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gerwin

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Everything posted by gerwin

  1. Anything past the April/May 2012 patches of SF2 is very trivial. These two lines are the only ones that mean anything to me: Jul 2012: Fixed Mission Editor not saving out fleets with two or more carriers * I like this * Jun 2012: Damage from player missiles has been increased (in comparison to AI launched missiles). * don't like this * What you see in the cockpit is part of the external model. I don't know by hand of there is any trick to remove that node in just the cockpit view. I remember a similar annoyance with the refueling probe of the A-6 intruder. * checking now.. * No, I never solved that one.
  2. Funny thing in that link that I posted: The Il-2 1946 continuation efforts have to respect the original system requirements. So no 64-Bit/DX11 allowed there, also limitations are implied for polygon counts and distance LODs. Well... I actually like that. since many modded additions are too cruel for system requirements. I tried Falcon 4 BMS briefly, and I don't think I ever managed to properly take-off with the F-16. I was flying but could not use any weapons because I had failed to upload some files into the cockpit, during pre-flight procedures... Falcon 4 BMS's object quality is all over the place. You can see that in their object reference interface: For example the T-34 tank model is used as a stand-in for an M60A3? They will need many years of effort to get all these objects up to some acceptable level. Like the level of Strike Fighters. In the past there was Jane's Fighters Anthology. And I remember a bunch of missions pitting the UK against France. That was a cool idea. So I was wondering the other day: did they even have objects to make it proper? Turns out they did not, and they used M1 Abrams and Humvee as ground units for both the UK and France. At that time the 3D objects were so fuzzy you could have just used these models and call them AMX-30 or something and nobody would notice, but no, it was called a French M1 Abrams.
  3. These SF2NA anti-ship strike missions are lots of fun! There was a time that I still ran SF1 when SF2 was out for a while. But after playing with the SF2NA naval warfare features I never looked back. Even without harpoon missiles it should be possible to sink some ships, when using an F/A-18 with CCIP bomb trajectory indicator on the HUD.
  4. https://www.sas1946.com/main/index.php?topic=50987.108 Very big difference right there.
  5. Outdated graphics?

    When zooming in on the EAWpro screenshot: I see aliased polygon edges. Maybe you should consider setting "forced anti-aliasing" in the Nvidia or Radeon graphics control panel? It softens the edges and IMO it is very noticable.
  6. Outdated graphics?

    A very simple method to get some extra detail in the ground textures is a 'detail/noise texture overlay'. But it is game graphics engine thing. Strike Fighters 1 and 2 do this. You can see the detail texture effect in the bottom left here. IcelandNA map. Tiles themselves are 256x256 pixels.
  7. It respawns bombs and missiles as they were at the beginning of the mission. Silly anecdote: After triggering external stores jettison, it won't won't work anymore, at least not really:
  8. Looking forward to fly around in these beautiful mountains! I found that with the FE/SF/SF2 tile-based system it is hard to make nice mountains, lacking control of the shadow directions. (don't want shadows pointing up, or shadows of nearby tiles pointing in opposite directions) In this video it looks very natural.
  9. There is a similar setting there that gives you unlimited gun ammo. Also I remember this entry in the control ini file: [ControlSet001] //scroll at the end of the list// REARM_WEAPONS=ALT+W
  10. Here are some drop-in naval guns for the OBJECTS\GUNS\ folder, to try. Should cover most of SF2NA. 3IN_MK22, 5IN_MK12, 5IN_MK18, 5IN_MK19, 6IN_MK16, 76MM_AK726, 76MM_MK75, 100MM_AK100, 130MM_AK130 For the guns with an original caliber of around 3" or 76mm I lowered one value: MuzzleVel=950 SF2NA_Tweaked-Naval-Guns.zip
  11. Old topic, but I want to add some new observations: I am changing all naval guns to these parameters. Caliber=10.000000 MuzzleVel=1000 Accuracy=50.000000 It may not be perfect or realistic, but at least with these values the ship vs ship engagements are interesting again: At close range the guns overshoot quite regularly, and at longer range the rounds fall short regularly. But in either situation there are regular hits as well. Ships seem unable to sink another ship, but they can take out sensors and weapons. One other important thing: For collision meshes to work the Max/MinExtentPosition of the "Hull" and "Superstructure" must envelop these actual parts. Parts of the ship that fall outside the the Max/MinExtentPosition cannot ever get hit. LodViewer allows one to check this nicely, but only when the Data.ini system-names for these parts match the node names of the 3D model.
  12. Looks very nice! IMHO the dark overspray along the panel lines should be toned down, or left out entirely.
  13. Obviously: Distributing SF2 content in flightgear (or any other) format is illegal. Distributing tools with the ability to convert or adjust such content is legal.*** So editors, converters, patches, scripts and hacks can be distributed, but a 3D model, binary (exe/dll) or terrain from Third Wire cannot be distributed. Same as always for digital products in general. Same as what TK wrote in 27-1-2014: "the only thing we ask is that you don't re-distribute any of our original files." *** though certain vendors try to force license agreements that say otherwise
  14. Originally the inner flaps could only rotate into the wing, and through the wing in a bad way. The screenshots shows the fixed flaps.
  15. View File DLC 28: AVIA S-99/S-199 Flaps Fix Strike Fighters 2 - DLC 28: AVIA S-99/S-199 Flaps Fix Fix for the bugged flaps of the aircraft Avia S-99 and S-199. Fixes the meshes and adjust the data.ini for both planes. This is a patch for the file DLCData028.DLC of 121.878.708 bytes Found in your SF2\DLC folder. For safety backup your original DLCData028.DLC file. The distance LODs will not be fixed, so it is advisable to change the distance in S-99.ini and S-199.ini like below: [LOD001] Filename=S-99.lod //Distance=120 Distance=300 Gerwin 4-7-2019 http://members.quicknet.nl/lm.broers/ Submitter gerwin Submitted 07/04/2019 Category Other  
  16. DLC 28: AVIA S-99/S-199 Flaps Fix

    Version 1.0.0

    69 downloads

    Strike Fighters 2 - DLC 28: AVIA S-99/S-199 Flaps Fix Fix for the bugged flaps of the aircraft Avia S-99 and S-199. Fixes the meshes and adjust the data.ini for both planes. This is a patch for the file DLCData028.DLC of 121.878.708 bytes Found in your SF2\DLC folder. For safety backup your original DLCData028.DLC file. The distance LODs will not be fixed, so it is advisable to change the distance in S-99.ini and S-199.ini like below: [LOD001] Filename=S-99.lod //Distance=120 Distance=300 Gerwin 4-7-2019 http://members.quicknet.nl/lm.broers/
  17. I still prefer SF2 over any other similar game/sim because of the modding features. So practical to add, expand and fix objects and terrains, it is like a build you own flightsim toolkit with great stock items. Just wish some rudementary helicopter support was added before development stopped. This complete edition price is pretty good value IMHO. But the other individual prices should come down as well, these were actually raised about year ago. What surprises me a little is that, on his forum **, TK advised against merging SF2NA with the other games, and now he does just that. (** forum now gone.)
  18. Nice find! It is a small world, since "ArmA 2" mod "Cold War Rearmed 2" recently added a Spahpanzer Luchs, and now I know where they got it from. https://bb-mapping-designs.de/community/include.php?path=forumsthread&threadid=208&entries=30
  19. Jane's FA Questions

    He is a member on Vogons: https://www.vogons.org/viewtopic.php?t=49315&p=753845
  20. PS. Did someone ever find a 3DS max (2009 or earlier) filter that can reduce the polygon count of complex shapes automatically, without screwing things up too much? So far I did not.
  21. I figure that two or maybe three distance LODs are the most important: - The one right after the main lod, so the game can stop sweating on the small details as quickly as possible. But what Guuruu says about damage overlays is also a factor. - What is usually the hardest part for the game to render are Airfields and Carriers with parked aircraft. So the parked LODs that are typically in view during takeoff and landing decide on the lowest FPS situation. But a busy carrier is rather unfixable in this regard, besides just keeping them a bit plain (less parking spots, avoid deck crew) or buying a overkill graphics card. - The smallest one. An aircraft is often just a few pixels large in the view of the player. So if the model for this range is like 200/100kB or smaller it significantly lowers the total rendering load in most situations. What I usually do is set temporary LOD distances in the ini file to check for proper LOD synching. Like 60m, 80m, 100m and 120m. And then see if all LODs appear when zooming in and out. This also shows whether or not there are nodes that make LOD transitions unnecesseraly crude on the eye, so one can consider adjusting these. ( Note that I never made aircraft, just ground objects.)
  22. Some thoughts about FFF

    Here is Finkbeiner junior. https://en.wikipedia.org/wiki/Felix_Finkbeiner His wiki page is 'suspect' if you know what to look for. Privileged kid.
  23. Yeah, Should be something there for custom height increments. At least in the latest version. Note that your screenshot shows an older TFDtool version. Edit: Key: T = Toggle increase/decrease amount between 10 and 'autodetect'. Combined with changing this entry in TFDtool.ini from 10 to 1: heightmap_increase=1
  24. View File Aggressor Camo Skin for A-4F '74 (fictional) Aggressor Camo Skin for A-4F '74 (fictional) version 1.0 by Gerwin 17-7-2018 DESCRIPTION: Made for The Strike Fighters 2 A-4F '74 model. For use by the player or by a new nation which can be called "Aggressor" in the Nations.ini. This skin is part of a Skin set, all in the same style, by the same author. It can also be applied to the A-4G DLC, which can serve as a sleeker fighter version with 4 Sidewinder missile rails. INSTALLATION: Copy the included folder with contents to the folder that contains the A-4F '74 files, for example: My Documents\ThirdWire\Strike Fighters 2\Objects\Aircraft\A-4F_74 Sample entries for a new nation called "Aggressor": Add to Flight\Nations.ini, at an appropriate number XXX: [NationXXX] Name=Aggressor DisplayName=Aggressor Red Air Force Alignment=ENEMY PilotNameList=NamesRussian.lst RankList=RanksRussian.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str Add to A-4F_74__UserList.ini: [Aggressor] ServiceStartYear=1971 ServiceEndYear=1994 Availability=COMMON THANKS TO: Third Wire for the Strike Fighters Based Games. Camo pattern initially based on A-4F 'Super Fox/ Mongoose' by dtmdragon, for A-4G DLC Submitter gerwin Submitted 04/22/2019 Category A-4  
  25. View File Aggressor Camo Skin for Mirage IIIC (fictional) Aggressor Camo Skin for Mirage IIIC (fictional) version 1.0 by Gerwin 8-7-2018 DESCRIPTION: Made for the stock Wings over Israel Mirage IIICJ Model. For use by the player or by a new nation which can be called "Aggressor" in the Nations.ini. This skin is part of a Skin set, all in the same style, by the same author. INSTALLATION: For WOI Copy the included folder with contents to the folder that contains the Mirage IIICJ / Shahak files, for example: WOI\Objects\Aircraft\Shahak For SF2 copy the included folder with contents to the folder that contains the Mirage IIIC files, for example: My Documents\ThirdWire\Strike Fighters 2 Europe\Objects\Aircraft\Mirage3C But in this case replace the 5 textures with the ones in the folder called "SF2-Version" Sample entries for a new nation called "Aggressor": Add to Flight\Nations.ini, at an appropriate number XXX: [NationXXX] Name=Aggressor DisplayName=Aggressor Red Air Force Alignment=ENEMY PilotNameList=NamesRussian.lst RankList=RanksRussian.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str Add to Shahak_UserList.ini: [Aggressor] ServiceStartYear=1979 ServiceEndYear=2010 Availability=VERY_COMMON THANKS TO: Third Wire for the Strike Fighters Based Games. Submitter gerwin Submitted 04/22/2019 Category Mirage Skins  
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