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Bossco82

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Everything posted by Bossco82

  1. HI, Since the May 2011 patch i'm getting a random game crash when loading reaches 30%, it doesn't happen that often but its enough to be annoying. There is something in my modified installs that is not always compatable with the patch. I've tested a vanilla install and it doesn't happen. So if any of you know what loads at 30% it'll help me find out where to look and compare it to the origionals in the cat files. Cheers
  2. Really the only thing you can do is lower the graphics setting, manually edit the targets in the terrains to reduce the amount of ground object/AAA/sams or use lower resolution skins other than that there arn't many other options. Also as long as you have 1024mb of graphics memory on a decent card concentrate on cpu speed, that will have more effect on framerates.
  3. You have 4gygabtes or 4096 megabytes of ram then, there are 1000 megabytes in a gigabyte. Every plane, ground object and effect has to be taken out of the hard drive, then processed through the cpu, ram/memory and graphics card. The faster the cpu/processor, the more/faster ram/memory you have and the faster/more memory your graphics card is/has the more calculations you computer can handle in any given time. The part SF stresses the most is the cpu/processor. What is happening is, when you are around an airfield with all its ground objects or there is a high concentration of aircraft your computers components arn't fast enough to handle them and the calculations to process them get backlogged and causes a fps drop. If this is in single mission then turn down, object detail, terrain detail and ground object to medium. Also try setting water to medium too. If this is happening in campaign there is an entry in the campaign_data.ini that you can alter to reduce the amount of aircraft in the air at once. If like others you get into SF2 and feel the need to upgrade your system to use higher graphics settins let me know i've tried loads of different configurations of components to get the best out of SF.
  4. Bang on the Money!

    I don't think I could have said that better myself, now ask him his opinion on climate change
  5. Well for the Heinkel 111 H3 for example this was my fix, [RearGun] SystemType=FLEXIBLE_GUN GunTypeName=7.9MM_MG15 MuzzlePosition=0.0000,-1.8872,1.4181 TracerLoading=5 BurstAmount=15*** GunnerID=1 MaxAmmo=1000 [bellyGun] SystemType=FLEXIBLE_GUN GunTypeName=7.9MM_MG15 MuzzlePosition=-0.0000,-3.9939,-1.4606 TracerLoading=5 BurstAmount=15*** GunnerID=2 MaxAmmo=1000 [NoseGun] SystemType=FLEXIBLE_GUN GunTypeName=7.9MM_MG15 MuzzlePosition=0.1812,5.6784,0.0873 LightPosition=0.1812,5.6784,0.0873 TracerLoading=5 BurstAmount=15*** GunnerID=3 MaxAmmo=1000 [bellyGunFwd] SystemType=FLEXIBLE_GUN GunTypeName=20MM_MGFF MuzzlePosition=0.0063,-0.6046,-1.2441 LightPosition=0.0063,-0.6046,-1.2441 TracerLoading=5 BurstAmount=15*** GunnerID=4 MaxAmmo=250 [LeftGun] SystemType=FLEXIBLE_GUN GunTypeName=7.9MM_MG15 MuzzlePosition=-1.2862,-2.8683,0.3350 TracerLoading=5 BurstAmount=15*** GunnerID=5 MaxAmmo=1000 [RightGun] SystemType=FLEXIBLE_GUN GunTypeName=7.9MM_MG15 MuzzlePosition=1.2593,-2.8680,0.3175 TracerLoading=5 BurstAmount=15*** GunnerID=6 MaxAmmo=1000 Basically I reduced the amount of bullets that fire each time, sorted my framerate problem and I still get shot down on occasion. I'm aware this is only a stand in solution until a proper one can be worked out.
  6. I came across this problem in my Vietnam install, wasn't ground objects or anything else, it is the amount of gunfire being processed. I spent months editing the AAA on my Vietnamsea map to reduce the AAA and sams but not lose any reaslism. I've also had this problem with Wings over Africa, my solution was to go into the bombers data.ini and change the "burstamount" under the aircrafts AI guns. They are set at 50, but that tends to make it come out in a continuous stream from the bomber, reduce it until you find a happy balance. Hope this helps.
  7. Effects, shadows, mirrors and horizon distance are the big fps hitters, reduce those to minimum and then play around with the others until you get the best compromise. Its trial and error really. If you need any firther help just ask.
  8. I'm guessing you might be a novice when it comes to computers, if i'm wrong I appologise for the assumption. What Operating system are you using, XP, Vista or 7? If you google CPU-Z and GPU-Z these are small programs that can identify your components, alternatively if you go into the "Control Panel" and find and open "Device Manager" it should tell you there what processor, motherboard and graphics card you are using. The more info you give us about your system and install the more we can help.
  9. That really sucks Veltro, what were the components that failed, were they old/overclocked? I see some seriously cheap decent computer parts on ebay every now and then. I had some old P45 kit that I virtually gave away a month ago, you could have had it. I sometimes fit upgrades for people and they leave the old components with me, if I come across anything you can have it mate. Where in the world are you?
  10. To Gustav, The Buff with jaws skin is USAFCamo2 from the Vietnam expansion pack, it could be from the origional one done for SF2 as I keep all my downloaded files on a huge backup drive. If you want it I can email it to you.
  11. Is the sun glare enabled? Do you have many custom textures in your Flight folder, or are you using a customised environement system? See if you can make it happen on a vanilla install, then you will know if the problem is system based or an incompatable mod.
  12. HI Guys, First post in screenshots. Some shots from my Vietnam install using my recent sandybridge setup on unlimited settings.
  13. HI Guys, I've been working on converting the cockpits in the WOA pack from Capuns site that show external canopy parts in SF2. After doing a rough fix of just moving the cockpits. However after extracting the TW P-51D I found a couple of lines to convert the cockpits properly. Finding this made Brain32's post in the KB make sense to me. I've already done the Hurricane mkII B, its as follows, Cockpit.ini changes, [CockpitSeat001] ModelName=HurricanePit HideExternalNodeName=WindshieldFrame **** HideExternalNodeName=Windshield **** Position=0.00,0.100,0.72 **** matched to pilot positon in data.ini Offset=0.0,-0.1,0.0 ViewAngles=0.0,0.0,0.0 MaxYaw=110 MinYaw=-110 MaxPitch=70 MinPitchFront=-60 MinPitchRear=-45 LightRange=1.5 LightInnerConeAngle=65 LightOuterConeAngle=70 LightAngles=0.0,-30.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 NightLightColor=0.6,0.3,0.4 Gunsight=GunsightFront Data.ini changes, [AircraftData] EmptyMass=2480.0 EmptyInertia=5580.0,5704.0,10044.0 ReferenceArea=23.97 ReferenceSpan=12.19 ReferenceChord=1.966 CGPosition=0.0,0.0,0.0 CockpitCGOffset=TRUE ******** Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=LeftOuterWing Component[006]=RightOuterWing Component[007]=LeftWingTip Component[008]=RightWingTip Component[009]=Tail Component[010]=VertTail Component[011]=LeftStab Component[012]=RightStab I got the node names from the OUT file. However I need help with the P-40F Warhawk. I've done the same as above but no matter which node name I input for it to hide the windscreen still shows. The only one that get rid of it is if I input "Fuselage" as the node to hide but then the whole plane dissappears. Any help appreciated, I've posted the same over at Capuns forum, i'd really like to crack this one. Cheers.
  14. Well I thought Photoshop was expensive, I think 3D Studio Max is a little out of my budget, gonna have to leave it to the modellers on here for a while. Back to the point on the P-40F I think Capun's found a solution but I havn't tried it on my install yet.
  15. I've put your MID_WW2_COCKPIT3, in the Tomahawk, looks ace with the internal guns. I must try to learn cockpit modelling. Can you tell me what software I would need on a 64bit system to start having a play around making some?
  16. Well the only way so far i've managed to get the P-40F without the double cockpit is to move it forward. Can you tell me what value the X,Y,Z positioning numbers are in, ,is it in metre's? this is pure curiosity! Other cockpits so far are working fine using the "hideexternalnodename" entry. By the way the generic WW2 cockpits you made are excellent, top job,
  17. On checking again, if I set the fuselage "showfromcockpit=false" it also removes the props. I dont understand how lods work, could all the nodes be tied together someway?
  18. Yeah I did think about that one Stary, I suppose I was just trying to do it the clever way only hiding the canopy frame. How are you getting on converting your WOA for SF2?
  19. When I was having a play around with this feature last night, I got the engine failure someone else mentioned when it was set to 300, I then set it to 1500 and didn't get it, could be a fluke though. I also tried changing the WEP manifold pressure input but all this seemed to do was changed what the cockpit gauge displayed. Its not only the Mustang that now has this feature, the TW Spitfire's have it to.
  20. WEP seems to be a few other lines into the engine in the data.ini, it has some flight model inputs I don't understand but a quick copy and paste into some WOA aircraft and it worked like a charm. No cockpit light though its throttle position enabled similar to an afterburner. As for the engine failing thats related to "WEPTimeLimit=300.0" increasing this prevents the engine from failing.
  21. WEP seems to be a few other lines into the engine in the data.ini, it has some flight model inputs I don't understand but a quick copy and paste into some WOA aircraft and it worked like a charm. No cockpit light though its throttle position enabled.
  22. To back up some comments made by Julhelm about TK and SF having no competition. I couldn't agree with this more, I enjoy games involving all aspects of air war spanning WW1 to present day. I like to fly planes from P51 Mustangs upto F14 tomcats. TK can give you all of this around one game engine, that simply doesn't exists anywhere else. I own Il2, Rise of flight, Lomac and other titles and they are not as enjoyable as SF for one simple reason, I get bored of them! I don't get bored of TK sims because every other week someone in the mod community makes something new to try and it revive's my interest. Also if I start to feel i'm getting bored I can make changes myself because of the current ease of modability and an open game engine. Now to further this point more. My brother is a pilot with obviously lots of pilot friends. He's searched for years for a flight sim and then I introduced him to SF and all the mods. He almost instantly bought all the titles and a high spec gaming desktop. He felt other titles were not worth the investment as he would quickly get bored of playing them on my computer. His favourite version of the game to play is the 1948 War for Independance mod and the Falklands mod from here. Now I will admit he enjoys playing IL2 and when he bought his computer he installed it modding it with UP2.0 but he doesn't play it as much as SF because he can't tweek it to his liking ie flight models, weapons etc. My final point to make about TK and SF not really having competition is that what other title can a mod community effectivly make a whole other game for. Which is also the reason why I find it so strange that TK makes changes to the games engine without asking the mod community that supports him what they think, it seems illogical to me. The mod community here have effectively made whole other games that people will buy the SF titles to play, 1948 War for Indepenance Falklands Korea hopefully Desert Storm hopefully War for Africa when its tweeked to SF2 Nato Fighters 4 Vietnam flying for the reds Il2 covers WW2, Rise of Flight WW1, Hawx unrealistic modern combat, Lomac modern combat. SF covers the entire history of air combat. This is thanks to the work TK has done but you can't ignore its also thanks to the mod community expanding on TK's origional titles. SF is just so diverse and easy to expand which is why in my opinion it does not have any competition and that is solely due to its modability. I do find it strange that TK does realease updates and patches that sometimes conflict and cause problems with what the mod community is doing. My sole concern about the future of the TW titles is them losing there modability which will in turn mean I lose interest. I'm sure i'm not the only person who thinks this. If however TK makes his changes while preserving an open game engine and modability I will continue to buy his titles as long as he makes them and they will continue to have no equal. One final thing I forgot to add, there has been mention of TK not having money to make certain changes. I was recently getting a few pc components from a big shop here in the UK. While waiting for them got chatting to a few guys. They asked what games I play and what I use my pc for. I said I only play SF, they replied "whats that?". These were people who were big pc gaming enthusiasts and they didn't know SF existed. When I told them about it they wanted to know a lot more. They were mostly interested in the fact that there was a game about air combat they could do whatever they wanted and was very modable. It would seem some sales for TK are being lost due to people not knowing its out there.
  23. I've found some little fixes to all the above issues in SF2 i'll hopefully be posting them over at A-teams forum today.
  24. If you have EXP2 you can generate a mission to fly from the carrier's with the mission editor. Go to Single mission, select the plane and mission type etc, then enter the mission editor. Put the map marker over water on the map, click to add a ground object and select a carrier, then edit your aircraft unit to fly and land from the carrier. Instead of picking an airfield pick G001. Impossible without EXP2 and the mission editor it comes with though.
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