Jump to content

PureBlue

+MODDER
  • Content count

    1,437
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by PureBlue

  1. Retiled the terrain w/ Stary's latest Germany pack. Updated many groundobject data.ini files for proper destroyed models, and other tweaks. Gearing up to release as version 2. New SAMs (crotale stand-in) new airfields Elli Class Frigate, (Mod based on Amokfloo's F122, thanks mate!) New planning map by Spectre8750 ! much appreciated
  2. That's my crazy wingman, I got shot down a few minutes ago, by a Sea Sparrow from an Elli Class Frigate... Wingman got away though, the fireball in the last shot could be the SA-8 prematurely detonating
  3. Pressing the attack. Close call!
  4. I'm still at Jul2011 patch, wep editor can read stock stuff, so the latest patch changes that format too? I don't think TK means to lock that stuff too, at least I hope.. we should just ask for a new version of utilities in this case..
  5. Since Turkish phantoms don't have the RWR bulge on top of the Vertical Tail, I'd like to remove this mesh from the model. I've searched the boards and found messages on this topic, but does anybody know the name of this mesh? (if it is seperate from the Verttail at all..)
  6. Thank you Kevin, that did it [AircraftData] . . Component[010]=HidePart1 [HidePart1] ParentComponentName=rwr_tail ModelNodeName=rwr_tail_ok DestroyedNodeName=rwr_tail DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE
  7. Rename accordingly inside the respective groundobject's .ini file. SA-2L.INI: [GroundObjectData] ObjectFullName=SA-2L SAM Launcher
  8. Correct, TE wants BMP files so just convert from TGA to BMP. You have water=1 for the water tile type right? Post that part of your texturelist.ini and let's see if we can find anything.
  9. Add a section similar to this from a ships data.ini: [Engine] SystemType=ENGINE ExhaustEmitterName=ShipSmoke ExhaustPosition=18.693,-7.449,32.076 ExhaustEmitterSize=1.5 don't know how to add color, but you could check some of the willy pete effects from gunny's ordanance pack maybe?..
  10. I used a sysinternals tool to see what the kmd process is doing, it gets stuck reading the FlightData.CAT... It works ok with the previous SF2 patch..
  11. It's the new CAT format. KMD for SF2, tries to extract loadout.ini and terrain.ini files from the CATs, and it can't do it... So I think the only way to use it is to keep an SFP1 or SF2 old patch install and edit missions in there. Then copy over and tweak with notepad.. Bummer..
  12. Lexx is right, we could probably get this to work if we dig enough.. I'll see what I can do about it tonight..
  13. No worries Dels. Hope everything gets sorted out soon..
  14. One of the F-111B Escorts, gets a double kill with the huge SM-1
  15. would activation with speed work?
  16. Yes! Any differences at all in the MSN file? Perhaps the proximity of the radar/launcher, though in your first MSN they were 50m apart, which seems close enough too...
  17. Same here. Seems like the latest patch has broken something. If you have any of the SFP1 games, install the KMD (the version for SFP1) there, and just copy the terrain folder to that install. It's a workaround but then you would be able to design the basics, and use notepad afterwards to change the aircraft & other necessary bits..
  18. Good job Hurc, I really like the first shot. The colors and the simplicity fit very well
  19. I'd say, for simple single mission design, ME (or the MSN file) is better to use for SAM/Groundobject/ship placement. Because of the the radar emitting problem via targets_ini specific sam callouts.
  20. This is for BeachAVR's request, based on Sixgun's Formations 1.1 for SFP1 (http://combatace.com...-formation-zip/) Although there are a few new variables in SF2, concerning Element (2 ship, which could be you and your wingman), I wasn't able to find a way to give formation orders ONLY to your wingman. So orders were implement like Sixgun did before, under the Flight1 (which is number 3 and 4) aircraft. 1. Added Formation radio command under Wingman. 2. Two different formations possible: - High Cover: Which orders your number 2, and the second element (num 3 & 4) to take high cover around 5-6k feet above. - Wingman High Cover: Which orders only your number 2 to high cover, keeping the 2nd Element in Fluid Four formation spots. Works quite good actually. If you only have you and your wingman in the mission, you can order him to move high. It also works correctly, even if the 2nd Element is given attack orders or they are already engaged. They will not answer your formation commands. So you can command just your Wingman. Well there is something else I should mention. There seems to be a bug, that when you order Flight1 to attack, your number 2 will act also and go after targets. So you'll have to tell him to Rejoin, then you'll be correctly acting as elements again.. Formations_SF2.rar Both files go in to your MODFOLDER/Flight
  21. Try this formations edit: http://combatace.com/topic/66936-formationsini/#entry516309
  22. 1. Radar/Launchers inserted using Mission Editor or manually w/ notepad, into MSN file, SHOULD act correctly. Meaning they are supposed to be linked. Do you get any RWR warning when you fly above. Does the radar track, or lockon at all? 2. No I haven't seen a chart like this. 3.The game checks the requirements of the MSN file. Terrain, aircraft (and maybe groundobjects too), if the installation doesn't contain any of these, the mission will not even show up in the menu. It's best to give links to where people can download the objects for the MSN. 4. Yes, Flight/Viewlist.ini . I based mine on: http://combatace.com/files/file/7798-alternative-viewlistini/ 5. Hmmm, some values for clouds have been hardcoded in a previous patch. I know they have a min. altitude of 10k, first time I hear about the max limit..
  23. Actually, formations should be merged to the SF2 stock file. My first try last night, commands to my wingman would be executed also by the 2nd Flight. will be experimenting more today.
×

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..