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Everything posted by WhiteBoySamurai
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	I dunno, I kinda that Juliett class. Reminds me of some over-the-top G.I. Joe vehicle with pop-up spring-loaded missile launchers. I got around to trying the Mk46 and other ASW torpedoes, and I think they work well enough. I was thinking, though, instead of/in addition to designating submarines as cargo ships, what about patrol boats? How does the game engine assign/spawn patrol boats in missions, exactly?
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				SF2 Screenshot Thread
WhiteBoySamurai replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Finally finished building a new computer so I can run NA properly. For now, I have no environment/tileset mods at all, just trying to get a sense of what the game is actually supposed to look like with all the settings maxed out. Still looks pretty good to me, I guess. How a lot of 80s action movies seem to start: I always get excited when I see my ships show up in a battle group. Maybe a little too excited. - 
	
	
				SF2: North Atlantic
WhiteBoySamurai replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
That can be arranged... - 
	
From the album: WBS's stuff
Kirov missile defense - 
	
From the album: WBS's stuff
Kirov class skinning in progress - 
	
From the album: WBS's stuff
Coming July 4th - 
	
From the album: WBS's stuff
Rising Sun - 
	
From the album: WBS's stuff
Making the captain spill his coffee - 
	
From the album: WBS's stuff
Bunker Hill in the battle group - 
	
From the album: WBS's stuff
Bombing an airbase in Iceland - 
	Great video, thanks for sharing it. I go to see Blue Impulse every year. They've got some amazingly tight formations, right up there with the Thunderbirds!
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	Actually, I didn't have to take out The 'Dez to get WW to work. (IIRC it's set to UseGroundObject=FALSE so I bet that makes a difference.) I also (mistakenly) left in the entry for a WW2 era ship that I don't have installed, and the terrain still launched fine. Anyway, I yanked out the ships from Korea and Libya and got them working. Take a look; hopefully it will save someone some time. Korea & Libya fix.rar
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	Just uploaded a three-pack of RN frigates, Type 12M, Type 21, Type 22. Everything should be working on them. KJakker, there's not much that can be done about the fire control radar issue without being able to mod the source file. The pivot point is set so that it faces backwards by default. so it will always face in reverse of where the weapon is pointing. The best I could do is set it as a Track radar so it's not so obvious. It's going to be a common problem when converting older ships, because the designers weren't expecting to be able to use all the features we have now. Also, it bears mentioning that the SeaCat launcher on the Type 12M has a messed up pivot, so I had to set the missiles as a vertical launch system. They're not very effective that way, but it's better than nothing. Thanks for the Anzac data, colmack. I'll see if I can get it shooting better, but after this pack I'm hoping to focus on my own models for the time being.
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	View File Royal Navy frigate update pack This package includes the Type 12M Rothesay class, Type 21 Amazon class, and Type and Type 22 Broadsword class frigates updated to SF2:NA standards. These include updated weapon and data entries, ship names and numbers, collision meshes, radar frequencies, and so on. Thanks to: Hinchinbrooke for original Type 12 model Banidos Team for original Type 21 and 22 models Submitter WhiteBoySamurai Submitted 04/06/2012 Category Frigates
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Version 1.0
625 downloads
This package includes the Type 12M Rothesay class, Type 21 Amazon class, and Type and Type 22 Broadsword class frigates updated to SF2:NA standards. These include updated weapon and data entries, ship names and numbers, collision meshes, radar frequencies, and so on. Thanks to: Hinchinbrooke for original Type 12 model Banidos Team for original Type 21 and 22 models - 
	I was the first to point out this crashing-at-80% problem in the patch thread, immediately after the patch hit, but no one paid any attention. : [ Korea, Libya, Taiwan, and Waterworld all have this issue on my end. Looking through the .ini files and comparing them with working terrains, nothing stands out as obvious right away. All the effect shader callouts seem to be okay, though I don't know enough about the those with regards to the changes SF2NA and the recent patches may have made. Adding or removing NavalMap=TRUE doesn't seem to help. Same with water maps. Maybe it's a conflict caused by all the ships assigned as targets in the TYPES.ini files?
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	View File Modern Royal Navy ship update pack This package includes the Invincible class carrier, Type 42 Shefflield class destroyer, and Type 23 Duke class frigate updated to SF2:NA standards. These include updated weapon and data entries, ship names and numbers, collision meshes, radar frequencies, carrier decals and aircraft parking spots, and so on. Make sure to update your Harriers, RN helicopters, and other models with the relevant data if you want them to show up on the Invincible's deck. Enjoy! Thanks to: -Gepard for pointing out flight deck problem -Hinchinbrooke for original Invincible and Type 42 models -SUICIDAL for original Type 23 model -Bobrock for the additional Invincible skin Submitter WhiteBoySamurai Submitted 04/05/2012 Category Other
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Version 1.2
960 downloads
This package includes the Invincible class carrier, Type 42 Shefflield class destroyer, and Type 23 Duke class frigate updated to SF2:NA standards. These include updated weapon and data entries, ship names and numbers, collision meshes, radar frequencies, carrier decals and aircraft parking spots, and so on. Make sure to update your Harriers, RN helicopters, and other models with the relevant data if you want them to show up on the Invincible's deck. Enjoy! Thanks to: -Gepard for pointing out flight deck problem -Hinchinbrooke for original Invincible and Type 42 models -SUICIDAL for original Type 23 model -Bobrock for the additional Invincible skin - 
	
	
				New entrys on SF2 NA
WhiteBoySamurai replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
Yeah, I extracted them too, but I've never seen the stock Prowler carry those Shrikes (or anything else for that matter) under the wings.The Growler doesn't carry its SEAD loadout on escort missions either. I'd like to see them carry some ALQ-99s or at least drop tanks. On a related note, do you suppose escort jammers are actually useful in game? Does ECM have an effective radius around the aircraft now, as opposed to just protecting itself? Or maybe they're supposed to just draw fire? :shrug: 
