Jump to content

stingray77

SENIOR MEMBER
  • Content count

    622
  • Joined

  • Last visited

Everything posted by stingray77

  1. Flying Red

    Okay, I'm homing in on this... Still I got a couple of questions. - there is no CAMPAIGNV11 already in the Mod-folder (so no new data to be added in there) - I guess I just need to add the one from the FlyThemAll to the /campaigns-folder, right? - where does that campaign show up in the game then? Will the RT "just" be extended by the new (RAAF, VNAF, VPAF) squadrons available, or will there be some new campaign like "RT FlyThemAll" be selectable? - the US-aircraft are already flyable with the XP Gold - just no "Reds". So I guess I can do without touching the A-1H/J, A-6A and B-57B and concentrate on the MiGs only... Any other aircraft needing additions (to make more RAAF and VNAF flyable maybe)? - as far as I've been able to learn, I only need to put the cockpits into the respective aircraft-folders and add CockpitDataFile, HangarScreen, LoadoutImage and LoadingScreen to the aircraft.INI. Same with AvionicsDLL and AvionicsDataFilename or are those already in there (sorry that I'm asking instead of looking up if those already exist)? - concerning MiG-21 - according to my files it SHOULD have been available to the North Vietnamese already then - right? So, I only need to alter the campaignv11 to include the -21 instead of the -17, then? ("change NVietnamUnit001 and NvietnamUnit 004 changing aircraft type to Mig-21F(001) and Mig-21PFM(004)") - anything else needed to do? Thanks for your help
  2. To give the list of aircraft a uniform appearance, I deleted the '' from the AircraftFullName of the AC-130A 'Surprise Package' and Cessna 180 'Possum' - same I did with the (SEA) after the RF-4s. This looks "leaner" now... (How about the F-4 OWL - should it better read Owl instead?) This is easily done oneself, but maybe you want to do this too for your update of the Gold, Eric.
  3. Ah, right.... (Sorry...) So they ARE authentic? ...I very much guess so, as (as far as I was able to see) all your things are accurate to the point... I just find them so - well - "unusual" and I never heard of or saw such effects... (Blue / purple - yes - old eyes get weak... )
  4. Errr - blue tracers? I saw them on AAA around an airfield at a night mission after applying your latest tracers-pack, yesterday. Are blue ones (and if I recall correctly some few red ones) authentic? ...Never heard about those (or seen them in movies)..... And - hum - that was the first time I applied such a thing without saving a back-up... Do you happen to have the originals still available, in case I don't get accustomed to those colored tracers? Sorry for the hassle again...
  5. Then a question about the new tracers: after extracting the data, there are several TGA.files going directly into the /Objects-folder... Do you confirm this? I think the /Objects-folder did hold only folders in it and no files directly - that's why I was wondering.
  6. Eric, could you please check, if the SA-7 is working properly? Reason is that on a mission yesterday, I targeted one but when trying to see it in "target-close up" (F8) there was nothing on the green field.... Re-checking with the /Ground Objects I found an SA-7 (and SA-7L for that matter) -folder with its data in it - I just cannot verify if it's all complete/correct. Only reason for not seeing it, might have been that some montain obscured the view to it..... But I don't think so, as it was some pretty flat terrain...... Then I was doing another Gunship-night mission (basically to enjoy more of those tracer-effects (thanks a lot by the way for the new ones you have been supplying), and I was missing the trees again. I was totally blown away by them even casting shadows when firing on a truck convoy - an AWESOME effect! Unfortunately that's gone now with the alpha-layer-workaround.... But that's something I still hope TK will fix eventually. Thanks again!
  7. Go look for yourself - for me going with the patch works far better than before with the enbseries applied...
  8. Why don't you (before doing ANYTHING else) just save back-up-copies of you game's "install-folder" (C-drive, programs-folder /TW/SF*) and mod folder (your_name/SavedGames/TW/SF...*). Then you apply the latest patch to the game, run and see what changes you got and if you want to stay there... If so, (and after checking out A LOT) you can delete your back-ups later - OR simply delete the patched version and "roll back" to the old status... Simple as that and all in your own control. * this is as in Vista - I don't know, whether or how this might be different in W7
  9. Very much so (I guess - as I'm on SF2 with no MP)... Who else would you want to chat to? In SF2 hitting "Tab" opens a "slimmed down" communications menu, where you can select from a handful of orders/radio calls you can give/do to Wingman, Flight and C&C...
  10. All is well now - thanks again.... And something that I for the first time noticed yesterday is, that the aircraft you're flying (that was F-4, but NOT F-105 - I was checking out these two a/c only) gets "your pilot's" kill-marks updated - 1 enemy plane down = 1 star, 2 down = two stars... This maxed to 4 stars. As said, I never noticed that before and think that's really COOL! Does this come with the game or with some new INIs for the Phantoms? I guess the former, as this can be seen on all the Phantom-models. Enjoy your flights...
  11. What a pity - them moving would have been AWESOME!!!
  12. 1) not too much of a problem (as I wrote already) - can live with that... and 2) THANKS again for the fast fix for this one! Still, I'm going to download the full new set then (when ready) and will apply that onto a "fresh" unmodded folder. Looking forward to that. Great service (as always)...
  13. What Win-version? Vista? Then take a look at your "Saved Games"-folder under your own (name's) folder... The game itself generates that folder at the first startup. In there it should be ThirdWire/StrikeFighters2/ScreenShots... FAQ - there is no "basic" one - it's as complex and manifolded as the game with it's add-on's... So keep reading, searching and learning...
  14. That I'd like to know, too - are they MOVING???? Here's my fave craft/colors: VF-111 taking off over 'Nam
  15. Hi Eric I've been able to play and check a little yesterday. First of all: thanks, your fixes (well, I didn't get to check the Flak-effects actually) work well... And - phew - BN is back in the A-6's! Cool! Now the ailerons on all of the (non-stock) F-4s work well, too... Great! Unfortunately I found two things again (sorry for coming back with this...) - all on the RF-4's (same problems on both of them): 1) (not THAT much of a problem really) full ailerons applied the external tanks shine through the aileron panels (see first screenie - rear end of tank "pokes" through the starboard panel - same on port for that matter.) This was hard to reproduce/observe in-flight - maybe due to the ailerons not getting deflected that much while airborne? 2) there is a problem with the intakes and splitter plates - they appear to be in front of the cockpit, but are not in place looking over the shoulder (see rest of screenies). As said, these things are same on both RF-4's (but none of the F-4's tested - as were the RH, Owl and stock '67)... Hope you will be able to supply a fix (or "howto") for those things too.... Thanks and all the best Oliver
  16. Oh - so you found some other things in need to get changed additionally to my changes!? (Same for Campaign-data.) ...Good to know... Hum, I thought I checked all the non-TW-F-4s and found non-operational ailerons on all of them - but I might be wrong... Will check again... Thanks for the attached zips - I already figured to apply those changes myself...
  17. I wrote a few comments in the accompanying thread in the "Mission and Campaign Building"-section (page 18 post #353)...
  18. Eric, yesterday I applied your "XP v2 Jan 2010-Update"... Here's my observations: Trees now I understand what you mean by "...Until then, we think players will notice the missing 3D trees a lot less than the glaring eyesore of the oddish trees/clouds rendering caused by the Dec2009 patch." Right, those trees poking through the clouds are all gone (would saying "transparent" put it more exactly? ). The missing trees are a bit of a pity, though. Most evident is their lack on the ridge-lines when flying low or sitting on the ground. Then there now is a very sharp line between "where the mountain ends and sky begins". Before, that sharp line was more "scattered" by the trees, giving it a more realistic look... (I assume that aside from the above there are no trees or jungle for Charlie to hide in on the ground views any more... Too bad.) But flying a bit higher there is no difference to before, so THANKS for the "workaround", and hopefully eventually TK will deliver a fix for the alpha-layers (the more as the "sea-shining-through" seems to be for the same reason...); in that case I saved me a back up of the tree-data as they were before... Cockpit-data yup, A-6 (all I have been able to check-out yesterday evening - same, I did not have the time to check the decals yet) look cool again! Well, almost - see screenie below: when looking seven/eight o'clock there now is a part of the plane (wing root) missing/transparent... Any fix that even I (or some other jackass like me) might be able to perform? - I hate always having YOU guys fix this kind of things... Sorry! edit: and - yah - you already said that the BN would be gone.... Sorry for you, mate... F-4-ailerons hum, I assume you included my F-4DATA.INIs in your pack - that leaves the OWL, Rivet Haste and the RF-4s still without working ailerons, right? At least the RH (the only one I have been able to check) did not have them working yesterday... (BTW: have they been working on all of the F-4s before the Dec-patch???) Same as above: any DIY-fix maybe? (But I guess no - and I am pretty confident that if at all there was anything to be done about that, you probably WOULD have incorporated that - sure you wouldn't have just overlooked it, would you? ) F-104 refueling probe okay, where there was the the tube missing before (and the probe "flying in the air" independently) you now deleted the probe from the cockpit-view too, right? ...That's okay with me - definitely better than before... finally (BINGO-time): Tracer effects this is the best effect seen in this game! (Or I just got used to all the great ones already in before...) From all I have been reading and seen in movies about that before (FOTI for example), it is absolutely awesome to see it in action yourself... And that's from observing this effect in daylight only yesterday - how darn good will that one look at night, then? *thrill of anticipation* Really: a great job! And this can be said for the Update overall! Mainly the trees needed a fix, but together with the "smaller" (but equally "distubring") things "broken" by the Dec2009 the Update is fricking worth any minute you spent putting it together. A big THANK YOU to you!!!
  19. COOL! Only that I have not been able to try out the "trees-workaround" yet.... Sorry! Er, I guess, it might be a good idea to save the original tree-INIs in case TK offers another patch fixing the "alpha layer", right? So one would be able to "revert back" without you needing to work out yet another Fix Pack... Then, thanks for the long list of other fixes you are supplying (including the "F-104-fuel-probe-problem"); and glad I have been able to help by supplying some of the F-4-aileron- and Campaign-picture-data fixes... We all owe you once again - the more so, knowing you are delivering to (part of) the community without yourself remaining on the Dec-2009-level! That's very generous of you!
  20. 1) Good to know you are still working on a "Dec-2009-fix"... Will it include more than your fixes already out? 2) Thanks for this "tree fix" - I'll give it a try and report back (hope to do so today/tomorrow)... After "going in" yesterday, I "wandered" through the jungle around my wrecked plane and I was able to admire that multitude of trees, palms and vegetation - awesome pieces of work! and 3) I - as many I guess - still hope TK will come up with a general fix to this "tiles-problem". Maybe your "TGA/alpha layer"-hint will be of help to him find a solution........ Is that the same which causes those "snowy" sights in the mirrors sometimes? Thanks again for your work (and I pity you for your hardware-problems). Oliver
  21. Eric, are you still going to publish a "full set" of Dec-2009-fixes? I'd want to wait and apply that one instead of the 2 decal fixes and the cockpit fix you already pinpointed to above... Thanks Oliver
  22. Flying Red

    'Kay, I extracted the file, got me the "missing" files needed (I can well do without the A-1, A-6 and B-57, as those come with the XP, right?)... What data do I need from the Mig-21-Pack? All of it? ...But I already have a MiG-21-folder... Hum, but what is it with the MiG-21 - is it only that you cannot use it for a Campaign? Might that be, because the VPAF were transitioning from Mig-17 (Fresco-C) to MiG-21 during the cause of the Campaign - maybe??? How is it intended to work, anyhow? Can you create single missions using Mig's (starting from NV-airbases) with the pack, or can you "only" start Campaigns?
  23. Flying Red

    So, "Fly them All" is easily installed over a SF2V with the XP Gold? What does it include, the reds' cockpits to make the MiGs flyable? Campaigns? Anything else? I downloaded it but never installed it as I was hesitant not to crash anything coming with the Gold...
  24. I was looking for (and finding) a couple of period pilot's pictures myself (so I recognized the ones you post here). I just refrained from making available the full set as I saved them with the real pilots' names... If you want to do that yourself: just resize to a sqare layout and save the pics as .bmp's under your /Pilots-folder.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..