered start dates for certains squadrons so as not to have the USAF, USMC and USN all starting the same day. That makes it a little more interesting. A campaign starts, say on dec 25th, RAF are in the area so kick on straight away. USAF turn up around Dec 29th, and the naval task force arrive on Jan 3rd. My EARLIER enclosed "CAMPAIGN3.RAR" shows this
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Well I've narrowed it down a bit in that your campaign INIs worked perfectly, even when I changed it to use "Desert3", and it worked fine with that terrain also. So it's got to be my campaign files. I've been comparing yours with mine and trying it out but still without luck so far. My own _WATER.bmp wasn't far off your own either: By the way, the upper "green area" is supposed to be for a Royal Navy Task Force (whenever I get round to updating the Ark Royal's INI files). I tried out your BMP also without luck so it's definitely my campaign files. EDIT: I forgot to mention that it might be because there's a LOT of prompts I've borrowed from the other SF2 titles' campaign files, such as "RunCampaignBeforePlayerStart", etc. You can see those for yourself anyway. But I don't know if that should matter, since they never caused problems in the past.
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No that's not the problem. The campaign was freezing even when I tried to start flying for the USAF, which has no naval mission type prompts in the campaign_data.ini. Even before I added the prompts to the USN squadrons it was freezing. Checking out your INIs now. Actually I just had an idea to try them out in my SF2 install. At least if they work for me then I'll know it'll probably be my campaign files.
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I'm currently trying to revamp my modded Operation QuickSand campaign to March 2012 standard with mixed results. I updated the CAMPAIGN.INI and CAMPAIGN_DATA.INI files by closely comparing them with the SF2NA campaign files. Starting the campaign flying RAF or Mercenary is no problem - if I try to fly for the USN,USMC or USAF the game freezes as soon as I click on the "Accept" tab, meaning I have to shut the game down via the Task Manager. Single missions from the carrier in the Desert - sorted. Created an updated DESERT_WATER.BMP file and all. It's just the campaigns have got me scratching my skull right now
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OK; I've removed the carrier stations from the terrain _DATA.ini and CAMPAIGN_DATA.ini files, edited the campaign files by comparing them with the Iceland campaign files, yet the campaign still freezes when I try to start it with a USN, USMC or USAF aircraft (using Ctrl+Alt+Del method of closing it down. Strangely enough I can start the campaign if I choose an RAF or Merc squadron . At this stage I'm quadruple checking the files in question and trying this and that out but still no joy. Anyone got any ideas? Edit: If anybody wants to, I've decided to enclose the campaign INIs. Maybe someone that's successfully done something similar could give them a once over ... CAMPAIGN3.rar
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The thing I'd be interested in is that although technically the oil rig is a static model, could there be a way of setting it up in such a way so that they could be open to cruise missile attack? By the way arthur, you mentioned about flying a campaign in the Desert terrain; I presume there's no longer any need for the "Echo Station" prompts in the _DATA.INI and CAMPAIGN_DATA.INI files?
