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PureBlue

+MODDER
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Everything posted by PureBlue

  1. In my experience it's sort of a limit of groundobjects, target_areas and installed aircraft combined. It happens in my heavily modded installs when opening a single mission in Anatolia. I do have many groundobjects for ships/tanks/aaa etc., around 400 target areas. Lockup at %100 in an install with many aircraft. The crash chance also depends on the selected air defense levels. If I have them all at LIGHT, the mission sometimes load correctly. SO, the workaround I found for it is, first run a single mission in a stock terrain. Quit without flying. This sort of acts like caching for the engine, and anything after that will run without problems, campaign or single mission...
  2. I renamed the DLCData011.DLC file and the editor icon doesn't show in game anymore. But the loadout crash is still there..
  3. same with missions without a carrier too. For example any of the stock missions. Ok missions w/o carriers, don't have this symptom. On the other hand, if you create a single mission, save and load it, loadout screen for that doesn't crash. Could be the new variables added to the MSN file, like the Aircraft numbers. Aircraft[01].AircraftNumber=15 Aircraft[02].AircraftNumber=47 Aircraft[03].AircraftNumber=39 Aircraft[04].AircraftNumber=52 It might even be possible to define other stuff here. loadouts maybe...
  4. I'm going to have to disagree there, master HeightMap export creates a bitmap double the size of the terrain. So 2 pixels are 1km there. As a tile is 2x2 km, editing the hm.bmp in gimp gives a pretty good playing ground. Of course I wish the resolution was much greater.. @bootsjunky: While working on this, watch out for the height scale settings for TerrainEditor.ini. (Height of your highest peak) / 256 = HeightScale. Because the bitmap is 256 bits... Example: [bitmapExport] HeightScale=14 [bitmapImport] HeightScale=14 MinLandHeight=0
  5. I can confirm the Load Mission --> Loadout screen crash. (Full merged clean install from AUG 2011 files, +DLC11) Try this for SF2E Carrier test: Carrier Takeoff TEST.zip Works great here
  6. It would be much appreciated mate
  7. Borked how? My Aug 2011 install shows the carrier missions (mine and other AI flights) have a few bugs fixed. Aircraft taking off properly most of the time, instead of falling off the sky (still rarely happens) Lets check all in the ins and outs of the latest patch, and give TK the chance to fix them. Have a go at this mission I created: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8584&p=53661#p53661 How does it run for you?
  8. Hey comrpnt, I think you should check this out with the latest Aug 2011 patch. It seems that, AI flights taking off from carriers problem is fixed. See the posts here: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8584#p53599
  9. Provides quick way to join an existing campaign, where you can pick your side/aircraft/markings. Could use a bit more options for other basic campaign modifications.. Such as, pick your airfield/carrier station, upgrade aircraft, etc.
  10. I'm not on the latest patch yet. But for groundobjects, set a formation for them. After that the number of units can be increased. At least that's how it is for ships. About the carrier missions. Both for single and campaign, I wasn't able to get other AI flights to take off from carriers they just spawned on top of the carrier. Though this used to work back in SFP1 days.. So in the latest patch, is this fixed? Per this thread at TW: http://bbs.thirdwire.com/phpBB3w/viewtopic.php?f=5&t=8584&p=53595#p53595
  11. Fantastic read. Things are getting hot too.. good luck !
  12. It's all moddable in the terrain_targets.ini. Can't say if they're realistically placed/aligned in Stock Israel, but looking through the file, they have various alignments.. since the numbers on the runways are not dynamic and TK has limited numbers of texture in there, you'll see many of them with wrong paints.. I've gone the long way to align most of them correctly in Anatolia but never messed with the numbering on the runways
  13. and you'll see it in many theaters near and afar from you
  14. it's available after a certain date. Check the data.ini for the weapon and make sure you are flying after that date.
  15. With this aircraft and/or the mission, did this happen to any of you: After getting rid of the Fansong with a shrike, I turned across the lake, heading East to the SA-8. Although I was getting audio RWR tracking sound, the RWR display did not tell me I was being tracked. Only a search radar was shown there. As if the RWR gauge stopped working.. Later I was locked on and fired by the SA-8, still RWR display was calm, only the audio rwr gave me, missile launch alerts..
  16. Hmm. I think the game might be defaulting to "name_of_weapon".LOD Because the [LOD001] callout is definitely wrong... Also note the loadout has similarly mistyped lines: should be GR7-LIDS-left (instead of GR7-LIDS left)
  17. Check gr7_tiald.INI in weapons folder. [LOD001] Filename=gr7_tiald.lod Distance=100 The actual LOD is named gr7-tiald.lod BUT, mine is like that too, and it shows alright in game... what's going on??!
  18. Bump! These pilots are fantastic Diego
  19. Thank you all About campaigns, first I have to see if I need permissions for the aircraft, and either make a package that includes everything needed OR list links for the downloads. I'd prefer it to be a single download package, easy to install. But we'll see. This will probably come after the v2 release of this terrain.
  20. 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
  21. 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
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