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slick cowboy

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Everything posted by slick cowboy

  1. just tried it... doesn't work here i simply copied everything in my effects folder as explained, but when i eject, nothing happens :-( i also tried the enhanced explosion effects just in case.. but same result
  2. hang on, too fast... i extracted it from the desert terrain... and put the shadows on false there... let's see
  3. I did a search on pit1.ini but couldn't find one... i have several mods, but apparently none of yours :-) i would greatly appreciate it if you could pitch it over so i don't have to lose sleep over this hehe or maybe point me in the right direction? I looked for the pylon set of the F-104S, but no luck either (maybe it's using the standard F-104 ones)... I did check the tanks and put all shadows in the respective ini files on FALSE. Seems to do the trick. thx!!!
  4. I've just downloaded the U.S.NAM Jet Pilots from the SF1 download section. I was looking for some darker camo helmets that were used in Vietnam... In SF2 there's also an ini file that goes with the rest of the pilot files, so i created one and inserted the filenames of the lod files. Still, the pilots appear completely black in the game. Am doing something wrong? Thanks! ps: I tried colouring the standard white helmet pilot in photoshop, but... never mind
  5. found it ... i renamed the files for practical reasons, but i guess the LOD files contain references to the originale file names... so went back to the original naming... works like a charm now only now i have a lot of extracting to do to update my pilots
  6. Hi As the title suggest, I'm trying to transfer the cockpit of the Netz to the various F-16A used in Nato Fighters 5. I used the F-16A blk10 USAF, the last improved model as an example and copied the cockpit.ini contents into the one of the F-16 from NF5. And well, I end up with an exploding aircraft... Any suggestions... I'd like to fly the Belgian and Dutch F-16s but with the Netz cockpit...
  7. ok that worked, thanks i think i messed up the ini files a bit too much
  8. I'm building a new campaign in SF2 desert and I'd like to have the USN units fly from a carrier. This would be a mixed campaign with USAF & USMC flying from bases and USN from a carrier. Only I don't know what to put as BaseArea... so I added the following: [AirUnit008] AircraftType=A-6E_79 Squadron=VA35 ForceID=1 Nation=USN DefaultTexture=USN Grey CarrierBased=TRUE CarrierNumber=11 ... And now how can I make it fly off the Kitty Hawk (CVN-63) or Nimitz (CVN-68)? many thanks!
  9. yes sorry, i shoud have looked around first i found that thread earlier on myself... ok... let's start...
  10. I was wondering if there's a way to have the add-on aircraft pop-up in the game as an AI? You can insert them in the mission editor of course, but apart from that... ? Any idea? Or does this only work for DLC's?
  11. I've just installed this mod F-16A http://combatace.com/files/file/12743-updated-f-16a-block-10/ Really nice! Strangely though, you can select LGB's in the load out screen, but there are no pods that go with it. If I load a paveway anyway, i can only release one of them... The others stay on the wing for lack of a guidance pod. How can I change this? Do I need to change the loadout.ini?
  12. oh really... didn't notice them to be honest, i only see stock aircraft in the game... maybe i haven't been lucky yet
  13. never mind, got it to work... now i have figure out the coordinates work
  14. Hi I need more AAA and SAM for the desert map. I actually copied the targets mentioned by F117nighthawk, copied them in the desert_targets.ini, but they don't show up in on the map and def not in the mission editor. Is there something else I need to do? Just out of curiosity (I'm pretty new to this), how do the coordinates work, just in case i want to add some SAMS to SF2NA as well... Thanks!
  15. I installed the mod F-104S with the quick fix, when in the air, a dark line appears from the ground to the aircraft as if the planes are on a stick... Second problem, when I leave my planed on the runway after landing, it kind of dances around in circles. It's cute, but a plane is not supposed to dance right? Any suggestions? Many thanks! ps: other than that the model is really nice!
  16. I'm in Win 7 actually I tried changing the seat to F-104 in the file F-104S_COCKPIT.INI, but then the whole cockpit disappears Maybe there's a few other things linked to that? i don't know much about modding i'm afraid
  17. I'm pretty new to the modding thing, and i'm not particularly looking for heavy mods, but I'd love to install the Sarcasm cloud mod. Only there's isn't really much info on how to install it... I created a Terrains folder in Saved Games\ThirdWire\StrikeFighters2 and pasted everything in there, but no change. I then tried with a Effects folder, but nothing either... Am I missing something? Please help... I'd love to try out those clouds :-)
  18. ah yes, it works thanks beautiful :-)
  19. I've downloaded the files, but in my merged install i have no default speech folder in my StrikeFighters2 NorthAtlantic. I created one, and yet the voice remains unaffected. I still have the geeky voice... Any suggestions... maybe I'm missing something.. please help that voice is a total buzz killer!
  20. Playing SF2 reminds me a lot of the gameplay I enjoyed in Jane's USNF. One of the fun campaigns in there was the Kurile Islands campaign. A bit restricted maybe, but nevertheless fun to play. Essentially it was a 'fictive' dispute between Russia and Japan over the Kurile Islands. The gameplay was a mix between CASmissions, antiship missions and a few CAPs. I don't recall any bombingruns, but then again it's been years since I played it... Anyway, if any of you hardcore moddersare in need of ideas, reviving the Kurile Islands campaign for SF2would be i think a welcome surprise... In USNF the planes involved were mainlya USMC AV-8B taskforce, some British Harriers, Japanese F-15s, Awacs,and on the Russian side all the modern migs and the Yak plus MilMi-24s. Lots of ground war going on as well, Russian tanks and armouredvehicles galore. But I guess the game could be expanded to more planes of course to make it more interesting... Anyway, I'm not a modder. I don't havethe time, Im shooting ideas in the air. But if someone out there has some time to kill, this funcampaign would i think be a nice addition to SF2... I could come up with a dozen more fictive campaigns, but i think this one just might be a feasible one...
  21. I'll have to check about the metric thing, i'll download kmd again, i no longer have it but i'm not sure if that explains why waypoints are moved too... and forgot to add, when i opened the msn file in kmd, the altitudes and speed are changed, so not only in the game itself, but also afterwards in the file... i no longer have the mission... threw it away, was pissed but i can cook up a new mission and test it again... unicode? no idea what that is... but no, i don't open the msn file in notepad and resaved in unicode cheers
  22. well... i create the mission, i play it and all planes are flying at 1000ft or 30.000 ft (or other altitudes) instead of e.g. 6000 ft as specified in the waypoints and they're flying where they're not supposed to be... afterwards i check the msn file in kmd to see what's wrong, and in fact i see that all altitudes and speeds have been changed and the waypoints are moved... so somehow the file gets corrupted as soon as i play the mission... weird i reinstalled sfv2 3 times now and i keep getting the same errors... i gave up
  23. yeah i experienced the same, SA-2's not shooting but i have a bigger problem, somehow all kmd missions get messed up when i fly them, waypoints get thrown around, altitudes and speed are randomly changed and after playing one kmd mission, the instant action is stuck at the same missions... this is with the very last SFV2 version, the one including the latest patch needless to say, i'm no longer using kmd... sad though cuz i really like creating my own missions
  24. could anybody point me to the last version of kmd i want to be sure if i have the last version, because the one i have now is giving me hell with sfv2 (even after reinstalling the game, i still get crashes in exactly the same way) if that doesn't solve it, then kmd and sfv2 are not a good match
  25. flying a strike mission, but one created with the kmd editor, i get a black screen when i instruct my wingman to "attack my target", after i attacked it (whether i destroyed the target or not) tried it several times, and it crashes exactly when i select option 1 "attack my target", from the wingman com options... anybody else had this problem before?? it kinda sucks... or is this the kmd editor? the kmd version i have is 1.08...
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