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EricJ

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Everything posted by EricJ

  1. Good point, mine is setup for SF2 but not NA yet... Then again I don't know which SF2 he has either...
  2. Do you have the SF2 Mission Editor? If you don't then you have to download that and I can help you. Here's a very generic mission I use for bombing practice (the real one has more targets) but this will be good for carrier practice. Just put this in the Missions folder and select it through the "Load Mission" part in Single Mission area. It's a Super Hornet Mission (should be the E) and you'll need Wrench's South California terrain (or I can make it for a terrain you do have). SoCal Carrier.7z
  3. I know everybody cracks the joke but so far after some tweaking it's a lot better... You first have to setup a carrier, usually Strike Fighters 2: North Atlantic has carrier use, but if you don't have it, you'll have to download a carrier from the Downloads section and then it will allow you (also check the SF2 Knowledge Base. If it isn't there then let me know.
  4. Impressive Artillery piece

    I was part of 1-7 FA out of Bamberg though as an FO I was down in Schweinfurt when I was in Germany... But anyway, the M777 is where it's at though... best weapon I know offhand.
  5. File Name: VF-1 "Wolfpack" skin for RAZBAM's F/A-201 (FSX Version) File Submitter: EricJ File Submitted: 28 June 2012 File Category: Flight Simulator 2002 / 2004 / FSX by Microsoft & PROPS Racing Files Read the readme and enjoy... Eric Johnson, 2012 Click here to download this file
  6. If I didn't have a severe dislike and lack of extreme patience I would have done the country in full years ago, at least while I was there. But if I can add my .02, include the eastern portion of the country plz
  7. But a better way to do it, is to open the file I uploaded, and then put the template "above" or "below" as a layer for the colors. Color it how you want it and then deactivate the template layer, and save as a PSD so you can keep your work somewhere. Then you can save the file as a .tga (with the Alpha layer there) and then it should work fine.
  8. Yep, but to edit it you have to do it in layers rather than saving with the template layer "active", or you'll get the template colors on the canopy.
  9. I admit the Stuka was a fav of mine, and that splinter camo is killer WTF???
  10. On the top left is the HUD glass (external view) and the first two rectangles (going from left to right are: Inside (facing towards pilot) Outside: (facing towards nose) Next to the right is the large glass, and it's similar: Inside (facing towards pilot) Outside: facing towards nose) Below that is the E rear portion of the canopy Below that is the F full canopy, to include the forward half of the cockpit windshield The circle is the projector The rectangle on the far right of the image is the screen door on the main gear door. The top half is the outside of the screen, the bottom half is the inside. Attached is my current work in progress, but you'll see it when you either put it in the specific aircraft skin folder, or as Brain32 said, in the aircraft main folder. But you edit the file in Photoshop as a PSD and then save as a .tga file, and you get the result in the clipped shot I have: CANOPYGLASS.7z
  11. File Name: VF-2 CAG skin (for the Convair 201) File Submitter: EricJ File Submitted: 18 July 2012 File Category: The Combat Ace What If Hangar Simply drop in your Convair 201 folder and go fly Eric Johnson, 2012 Click here to download this file
  12. Version

    67 downloads

    Simply drop in your Convair 201 folder and go fly Eric Johnson, 2012
  13. Couple things going on, first a Convair 201 VF-2 CAG scheme, and VFA-14 work.
  14. In any case, Spiff just change to Avionics70.dll, if YOU STILL have a gunsight issue, then you need to open the aircraft AVIONICS.ini file, find the appropriate section, copy and paste, and save: [HUD] HUDColor=0.18,1.0,0.48,0.80 HUDMaterial=HUDMaterial BoresightOffset=0.0,0.0 ViewportTopLeft=-0.145,-0.125 ViewportBottomRight=0.145,0.28 unBoresightAngle=0.0 RocketBoresightAngle=0 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  15. True, but that shouldn't be a HUD issue, I think that Spiff is using the SF1 version, NOT the SF2 version, which accounts for the HUD problem. I use the AvionicsF14 and get a full HUD, as here: If he doesn't have SF2NA, then he should just change the line to Avionics70.dll and things will work. IF he changes it and he still has problems, he needs to But that shouldn't be a HUD issue, I think that Spiff is using the SF1 version, NOT the SF2 version, which accounts for the HUD problem. I use the AvionicsF14A.dll and get a full HUD, as here:
  16. Nope, all jets were setup for Avionics70.dll, the 2.2 update only changed the models and skin format. If you're getting a gunsight then you need to check the Avoinics... did you port the Sf1 version to SF2 by any chance Spiff?
  17. Any free image editor will do that for you, just resize it in half.
  18. Maybe, but I'm pretty old skool so I just passed and looked at the exhibits :)
  19. I had been there a couple weeks ago and saw the same thing, but didn't go in because no sense in paying for something I already play
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