Jump to content

DARoot

JAGDSTAFFEL 11
  • Posts

    104
  • Joined

  • Last visited

Posts posted by DARoot

  1. The file "decals.ini" in your /Objects/Aircraft/Pfalzd3a/Jasta16b folder tells the game engine where to find decals.
    Here's an example of one of the entries:

    [Decal001]
    MeshName=WingO_L
    DecalLevel=0
    DecalFacing=BOTTOM
    FilenameFormat=PfalzD3a/Jasta16b/D/BWingL
    Position=-2.4620,-0.2600
    Scale=4.1
    DecalMaxLOD=3

    The 4th line (FilenameFormat) identifies the particular decal (BWingL) and the path to it.
    So, your folder structure has to match.

    For some reason, I have the decals for most of my add-on aircraft in two places - one /D folder in the main texture folder of the aircraft folder, and another instance in a separate /Decals folder (in the \Objects folder), that only contains
    folders with the aircraft name, squadron/texture, and the /D folder (full of the decals). In other words, matching the pathway in "decals.ini"
    I believe this is a change from FE1 to FE2, and that I'm only keeping the copies of the decals in the main aircraft folder for "backup storage."
    I'm sure you only need to use the separate /Decals folder, since I have several aircraft (including the Pfalzd3a JG2 skin) that call decals from a different skin (J15Star).
    [Incidentally, all these folders are in C:/Users/Owner/Thirdwire/FirstEagles2, NOT in the main FE2 installation folder).

    There's a whole "Decalling Tutorial" stickied here, if you're interested in finding out more.
    Hope some of this is helpful.

    DARoot

    • Like 2
  2. Greetings, NMcDonald

     

    I'm running "First Eagles 2" under Windows 8.1 also.

    I can tell you that Win 8.1 works pretty much the same as Win 7 - meaning, you gotta do all that "Run as Administrator" and "Run in Compatibility Mode" song-and-dance.

     

    As described in the responses above, once installed, you get TWO separate sets of "game-related" folders -- one wherever you installed it, and another (under Win 8) in something like "C:\Users\Owner\Saved Games\Thirdwire\FirstEagles2".

    THAT'S the one you usually put all your "mod" files into.

    It is a feature that TK and Thirdwire added, supposedly to make it easier (Heh Heh) for end-users to mod their games. Generated when you run the game the first time. It's not a Win 8.1 thing.

    (If you install their games under Win XP, they put the separate "Mods" folder in C:\Documents, or some such).

     

    Anyway, I've got 15 files/folders in my "Main" C:\Doug\Thirdwire\First Eagles 2 folder (since I had a Windows Vista machine, I NEVER install anything in C:\Program Files(x86), if the installer gives me the option of choosing),

    and 13 files/folders in my "mod" folder (in C:\Users...etc.). I'm running my "FirstEagles2.exe" in Windows 7 Compatibility mode.

    Well, so what?

     

    1. Wrench is correct, a lot of the Strike Fighters 2 "knowledge base" can be applied to First Eagles 2.

    If you follow his suggestions, you will end up with THREE separate game-related folder sets (your main one, and TWO "Mod" folders - a "stock" one, and a "Galicia-specific" one).

    If that is what you want, that's fine. So then, you would install all your Galicia-specific mod files in the second "mod" folder.

    However, it shouldn't be necessary. Typically, this method works best for "stand-alone" installations (such as WWII Pacific or Desert Storm type things in Strike Fighters, to limit what shows up in-game to only what should be there).

    I have all my mods in the single "Mod" folder.

     

    2. Heck is also correct. Many times you may have to physically create specific folders (in your Mods folder(s)), if the mod you downloaded doesn't include an "automated installer" to do that for you.

    (I myself hate "automated installers." I prefer to extract mods into a temporary directory and move them to where they need to go by hand, so I know what's being changed).

    "\Guns" and "\Pilots" folders are typical examples.

    My Mods folder "Terrains" folder only contains a "WWIAirfield1.ini" for Cambrai and Verdun. Everything else needed for each is in a .CAT file for those two terrains in my "Main" FE2 Terrains folder.

     

    3. First Eagles 2 is sort of a "transition" between Thirdwire's older programming (for Win XP and earlier) and the programming they did for their Strike Fighters series.

    I seem to recall that there was made available a "patch" for FE2 to bring it up to (at least) Windows Vista standards.

    If you are using the original FE2 discs, you might want to look for it on Thirdwire's website (the "downloadable" version of FE2 available nowadays should already include what upgrades you can expect nowadays).

     

    Anyway, what this means is that SOMETIMES mod stuff might need to be installed in the "Main" FE2 folder.

    Not very likely. But if so, the ReadMe from the modder will tell you.

    ALWAYS READ THE README!!!

    If necessary, re-download the Galicia terrain (or anything else you are having trouble re-installing), if you didn't save its ReadMe.

     

    Then, once everything more-or-less "works," you get to explore tweaking the various .ini files, to change availability dates by year, types of ordnance carried, etc.

    (A typical reason for some specific aircraft or bomb not showing up in-game is its assigned availability date).

     

    You probably knew all this stuff, at one time, and had your FE2 purring like a kitten on your old computer.

    Doing it all over again, on the new unit, well ... we forget stuff, y'know?

    It's tough to get old.

    And, our hand-eye coordination in the air just ain't what it used to be ...

    Well, perhaps the opposition in Galicia is not exactly top-drawer.

     

    Cheers. Over the top, and give 'em hell!

     

    DARoot

  3. Greetings, LZ43

     

    Both should work fine, if installed correctly.

     

    Check your service dates. The L32 was available 8/1914-11/1918.

    The R23 not until 8/1917.

    Both should have a "FokkerD7_Cockpit.ini" file in their folder, and have it called in their respective .ini files

    ["Zeppelin32.ini" and "AirshipR23.ini"].

    Both should have 3 .lod files [x.lod, xlow.lod, and xlowest.lod]. And a folder for their textures. 

     

    The dates on the files I have (except the cockpit.ini) are all in the March 2013 range, except their respective xData.ini (which I always change, for various reasons). Yours should be similar.

     

    If not, try re-downloading.

     

    DARoot

  4. Nope, Sorry ...

     

    I cannot add to the accolades so far.

    Doesn't seem like that much of an improvement over the original, to me.

     

    (1) That huge PT-5500 fuel tank STILL won't drop [with either <CTRL-D> or <CTRL-J>].  Thought you would at least have "fixed" that issue, from the original;

     

    (2) No nozzle animation for the exhausts [again, the "fault" of the original .lod]. But, still ...

     

    (3) Wish somebody would do something with that huge Gunsight that shows in all the HUDs based on that particular cockpit file ...

     

    (4) Nice skins, however ...

     

    [Y'know, I REALLY wish Modders would "Beta-Test" their efforts, a bit, before uploading them for Community use.

    But then, that's probably just me ...]

     

    Anyway, Thanks for this, PauloPanz.

    Nice try.

     

    Happy Gaming!

    :biggrin:

    DARoot

  5. That's very kind of you.

     

    But, it's not like you didn't have enough on your plate, making the mods in the first place, and choosing to share them with the Community, Eh? 

     

    If End-Users want something different, let 'em do it themselves ...

    [That's something this Forum encourages, and fosters.]

     

    Again, none of my business, but employing Beta-Testers before releasing mods to the unsuspecting Public might help avoid these little embarrassing moments ... 

    Wish more Modders would do so.

    And exhibit as much willingness to address End-User "issues" as you do, Russouk2004.

     

    [And, whatever you decide to do, please don't remove all those "extra" files from your "Mig-29C_Czech" \Cockpit folder.  Great source of bits and bobs for experimentation, or use in other aircraft, if the End-User doesn't already have them somewhere ...]

     

    Happy Gaming!

    :blackeye:

    DARoot

  6. "... hint of Buffalo, New York ..." ???

     

    Oh, I don't think so.

    You would also need --

    - at least 3 ft of snow on the ground;

    - ropes strung between the lampposts and signposts along the main streets (to keep pedestrians from being blown into the street from the winds coming off Lake Erie);

    - wing sauce stains on the pilot's gloves and cockpit stuff. 

     

    Nice pics, though.

     

    :biggrin:

    DARoot

  7. Please excuse me for "butting in," since this discussion is really none of my business.
    However, I would like to help GodsLt (and anybody else who may be following this thread).
    He mentioned two specific issues:

     

    (1) Mig-29C_Ukraine lacks exhaust nozzle animation.
    The Ukraine Mig-29C_Data,ini and the Czech Mig-29C_Data.ini both have "NozzleAnimationID=9" entries for both engines. In fact, the engine-related entries are exactly the same for both. Yet, the "Czech" HAS nozzle animation, but the "Ukraine" version does not.  They do, however, have different .lod files:
    Ukraine - Mig-29C.lod - 1/30/2013 - 2,300 kb
    Czech -- Mig-29C.lod - 8/12/2013 - 2,940 kb
    Examining the included "Out" files for both reveals:
    [MiG-29C_Ukraine] -
    Num Nodes: 240
    Total:    (21472 polys, 64416 verts)
    Mesh Max: (1466 polys, 4398 verts)
    ----------------------------------------
    [MiG-29C_Czech] -
     LeftNozzle [526 polys, 1578 verts (animated)] 'Nose-metal', AnimationID: 9
     Object09 [6 polys, 18 verts (decal)] 'Nose'
     RightNozzle [526 polys, 1578 verts (animated)] 'Nose-metal', AnimationID: 9

    Num Nodes: 250
    Total:    (21140 polys, 63420 verts)
    Mesh Max: (1466 polys, 4398 verts)
    ----------------------------------------

    Looks suspiciously like it's a .lod issue, and probably cannot be "fixed" with simple _Data.ini edits, Eh?

     

    "Swapping" the (later) Mig-29C.lod from "Czech" into "Ukraine" solves the nozzle animation problem, but may create others.  [The files are probably different for a very good reason]. However, if GodsLt desires a quick and easy solution to his reported issue, this might be something to try temporarily, at least until somebody with Blender or 3DxMax adjusts the earlier "Ukraine" Mig-29C.lod [and all the while keeping an eye out for any other problems this "swap" might cause].
    ======================================================

     

    (2) The Mig-29C_Czech lacks an "in-cockpit" Ground Map Radar display (although it shows up fine in the upper right of the screen).

     

    Unfortunately, the additional "Cockpitfiles.7z" offered as a solution merely REMOVE the Ground Map Radar functions from the aircraft entirely.  This may be intentional.  Perhaps the Mig-29C actually didn't have a Ground Map Radar?

    I don't know.  But, if GodsLt wants one in HIS "Mig-29C_Czech," I see no reason why he cannot have one.
    And, he gets two, rather simple, choices --

     

    (a) The Ground Map Radar in the "Mig-29C_Ukraine" functions perfectly well.

    So, he can simply COPY the entire \Cockpit folder (and the "Mig-29C_Cockpit.ini" and "Mig-29C_Avionics.ini" files) from his "Mig-29C_Ukraine" folder into his "Mig-29C_Czech" folder.
    He will then have the same "green" radar display set in both.

     

    (b) The "Mig-29C_Czech" as downloaded makes a valient attempt to incorporate F-16C avionics into its HUD and Radar displays.  Examining the contents of its \Cockpit folder reveals over 220 files, most of which are unused, and the display is VERY different from that in the "Mig-29C_Ukraine" [or the original Mirage Factory cockpit].
    If GodsLt (or anyone else still reading this) wishes to retain the "blue-on-black" displays, simply edit the ORIGINAL [not the one supplied with "Cockpitfiles.7z"] Mig-29C_Cockpit.ini, to "comment out" the line at "Instrument[060]" thusly --

    //Electronicos
    --
    Instrument[060]=//Radar1
    --

    Don't ask me why this works.  It just does.
    You should now have an  "in-cockpit" ground map display to match the one in the top-right of the screen.

     

    I hope these observations and information are useful to someone.
    And, Thank You, RussoUK2004, for making these aircraft, and addressing this End-User's concerns.

    :biggrin:

    Happy Gaming!

     

    DARoot

  8. Does anyone out there have any idea what might be causing these artifacts in my radar display screen, and how I might eliminate them?
    [i'm trying to add a FLIR/IRST display to the Mirage Factory MiG-29C cockpit].

     

    M-29_Radar.jpg

     

    The image SEEMS to somehow be related to the shapes of the "RDR_Zonascan.tga" and "RDR_FranjaCentral.tga" radar overlay images, but they are NOT called for with the TV/EO entries I added to "MiG-29c_Avionics.ini," so shouldn't be present, logically.

    [And, as you see, they are not present in the "HUD" radar screen in the top right corner].

    Changing the Radar background [e.g., from "RadarTexture=Cockpit\Radar1.BMP"] to something else (which does work, in other aircraft) doesn't seem to have any effect.

     

    Since all of the cockpit/avionics "bits" are in Spanish, and I don't read it, I'm sorta in the dark as to how to proceed.
    Before embarking on another weekend of frustration, I just thought I'd ask for any assistance you might choose to offer.

    :doh:

    DARoot

  9. Greetings, Deanklef

     

    The ACH-47A by JimBeamer5 [which requires you to already have the CH-147-R0g.lod from the DAT A-Team's aircraft] uses:
    - Helopilot1 - lod dated 2/24/2007 - 83 kb
    - Helopilot2 - lod dated 2/24/2007 - 86 kb
    as well as
    - HelogunnerL - 5/2/2008 - 109 kb
    - HelogunnerR - 5/2/2008 - 104 kb
    - Fakepilot - 11/21/2008 - 8 kb

     

    By comparison, the "Uh-1B Gunship" [included in Eburger68's - SF2 Vietnam Expansion pack] and the "UH-1_Gunship" by Kesselbrut [which is based off the Richards (Gramps) Australian UH-1H] uses:
    - Helopilot1 - lod dated 2/23/2007 - 83 kb
    - Helopilot2 - lod dated 2/23/2007 - 86 kb
    as well as
    - HelogunnerL - 5/1/2008 - 109 kb
    - HelogunnerR - 5/1/2008 - 104 kb
    - Fakepilot - 11/21/2008 - 8 kb

     

    Pretty consistent.

    Since the "pilot" lods are the same filesize, it's probably not a lod size issue. But, to check, you could try substituting the

    "older" (2/23/07) lods for the "newer" (2/24/07) ones the ACH-47A install overwrote, and see if that fixes your UH-1 problem (and still looks OK in your ACH-47A).

     

    And, while you're at it, you'll probably want to fix a problem with the Helopilot2.
    If you look at the \Helopilot2 subfolder that the ACH-47A install created in your \Pilots subfolder, you will note that the included "HeloPilot2.ini" calls for:

    [LOD002]
    Filename=HeloPilot2_001.lod
    Distance=150

    [LOD003]
    Filename=HeloPilot2_002.lod
    Distance=500

     

    However, those files are NOT included in that folder. Instead, you have "Helopilot2.lod" and "Helopilot02.lod."

    Well, not to worry -- The "missing" lods ARE included (for some reason) in your \Helopilot1 folder. Just copy them over.

     

    A more likely candidate for your reported conflict is with the "HeloGunner" files and folders.

    In the ACH-47A mod, the "Helogunners" are set up as Weapons, not "fake pilots."
    Example:

    [GunnerL]
    SystemType=WEAPON_STATION
    StationID=4
    StationGroupID=3
    StationType=EXTERNAL
    GunGroup=4
    AttachmentPosition=-0.6990,4.451,0.865
    AttachmentAngles=270.0,00.0,00.0
    DiameterLimit=4.0
    LengthLimit=12.0
    LoadLimit=15550.0
    AllowedWeaponClass=GP,RP,BOMB,FT
    AttachmentType=USAF,USN,NATO,UK,USMC
    ModelNodeName=HeloGunnerL
    PylonMass=2

     

    [GunnerR]
    SystemType=WEAPON_STATION
    StationID=5
    StationGroupID=3
    StationType=EXTERNAL
    GunGroup=4
    AttachmentPosition=0.6990,4.451,0.865
    AttachmentAngles=90.0,00.0,00.0
    DiameterLimit=4.0
    LengthLimit=12.0
    LoadLimit=15550.0
    AllowedWeaponClass=GP,RP,BOMB,FT
    AttachmentType=USAF,USN,NATO,UK,USMC
    ModelNodeName=HeloGunnerR
    PylonMass=2

     

    [GunnerLR]
    SystemType=WEAPON_STATION
    StationID=6
    StationGroupID=4
    StationType=EXTERNAL
    GunGroup=4
    AttachmentPosition=-0.60,-1.4,0.95
    AttachmentAngles=270.0,10.0,00.0
    DiameterLimit=4.0
    LengthLimit=12.0
    LoadLimit=15550.0
    AllowedWeaponClass=GP,RP,BOMB,FT
    AttachmentType=USAF,USN,NATO,UK,USMC
    ModelNodeName=HeloGunnerL
    PylonMass=2

     

    [GunnerRR]
    SystemType=WEAPON_STATION
    StationID=7
    StationGroupID=4
    StationType=EXTERNAL
    GunGroup=4
    AttachmentPosition=0.60,-1.4,0.95
    AttachmentAngles=90.0,10.0,00.0
    DiameterLimit=4.0
    LengthLimit=12.0
    LoadLimit=15550.0
    AllowedWeaponClass=GP,RP,BOMB,FT
    AttachmentType=USAF,USN,NATO,UK,USMC
    ModelNodeName=HeloGunnerR
    PylonMass=2
    ==============================================

    However, the  UH-1B "Huey Gunship" and the "UH-1_Gunship" by Kesselbrut have them set up as "fake pilots."
    Example:
    -- UH-1B_Data.ini ---- Gunners positioned inside the cabin --
    [GunnerL]
    SystemType=PILOT_COCKPIT
    PilotModelName=HeloGunnerL
    Position=-0.5,0.55,0.95
    SeatModelName=
    SeatPosition=
    MinExtentPosition= 0.25, 2.48, 0.15
    MaxExtentPosition= 0.75, 2.17, 1.12
    HasArmor=TRUE
    ArmorMaterial=GLASS
    Armor[FRONT].Thickness=64
    CanopyNodeName=Canopy

     

    [GunnerR]
    SystemType=PILOT_COCKPIT
    PilotModelName=HeloGunnerR
    Position=0.5,0.55,0.95
    SeatModelName=
    SeatPosition=
    MinExtentPosition= 0.25, 2.48, 0.15
    MaxExtentPosition= 0.75, 2.17, 1.12
    HasArmor=TRUE
    ArmorMaterial=GLASS
    Armor[FRONT].Thickness=64
    CanopyNodeName=Canopy

    ==================

     

    -- UH-1_Gunship_Data.ini ---- Gunners positioned slightly outside the cabin --

    [GunnerL]
    SystemType=PILOT_COCKPIT
    PilotModelName=HeloGunnerL
    Position=-1.25,0.55,0.95
    SeatModelName=
    SeatPosition=
    MinExtentPosition= 0.25, 2.48, 0.15
    MaxExtentPosition= 0.75, 2.17, 1.12
    HasArmor=TRUE
    ArmorMaterial=GLASS
    Armor[FRONT].Thickness=64
    CanopyNodeName=Canopy

     

    [GunnerR]
    SystemType=PILOT_COCKPIT
    PilotModelName=HeloGunnerR
    Position=1.25,0.55,0.95
    SeatModelName=
    SeatPosition=
    MinExtentPosition= 0.25, 2.48, 0.15
    MaxExtentPosition= 0.75, 2.17, 1.12
    HasArmor=TRUE
    ArmorMaterial=GLASS
    Armor[FRONT].Thickness=64
    CanopyNodeName=Canopy

    ==============================

    So, since the "ModelName" is the same in both cases, the SF2 Game Engine may be getting confused as to what to render.

    The "fix" should be pretty easy -- Just change the name of one or the other.
    [And remember to make the corresponding changes in its .ini, and _data.ini (if it has one), and in your aircraft's _Data.ini entries for it].

    Since it's the ACH-47A that "caused" the problem, I'd do it with that. Even though that involves more edits [e.g., make the "weapon" versions "HeloGunnerLR" and "HeloGunnerRR"].

    Much more likely that anything else you download in the future will want to use the "fake pilot" gunners,

    rather than the "weapon" gunners.

     

    Happy Gaming!

    :bye:

    DARoot

    • Like 1
  10. Well, thanks for the information.
    I've used the "fake pilot" trick to add stuff through .ini edits [such as gunners to bombers] to the main aircraft .lods, and I've

    REMOVED existing visible stuff from cockpits similarly, but I've never tried adding anything to cockpits.
    The cockpit .ini files don't usually use XYZ values to place guages. They seem to be part of the cockpit .lod.
    I just didn't know where to start.

     

    Well, I suppose I can try to change some unimportant existing guage [such as exhaust temperature, or the clock, or a

    back-up horizon ball, if the existing cockpit I'm working with has one] to mimic a nozzle position indicator.

     

    Or, I can try to put one in the HUD. But, I'm reluctant to mess with HudData.ini (which DOES use xyz coordinates), since that

    would likely make the guage show up in all aircraft, not just selected ones.

     

    Oh, well ... guess it's the usual good 'ol Thirdwire sims trial-and-error experimentation time.

    :dunno:

    Thanks again for your response.

     

    DARoot

  11. Greetings, All.

     

    I would like to add a thrust-vector "nozzle_position_indicator" to a few existing cockpits (mostly helicopters) that don't already have them, for SF2 aircraft that have thrust-vectoring enabled in their FM.

     

    Just a visual aid, for me.

     

    Could somebody who is familiar with cockpit construction and editing please point me to a tutorial, or some Forum posts, that discuss this, or provide other guidance on how to do it?

     

    A HUD-only guage would be fine, if that would be simpler to do.

    [incidentally, I have a good hex-editor, so if editing the cockpit .lod file is involved, that would be OK. But I don't have Blender or 3DxMax, and can't create or change existing 3D models].

     

    DARoot

     

     

  12. Greetings, Zmatt

     

    Since you want to "..dump all your WW II mods.." into a SF2Europe folder and have them be "..stand-alone,.." I'd sorta recommend you do what everybody seems to recommend for "total conversion"-type mods, and create a whole new "Mods" folder for them (by making copies of your "Strike Fighters 2 Europe.exe" and "StrikeFighters 2 Europe.ini" files, re-naming them, running them to create a new WW II-dedicated "Mods" folder named whatever you renamed them, yada, yada, etc...), and putting all your WW II mods into that. Probably be your best option.

     

    But, who am I to give advice ....

     

    Happy Gaming!

    :baby:

    DARoot

  13. Just my two cents, as a dumb End-user --

     

    I ALWAYS read the ReadMe's.

    They're important. People wouldn't include them otherwise.

     

    And, I have downloaded several of Eburger68's mods, and IMHO his ReadMe's are exemplary!

     

    I have found so much useful information in them, that I can use in my own work in other areas (unrelated to his particular mod), that I keep copies for reference of what he has said in them, so I can refer back if I need to refresh my memory about something.

     

    The least you Modders can do is, as he asks, identify yourselves in yours [and, don't neglect to make and include one in whatever you upload. SOME of us do care, and want to hear about how you devised whatever you are uploading and sharing, Y'know?]

     

    DARoot

  14. Thanks, Wrench!

     

    I have a feeling I'm gonna need those extra terebytes pretty soon.

     

    And incidentally, I found Gerwin's Iceland terrain. It's linked on one of his posts in the "Modding" section of this Forum.

     

    Well, while we're still kinda "off-topic," since it will take me a few days before I can download Eberger68's mods and evaluate how he addressed "Land/Sea Strike" missions in SF2:NA and it's derivatives [i don't like to download more than 1 "big" file per day, so as not to monopolize other people's access), I've been amusing myself with this little project:

    post-5298-0-79219500-1398689893_thumb.jpg

     

    DARoot

     

    • Like 1
  15. Quick question for you FM experts out there --

     

    If I wanted to mod adverse engine torque effects [or decrease existing ones] in a propeller-driven single-seat fighter (such as the F4U corsair), what lines in the _data.ini should I be looking at to change?

     

    Supposing it's a multi-engine plane (such as the Beaufighter), would there be any additional lines I should look at?

     

    DARoot

  16. Aha! Found it!

    Thank you, Wrench.

     

    Well now, Eburger68 is just a treasure trove of information. The writeups/ReadMes for his SF2NA expansion, Sf2Vietnam expansion, and

     

    Falklands mod in themselves contain a lot of observations and explanations that are very pertinent to this discussion (including

     

    setting up cruise missiles for use by the AI). Much that is useful can be learned by analyzing and trying out what he has done.

     

    Thanks, Eburger68!

     

    DARoot

     

    [Err ... Wrench, how many terabytes did you say those inexpensive HDs you mentioned held?]

  17. Thanks for the replies!

    To Wrench -- Bummer! So, the "one or the other, but not both" behavior is hard-coded in the SF2 NA .dlls and/or executable?
    And nobody has found a "workaround" yet? [if they had, you could/would then update your Philippines 44 WW2 terrain to take advantage.

    And since you are "plugged-in" to the latest developments, I'll be watching to see if/when you do].

     

    Just postulating -- Suppose one created TWO "whateverterrain.ini" files [using the good ol' "xWhatever.ini" backup method, but naming

    them "L_whatever.ini" and "S_whatever.ini" -- one with "NavalMap=TRUE" and one "FALSE," or something, and AllowedMissionTypes=

    everything, and two "Nations.ini" (with different nations in the #1 position]?
    (And maybe a few more .ini edits -- I've never understood why Thirdwire chose to use different terminology for AircraftRoles,

    MissionTypes, and what goes into the Loadout.ini files).  Would there be a way to make the Game Engine switch between them, depending

    on End-User choices/input?
    Or what about Duplicating the entire terrain folder [Yeah, I know -- bigger HD footprint]. Both exactly the same, but with one set up

    for carrier vs carrier, and the other for Land strikes, and let the End-User choose one or the other in the Mission Generator? [Merged

    installs allow all "stock" Terrains to be accessable in each SF2xx install.]
    And I suspect - maybe I'm wrong - but I think Campaign missions can be set up either way, without switching, since the Modder writes

    those missions specifically, rather than relying on the Game Engine to create them. Guess it depends on the Campaign ???

     

    Supgen states in his ReadMe for the "Airstrikes on land targets in SF2NA" mod referenced earlier that "..If you have Gerwin's Iceland

    installed this will also modify that IF it's named IcelandNA2. I've included a modified Terrain.ini that will alow you to select Anti-

    Shipping missions; however until such time as one of our terrain gurus gets around to adding Shipping Routes to Icelands Movement.ini,

    it really can't be used. (You get "Perform anti-shipping mission at (null).).."
    So, simply editing the various _ini files gives only partial results.
    [e.g., you can get "Strike" missions against land targets, but you must use the Mission Editor to set them up. The SF2 NA Game Engine

    won't generate them randomly].

     

    Two asides (maybe three) --
    (1) Both you and Supgen have mentioned Gerwin's Iceland terrain rebuild ("old style" TFD/HFD), but I haven't found it available

    anywhere. [There's the tileset available here on CombatAce, but not the full terrain];
    Baltika has released a revised Iceland terrain (now in v2.0) which IS available here, but apparently is not based on Gerwin's.
    [it sounded promising - "..All mission types are flyable for Red and Blue force.."; "..Added Iceland02_Water.bmp and revised

    ICELAND02.INI file to enable full water functionality for SF2 EP2 Mission Editor users.."]
    However, it is based on the GermanyCE.CAT, calls for certain objects (e.g., CVN75, Gorchkov, Orjol, Koni, etc.) that are either from

    the SFP1 first gens or must be downloaded separately; has a "Iceland02_Water.bmp" that does not include the opposing carrier

    battlegroup "operating zones" [but, perhaps, Baltika intended the End-User to add their own?]; and although updated in August 2013, was

    apparently constructed in 2010-2011, before SF2 NA came out.
    So, IT'S included "_movement.ini" would likely be of limited use for modifying the stock terrain's one.

     

    (2) Using Supgen's "file swapper" mod [actually, IMHO, JSGME is a handy program. It's "snapshot" of your existing install is apparently

    done in machine-type language, that stores the data in some "hidden/system" files that take up practically no HD space at all, and whan

    it "swaps," it ONLY swaps in and out whatever files are changed by whatever mod. Since Supgen's "Soviet Navy" mod only included a few

    .ini files, in my case, both the "backup" and the "mod" were very small [about 475 kb each]. AND the the backups get physically deleted

    when one "swaps back" to the default. The "snapshot" of what needs to be swapped is apparently stored separately somewhere else]. So,

    the size it takes up depends on the size of the mod being installed.
    Anyway, merely adding "Anti_Ship" and "CAS" and "Armed_Recon" to the terrain's "AllowedMissionTypes= " lines generally results in the

    Mission Generator giving you a "Attack (Null)" briefing (with waypoints all over the map -- needless to say, the missions don't work)

    -- or decides to give you a CAP mission instead.

     

    (3) Oddly, [and, you'll probably appreciate this, Wrench], when using Supgen's mod I discovered by accident that ENEMY planes CAN get

    "anti-ship" missions in SF2 NA. I was randomly testing various "attack-type" aircraft, using the "stock" Thirdwire flyables, [i currently only have a "stock" Tu-16K Soviet aircraft flyable, and it's Random Missions always start/end in the air someplace over water], and decided to try some British models [any that would give an "Anti-Ship" choice in the Mission Generator picklist]. I chose one of the Hunters (the last one on the flyable picklist), and was surprised to find myself starting from a runway on the East side of Iceland, and tasked with attacking shipping in Keflavik Harbor.
    Turns out that particular Hunter model was the one exclusively exported to Jordan (added with the Expansion Pack 2).
    So, despite the "LimitedNations" statements in the IcelandNA terrain, apparently the Game Engine read "Jordan" as "Enemy" [which it

    probably was in SF2 Israel], and what those desert-dwellers were doing in Iceland in 1984, furthering Soviet interests, I have no clue.

    Besides which, I managed to get shot down by a U.S. Navy F-4, long before I got close enough to even see if there actually were any

    ships to attack, so that mission was a complete bust. Did teach me that it might be time to "clean out" any inappropriate aircraft/
    ground objects from my SF2 NA "mod" folder... And definitely "CAT-extract" all the stock xx_data.ini and Userlist.ini files for

    possible editing...

     

    To Eburger68 --
    There's a SF2NA Expansion Pack?
    Where might one find that?
    Couldn't find it here at CombatAce, or on the Thirdwire website.

     

    Or are you, perhaps, referring to the (alleged) next update from Thirdwire?
    Which is referenced in the July 2013 SF2 NA "Version.ini" [e.g., "StrikeFighters2 Exp3=FALSE"], and was announced some time ago on the

    Thirdwire Forums?
    Unfortunately, nothing much has been said about it for the last 6 months to a year.
    [And, there's been more than one post recently on the Thirdwire Forums from impatient End-Users about "..vaporware.." and "..Thirdwire

    is abandoning PCs in favor of mobile apps.."  But, that may be neither here nor there].

     

    Anyway, if THAT has been released to the Public, please let us know where.
    It probably currently exists, but in an unfinished state, and only on the Hard Drives of certain restricted select Beta-Testers, and

    Thirdwire employees.
    If YOU happen to be one of those select few, is there anything more you can tell us about it, without violating any Non-Disclosure

    agreements you may have with Thirdwire?

     

    But as Wrench says, if we need to wait for Thirdwire to address this particular anomaly, your info is "Good to know..."
    -------------------------

    Incidentally, for you Casual Readers out there, what we're talking about here is --

     

    There's not much to the (currently available, stock) "IcelandNA_Movement.ini" at the moment --

     

    [FrontLine]
    FriendlyBase=Keflavík
    EnemyBase=Egilsstaðir
    Position[001]=378906.2,1000000.0
    Position[002]=378906.2,726562.5
    Position[003]=378906.2,693359.3
    Position[004]=398437.5,650390.6
    Position[005]=416015.6,603515.6
    Position[006]=423828.1,535156.2
    Position[007]=462890.6,484375.0
    Position[008]=501953.1,460937.5
    Position[009]=531250.0,445312.5
    Position[010]=595703.1,414062.5
    Position[011]=595703.1,0.0
    StartShow=3
    EndShow=9

     

     

    Compare this to, say, the (stock) GermanyCE_Movement.ini --

     

    [FrontLine]
    FriendlyBase=Bonn
    EnemyBase=East Berlin
    Position[001]=1000000.0,1000000.0
    Position[002]=768000.0,846000.0
    Position[003]=622000.0,848000.0
    Position[004]=506000.0,776000.0
    Position[005]=492000.0,718000.0
    Position[006]=542000.0,682000.0
    Position[007]=508000.0,660000.0
    Position[008]=514000.0,594000.0
    Position[009]=488000.0,586000.0
    Position[010]=488000.0,544000.0
    Position[011]=446000.0,522000.0
    Position[012]=460000.0,504000.0
    Position[013]=448000.0,484000.0
    Position[014]=444000.0,454000.0
    Position[015]=488000.0,414000.0
    Position[016]=538000.0,434000.0
    Position[017]=568000.0,434000.0
    Position[018]=580000.0,404000.0
    Position[019]=596000.0,372000.0
    Position[020]=620000.0,334000.0
    Position[021]=688000.0,282000.0
    Position[022]=1000000.0,250000.0
    StartShow=4
    EndShow=20

     

    [Route001]
    RouteType=GROUND_ATTACK
    StartArea=Eisenach
    EndArea=Fulda
    RoutePosition[001]=439000.0,457000.0
    RoutePosition[002]=447000.0,473000.0

     

    [Route002]
    RouteType=GROUND_ATTACK
    StartArea=Eisenach
    EndArea=Bad Hersfeld
    RoutePosition[001]=443000.0,477000.0
    RoutePosition[002]=457000.0,479000.0

     

    [Route003]
    RouteType=GROUND_ATTACK
    StartArea=Plauen
    EndArea=Hof
    RoutePosition[001]=567000.0,429000.0
    RoutePosition[002]=575000.0,435000.0

     

    [Route004]
    RouteType=GROUND_ATTACK
    StartArea=Schwerin
    EndArea=Lübeck
    RoutePosition[001]=497000.0,753000.0
    RoutePosition[002]=525000.0,739000.0

     

    [Route005]
    RouteType=GROUND_ATTACK
    StartArea=Schwerin
    EndArea=Hamburg
    RoutePosition[001]=469000.0,731000.0
    RoutePosition[002]=511000.0,725000.0

     

    [Route006]
    RouteType=TRUCK
    StartArea=Frankfurt an der Oder
    EndArea=East Berlin
    RoutePosition[001]=711000.0,615000.0
    RoutePosition[002]=689000.0,615000.0

     

    [Route007]
    RouteType=TRUCK
    StartArea=Brandenburg
    EndArea=Magdeburg
    RoutePosition[001]=559000.0,607000.0
    RoutePosition[002]=589000.0,607000.0

     

    [Route008]
    RouteType=TRUCK
    StartArea=Dresden
    EndArea=Leipzig
    RoutePosition[001]=659000.0,499000.0
    RoutePosition[002]=647000.0,499000.0
    RoutePosition[003]=643000.0,501000.0
    RoutePosition[004]=635000.0,507000.0

     

    [Route009]
    RouteType=TRUCK
    StartArea=Hannover
    EndArea=Braunschweig
    RoutePosition[001]=446000.0,628000.0
    RoutePosition[002]=456000.0,622000.0
    RoutePosition[003]=464000.0,618000.0
    RoutePosition[004]=486000.0,616000.0

     

    [Route010]
    RouteType=SHIPPING
    StartArea=Wismar
    EndArea=Rostock
    RoutePosition[001]=526000.0,772000.0
    RoutePosition[002]=528000.0,784000.0
    RoutePosition[003]=540000.0,802000.0
    RoutePosition[004]=564000.0,802000.0
    RoutePosition[005]=574000.0,798000.0
    RoutePosition[006]=574000.0,794000.0

     

    [Route011]
    RouteType=SHIPPING
    StartArea=Rostock
    EndArea=Greifswald
    RoutePosition[001]=574000.0,794000.0
    RoutePosition[002]=574000.0,798000.0
    RoutePosition[003]=580000.0,812000.0
    RoutePosition[004]=596000.0,832000.0
    RoutePosition[005]=628000.0,842000.0
    RoutePosition[006]=658000.0,842000.0
    RoutePosition[007]=678000.0,832000.0
    RoutePosition[008]=686000.0,808000.0
    RoutePosition[009]=680000.0,794000.0
    RoutePosition[010]=666000.0,794000.0
    RoutePosition[011]=660000.0,790000.0

     

    [Route012]
    RouteType=SHIPPING
    StartArea=Greifswald
    EndArea=Swinoujscie
    RoutePosition[001]=660000.0,790000.0
    RoutePosition[002]=666000.0,794000.0
    RoutePosition[003]=702000.0,788000.0
    RoutePosition[004]=708000.0,776000.0
    RoutePosition[005]=708000.0,770000.0

     

    [Route013]
    RouteType=SHIPPING
    StartArea=Swinoujscie
    EndArea=Kolobrzeg
    RoutePosition[001]=708000.0,770000.0
    RoutePosition[002]=714000.0,776000.0
    RoutePosition[003]=736000.0,788000.0
    RoutePosition[004]=758000.0,796000.0
    RoutePosition[005]=774000.0,794000.0
    RoutePosition[006]=778000.0,794000.0

     

    [Route014]
    RouteType=SHIPPING
    StartArea=Wilhelmshaven
    EndArea=Cuxhaven
    RoutePosition[001]=342000.0,738000.0
    RoutePosition[002]=342000.0,742000.0
    RoutePosition[003]=348000.0,754000.0
    RoutePosition[004]=356000.0,762000.0
    RoutePosition[005]=364000.0,766000.0

     

    You can see what Wrench is referring to. No Iceland shipping or ground object "routes" for the Game Engine to generate missions against

    at the moment.  And for Modders, no easy way to "plan out" how to add them, on the Iceland "lod-based" terrain.

     

    Please forgive me.
    For the last year or so, since "SF2 NA" was released, most Modders have been concentrating on how to transfer and utilize the new SF2

    NA "Carrier Ops" functions for use in other mods/terrains.
    This thread is about "going retro," and finding out what people know/have done about re-implementing some of the Mission functions that

    were available before, but got "removed" in SF2 NA, while retaining the "new and improved" SF2 NA carrier-vs-carrier functions.

     

    Blame me. I guess I'm sorta a maverick ...
    [And, one of these days, I gotta invest in a Laser Designator, so's I can see where I'm going ...]

     

    I'm also from Virginia (USA), and we always want all the "new" stuff, but are reluctant to part with the "old" stuff that we've become

    used to and comfortable with.

     

    Q: How many Virginians does it take to change a light bulb?
    A: Nine. One to change the bulb, and the other eight to stand around reminiscing about how lovely the old one was...
     

    :blink: 
    DARoot

  18. Greetings, All

    I've come "late to the party," having got SF2 NA (on April 7, 2014, July 2013 build) and made a SF2 PTO install from that executable.
    Haven't seen this info posted "all in one place" here or anywhere else yet, so I'm just gonna start --

     

    I noted that choosing "Strike" missions in the Single Mission generator always gave missions against the Kiev Battle Group (in SF2 NA; or

    against corresponding IJN or USN carrier battlegroups, in the PTO).
    I missed "Strike" missions against Land-based targets, as in SFP1.
    Had to choose "CAS" or "SEAD" or something, to get random missions generated against land targets. ("Armed_Recon" always seems to give me

    "Attack something at (NULL)," and CTDs, so that's no good).

     

    Well, I'm using two methods to work around this new "feature" --

     

    a) Supgen, in May 2013, released a "Airstrikes on land targets in SF2NA" mod (available here on CombatAce) that uses JSGME Mod Enabler to

    "swap" a number of files in SF2NA to enable "Land Strikes". Among other things, it adds "SovietNavy" to "Nations.ini," adds "SovietNavy" to

    the IcelandNA terrain folder's terrain-specific Nations.ini, adds "Anti-Ship" to the IcelandNA.ini's [AllowedMissionTypes] (and broadens the

    allowable timeframes on that map to 1940-2040), and provides new _Data.inis for the Russian Kiev, Krivak, and other "battlegroup" ships to

    assign them to NationName=SovietNavy. [i confess I don't understand why some of the other files were included, since they appear to be

    exactly the same as the default SF2 NA ones].
    Using JSGME allows one to "swap" the modded files with the old, default SF2 NA ones, with a single click, and go back to the old "default"

    SF2 NA "Strike" mission tasking against Naval battlegroups anytime you choose.

     

    This could PROBABLY be adapted to SF2 PTO (and similar SF2 NA-based) installations, provided one knew exactly what one needed to change [and could sort out the IJN,IJA,USAF,USN,USMC,RAF,RAAF,etc. Nations order, especially if wanting to fly for the Japanese ..]. But, since SF2 PTO WW II installs are (inherently) usually full of non-standard "modded material" and 3rd-party add-ons, wouldn't using JSGME probably create a huge "Mods" folderfor swapping, possibly doubling the size of your current Hard Drive used space?

     

    b) The Thirdwire Mission Editor [included in the July 2013 build, and in their separate Expansion Pack download] allows one to quickly and

    easily set-up "Strike" missions against Land targets, anytime, without changing any existing SF2 NA files. Just start a Single Mission, let

    the Game Engine generate everything, and then, before flying it, edit it in the Mission Builder to make it a "Strike" mission [by changing

    either the target area, or Primary Target, or flight loadout, or all three -- PROVIDED your selected aircraft's _Data.ini is already

    configured for "Strike" (won't work with the C-47, for example). Then just click "Accept" and fly [no need to "Save," unless you want to for

    other reasons, such as noting that your mission now has entries for "MissionType=STRIKE" and "TargetArea=Ubili airfield" (or some such),

    rather than "MissionType=STRIKE" and "MissionSubType=STRIKE_NAVAL," with a "NavalTargetID= " entry.]

     

    Anyone more experienced who has more complete knowledge of this area, please post any additional information or thoughts here.

     

    My question to you-all in the collective Knowledge Base out there -- Has anyone discovered a simple edit (or series of edits) that would

    allow SF2 NA (and PTO-type mods that are based on its executable and features) to PERMANENTLY generate "Strike" missions against EITHER/BOTH Land and Sea targets, randomly, without any file-swapping or Mission Editor fiddling each time you want one?

     

    DARoot

  19. Greetings, Supgen

     

    Sure! I believe your ReadMe made that clear.
    Thanks for that link, and for doing your weaponspack, BTW.
    [Drat! The link for Wrench's "CM" Type 91 torpedo there is no longer active. And that thread brings up another issue, concerning

    "Strike" missions in SF2 NA [or on the Iceland map?] always targeting Battle Groups instead of land targets. But, that's for another

    discussion].

    And, you might find this interesting -- It's from an interview with William "Bud" Gruner, CO of U.S.S. Skate in 1943, concerning his use of the Mark 14 Torpedo on submarines:

     

    "When available I chose to go on patrol with all (45 knot, 4,500 yard) Mark 14 or 23 steam torpedoes. When a full load (24) was not available, I took a mix with a few 30 knot Mark 18 electric torpedoes. Although wakeless, I preferred the higher speed Mark 14s because the time to impact was less.
    ....
    We tried to launch torpedoes at a distance of 500 to 1,500 yards off the target track to achieve a 90-degree torpedo track angle. In order to hit targets broadside (This assumes that torpedoes run as set and that exploders function properly, which they did not always do.). Set torpedo depth according to type of target -- 6 to 8 feet for merchant ships and destroyers, 10 feet for a cruiser, 12 to 15 feet for a carrier or  battleship."

     

    But out of interest, and for the sake of discussion, if you had it to do all over again, what might you do differently, being now older

    and wiser?

     

    And remember, this here is an "academic" discussion. Nobody is asking anyone to DO anything, or alter anything they may have chosen to

    share with the Community.

     

    DARoot
    [PS -- FYI, your methodology is exactly what I did with the torpedoes in my copy of the DAT A-Team's WW II PTO mod -- copied the

    relevant data from my SFP1 install, while keeping their SF2 weapondata format].

  20. Hey, Wrench! Thanks for the info!
    [Now we got target armor values to consider as well, Eh?  Reminds me of adding Armor to FE2's WW I planes and pilots ...]

     

    I sorta decided to investigate a bit further the "CM" (cruise missile) option as a possibility for WW II torpedoes.

     

    1. The Australian Beaufighter Mk IC (RAAF) (CAF) that I downloaded DOES have 2 versions of the MkXII torpedo, named "MkXII_Torpedo" and

    "MkXII_Torp2" (CM) respectively. However, I couldn't see any differences in the entries between the two _Data.ini files. [Except the

    Availability End Date, but I don't think that's relevant]. Couldn't understand how the SF2 NA Game Engine could distinguish between one

    being a "cruise missile" and the other as "something else."
    So, I did a simple experiment.

    Edited the Beaufighter's _Data.ini to ONLY allow "CM" in the Weapon Station field, and checked to see what showed up in the Single

    Mission Loadout picklist for that station.
    As I expected, NOTHING showed up.

     

    2. Well, I figured I just didn't know enough about how SF2 NA handles cruise missiles, so I decided to make the Tu-16K-10-26 Badger

    flyable in my regular SF2 NA install, and run a similar test on its center weapons station (change to "CM" only), but with the default,

    modern SF2 NA weapons.
    Again, NOTHING showed up in the Loadout screen.

     

    3. Huh! Now, with the bit firmly between my teeth, I did a crash course of Forum searches over the last 24 hours, as well as downloading

    (or at least reading the descriptions of) some of the most recent SF2 weapon packs and add-on cruise-missile capable aircraft available

    here at CombatAce.

     

    Learned a lot, but not nearly everything that would be necessary to try modding (or even intelligently discussing) this topic.

     

    Did pick up a few useful things, that might be pertinent to this discussion.

     

    -- Here is a thread about SF2 Guidance Systems, that seems to be more up-to-date than the one currently in the SF2 Knowledge Base:
    http://combatace.com/topic/61824-guidancetype-explained-somewhere/

     

    -- Here are some excerpts from the "Operation Darius" campaign ReadME (by Eburger68, updated August 2013), with some very interesting

    statements:

     

     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    A Note on Anti-Ship Missiles
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    For this mod most third-party (i.e., non-stock) anti-ship missiles have been converted to use the ASM/cruise missile functionality

    introduced w/ SF2NA. At the same time, the older versions of these missiles have been preserved, as the new ASM cruise missiles can be

    used by AI only against ships.

    So, for many anti-ship missiles you will now find two versions:

    1) "Standard" guided version
    These versions are the "old" style missiles setwith WeaponDataType=1. They can be used by AI against land and sea targets. These

    missiles retain their familiar names (e.g., AGM-84D Harpoon, Kh-59M Ovod, etc.).

    2) ASM/cruise missile version
    These versions utilitize the new cruise missile functionality set by WeaponDataType=7. They can be used by AI only against ships. These

    versions can be distinguished by their names:

    - U.S./NATO missiles have the ASM tag (e.g., AGM-84D Harpoon ASM).

    - Soviet/WP missiles follow the naming convention used by ThirdWire's
    Soviet cruise missiles (e.g., Kh-59M AS-13 Kingbolt).

    At the same time aircraft that typically carry these missiles have been updated to accommodate the ASM versions. Loadouts for these

    aircraft have been updated to use ASM versions by default for Anti-Ship, Naval_Attack, and Cruise_Missile loadouts.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    A Note on Laser-Guided Bombs (LGBs)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    AI pilots in Strike Fighters have long had problems employing LGBs. AI pilots in the player's flight can drop LGBs, but will treat them

    as dumb bombs. AI pilots in flights not controlled by the player (i.e., AI-only flights) cannot use LGBs at all, and will typically get

    stuck circling the target.

    To address this problem we have created dumb-bomb versions of all LGBs for AI pilots to use. These "dumb" versions are identical in all

    respects to the LGB versions save for the Guidance Type, which is set to "Unguided" instead of "Laser-Guided."

    By default aircraft that use LGBs for certain loadouts (usually Stike, Attack, SEAD, or Anti-Ship) are loaded with these "dumb" versions

    instead of the LGB versions. You should make it a habit to check the Loadout screen and switch the bomb version on your own aircraft to

    the LGB version.

    You can distinguish between the "dumb" and LB versions by the weapon name -- for example:

    LGB version: GBU-12D/B Paveway II LGB
    Dumb version: GBU-12D/B Paveway II (dumb)

    While this solution introduces an extra step for the player in the preparation to start a mission, it allows AI pilots and AI-only

    flights to use these weapons.


    -------------------

    -- From a post by Snailman from September 2013 --

     

    ".. my problem is that bombers always launch their missiles before I could even get close to intercept them... At least when it is about TRAM Intruders....
    They need to be set up for "Cruise missile" mission type, btw.
    AND armed with missiles of ASM ordnance type

     

    edit:   With CGR type ammo they have to get close (about 15-20kms  like a human player) to be able to target them visually."


    ---------------------

    Anyway, it now appears to me that "cruise_missile" is more of a Mission Type (like SEAD or Iron Hand) or Aircraft Role (like Attack or

    ARMED_RECON) than a weapon type. And this seems to be borne out by the entries in, for example, WhiteBoySamurai's Cruise Missile weapons

    pack for SF2 (dated September 2012), [where nearly all of them are WeaponDataType=7 /GuidanceType=7 / ASM], and the SF2 NA

    WeaponData.ini [July 2013 build] itself.

     

    I looked for "Exocet" and "Tomahawk" in the SF2 NA weapondata.ini, but couldn't find them. I did, however, find these:
     
    AGM-84C ("Harpoon")                                KSR5 ("AS-6 Kingfish")
    --                                                                  --
    SpecificStationCode=                                  SpecificStationCode=KSR5  <---
    --                                                                  --
    WeaponDataType=7                                   WeaponDataType=7
    EffectClassName=CruiseMissileEffects      EffectClassName=CruiseMissileEffects 
    --                                                                  --
    GuidanceType=7                                         GuidanceType=7
    BoosterEffectName=0                                 BoosterEffectName=CruiseMissileFireEffect
    InFlightEffectName=MissileInFlightEffect    InFlightEffectName=MissileInFlightEffect

    ---------------

    Just for comparison, these are from Bunyap's SFP1 (06 patch) weapons pack ----

    AM39 ("Exocet")                                            BGM-109 ("Tomahawk")
    --                                                                    --
    [N/A "SpecificStationCode"]                           SpecificStationCode=
    --                                                                     --
    WeaponDataType=1                                      WeaponDataType=1
    EffectClassName=LargeMissileEffects          EffectClassName=LargeMissileEffects
    --                                                                     --
    GuidanceType=3                                           GuidanceType=5
    BoosterEffectName=MissileFireEffect           BoosterEffectName=LargeMissileFireEffect
    InFlightEffectName=MissileInFlightEffect      InFlightEffectName=LargeSAMTrailEffect

     

    Lastly, from the original SF2 NA Tu-16K-10-26_Data.ini ---------

    [MissilePylonR]
    SystemType=WEAPON_STATION
    StationID=2
    StationGroupID=1
    StationType=EXTERNAL
    AttachmentPosition= 7.10,0.18,-0.96
    AttachmentAngles=0.0,-2.0,0.0
    LoadLimit=4000
    AllowedWeaponClass=ASM     <----
    AttachmentType=SOVIET
    ModelNodeName=MissilePylon_R
    PylonMass=156.5
    PylonDragArea=
    MinExtentPosition=
    MaxExtentPosition=
    SpecificStationCode=KSR5   <----

    ====================================================

    Well, well, well ....

    Sorry for the length of this post, but there's a lot of useful information here, all in one place now, appropriate to our discussion.

     

    1. I'm not convinced that "CM," as an entry in an aircraft's "AllowedWeaponClass=" line, is of much use. I'd need further convincing.

     

    2. I suspect that "WeaponDataType=7" in a weapon's _data.ini file is what tells the Game Engine that this is a "cruise missile," but I

    have not found that documented other than in the above cited references. Maybe the SF2 Knowledge base here needs to be updated?
    In any event, if that is the case I imagine that if a weapon does NOT have that entry, the Game Engine would ignore anything in a

    plane's "[CruiseMissileAI]" fields.

     

    If you, Wrench, have been testing the "MkXII_Torp2" (CM) with different data than that supplied with the Australian Beaufighter, please

    expand upon your previous comments. I'd be interested (and, hopefully, so would other Readers).

     

    3. And while you're at it, would you care to comment on SupGen's "WW II Weapons Pack" for SF2, from Feb 2013, in which his/her ReadMe

    states, "..This is a (by no means definitive) Weapons Pack for StrikeFighters2 WWll installs. I used Wrench's WWll Weapons Pack for SF1

    (which itself was based on Bunyap's 2006 Pack) as a guide; ... I copied what I could from Killerbee's Ordnance Packll, what I couldn't

    find there I converted from the SF1 WWll Pack.."

    and in which the Mk13 (and Type 91) torpedoes are classed as WeaponDataType=1 and

    GuidanceType=5, AND the Mk13 also has "EffectClassName=TorpedoEffects" (the Type 91 does not, and there are no UK torpedoes included)

    with the addition of the following --

     

    [TorpedoEffects]
    GroundHitEffectName=
    GroundHitSoundName=
    WaterHitEffectName=VeryLargeBombWaterHitEffect
    WaterHitSoundName=
    ObjectHitEffectName=VeryLargeBombAirExplosion
    ObjectHitSoundName=BigExplosion.wav
    ArmorHitEffectName=VeryLargeBombAirExplosion
    ArmorHitSoundName=BigExplosion.wav
    CraterModelName=
    CraterType=
     
    4. Lastly [you were eagerly awaiting this, weren't you?], I'll close with the following tidbit, that I picked up in my travels, but

    which is more relevant to "modern" cruise missiles, with very long ranges, than to WW II torpedoes or other ordnance --

     

    If you are employing something with a very long range, you can use the F7 key to cycle through ALL the Ground Objects in your current

    mission, until you find your Primary Target, and then press "E" to designate it in your HUD (even from your runway, before takeoff).

    Then, just fly until it's within weapon launch range parameters, and fire away.
    Pretend it's AWACS or JSTARS vectoring ...
    But, not in WW II.
    Then, it's cheating.

     

    DARoot

    [We'll deal with "invisible battleships" some other time. I'd suspect it might have to do with static vs moving targets, as discussed

    above by Eburger68 and Snailman. But, we shall see ..]

  21. Oh, Ko! So desu ka!

     

    The AI doesn't always use "CM" defined torpedoes correctly?
    ["Wake effect" in-air from 4,000 feet? That sounds hilarious!]
    This happens, even with the "[AI Data]" statements in the aircraft's _Data.ini file?
    Um -- that sounds like a problem (albiet a pretty funny one).

     

    I believe I mentioned that the DAT A-Team uses "GuidanceType=7 / ASM" for its Okha piloted suicide bombs. Those things are deadly in-

    game. All my wingmen fire them OK, and I've experienced a 100% hit/kill rate with them so far.
    Probably too much for torpedoes ...

     

    No, we probably ain't gonna be able to model porpoising, broaching, magnetic proximity detonators (which never worked all that well in

    WW II historically, anyway), or pattern-running torpedoes (used historically by submarines - dunno about aircraft-launched ones) in SF2.

     

    But, have you (or anybody) fiddled with the "Accuracy," "LockonChance," "LaunchReliability," "CapabilityFlags," or any of the "Seekerxx"

    parameters in the torpedo _data.ini file, to get what you think is representative of WW II torpedo behavior?
    And I would think that possibly decreasing the "Explosives= " parameter might make them somewhat less "1-shot-1-kill?"
    [in my SF2 PTO install, the CV-5 and Akagi fleet carriers have hull StructuralFactors between 1000 to 1500, if that suggests anything].

     

    Not that I'm complaining, or anything, you understand.
    I'm completely happy with 95% accuracy and reliability, if that possibly means an extra second or two to escape after launch.
    In SF2, it seems even a lone Cargo Ship or Fleet Oiler is armed to the teeth. And attacking an enemy Task Group made up of multiple

    warships, in your TBD or Vindicator, is a real treat.  Bring your adult-size Pampers ...

     

    DARoot

×
×
  • Create New...

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..