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Spiff

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Everything posted by Spiff

  1. Greetings, Thought about including data.ini files but decided not to. Some people mod those files too and the original mods were presented pretty much the same way I did except configured for SF2. Besides, the readme was written for someone with little or no modding experience. If you were to edit it for a knowledgeable modder, you would be left with adding 10 little lines to the data.ini and editing 4 (that's an estimate) for the weapon rails and a nose camera; for the tanks you're checking a couple of lines in the loadout and data.ini files and moving 3 folders (rails/camera included). In the end, you'll at least be a little more familiar with data.ini structure and associated files in general, which is a good thing. Spiff
  2. SF2 TOMCAT Update Pack

    Version

    904 downloads

    For those who have not done this already, this is a small user friendly pack for SF2 to add Ravenclaws nose camera to the A/B/D models and flaviodutra's drop tanks and weapon rails. It is a drag and drop installation with some data.ini edits spelled out in the readme. All credit goes to Ravenclaw and flaviodutra. I think it improves the external model of the MF F-14A, but I'll let you be the judge. Read the included readme before you attempt the mod. Spiff
  3. How do you do it? I've seen the knowledge base, extracted the singlemission.ini, israelME.ini, and the options.ini is in plain sight. My problem is I can't get the F-15I or F-16I to have any other dates but 2002 and 2003 respectively. The options.ini is right in the mod israel directory so I just changed the end year to 2020 three times ( originally I think they were all zeroes). The singlemission.ini was empty except for target info so I used the format from first gen title (possible problem there). The israelME.ini has "allowed dates" in a xx/xx/xxxx format. I wanna know where these files go after editing them and the correct format for the entries. I've run through several variations and got no where. Somebody out there hopefully has this sorted out. Thanks. Spiff
  4. Thanks for the help again, folder problem. I just modified the ISRAELME.ini and left the other 2 files alone. Spiff
  5. MF F-14A with BobRock's VF-84 skin modded for SF2E.
  6. I'm flying the last one in SF2I, not version 2.0, and it's not bad. Things I see but can't fix: white horizontal dashes in the rear stabs, the canopy when viewed externally has a missing strip where it meets the fuselage all the way around and you can see through the canopy frames, I think the cfts intrude on the rear cockpit leaving little tan triangles, skin for the gear and wheel wells could be better, but all this is just cosmetic stuff. The other thing is the flight model, I find you need to keep the thing above 400 kts to turn and if you're really pulling your stabs start to flutter in time with the stall warning. I kind of like it though. Oh yeah, and I can't get the freakin dates to work. Even with the flaws, the skin and model still look good; I'm a sucker for the viper though, I want one in my garage. Spiff
  7. Thanks for the help, but I think my whole install is fouled up or I'm missing some stupid little thing somewhere. After modifying the IsraelME file are you also changing the options.ini and the singlemission.ini? Thing that gets me is some say startyear, other says periodend, and the options.ini is default set to zeroes. Spiff
  8. Anybody else out there having trouble doing this with a merged install? I . . . can't . . . make . . . it . . . work. Spiff
  9. I'm not having any luck here and this should be simple. For the IsraelME file do I create a terrain folder and place it there and modify the options.ini 3 times with 1945 and 2050? Spiff
  10. I'm referring to the pods on either side of the centerline fuel tank. I think the one on the pilot's right is a targeting pod, but what's on his left? Trying to convert this to SF2I. Spiff
  11. Thanks jomni, good link too. I think they are aaq-14 and aaq-13 pods or an Israeli equivalent. Spiff
  12. ChrisBV, Could you check the pack for a missing canopy tga. I have a canopy except for the very front panel. There is one canopy tga in the pack; so I think its a LOD issue which is beyond my capabilities to fix (and maybe yours too?). The skins are great though and I like the heavier feel on the FM. This missing panel is in the exterior view only, not from inside the pit. Thanks for the pack. Spiff
  13. Bummer, thanks for looking. Gotta say again, those Falkland skins are great. Spiff
  14. HockeyCoach, My two cents, check the data initial engine section and make sure the emitter and tga files called for are in the effects folder which you probably had to create. Like Fubar said, you can easily change it to a stock ab effect. Double check to make sure the effects folder is in the right location. Maybe I made a mistake on the F14D since I run a merged install, not sure. Spiff
  15. Not that this helps any, but I also get the same thing when using one of the earlier more greenish skins on the MK51. Spiff
  16. I remember they were doing SAR off the east coast of South America and never heard anything, black box found?, final disposition? Thought I would ask since it came up the other day and couldn't recall hearing anything. Spiff
  17. Greetings All, Not to give FC more work, but while sitting in the cockpit if you look over your left and right shoulders I see a white thick line running in an arc (I thought it was possibly frame at first but I think it's a DX10 issue also). This isn't as in your face as the triangles though. Eagle Pack is one fine addition nonetheless. I'll try and get a screenshot if interested. Spiff
  18. Greetings ThirdWire Community, I'm in a bad mood so I'm going to rant. When I purchase ThirdWire games I expect them to work out of the box err download (and they do and I like them alot). But when you have a merged install (a selling point on the gen2 titles) and target aircraft don't have skins (a real immersion killer) that burns me. I'm not a programmer and the bleeding hearts will say it's alot of code and things are gonna slip through the cracks (OK, I'll buy that, instruments not working, gear doors in the wrong position, decals not showing, etc.) but not skins on aircraft. . . TO ME IT SCREAMS POOR QUALITY CONTROL AND I DON'T GIVE A ****! When another CUSTOMER brought this up I wish TK would have hit this one a little harder than he did (saying it would be addressed with a new installer). What I took away from the conversation was the customer bought another game to fix the issue immediately without trying to mod which is certainly the customer's option. I'm not posting this at Thirdwire because I think they are above board when it comes to customer service and supporting the flight sim/modding community; these days customer service is non-existent. I'm done.
  19. Will AI aircraft load and use gunpods? I'm trying to use the SU24 in SF2E, and I can't get the SPPU6 to load automatically. It appears in the weps list and I've checked the data and loadout.ini for errors, no luck. I can put them on my bird manually though. The pods are used in an armed recon load and it seems to default to the strike loadout. Spiff
  20. the vert tail tgas for your 213 skin for the FA-18F. I have the previous download version though; only happens on the 200 bird, turns the tail and part of the nose yellow. If you can duplicate possibly fix in next update. Thanks, Spiff
  21. I'm just going to give an example of what I'm seeing here. If you drop the SU35BM in SF2E you get two white balls in the engines possibly linked to the afterburner nodes or stabilizers. You can view these spots from anywhere externally. I see this on several aircraft, so is SF2, I'll say reading the models differently than SF1. Bobrock's F3 is another example, I have not tested the SU35BM in SF1 titles. I'm guessing this can only be fixed in a 3d program though. Spiff
  22. Pit's pretty dang cool for a beta! Spiff
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