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SupGen

+MODDER
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Everything posted by SupGen

  1. Whoa, 331Killerbee this is priceless! Exactly what is needed and should really be in the KB.
  2. I'm adapting the game .ini files so you can use the Campaign, SingleMission, PilotRecord, Loadout etc. screens that came with the mod. I'll upload them here tomorrow.
  3. Yeah, I've got it running now too. All the start dates were wrong in both the main and data .inis. Still not sure if that was the only thing though, I had to go through another bizarre dance, with the added pleasure of having to delete the flight folder before it would run. After I got it running, I was able to add everything back into the flight folder, and it still ran. Go figure. Working on adapting .inis so it can use the SF1 style screens.
  4. Is there a Terrain Avoidance, Terrain Following, TA, TF, or whatever radar mode in Avionics70 or is it just GM (Ground Mapping)?
  5. Ah, so I did remember something, anyway. Thanks, IanH!
  6. "back in the day, even as far as the 08 patch, EACH terrain could have specific environmental statements (ie: evriosys inis). They're no longer needed. Or, as the case may be since all the shaders are locked away, only "global" enviro ini are required. to the best of my knowledge" It might still be useful in the case, say of a WW2 Europe install that had the BoB, Russia, and North Africa terrains in the same mod folder. I updated the original Russia_ENVIORNMENTSYSTEM.ini with the correct shader names (taken from the ENVIORNMENTSYSTEM.ini in Stary's SARCASM1.4 and it looks fine. (With it's original .tgas in the Flight folder.) We've all read of the "different" appearance of the Russian steppes as compared to the more congested spaces of Western Europe; it's often referred to as "Big Sky Country" much like Montana in the U.S. (Have you ever been to Montana? "I would like to live in Montana") In an install with multiple, widely varying terrains, it might be useful to have an ENVIORNMENTSYSTEM.ini in each terrain folder to represent those differences. Perhaps Stary could comment on the feasibility of this, if only to crush my hopes yet again. "have you checked the stock terrains, to see if Stary's tgas are showing? more than likely, they will be, as when placed in the /Flight folder they no become 'global' in usage" Whoops! True dat, Wrench. Yeah the .tgas would be global, but the paremeters could be individualized for each terrain. "ps: you wasted a download of the EAW Euro ... the revamped version goes up sometime this coming week. you'll be deleting the old one completely" I know, but in the meantime I wanted something to look at/play with. Looking forward to it!
  7. Great White Father make joke!
  8. Yeah, I know dat,...you got the Campaign in WOR runnin'? I converted WOA to SF2 and everything runs fine...got a problem in WOR, tho.
  9. Lotsa real good stuff in the 1st Gen KB!
  10. Panama Red, thanks for the answer, however I know that the SF1 files don't have the proper shader statements; my question was will the game read Enviornment info from the individual Terrain folder. I didn't think it would, but it does. If I leave the original (SF1) file in the Terrain folder I get all the glitches you would expect. If I simply remove it, I get a standard SF2 "look". When I dropped the ENVIORNMENTSYSTEM.ini from Stary's SARCASM1.4 into the Terrain folder, renamed to match the Terrain's main .ini, and dropped the required .tgas into the Flight folder I got...Stary's SARCASM1.4. It seems you can still have a Terrain specific EnviornmentSystem; this could be useful for a multi-terrain mod folder.
  11. Here de link: http://combatace.com/topic/53913-canopy-operations/
  12. Where's the download for this campaign? Looked in the SF1 d'loads but no luck. AvSim? Edit: Whoops, got it; in the missions section, I was looking in campaigns.
  13. For everything you ever wanted to know about it, go here: http://combatace.com/topic/12099-basic-ini-editing-weapon-stations/ . I think you might have had two problems with the 'winders. First is the date; the plane enters service in 1955, the Sidewinder in 1956; so no 'winders in 1955. The other problem is the aircrafts LoadLimit on the IRM pylons, 72Kg. If you're using Ravenclaw's latest AIM-9s, for instance, their Mass is 76.2Kg so they won't show up unless you up the LoadLimit on the pylons. Peruse the Knowledge Bases for both the first and second Gen sims. 95% of the stuff in the first Gen KB is applicable/adaptable to the second Gen sim.
  14. Yeah, sometimws I find stuff out because I don't know enough to "know" it won't work! So, Wrench what do you you think about the dual cockpit thing, in general?
  15. I dunno, I seem to be getting a TEWS display in both Avionics60 and 70. The first two pics are Avionics60, the second two are Avionics70.
  16. Thanks much to everyone who answered. Seems like TERRAIN_AVOIDANCE is only availabla in Avionics60, as EricJ and Wrench said. Reason I asked is I just started fooling around with the SF1 version of the Mirage2000N, (the one by Amokfloo by way of fougamagister) I kinda like the dual cockpit thing. I converted it for SF2 and the only problem was that the radar didn't work. At all. Now I seem to remember reading somewhere, some time ago, that the problem was somehow due to the dual pit. (I searched for this topic yesterday, but couldn't find it so maybe I'm wrong about this). In any case, this wasn't the problem at all; in the main .ini the aircraft was using Avionics70, meanwhile the Avionics .ini used the Avionics60 statements; i.e. GROUND_MAP and TERRAIN_AVOIDANCE rather than GM. Once this was corrected the radar works fine. I think because all of the info I can find says the Antilope5 was strictly a terrain following radar I'm going to use the Avionics60.dll and see how that works out. Now the other thing, aside from the fact that you can move from the front cockpit to the rear one and vice versa is this, and this is in reference to another thread I think I remember , is the aircraft has a grey "GreenTVFilter" which seems to work. In that thread, I think IanH was responding to a question on that subject and the upshot was that it wouldn't work. What's in a name? Anyway, thanks for the help and Oh yeah, does anyone else think this kind of pit would be kinda cool for F-4s, F-14s, F-15Es, and other twin cockpit planes? I haven't messed with this one enough to discover any major drawbacks so if anyone has thoughts/experience on this, feel free to post. Whoops: One more question; is TEWS only available in Avionics70?
  17. Yeah, I came across that one (among many others) while I was researching for the Razbam F-102A fixes; one thing most people don't know is that, with a little inattention/bad luck, all of the Century Series fighters were just as good at killing the pilot as they were at killing the enemy. The F-102A was so cutting edge that, because the Area Rule Theory was just beginning to be understood, a complete redesign was required just to get it past Mach one. The fact that the original engine had to be scrapped (another area where engineering was trailing the requirement at that time) didn't help either. A lot of pilots were killed by compressor stalls right after take-off; the Zero-Zero ejection seat did not exist at the time. If it wasn't that, compressibility issues were also not well understood, locked controls and the inability to recover from a flat spin were often due to this. It took brass b#lls just to fly many of these aircraft on a routine basis, much less in combat. Compressor stalls and other common engine malfunctions of the time are poorly modeled in StrikeFighters; I remember a thread over at ThirdWire where TK said he felt it would be too discouraging to the average sim-pilot if his plane killed him too many times; imagine what it was like for the real pilots. So, yeah, Bush deserves a little more respect than most people give him.
  18. There's no TextureSet .ini in the texture folder.
  19. New Hornet skins

    fallenphoenix1986, the decals we've discussed (the numberslists and decal .inis do need some adjustments, but the decals from that pack are usable), the shadow issue is because there is no Shadow statement in the main .ini (can be copied over from the US FA-18s), as for the rudders, comment out the rudder toe in/toe out statements under both Left and RightVertTails thusly: SystemName[005]=//LeftRudderToeOut SystemName[006]=//LeftRudderToeIn SystemName[005]=//RightRudderToeOut SystemName[006]=//RightRudderToeIn Again, this is copied from the US FA-18s.
  20. New Hornet skins

    Well it looks like the decals from that pack are usable for the CF-18As (except for 410Sqn, there aren't any), the numbers lists and .tgas in the decals folders seem to match up. (I'm going to stick them in-game now and do a little more testing.) The CF-18Bs, however, are going to need some new decals; the numbers lists in the texture folders are obvious placeholders, according to Joe Baugher the Bs were assigned numbers from 188901 to 188940, all of the As from 188701 to 188798 (as represented in the pack by dtmdragon). I would do this if I could, however the fix I posted above is about the limit of my prowess in the visual arts at this time. If anyone wants to do this, have at it.
  21. New Hornet skins

    No problem. I haven't actually put any of the Canadian birds into the game yet; I was just about to start adding decals from the pack referenced above when I saw your post and almost choked. I downloaded this the day it came out; 3000 miles between us and we both install it on the same day? Oooooh, scary man!
  22. New Hornet skins

    Sorry, I never get the attachment thing right; the bottom skin is the unmodified one, the top one has the needed change.
  23. New Hornet skins

    Wow. Talk about coincidence. I just installed the new Hornets yesterday, too. I think I was keeping them at arms length until I had time to figure out what was in there. I think the whole Hornet team was suffering from overload at the time of release (if you remember, Dave said in the readme that "We're sick of looking at it.) Because of this, the release was a little haphazard. But anyway I installed them yesterday, too. I think you can scavenge all or most of the Canadian decals from this earlier pack by dtmdragon: http://combatace.com...roject-updated/ . I think decals for the Kuwaiti aircraft can be found in the older FA-18A and C Hornet Pack in the downloads section. As far as the rest, I'm sure I've seen some Swiss skins around somewhere and I think maybe some Spanish ones, too. I don't want anyone to think I was being critical of the Hornet team in my earlier comments; I know this was a huge amount of work, the new pit is incredible, and my hat is off to them. Anything the rest of us can do to help tie up some of the loose ends is the least we can do. Edit: Almost forgot. With some missiles on the inner wing pylons, you'll see a black, untextured rail between the pylon and the missile. You'll have to adjust the fuselage skin thusly:
  24. Archive the old installers; you never know.
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