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EricJ

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Everything posted by EricJ

  1. From what I understand yes, it shouldn't show up again.
  2. Agreed with the 33, you have to maintain energy in order for it to move right, but then again I've enjoyed the 33 since Flanker 2.51, and I've been a dogfight (mainly for tutorials, I prefer BVR) with an F-16. I've come out on top, but since I mainly dropped bombs, it was just Sierra Hotel for that.
  3. Good stuff man, I remember USAFMTL or somebody else (and reading the readme) that it was making the switch, in order to cut down on filesizes.
  4. It shouldn't be any different from SF2E only in that it to work, you have to use CatPack to extract the IsraeliME textures from WOI (IsraeliME.cat), and put all that in the Afghanistan folder. I don't have SF2I installed so you can try that route using that .cat file. If you have WOI then do as previously described.
  5. Now if you could tune the AI to drop one bomb instead of all that'd be nice too
  6. Its probably personal taste versus the actual benefits TrackIR gives. I can vouch for that personally as I've known it's been out for a couple years, but haven't gotten around to getting it. Sure it is a great help, but honestly I'm surviving fine without it so there's not much negativity, its just some people are used to one way and don't feel the need to buy it.
  7. Sent. Like LOMAC you can replace certain files without having to touch the core files, which helps to save alot of "Whooops!" issues.
  8. Hehe yeah, I mean more that you can't expect as much as those sims are concerned As far as visibility and view mods, Silverbolt has one in the SF1 section that you can put in the Flight folder and it'll give you some more stuff to play with. I had to take some time to configure it so I could see the HSI on the Super Hornet cockpit, but if you have SF2 I can send what I have and you have to put that in the Flight folder in your User/Saved Games/Thirdwire/SF2 Game you bought/Flight folder and it'll help with some of the issues you're having. It can be tweaked to your preferences.
  9. As a former LOMAC flyer, the TW series of sims is less complex than IL-2 or LOMAC as of yet. Pretty much the intent of the game is to fly spiffy planes around and such. Thirdwire, if I understand their Facebook profile, is like 4 guys. So they don't have the development team that 1:C and Eagle Dynamics does, so you have to roll with it. It's getting complex don't get me wrong, but take the game as it is, and just roll with it.
  10. Usually they will show up in Campaigns, as a "Carrier Station" (and if setup as one too) and if you're flying a squadron from the deck, it'll appear. For some reason TK hasn't ever included carriers in single player missions as yes, it's just plain odd that a game that features a Vietnam setting and you're taking off of land bases but that's how it goes. Maybe in 2 weeks...
  11. A2A training in the Orginal Rhino, 2 in hot, and another day of CAS in 'Nam.
  12. I tend to try and keep a wing in view as most of the time I use padlock for ground attacks, and when I get in a knife fight. Just keep some sort of piece of aircraft visible so you don't get too confused. And not highly recommended but if you gotta, hit W to level the wings, or to get your aircraft somewhat oriented then turn it off and go from there. Also I adjust my zoom all the way out for my cockpit and it helps me out greatly, as I keep my SA up and still work the cockpit if I can.
  13. It has to be an actual 3D pylon that's "Called" when you load the weapon. Otherwise you're not going to have actual missile rails unless the original modeler makes them, so when you load IRMs on that pylon, an actual rail will show up.
  14. Which weapons pack are you using? I use 331Killerbee's for SF2 and have a lot of Mavs, so could be that, or check to see if the weapon is exported, if not use the weapons editor for that.
  15. Hehe my last two runs last night on single player missions got me chewed up by flak twice. It's pretty intense. The SA-2s are easy to avoid but man....
  16. Check the KB No seriously, the best way is just alot of editing. You're going to have to edit the map so it sticks with a certain set, like the SF2V style, where it's limited from (if my mind serves me right) '65 to '74ish. You can still use modern stuff, but the usable year will only be the start year. Then with the plug and play weapons, just delete the folders of the weapons that you don't want and the game will adjust the weapondata it's own way to your deletion ideas. Because unlike SF1 series, a lot of of the setup is more customizable than the older version. While I still have alot of the older weapons still hanging around, I keep them around in case I switch planes and time periods (modern to 'Nam days right now) I still got the set going on.
  17. That requires scripting, which if you make the real carrier disappear a certain time after you take off. Then it replaces it with a destroyable "carrier". So far you can make things appear in game, but not disappear to make it work.
  18. Yes the aircraft has the right callouts, I use 331Killerbee's weapons pack for SF2 and Bunyap's when I still played SF1 series. Had em since day 1. Here is the excerpt from the DATA.ini [LaserPodStation] SystemType=WEAPON_STATION StationID=29 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-1.4227,-0.6249,-0.6361 AttachmentAngles=0.0,0.0,0.0 LoadLimit=460 AllowedWeaponClass= AttachmentType=USN SpecificStationCode= ModelNodeName=PODPylon MinExtentPosition=-1.591,-1.96,-0.973 MaxExtentPosition=-1.023,0.528,-0.435 [RightSparrowStation] SystemType=WEAPON_STATION StationID=30 StationGroupID=5 StationType=SEMI_RECESSED AttachmentPosition=1.295,-1.614,-0.727 AttachmentAngles=0.901,-1.176,0.0 MissileRollAngle=-45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=460 AllowedWeaponClass=SAHM,AHM AttachmentType=USN MinExtentPosition= MaxExtentPosition= Matter of fact here's a snap of me returning from a strike mission, and an AMRAAM on the right cheek station:
  19. I would never suggest something like that
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