-
Posts
1,742 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Piecemeal
-
View File Dhimari Mirages Pack for SF2 Series This is a complete pack containing exactly what it says on the tin. Represented here are the Mirage 5, Mirage IIIE, Mirage 50 and a totally fictional French made version of the Kfir powered by the Rolls Royce Spey - something in there for everybody!! ********** IMPORTANT NOTE!!! ********** You'll need SF2, SF2:I and certain DLC releases in order to use this mod: * For the Mirage 5DH - the aircraft model is the Egyptian Mirage 5E2 from the AI Pack One DLC. The cockpit is from the Mirage 5BA DLC. * For the Mirage IIIED - the aircraft model is the Egyptian Mirage 5SDE from the AI Pack One DLC. The cockpit is from the Mirage IIIEL DLC. * For the Mirage 50DH - the aircraft model is from the Mirage IIIO DLC. The cockpit is from the Mirage IIIEL DLC. * For the Mirage 5DHS - the aircraft model is the Kfir C2 from SF2:I. The cockpit is from the Mirage IIIEL DLC. For credits and installation instructions please refer to the Readme. Submitter Piecemeal Submitted 01/27/2014 Category What If Hangar
-
216 downloads
This is a complete pack containing exactly what it says on the tin. Represented here are the Mirage 5, Mirage IIIE, Mirage 50 and a totally fictional French made version of the Kfir powered by the Rolls Royce Spey - something in there for everybody!! ********** IMPORTANT NOTE!!! ********** You'll need SF2, SF2:I and certain DLC releases in order to use this mod: * For the Mirage 5DH - the aircraft model is the Egyptian Mirage 5E2 from the AI Pack One DLC. The cockpit is from the Mirage 5BA DLC. * For the Mirage IIIED - the aircraft model is the Egyptian Mirage 5SDE from the AI Pack One DLC. The cockpit is from the Mirage IIIEL DLC. * For the Mirage 50DH - the aircraft model is from the Mirage IIIO DLC. The cockpit is from the Mirage IIIEL DLC. * For the Mirage 5DHS - the aircraft model is the Kfir C2 from SF2:I. The cockpit is from the Mirage IIIEL DLC. For credits and installation instructions please refer to the Readme. -
Hi all. I was contacted a while ago by another member who has this problem on Desert4: I thought I had it sorted as I made a few changes to some files and passed them on to him. If I remember correctly, there was a similar problem with another terrain before. Something to do with SHD files for the said objects. All seems OK at my end, even with the shadow effects on "Unlimited". Anybody know of a fix?
-
-
Desert Terrain V.4
Piecemeal replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Hi there JDUK. The answer to your query is quite simply no. The mod folder itself is called "DESERT4"; the stock terrain folder, if it's already in your terrains folder is called "Desert". In SF2I, the stock terrain is called "IsraelME" -
View File Desert Terrain V.4 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'! Submitter Piecemeal Submitted 01/24/2014 Category Full Terrains
-
Strike Fighters 2 Screenshots
Piecemeal replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
-
2,506 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'! -
Great stuff baffmeister. The islands are back to looking like their old selves once more. I owe you one Wrench - correct me if I'm wrong, but with a _WATER.bmp in a navalised terrain, then there's no need for shipping routes in the MOVEMENT.ini? I have a terrain specific WATER.bmp and shipping routes in the MOVEMENT.ini Water.bmp :
-
Hi guys. Things are just about wrapped up here with Desert V4. I'm almost ready to upload it to the downloads section - but not before a few "minor" cosmetic changes are made: Admittedly these errors are of my own making; I asked baffmeister to flatten the surfaces of these islands so that objects would sit more naturally on the surface. The result was the above pics. Other areas within the map such as new airfield sites and oversized mountains were perfectly levelled, but possibly the island issues happened because of the land/sea tiles. If anyone could help out with this I'd be really grateful, as I'd rather not upload the terrain as is. Oh yeah, one more question; does anybody know why every carrier based single mission has the convoy situated just off the Parani coast? Any help with these issues would be appreciated.
-
Strike Fighters 2 Screenshots
Piecemeal replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
-
Hang in there bro. We're all right behind you! :clapping:
-
Whenever I'm in need of a good laugh I check out these guys on you tube: http://youtube.com/watch?v=biArkwUaURA ...... you should check out their other clips. Just don't eat or drink anything while viewing
-
Strike Fighters 2 Screenshots
Piecemeal replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
-
Strike Fighters 2 Screenshots
Piecemeal replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
-
Strike Fighters 2 Screenshots
Piecemeal replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
-
Mirage F-1C-200
Piecemeal replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
With all due respect, denissoliveira; I've discovered that the best things in life usually take time. I'm sure we'd all like this mod to be released now, but creating an aircraft from scratch and creating associated skins isn't exactly a walk in the park. I'm sure it'll be worth the wait. Somebody mentioned once - “What good has impatience ever brought? It's only served as the mother of mistakes and the father of irritation.” -
SF-2 Future
Piecemeal replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I don't know if it would involve much in-game recoding, but I've always hoped that there would be an AttackSpeed= prompt in the Flight Control section of an aircraft's _DATA.ini file. I always despair when I see aircraft attacking ground targets while plodding along at their cruising speed, which with some aircraft can be as low as 270 to 290 knots; while at the same time getting riddled by AAA. Let's say they could proceed along waypoints 2-4 at cruising speed, and then from waypoints 4 to 6 change to a more realistic attack speed as in real life. By doing this, you wouldn't have to worry about increasing the cruising speed in the INI file, which increases fuel usage and decreases range Another issue I'm totally pissed off with is trying to regroup my flight while egressing a target area. Most of the time it's like dealing with a litter of puppies running riot. AI flights are also very easily distracted, often breaking from the formation while en route to a target in order to attack some AAA that shot at us. As an afterthought I'm sure everybody will agree that the SF2 series has a huge potential for improvement. While not necessarily reducing the game's "playability", both of the above suggestions and many others mentioned in this topic can greatly improve the enjoyment factor and make it a little more realistic. -
Fingers and toes are crossed for a quick and painless recovery, my friend. Keep thinking positive
