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Everything posted by dtmdragon
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Harrier GR.7 SF2 Version
dtmdragon replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Ok thanks -
Harrier GR.7 SF2 Version
dtmdragon replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
What do I have to edit to get the formation lights to switch off? They are always on and the lights on/ off key has no effect on them. The lights section of the data.ini seems to only refer to the normal navigation/ landing lights. Cheers, Dan. -
I have tried the 1024x1024 High resolution GermanyCE for Strike Fighters 2: Europe but for some reason the trees appear to shimmer? Any idea how to stop the shimmering or what files make up the windmill, so I can swap in the files from 1024x1024 High resolution GermanyCE for Strike Fighters 2: Europe to NF4 Europe terrain.
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Hi guys, I am having an issue with what I think are ment to be windmills showing up in my NF4 install. I can’t attach an image in this topic so have posted my problem and a picture in the 'Uploading NF4+ Now ' topic in the ‘Thirdwire SF2/SF2:V/SF2:E/SF2:I - Mission & Campaign Building' section. http://combatace.com/topic/48928-uploading-nf4-now/page__st__100 Thanks, Dan.
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An annoying issue I have noticed is having to update every individual RWR.lst file in each of your aircraft folders every time you add another aircraft, SAM or AAA that can be displayed on your TEWS RWR. This is a pain as the file can have different names and be in different locations within an aircrafts folders. For example the RWR.lst file for the JAS39C Gripen is called “JAS39C_RWR.lst” and is located in the ‘RWR’ folder inside the ‘cockpit’ folder which is inside the main ‘JA39C’ folder. An add-on aircraft that has a radar that can show up on the RWR has a ‘RWR_xxx.TGA’ file that goes in the ‘Flight’ folder in your mods section. As everything is now if you added another aircraft to your game, let’s say a Su-99, which has a TGA file (RWR_Su-99.TGA) so it can show up on a RWR. You need to add the following line to EVERY RWR.lst file of every aircraft with a RWR.lst file for it to show up in the game on you RWR – “Su-99=RWR_SU-99.tga” This can take some time to find and update every RWR.lst file! To streamline this process I have compiled a ‘master list’ RWR.lst file that is called ‘RWR.lst’ and has every aircraft, SAM or AAA radar in my game (including stock aircraft). I then copy and paste this file into the main file of every aircraft. The last step is to edit the [RWR] section of the avionics.ini file of EVERY aircraft with a TEWS RWR (including stock game aircraft) so it uses this file. The example below is for the JAS39C Gripen [RWR] Type=TEWS AirSearchTexture=RWR_Unknown.tga AirTrackTexture=RWR_Unknown.tga AirLockTexture=RWR_Unknown.tga GroundSearchTexture=RWR_Unknown.tga GroundTrackTexture=RWR_Unknown.tga GroundLockTexture=RWR_Unknown.tga MissileActivityTexture=RWR_Missile.tga PriorityTexture=RWR_Priority.tga SearchSize=0.20 TrackSize=0.20 LockSize=0.20 SearchFlash=FALSE TrackFlash=FALSE LockFlash=TRUE LockFlashRate=0.1 TrackSound=RWRTrackSound.wav LockSound=RWRLockSound.wav FlashActivityOnLaunch=TRUE ThreatLibraryFile=cockpit\RWR\JAS39C_RWR.lst <<<<<<<<<<< Change this line to: ThreatLibraryFile=RWR.lst Now whenever I add another aircraft to the game I only have to edit any one of my rwr.lst files then copy and paste it into the main aircraft folders of the rest of the aircraft that have a TEWS RWR and let it override. I think this is the easiest way? Dan. This is the contents of my “RWR.lst” master file: F-14=RWR_F-14.tga NASARR=RWR_F-104.tga ScanOdd=RWR_MIG-17.tga RS-2US=RWR_MIG-21.TGA SpinScan=RWR_MIG-21.tga JayBird=RWR_MIG-21.tga Kopyo=RWR_MIG-21.tga HighLark=RWR_MIG-23.tga Smerch-A=RWR_MIG-25.tga Cyrano=RWR_Mirage3.tga BarLock=RWR_Search.tga LongTrack=RWR_Search.tga DogEar=RWR_Search.tga AAA=RWR_AAA.tga Hawk=RWR_Hawk.tga M163=RWR_M163.tga SA-2=RWR_SA-2.tga SA-3=RWR_SA-3.tga SA-6=RWR_SA-6.tga SA-8=RWR_SA-8.tga SA-10=RWR_SA-10.tga SA-11=RWR_SA-11.TGA ZSU-23=RWR_ZSU-23.tga EF2K=RWR_EF2K.tga AV-8=RWR_AV8.tga SlotBack=RWR_MIG-29.TGA Mirage2K=RWR_Mirage2k.tga Mirage2KI=RWR_Mirage2ki.tga Mirage2K=RWR_Mirage2k.tga MirageF1=RWR_MirageF1.tga MIRAGE3=RWR_MIRAGE_III_CJ.TGA MISSILE=RWR_MISSILE.TGA PATRIOT=RWR_PATRIOT.TGA Orion=RWR_SU-24.tga FlashDance=RWR-MIG-31.tga Irbis=RWR_N-035.tga Bars=RWR_SU-30.tga Zhuk=RWR_SU-30.tga SlotBack27=RWR_SU-27.TGA J-10=RWR_J-10.tga A-4=RWR_A-4.tga A-10=RWR_A-10.tga AMX=RWR_AMX.tga B-52=RWR_B-52.tga C-5=RWR_C-5.tga EF-18G=RWR_E-18.TGA F-15=RWR_F-15.TGA F-16=RWR_F-16.TGA F-35=RWR_F-35.tga F-18=RWR_F-18.TGA F-4=RWR_F-4.tga F-8=RWR_F-8.tga HarrierGR=RWR_Harrier.tga IL-28=RWR_IL28.tga Jaguar=RWR_Jaguar.tga MiG-21=RWR_MIG-21.TGA MiG-23=RWR_MIG-23.TGA MiG-25=RWR_MIG-25.TGA MiG-27=RWR_MIG-27.TGA MiG-29=RWR_MIG-29.TGA MiG-31=RWR_MIG-31.TGA Tu-22=RWR_TU-22.tga Su-24=RWR_SU-24.tga Su-27=RWR_SU-27.tga Su-30=RWR_SU-30.tga Su-35=RWR_SU-35.tga Su-39=RWR_SU-39.tga JAS39=RWR_JAS-39.tga F3=RWR_F3.TGA F-22=RWR_F-22.tga SA-13=RWR_SA13.tga SA-15=RWR_SA15.tga SA-17=RWR_SA-17.tga SA-19=RWR_SA19.tga Roland=RWR_Roland Firecan=RWR_Search.tga M167=RWR_M163.tga AESA79=RWR_AESA79.tga AESA73=RWR_AESA73.tga
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Funny you mention that as I have already raised that question: http://combatace.com/topic/43260-jas-39c-gripen-for-sf2-series/ Personally I have changed it to reflect what you pointed out, however you need to edit your avionics.ini information as well as data.ini information. By that I mean not just the ranges but the range settings of SST mode etc. I had nothing to do with the original Gripen so I don’t know what information they based their avionics on. I use: Avionics.ini - [TextureData] RadarTexture=cockpit\jas_mfdrdr.bmp RWRTexture=cockpit\rwr.bmp EOTexture=cockpit\L-MFD.BMP RadarTextureSize=256 [RadarData] AvailableModes=SEARCH,TWS,STT,ACM,TV,GM RangeUnit=NM RangeSetting[1]=10 RangeSetting[2]=20 RangeSetting[3]=40 RangeSetting[4]=80 RangeSetting[5]=120 RadarPosition= MaxElevationAngle=60 MinElevationAngle=-60 MaxAzimuthAngle=60 MinAltitude=40.0 BoresightElevation=0.0 BoresightAzimuth=0.0 ACMMaxPitchAngle=55.0 MinReturn=0.04 MinimumSpeed=32.41 SearchRange=55 SearchStrength=90 TrackRange=80 TrackStrength=90 TWSUpdateTime=0.5 AcquisitionSymbolSpeed=1.0 AcquisitionResetPosX=0.5 AcquisitionResetPosY=0.20 AcquisitionResetTime=5.0 DisplayLimitLeft=29 DisplayLimitRight=226 DisplayLimitTop=29 DisplayLimitBottom=226 [RadarDisplaySearch] RangeSetting=1,2,3,4,5 BarElevation[1]=1.50 BarElevation[2]=0.50 BarElevation[3]=-0.50 BarElevation[4]=-1.50 ScanRate=140 ScanBeamAngle=2.5 ScanArc=60 PPI=FALSE Symbol[01]=HorizonLine Symbol[02]=RangeScaleText Symbol[03]=ElevationCaret Symbol[04]=AzimuthCaret Symbol[05]=AcquisitionSymbol Symbol[06]=TargetSearch [RadarDisplayTWS] RangeSetting=1,2,3,4 BarElevation[1]=0.75 BarElevation[2]=-0.75 ScanRate=100 ScanBeamAngle=2.5 ScanArc=60 PPI=FALSE Symbol[01]=HorizonLine Symbol[02]=RangeScaleText Symbol[03]=ElevationCaret Symbol[04]=AzimuthCaret Symbol[05]=TargetTWS Symbol[06]=TargetTAS Symbol[07]=TargetAspect Symbol[08]=TargetHeading Symbol[09]=TargetRangeCaret Symbol[10]=TargetAltitude Symbol[11]=TargetClosure Symbol[12]=AimDot Symbol[13]=ASECircle Symbol[14]=ShootCueTWS Symbol[15]=BreakX Symbol[16]=RMinCaret Symbol[17]=RMaxCaret Symbol[18]=AcquisitionSymbol Symbol[19]=TargetPDT [RadarDisplaySTT] RangeSetting=1,2,3,4 ScanBeamAngle=2.5 PPI=FALSE Symbol[01]=HorizonLine Symbol[02]=RangeScaleText Symbol[03]=ElevationCaret Symbol[04]=AzimuthCaret Symbol[05]=TargetPDT Symbol[06]=TargetTAS Symbol[07]=TargetAspect Symbol[08]=TargetHeading Symbol[09]=TargetRangeCaret Symbol[10]=TargetAltitude Symbol[11]=TargetClosure Symbol[12]=AimDot Symbol[13]=ASECircle Symbol[14]=ShootCueSTT Symbol[15]=BreakX Symbol[16]=RMinCaret Symbol[17]=RMaxCaret [RadarDisplayACM] RangeSetting=1 ScanBeamAngle=3.5 Symbol[01]=HorizonLine Symbol[02]=RangeScaleText Symbol[03]=ElevationCaret Symbol[04]=AzimuthCaret //Symbol[05]=LockLine [RadarDisplayGM] RangeSetting=1,2,3 ScanRate=120 MapPPIArc=60 MapBackgroundLevel=0.2 MapHighlightLevel=0.8 MapNoiseLevel=0.1 Symbol[01]=HorizonLine Symbol[02]=RangeScaleText Symbol[03]=ElevationCaret Symbol[04]=AzimuthCaret Symbol[05]=TargetPDT Symbol[06]=TargetTAS Symbol[07]=TargetAspect Symbol[08]=TargetHeading Symbol[09]=TargetRangeCaret Symbol[10]=TargetAltitude Symbol[11]=TargetClosure Data.ini – [DetectSystem] RadarName=Ferranti-Ericsson PS-05/A RadarType=AIR_INTERCEPT RangeUnit=NM RadarFamilyName=JAS39 RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=1.0 RadarSearchRange=120 RadarSearchStrength=90 RadarTrackTime=5.0 RadarTrackRange=80 RadarTrackStrength=90 MaxVisibleDistance=8400.0 DopplerLookdown=TRUE RadarSearchFreq=9.5 RadarTrackFreq=9.5 RadarMissileGuidanceFreq=6.0 RadarSearchCW=FALSE RadarTrackCW=FALSE RadarMissileGuidanceCW=TRUE HasRWR=TRUE RWRMinFreq=0.5 RWRMaxFreq=20.0 RWRCanDetectCW=TRUE VisualBlindArc=6L VisualRestrictedArc=5L,7L Dan.
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Just wanted to say great work guys. I haven’t been able to run the NF4 terrain due to my computer just not being able to handle it without a few stutters. But after replacing my 512 ATI 4850 for a 1GB ATI 5750 and doubling my RAM I’ve had no problems :) I spent this morning getting blown out of the sky in a GR3 the 1986 campaign by a flight of SU-27’s haha. I have even added my Kiwi Skyhawks to some of the campaigns since it’s always a bit more fun flying your own country’s birds into harms way haha. Dan,
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A-4K_Kahu_USERLIST.INI [NewZealand] ServiceStartYear=1986 ServiceEndYear=2020 Availability=COMMON And from the A-4K_Kahu_DATA.INI [MissionData] NationName=NewZealand ServiceStartYear=1986 ServiceEndYear=2020 AircraftRole=ATTACK AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=FALSE PrimaryRoles=CAP,STRIKE,SEAD,CAS SecondaryRoles=SWEEP,INTERCEPT,ARMED_RECON,ANTI_SHIP,RECON,FAC NormalMissionRadius=671 MaxMissionRadius=1137 Ceiling=15697.2 MinBaseSize=SMALL CarrierBased=TRUE Cheers, Dan.
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Hi guys, I have NATO fighters 4 installed and am trying to add my RNZAF A-4K_Kahu to the NATO fighters 4 1986 Red Storm campaign. I have made the following INI edits: In SQUADRONLIST.INI [squadron305] <<<<<<added the following on to the list of squadrons. Name=75sqn DisplayName=No. 75 Squadron Nation=NewZealand In campaigne4.ini [CampaignData] CampaignName=861019 Red Storm DataFile=campaigne4_data.ini CampaignMap=GermanyCE Service001=USAF Service002=RAF Service003=WGermany Service004=Belgium Service005=Canada Service006=Denmark Service007=Netherlands Service008=Spain Service009=USMC Service010=NewZealand <<<<<<<< added this Also in campaigne4.ini [NewZealandUnit001] <<<<<<<added the following at bottom of list of units UnitName=No. 75 Squadron ForceID=1 UnitID=128 StartDate=10/19/1986 DescFile=woe4Start.txt StartText=woe4Start1.txt AircraftType=A-4K_Kahu In campaigne4_DATA.INI [AirUnit128] <<<<<<<<added the following to list of air units AircraftType=A-4K_Kahu Squadron=75sqn UnitName=No. 75 Squadron ForceID=1 Nation=NewZealand DefaultTexture=RNZAF EURO BaseArea=Söllingen Airbase BaseMoveChance=25 RandomChance=100 StartNumber=16 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=15 MissionChance[CAP]=15 MissionChance[iNTERCEPT]=15 MissionChance[ESCORT]=10 MissionChance=20 MissionChance[CAS]=30 MissionChance[sEAD]=30 MissionChance[ARMED_RECON]=30 MissionChance[ANTI_SHIP]=10 MissionChance[RECON]=20 UpgradeType=NEVER Everything works except on the loadout screen after starting a campaign in the “SERVICE MARKINGS” box is “UNITED STATES AIRFORCE” instead of ‘ROYAL NEW ZEALAND AIRFORCE’ which is what shows up on a single mission. Does anyone know how to fix this? In case you need to know here is the information in TEXTURESET.INI from the RNZAF EURO texture/skin file [TextureSet] Name=RNZAF EURO Nation=NewZealand Squadron=75sqn Specular=0.300000 Glossiness=0.300000 Reflection=0.000000 And from the A-4K_Kahu.INI file [AircraftData] AircraftFullName=A-4K SkyHawk Kahu (86) AircraftShortName=A-4K Kahu AircraftDataFile=A-4K_Kahu_data.INI LoadoutFile=A-4K_Kahu_loadout.INI UserList=A-4K_Kahu_UserList.INI CockpitDataFile=KfirC2_cockpit.INI LoadoutImage=A-4E_Ahit_loadout.TGA HangarScreen=A-4K_hanger.JPG LoadingScreen=A-4K_loading.JPG AvionicsDLL=Avionics70.DLL AvionicsDataFilename=A-4K_Kahu_AVIONICS.ini [LOD001] Filename=A-4E.LOD Distance=100 [LOD002] Filename=A-4E_LOD2.LOD Distance=250 [LOD003] Filename=A-4E_LOD3.LOD Distance=500 [LOD004] Filename=A-4E_LOD4.LOD Distance=1000 [LOD005] Filename=A-4E_LOD5.LOD Distance=10000 [DamageTexture] DamagedPostFix=_Holes.DDS [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 [TextureSet001] Directory=RNZAF EURO Name=RNZAF EURO Nation=NewZealand Squadron=75sqn Specular=0.300000 Glossiness=0.300000 Reflection=0.000000 [TextureSet002] Directory=RNZAF GREEN Name=RNZAF GREEN Nation=NewZealand Squadron=Composite sqn Specular=0.300000 Glossiness=0.300000 Reflection=0.000000 [TextureSet003] Directory=RNZAF GREY Name=RNZAF GREY Nation=NewZealand Squadron=Composite sqn Specular=0.300000 Glossiness=0.300000 Reflection=0.000000 Thanks, Dan.
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Basically I want to know about the original game files that we extract in order to mod them. If each consecutive game that’s installed overrides the previous files that are common to both games then my changed userlist.ini files will still be correct as I had SF2 Israel when I changed them and SF2 Israel is the latest game in the series. But if each consecutive game just changes or edits the common files it shares with the previous game (eg SF2 Vietnam and SF2 Israel both have a Mig-21M in them so both games have a Mig21M userlist.ini file) then I will have to re extract and re mod my userlist.ini files.
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Cheers wrench, I aw aware of renaming each aircrafts main ini as these are overwritten in the mods folder during an install, personally I re name my entire mods folder and then merge it back into the new mods folder that is created from the fresh install/installing a patch etc (I check the change list file first incase any changes have been made to cat/ini file I have extracted and changed). So what I mean by my question is how are the cat files changed that haven’t been extracted. Because if I do what I have just explained above, when I merge my old mods folder into my new one after I reinstall all the SF2 games I will end up with my changed userlist.ini file in each of my Mig aircraft folders. These userlist.ini files will be the ones I extracted and changed when I just had SF2 Europe/Israel merged. So what I am getting at is will the un extracted userlist.ini files in the cat folders have been changed by adding SF2 & SF2 Vietnam to my merged game? I was thinking probably not as the files I originally expanded and changed were when I had SF2 Israel installed and that is the latest of the SF2 games so assumable has the most up to date userlist.ini files with it? However that is assuming that when you merge in a new game all the older (un extracted cat) common ini files are over ridden by the game that has just been installed and is the latest in the series. How ever if un packed ini files are changed and added to as opposed to over ridden my userlist.ini files could have users missing from them. If you get what I mean? If I am making any sense lol Cheers, Dan.
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Hi guys, I’ve got a question about the way the SF2 series files install when you are doing a full merged install, does each consecutive game that is installed (eg SF2, SF2 Vietnam and so on…) override the common base files or edit them? I ask as I have had SF2 Europe/ Israel merged for quite some time and have edited a lot of userlist.ini files for a lot of stock Migs. I now have Strike fighters 2 and Strike fighters 2 Vietnam so I will be doing a full game merged install. So I want to know if the base un packed userlist.ini files will be changed in anyway by adding SF2 & SF2 Vietnam to include airforces that are in these earlier games or are they ALL already in the userlist.ini files from SF2 Israel/Europe base files that I have already edited? Cheers, Dan.
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Cheers that was one of my aims, but after reading all the responses I think I am going to go with a merged install with separate mods for the two major add ons: Nato fighters and Vietnam Air Ground war, a separate mod folder left as a stock install and one last mod folder as a stock install with extra add on aircraft, ground objects and the playable years extended to the present day. I also will extend the Nato fighters playable years to the present day and add more aircraft to cover the years up till the present day for when I'm playing single missions. As you pointed out I think there are to many edits to the stock aircraft and the various add on aircraft that are unique to each major add on (Nato fighters etc) to allow a massive merged mod folder to function correctly. I wonder if it would be a good idea for someone to start a sticky topic of all the major and must-have mods available for a full merged game of SF2? It would be a kind of ‘ingredients list’ to download and install to get the best out of the game in terms of more realistic campaigns, aircraft, AAA, terrains, and effects etc. From what I can tell Nato fighters and Vietnam Air Ground war are a good start plus the killer bees weapons pack and what ever add on aircraft you want to cover the years past those covered in those mods. But what about AAA, SAMS and ground objects etc? And what are the best add on effects to use, those with Nato fighters, or are there better ones out there, or are the default game ones the best etc? These are some of the questions I would have liked to ask when I first started modding my game but didn’t want to be a pain asking things that had been covered over and over in other topics. So I just trawled through old topics to try and get the 'gist' of things but here I am months later stumbling across information in random topics that leds me to some great addons I knew nothing about and now I have to re do all my mods folder to include them! lol Just a though if some of the more experienced/senior moders/players are interested? Cheers, Dan.
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Cheers thats the kind of thing I was wondering about, as I try out the different terrain/camaign mods I'm finding there are diffrent parts of each that I like and want to use with the stock game or other mods eg certain effects, an addon aircraft or extra ground objects. But It can become quite a job to find the idividual effects or sound files that go with a certian part of a mod so you can copy and past it into a stock vertion of the game or another mod etc. Hence why I am putting the questian to the masses, what are the best mods/terrains/campaigns to use from the get go. Dan.
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Hi guys, I have a bit of a question that is probably a matter of opinion but I’m wondering what non addon aircraft mods will give you the ‘best’ out of a merged series of Strike fighters 2? I have had the game for a few months now and even managed to spit out a few mods, personally I just use the default terrains with all the aircraft, ground objects, weapons and effects from the Nato fighters 4 mod plus what ever other aircraft I fancy from the downloads section, all add on SAMs for SF2 and some ships from the SF1 section (changed so they show up in anti-ship missions by changing them from 'warship' to 'cargo_ship' in the data.ini). I have just purchased Strike fighters 2 Vietnam to complete my strike fighters series and looking into the Vietnam ground and air war expansion series but wondered what mods experienced players/modders recommend for someone starting off with all the games merged and patched to the latest versions? As I'm aware the NATO fights and Vietnam ground and air war mods change the game quite a bit. Also can I use one mods folder with all these major addons (nato fighters and Vietnam air and ground war etc) merged into it to give me one ‘super modded’ game so I can fly any aircraft on any map etc or is it best to have separate mods folders for the major modes? Cheers, Dan.
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Cheers, I have the Hawks and Roland SAM already installed but to get them to show up I have them set as static or mobile AAA objects with the availability set on the lowest. I've also duplicated and added multiple versions of the stock blue AAA units to flesh out the selection of blue SAM/AAA so I don't end up with a ton of Hawk launchers that blow every soviet aircraft out of the sky before they can get a single bomb off!