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Squiffy

JAGDSTAFFEL 11
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Everything posted by Squiffy

  1. Thanks Eric. I'll check those out. .tods should do it.
  2. OK, I suspected as much. I'll have to see hwta they look like. I'm not sure the .tod files have the same layout but they might. It looks like the farm fields are just recolored. There aren't many compared to the desert and mountains but it IS pretty bleak over there, right?
  3. Hmm, looks good. Now, since this is my first view of anything "Korea" here from SF. Is there a better model for the F-86? The nose looks a little smushed. How about something like this: http://www.airplane-pictures.net/image41893.html
  4. Hi gang. I have Afghanistan working fine in my SF2 Europe mod install. I've modified airbase files to create an Iranian and Taliban presence for single missions. I think I have all of the files for trees but I dont' see them show up like in the Afghan/WOI home screen. I suspect the tiles are not right or something. How can I make it work in a Europe core, without an Israel core? I've been through the KB and nothing specific shows up. Thanks.
  5. I'm in. Any improvements to "mod-flyable" cockpits?
  6. Oh yes. It sure is satisfying to get in close and spank a bandit with guns. Then seeing them break apart. But my favorite "method" is simply to shoot the other guy first.
  7. Right-o Storm. Always wondered when they will get their talons blooded? Too precious for that godforsaken place I suppose. Production has been cut too, Right?
  8. Happy Veteran's Day gang! This set is for my Air Force brethran. After several days of tweaking I finally got the InstantAction.ini and related files set to work in the Afghanistan mod. Here's a couple shots from a scenario I'm calling Iranian Incursion. Looks like the IRIAF crossed the border into Afghanistan's airspace. Its allies were not amused.
  9. How about getting airbases to display? I need to find that tweak again.
  10. OK zeroing out the random chances in the instantaction.ini worked. I was able to use both JDAMs and the small diameter GBU in practice. Just fly over to an enemy airfield and go crazy. No pipper yet in the F-22 but I think it's a simple hud mod to make it work. I was able to use the ccip in the F-15 the first time when I didnt' save the raptor entry properly. That was fun. Direct hit on tower with dumb bomb. I'm having fun now. Editing instant action is quite easy. I'll have to look at single mission again. Can't tell if -1 will work or not.
  11. Thanks Eric, That's what I was thinking although I have a lot to learn about all this. I'm thinking if I push the random chance setting way down in instantaction.ini. That will work too. I have edited that enough now to have bombers only on several occasions. That would be better for testing.
  12. OK, well, seeing as I nearly fried my pc just attempting to repack the bmps and lods for the F-22 Raptor loudouts last night, I would rather not. I am just trying to figure out what's hard coded and what isn't. It took a while to dig the weapons folder structure out of the KB and forums. Once I saw what was wrong it worked great. Now I would like to practice somw without sloggin along on autopilot and time compression just to test some ordinance. I suppose I could just fly a bit and let them go. On top of that, I want to see how the HUD pipers would change with AG mode. I get no shoot or drop cue when using JDAMS. They guide nicely with enough distance but I can't tell how far is far enough.
  13. Is it possible to set enemy air activity to completely 0? I am thinking a settign of -1 might do it in the ini. False and blanck don't work. It defaults to Random. SF2.
  14. Very nice FC. keep us posted!
  15. Yeah we need to reset it to GermanyCE. I'll look at the app ini.
  16. OK FC, I've hit revetments too. Tio, your issue is pure FM so I would look at the elevon entries in the data.ini and compare good ones to bad and see if you can see the difference. How do the wing placements compare. Hi vs lo and such. Mirages should be low and more unstable leading to quicker handling. This is without wing tanks of course. Thanks guys.
  17. Do I need to place the file somewhere else? How about the mydocs fies under XP? i see aircraft files over there but they are not data files. My searchinf of the site and kb for "nose wheel" or taxiing has not produced anything.
  18. Well something more like 15kts. But some of this need is bases on my throttle detents which sit between 7 and 15 or so. It's frustrating to have to keep clicking back and forth through the detents although that might be fine for realism. It's been a long time since I was in a military jet. My biggest issue is with the physics and the control reaction in the sim. I can't believe the nosewheel is so slippery, almost as if there is no weight on it at all. That's why the cg point got mentioned earlier. In LOMAC, you get nice strut compression and it's almost TOO grippy. I swear I could ground loop the thing sometimes. I don't think I've been on hard setting yet. Should do it now because the stick is trimmed nicely. My folder structure in XP is SF/objects/aircraft/f-15a/f-15A_data.ini i've also tested sf/objects/f-15A_data.ini unit conversion is not an issue. I think it's the variable itself (max steering speed) or folder structure or even sf2 june 2009 update. I didn't mod until the update was in place. What does control rate and coefficient actualy do? I know what the coe shoudl REALLY do but does this effect lateral force?<BR>
  19. Does FM difficulty level effect taxiing performance? I want a good nosewheel! Or am I foolish because everybody knows you can't taxi over 7kts without getting killed?
  20. OK I can see that with its lifting area..but please lets stay on topic. Furbar did you mean the patch "fixes" this problem or the patch "causes" this problem of weak nosewheel steering? I bought this via DL so maybe it doesn't need the patch? Somehow I figured I needed to add it, probably from the knowledgebase and standard operating procedure. Still... how does weak nosewheel steering happen and how do I fix it? 7kts and less seems ok but I know it can handle more than that. What the hell is the 45 m/s figure doing in there anyway!
  21. Thanks guys. I am patched in SF2 to the June 09 download. I notice the F-15 does sit nose high on landing for quite a long time and no back pressure on stick. Does FM effect ground handling? I have pounded every variable under nosewheel and no luck. Now I havent' read all the KB yet but do I need folder structure or will droppingn the f-15A.ini in Objects folder be fine? I've tried both but maybe the version is still a problem. I just want a stickier crisper nosewheel steering for highly immersive taxiing. (Notes are scarce on SF2. All the biz about the Mission editor may be SOL. I would love a better Instantaction file for practice.)
  22. OK maybe I had a collossal brain fart and haven't seen the uploads or threads yet. Those are very nice. Usually I can run hi res tiles, low scene density on my older rig. Not sure how to work that out with the environment settings like verticies and such. Also I want better clouds. Mine look kind of cheesy but not bad. I would like larger scale. I'll look for those mods if they're posted. So much to do! Just splashed another Fishbed. Dang that's fun... BANG You got him!
  23. Nice! What are your graphics settings there?
  24. Ok, current issue is nosewheel steering on F-15A. Does it really skid over 7 mph? I've tweaked the ini file for max speed, roll coef., and control rate but no joy. Please help.
  25. Hi gang, I discovered that it's easy to increase the resolution for terrain tiles in airfields. Just increase the file size to 512 or 1024 in an editor with a descent scale plugin. My taxiways a real sharp now, nice detail even at low detail setting in options. No frame hit on a 512 card. Taxiways are 256 so stretch to 512. Runways are 512 so stretch to 1024. That didn't look as good but it may just be the detail settings and my option tweaks. Any comments? I just bought the sim last weekend. Enjoying it now that my deadzone is set properly.
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