Jump to content

citizen67

ROOKIE
  • Posts

    221
  • Joined

  • Last visited

Everything posted by citizen67

    Outstanding work
    Downloading a Ravenclaw file is like unwrapping a Christmas present when you were a kid
      • 1
      • Thanks
  1. I use an iMac at work and sometimes, something similar happens with InDesign. In my case, it's a GPU-related issue.
  2. Hi everyone, what's the difference between “OpenCockpit=False” and “OpenCockpit=True”? I’m using both ZBuffer Offset Shaders and Extended Fading Distance Shaders in my Terrains, but I still get objects flickering or popping up at the very last moment, when I’m very close (especially in Rend's Germany and in Vietnam Green Hell 3.5). This is very annoying and I can't get rid of it. I’ve noticed that setting OpenCockpit=False in the aircraft’s _cockpit.ini file slightly improves the situation, but I don’t know whether this setting might cause other issues. Thanks
  3. 41, according to 2026 World Air Forces Directory: https://www.flightglobal.com/defence/2026-world-air-forces-directory/165267.article
    The Ravenclaw cockpits are truly awesome. They radically change the gameplay experience, it doesn't seems no longer SF2.
      • 1
      • Thanks
    Wonderful, as expected from Ravenclaw.
      • 1
      • Thanks
  4. I just want to change "SpeechFile=USAFSpeech.cat" with the specific languages provided by Menrva. Thanks Yakarov
  5. Hi guys, is the nations.ini file the same for every installation, or is it somehow different? I want to use Menrva's Speech Enhancement and edit the nations.ini file with the correct languages. Can I do this once and then copy it to every installation? Thanks
  6. I'd be happy to do that, but I have very little time. I can try though
  7. Great news. Are you planning a new cockpit, too?
  8. View File Ingame HUD Modification In my research for realism, I made this little mod to change the ingame HUD mantaining only the speech subtitles and the hint about weapons selection, chaff/flare release, radar lock, etc. in the left bottom side. I've removed info about speed, heading, callsign, altitude, enemy aircraft, target red squares and waypoint triangle. There's also an option to change the menu screens font, if you agree. It's an edit of another mod I saw somewhere here on CA time ago, but I don't remember the author. All credits to him. Installation - Just drag&drop or copy/paste into your Menu and Flight folders in the installation of your choice (C:\Users\<YOU>\Saved Games\ThirdWire\StrikeFighters2 <WHATEVER>.../) - If you like it you can put the included font in C:Windows/Fonts and replace the default one in the main menu - In the game Options/Gameplay you must set all on Hard except HUD on Normal Hope you like it Thanks Submitter citizen67 Submitted 01/11/2026 Category Other  
  9. Version 1.0.0

    24 downloads

    In my research for realism, I made this little mod to change the ingame HUD mantaining only the speech subtitles and the hint about weapons selection, chaff/flare release, radar lock, etc. in the left bottom side. I've removed info about speed, heading, callsign, altitude, enemy aircraft, target red squares and waypoint triangle. There's also an option to change the menu screens font, if you agree. It's an edit of another mod I saw somewhere here on CA time ago, but I don't remember the author. All credits to him. Installation - Just drag&drop or copy/paste into your Menu and Flight folders in the installation of your choice (C:\Users\<YOU>\Saved Games\ThirdWire\StrikeFighters2 <WHATEVER>.../) - If you like it you can put the included font in C:Windows/Fonts and replace the default one in the main menu - In the game Options/Gameplay you must set all on Hard except HUD on Normal Hope you like it Thanks
  10. I also noticed a similar issue in SF2:V A&G War Expansion Pack terrains, modded with Green Hell 3.5: at a certain altitude the objects aren't visible, as you get closer they become visible
  11. It also happens to me when the skin has a resolution that's too high. I usually resize my 2048px skins to a lower resolution of 1024px.
  12. The game will be in early access next spring and the official release seems to be in the 2nd quarter 26.
  13. https://il2-series.com/en/ Great news!
  14. I'm not a modder but I assumed it wouldn't be feasible, or at least not that easily. Mine was more of a joke but... hey, if anyone wants to try!
  15. Sure! I do love to fly Skyraiders and A-37s in Armed Reconnaissance missions! And it would be nice if Combat SAR missions could be introduced.
  16. You're right, but then when I fly to other terrain (especially in Vietnam) with people shooting SAM at me, everything I learn at the range becomes useless What I was wondering was whether it was possible to define a group of objects as target, instead of just one. A group of fuel tanks, or barracks... For example: if there are 20 barracks and I hit two or three next to what the game considers the ONLY objective, it would be nice if the mission was considered accomplished...
  17. Hi everyone, I do like strike missions but I have to be honest: I'm not so skilled in bombing without the help of CCIP (or using LGBs)... The bombs often fall too far or too short and I haven't yet mastered an effective technique to hit the target. So I wondered if it's possible to "expand" the target area on the map and have a Mission accomplished. RTB message even if you don't hit THAT single fuel tank or barracks, but the larger area that contains the target. Like what happens in other simulators or, I guess, in real combat mission. Thank you
  18. Hi everyone, almost solved... I noticed that somehow the Mue's z-buffer offset shaders (https://combatace.com/forums/topic/85970-shimmering-tods-and-target-objects/#comment-692525) are conflicting with something. I removed them from every terrain folder and now I have no more CTDs. It's strange however, because in other installations (Vietnam, Israel, North Atlantic, etc.) everything works with no issues. Anyway, thanks everyone for the help.
×
×
  • 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..