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zmatt

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Everything posted by zmatt

  1. Hey all. I decided to reinstall SF2 and have some fun on my windows 10 rig but I'm running into some weird problems. The first is I've got now guns. At first I was too lazy to pull out the joystick so I played KBM and no matter what I did with the mappings it wouldn't change from the default spacebar mapping. Then I hooked up my joystick which works great except now I have no guns at all. I mapped it to my trigger and that shows in the control config correctly but when I fire, I get nothing. I also notice that even though I set the trigger to primary guns and the top button to selected weapon, the trigger fires my selected weapon (bombs, missiles etc) and the top button does nothing. Is this a windows 10 bug or something else?
  2. So I updated to the latest patch and then ran as admin and that seems to have fixed it. Things work fine for the most part save for some weird texture issues and once where the game locked up completely. I'll keep fiddling with settings.
  3. With a few nodded aircraft, especially mirages, ive noticed they have fixed drop tanks that over lap on weapon stations and cannot be removed. You can't even ditch them mid flight. I've looked over the data.in is and didn't see anything that looks like it forces this and they use the stock tw lods that don't have these fixed tanks. Can anyone point me to a way to remove this to achieve a "clean" setup?
  4. Man that was hard! I'm missing one vertical stab and elevator not to mention most avionics out, no wing leveler or auto pilot and damaged engines. She was pulling to the right to whole time and I had to manually fly it home, alt+n didn't work. Almost dodged that SA-9, almost.
  5. This is a weird one i just noticed after decided to do a fighter sweep in an F-86A. Seems if I go into 1950 or earlier SF2 has trouble actually building the mission and putting other planes on the screen. I have made the correct ini edits to have expanded years and I have aircraft on both sides that go as far back as 1947 I think. For the F-86 as soon as I hopping in the cockpit TACCOM said mission accomplished as if I shot them all down. I tried another mission striking a target with a F-80 and the game crashed before getting to the loadout screen. Note if I got above 1950 It's fine.
  6. I'll give you that if you can get the jump on MiG-17s or 19s they will never know what hit them. But if its already a furball forget it. Early AAMs just don't work in a dogfight.
  7. I can't seem to get anti-radiation missiles to work properly. Be it shrikes or standard arms, they just wont track. I wait till my rwr is beeping away with a radar at 12 o'clock only a few miles ahead and fire......and it flies straight and never homes in. I'm not even trying to fire them far away or during crazy maneuvering. I thought ARMs home in on radar sources, why aren't they tracking?
  8. What range are you at? That never works for me. Also that's not a radar its a launcher, how is it homing? If I need to designate targets that's fine but then I have another problem, in SF2 for whatever reason designating ground targets is far more hit or miss than in SF1. Even if its a mission where I have to strike a particular asset I rarely can light it up until after I have passed it closely. Classing taccom for a vector doesn't help illuminate it either like it does for hostile aircraft. Runways and such are fine, follow the waypoint and hit that runway, but if its a bunker, which one? Or if its SEAD and I have mavericks I have to risk ground fire just to get the targets to designate, all the while i'm furiously mashing on e and r trying to pull them up. Is there a setting where I can adjust this?
  9. Is there an ini edit to allow a weapon point to carry a dual IRM rail like on the F-100 or F-4?
  10. That would explain the discrepancy. Thanks
  11. I didn't think you had to designate it. You don't have to for IRMs, and AHM/SAHM require radar lock but not designation. Also I'm having issues with ground target designation. I can light up any aircraft nearby, but ground targets are a pain to designate, even if I am right on top of them and they show on the map. Is there a way to change this?
  12. I tried adding 2IR, but when I went to change my mission loadout I only had standard 1 missile per pylon.
  13. [Fictional] Dassault Convair F-116A Scimitar

    Why did you give a jet with no radar, radar guided missiles?
  14. I can't seem to get this to work. I have copied the files to just about every location mentioned in this thread. Main folder, main flight, main menu, mod flight and mod menu. I can see no discernible difference in the game so I think it's not working.
  15. What exactly happens? Does the game crash upon starting it or do you have a ctd when you try to start a mission? When you installed the game did windows produce a popup that said the program did not install correctly? If the install worked but the game wont run or you CTD I would try messing with the program compatibility options. Tell it to run in as if it was in windows 7 and make sure to run as administrator. That can often clear up a lot of compatibility issues.
  16. I've noticed that Luftwaffe aircraft either when I fly them or encounter them as reds only come solo. I have made the recommended nations.ini changes to add nazi germany and That shows up fine in game. How do I make sure they come in larger groups? it's not fun taking on single 109s with a squadron of P-51s.
  17. Gotcha, sorry the "dedicated mods folder" thing threw me off.
  18. Wrench in yet again to save the day. I'm running merged with all my mods in the base SF2 mods folder. Can I just dump my WW2 mods into say the SF2:E mods folder for it to be "stand alone"?
  19. WinRAR actually supports the 7zip format so no problem there.
  20. I we are talking early Mirage 3's, the 530 is useless against fighters and their IRMs are about as good as yours. The big edge they have is more cannon ammo and more fuel. The MiG-21 is a bit more agile but not enough to make turning a done deal at all speeds, the Mirage does have a sweet spot above 330 knots or so, keep them out of it. If we are talking later ones, Say Mirage 5/50 family their IRMs are going to be better, they wont have radar guided missiles and handling is pretty much the same. Mirage 2000s will murder an MiG-21
  21. I just downloading the TMF F-5E and wanted to know what everyone's tactics were for using them effectively. I find that it's instant turn ability is really really good but if you push the G's a little too hard the plane scrubs literally all of its airspeed and stalls. It's so tricky that I've seen AI's plow into the ground a few times already using them. I figured it would be a good match against some of the smaller Warsaw Pact fighters but now I'm kind of scratching my head on how to use it. The airspeed flop is brutal at low altitudes.
  22. The MiG-21 is really effective in the 60's-early 70's, after that, even with the upgraded models its a death trap. I've tried A2A missions in the LanceR with external ecm and get swatted every time. Even in a Dogfight F-16's, 18's, 15's etc are just better and will eat you up. Early Atolls are pretty useless, but you can occasionally get a kill. best bet is to sneak up on them on the deck at high speed, pass beneath and immelmann to their 6. By now you have been spotted and the AI will try to turn, if its an F-4 or any other american jet just keep up and get close for guns or missiles. Key points: -beating early radar guided missiles is easy, common practice is to fly low and fast, early radars have poor look down capability and the missiles have poor turning performance so passing under pretty much guarantees safety -early missiles aren't up to dogfighting for two reasons, 1: they were designed for shooting down bombers and 2: the technology wasn't up to the task anyways. you can get lucky but the envelope is tiny and failure rates are high -The Fishbed was designed as a point interceptor, not a dogfighter. Because of that it has short legs and a small weapons load. contrast to an F-4 which was meant to be a long range missile platform, more fuel and weapons. Your maneuverability is a lucky side effect of the design, not it's purpose. You lack staying power, get a kill and get the hell out of there. -Don't fly fighter sweeps due to the above reasons, you are pretty much limited to CAPs. If you want to fly offensive missions it's better to use the MiG-23. Just remember it handles like crap and you have to use tactics similar to an F-4.
  23. That's the likely explanation. I just got back into playing SF after taking a long break and SF2 is different enough in the ini's that I create more problems than fix.
  24. Already tried that. As wrench pointed out I had to basically rebuild the data.INI. EDIT: ok so i extracted the MirageIIICJ_DATA.INI and replaced the mission data and changed the weapon station country codes. I know have this problem. This is with a loadout of only AIM-4s. Note that along with the ever present superosnic tanks, it is also carrying a double set of the 625 liter tanks, one of which can be dropped, the other of which is fixed like the supersonic tanks. Below is the wepaon stations entry for the data.ini. BTW Wrench, aside form the weird ini issues I really enjoy this mod. Gotta love those deltas! [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.075,-2.28,-0.67 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=320 AllowedWeaponClass=BOMB,RP,IRM AttachmentType=USAF,NATO ModelNodeName=outer_pylon_L PylonMass=25.0 PylonDragArea=0.02 LaunchRailNodeName=missile_rail_L LaunchRailHeight=0.16 LaunchRailMass=25 [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 3.075,-2.28,-0.67 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=320 AllowedWeaponClass=BOMB,RP,IRM AttachmentType=USAF,NATO ModelNodeName=outer_pylon_R PylonMass=25.0 PylonDragArea=0.02 LaunchRailNodeName=missile_rail_R LaunchRailHeight=0.16 LaunchRailMass=25 [LeftInnerWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.153,-1.02,-0.837 AttachmentAngles=0.0,-3.0,5.0 LoadLimit=500 AllowedWeaponClass=BOMB,RP AttachmentType=USAF,NATO ModelNodeName=inner_pylon_L PylonMass=40.0 PylonDragArea=0.02 [RightInnerWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 2.153,-1.02,-0.837 AttachmentAngles=0.0,-3.0,-5.0 LoadLimit=500 AllowedWeaponClass=BOMB,RP AttachmentType=USAF,NATO ModelNodeName=inner_pylon_R PylonMass=40.0 PylonDragArea=0.02 [CenterStationMatra] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 0.00,-0.97,-0.97 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1000 AllowedWeaponClass=SAHM AttachmentType=USAF,NATO ModelNodeName=matra_center_pylon PylonMass=40.0 PylonDragArea=0.02 //SpecificStationCode=R530 [CenterStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 0.00, 1.06,-0.88 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 DiameterLimit=0.455 AllowedWeaponClass=BOMB,2BR AttachmentType=USAF,NATO ModelNodeName=center_pylon PylonMass=80.0 PylonDragArea=0.02 RackSpecificStationCode=MIRAGE_FUSE [CenterStationFT] SystemType=WEAPON_STATION StationID=7 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 0.00,-0.42,-0.97 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1000 AllowedWeaponClass=FT AttachmentType=USAF,NATO ModelNodeName=center_pylon_fueltank PylonMass=70.0 PylonDragArea=0.02 FuelTankName=Tank1300_Mirage FuelTankNodeName=drop_tank_1300_C
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