Jump to content

SupGen

+MODDER
  • Posts

    844
  • Joined

  • Last visited

Everything posted by SupGen

  1. No problemo, there's also a music mod for it in the downloads section-The Byrds, Doors, Hendrix, although CCR is conspicuously missing. Here: http://combatace.com/files/file/11396-vietnam-era-sounds-mod-pack-for-sf2v/ . Very "period" and immerisive.
  2. Don't worry, I's a leetle fried, too. Long day of BBQ and all that! Glad you got it sorted out; it's kinda cool having your strikes originate from Yankee or Dixie depending on which terrain you select, ain't it?
  3. Something about the timing of the last two posts tells me you were writing while I was posting...don't uninstall the mod; believe me, the Data.inis are the problem, I just tested to be sure (nuke 'em from orbit; it's the only way to be sure). It took me half a rainy saturday afternoon to figure that out the first time and I forget it just like that. Boss; (looks furtively left and right), don't move the ships, just the Data.inis; you need the ships to take off from!
  4. All of which is worthless without this (I did say in that thread I linked to that I'm a big dope, right?)...the CVA-63, SBC-125, and theSUMNERFRAM2 all have pre-NA Data.inis in their folders that will prevent them from even showing up when using NavalMap=TRUE, much less allow you to launch aircraft. I just parked them in a folder called saved in the GroundObject folder in case I find out I need them (not so far). This allows the ships to use the new NA Data.inis in a merged install. I think I must be losing my marbles; something was bugging me, but I had to actually search through the GroundObject folder before I remembered. Sheesh!
  5. SupGen>Drooling! Oh man! That's gonna look nice on a Devastator!
  6. Heck, check out this thread, especially Post#6 on down http://combatace.com/topic/78293-all-strike-missions-are-on-carrier-battle-groups/. I used a different water map in each terrain; I'm getting strikes launched from Yankee and Dixie stations (as defined by the Carrier zones on the water maps).
  7. First I was sucked into the WW2 propwash http://combatace.com/topic/77093-sucked-into-the-prop-wash/ by the sound of a Pratt and Whitney Wasp; now I'm being sucked into the WW1 propwash by the sound of a Rhone! I've had FE2 forever; just never got into it. Now I've added Jan Tumas' Tiles and a few aircraft, his terrain mod is fricken' awesome! The terrain actually looks alive. I've got Ojcar's Armchair Aces but haven't added it yet. As if I didn't have enough time before! Well, just thought I'd check in as a new stringbag pilot; one more thing: How do you see out of these things? I thought visibility out of a Deuce was bad!
  8. Soulfreak, it's not this, is it? http://combatace.com/topic/73755-terrain-tweak/
  9. Yeah, I brought the mod itself up to SF2 standard (folder structure, decals,etc.) but I haven't addressed things like the dual cockpit issue or anything like that. ADHD, I guess, I jump from one thing to another.
  10. A couple of good pictures, here. Note the tail shrould ring, it was hidden by the wooden box shroud in the other pictures.
  11. Here you go, Boss. Hope these are good enough. The tail should be the 13-1/13-2.
  12. Very close, Boss, verrry close.
  13. Veltro, sorry I couldn't get back sooner. There's two pictures attached; one of the U.S. Mk-13, and one of the British Mk-12, which looks like all the other torpedoes in game. The Mk-13 was stubby!
  14. Veltro, um, you wouldn't by any chance feel like whippen' up a new U.S. Mk-13, would you? The Mk-48 .lod does a fair job on most torpedoes as they're mostly long and skinny; the Mk-13 was shorter and fatter, about 13 ft. long and 22.5 ins. in diameter. I know you're busy but, a new Mk-13 would be sweet.
  15. Hey Veltro, is this fer thet thar Sparviero o' your'n? The torpedo Data .ini says: Exported=FALSE. Them Etalians kain't use it lak that!
  16. First, to everyone; thanks for the positive feedback! Second, Wrench, the Hangar and Loadout screens...I dunno what happened there. But I just noticed something else; the F-104C_67 Userlists' ServiceEndDate should be 1969; the F-104C_SEAs should be 1967. The C model soldiered on in the ANG 'til (I think) 1975, but active service ended in '69. Not only that, I neglected to put call-outs for the userlists in all the aircrafts' main .inis. Doh! As for the last thing, Wrench is absolutely right, RadarFamilyName should be NASARR for the TEWS readout. I can be very literal minded and sometimes blur the line between game function and reality, NASARR stands for North-American-Search-and-Ranging-Radar; knowing that the AN/ASG-14-T series was made by RCA and not North American Aviation...Oh, well. Edit: Whoops! Wrong files, only the F-104C_SEA is missing the Userlist callout in the main .ini.
  17. Veltro, what's the "header" name in the loadout .ini? If you're using NA it shold look like this: [strikeNaval] Loadout[01].WeaponType=Mk13 Torpedo Loadout[01].Quantity=1 Hope this helps. Oh, and you should have NAVAL_STRIKE in the aircraft Data .ini.
  18. And, if you can afford the fifteen bucks, buy the Razbaam Intruder and use the pit from that. It's verrrry nice!
  19. Paulo, there's this thread: http://combatace.com...-f-8efn-rwrecm/ . Unfortunately, my go to site for all things AeroNavale, French Fleet Air Arm, seems to be down (503, no server available), I hope it's not permanent. Sorry I couldn't be of more 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..