SupGen
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Solomons-watermap?
SupGen replied to usafphantom2's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
usafphantom2, this is what I'm using, it's homegrown but it seems to work. You'll need to convert it back to a .bmp, though. -
flameout513, 3W is not trying to drive you crazy; the two statements denote two different things. StartServiceDate is used to indicate when an aircraft first comes into service, ie. when it is first available. StartDefaultDate is used for textures (skins) and loadouts to indicate when the skin or loadout that the aircraft had on it's StartServiceDate changes, in other words when due to technological advances in weaponry (loadouts) or doctrine (Low-Vis as opposed to Hi-Vis skins) the aircraft starts using a newer version of either; on that date the loadout or texture defaults to the newer version. Do yourself a favor, take some time to go through the Knowledge Base (both SF1 and SF2, a lot of stuff is applicable in either), and just read some of the older threads on this site; sometimes I get lost and don't come up for air for quite awhile, you'll find that a lot of your questions have been covered before. Hope this helps and good luck!
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Yeah, from your post further up in this thread (about CV zones in Hawaii terrain) I thought you might be interested. Credit really goes to snapper21, you remember, he posted the solution to my Carrier vs Carrier problem (IJN/USN as EN/FN001); I just fooled around with it till something good happened.
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Oh boy, guess what happens when you make USMC FriendlyNation001? First, when USN is FriendlyNation001, the Jap carriers go after the USN Task Forces as defined by the WaterMap and the NavalStrike mission ("Strike the enemy CV-6 USS Enterprise Battle Group operating in the area. Sink the lead ship..."). When USMC is FN001, the Jap carriers start targeting TF58.2, TF58.3, and get this, the USMC Landing Forces (usualy the CVE Casablanca), as defined by the Targets ini. (The same thing happens with USAF, which I only tried to see if the game would crash It didn't.). I don't know all that much about it, but this seems like pretty interesting stuff; as it allows you to "tailor" what kind of strikes you want each side to make. For example, I installed the Hawaii terrain, added the NA statements to the main ini, and made a Quick and Dirty WaterMap. With USAF as FN001, the Jap carriers only attack land targets (the bases on Oahu). If USN is FN001, they attack the American carriers. I don't know if this will work in campaigns, but I don't see why not. I think someone with more knowledge than I (Wrench) could probably use this to interesting effect.
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usafphantom2, d'load Wrenchs' CentralPacific fixit pack here: http://combatace.com/topic/77469-sf2-ww2-central-pacific-terrain-fix-it-pak/ You'll need to add the WaterMap statement to the main ini: WaterMap=CentralPacific_Water.bmp. Never mind the Nations ini in the flight folder, the CentralPacific_nations ini is what's important. In the LimitedNationsList the nation that is listed as Enemy or FriendlyNation=001 controls what kind of strikes you get; if the Japanese Empire is first the US carriers will target land bases, if the IJN is first the US carriers will attack the Jap carriers.
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Thanks for your hard work Wrench, only thing is the WaterMap statement is missing from the ini...easily added, though. One question, with the Nations ini set up this way I'm getting IJN strikes on the US Fleet and USN strikes on land targets. Is this intended; ie. US strikes before an invasion? Don't mind me I'm kinda like Halsey, always looking to go after the other guys carriers and I can do that by reversing EnemyNation 1 and 2.
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The Ultimate Razbam F-102A
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
mppd, thanks for the appreciation; the Deuce operated out of Suffolk County AFB, about 40-50 miles from my house when I was a kid so it was kinda a labor of love/rememberence on my part, I can still see those tiny triangles streaking across the sky and me wanting to be up there with them. Blackbird, this is the complete (and I hope final) pack, I'd advise deleting previous versions before installing this one (because of the different folder names). -
View File The Ultimate Razbam F-102A Well, I'm hoping this will be the last update for this aircraft; not much this time around, just that I found that the Case XX wing not only did not go into production in 1969, it's first flight was in May of 1957! It comprised the last 338 (or so) of the entire production run and was actualy the most important modification made to the aircraft after the introduction of the Area Rule in early production aircraft, enabling the F-102A to fly Mach 1 at 55,000 feet, a full 5000 feet higher than the earlier (Case X Wing) aircraft. The other change I made was to fold the (67) into the other Case X and XX Wing planes; it wasn't a different aircraft it just went to Nam.:) The big difference in installation is because of the consolidation of types; (from F-102A, F-102A (60), F-102A (67), F-102A (69) to F-102A, F-102A (CaseX), and F-102A (CaseXX), it is now necessary (because the ini. names don't match) to pull the aircraft Lod.s out of the Razbam folder and drop into this one (pretty much the same as you did for the missles in the previous updates).The Lod.s from the F-102A go in the F-102A folder, the Lod.s from the F-102A (60) go in the Case (X) Wing folder, and the Lod.s from the F-102A (69) go in the Case (XX) Wing folder. Don't forget Cockpit Lod.s for each. The Aircraft ini.s are setup to only use the main (Lod.1) Lod., however if you drop all three into each aircraft folder you can always change your mind at a later date. This also includes Paulopanzs' latest skin pack, adapted for the changes in folder names. Hope this works for everybody; any screw-ups are mine. I've managed to get a lot of animations in the cockpit working; lots of stuff happening when you engage a target. Good luck, good hunting those Commie swine, and I hope you enjoy it. SupGen 3/4/13 Submitter SupGen Submitted 03/05/2013 Category F-102
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Version 1.0
539 downloads
Well, I'm hoping this will be the last update for this aircraft; not much this time around, just that I found that the Case XX wing not only did not go into production in 1969, it's first flight was in May of 1957! It comprised the last 338 (or so) of the entire production run and was actualy the most important modification made to the aircraft after the introduction of the Area Rule in early production aircraft, enabling the F-102A to fly Mach 1 at 55,000 feet, a full 5000 feet higher than the earlier (Case X Wing) aircraft. The other change I made was to fold the (67) into the other Case X and XX Wing planes; it wasn't a different aircraft it just went to Nam.:) The big difference in installation is because of the consolidation of types; (from F-102A, F-102A (60), F-102A (67), F-102A (69) to F-102A, F-102A (CaseX), and F-102A (CaseXX), it is now necessary (because the ini. names don't match) to pull the aircraft Lod.s out of the Razbam folder and drop into this one (pretty much the same as you did for the missles in the previous updates).The Lod.s from the F-102A go in the F-102A folder, the Lod.s from the F-102A (60) go in the Case (X) Wing folder, and the Lod.s from the F-102A (69) go in the Case (XX) Wing folder. Don't forget Cockpit Lod.s for each. The Aircraft ini.s are setup to only use the main (Lod.1) Lod., however if you drop all three into each aircraft folder you can always change your mind at a later date. This also includes Paulopanzs' latest skin pack, adapted for the changes in folder names. Hope this works for everybody; any screw-ups are mine. I've managed to get a lot of animations in the cockpit working; lots of stuff happening when you engage a target. Good luck, good hunting those Commie swine, and I hope you enjoy it. SupGen 3/4/13 -
Nuke Effects
SupGen replied to ezlead's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Icarus999, thanks for that heads up on Lexx's Nuke effects; I had tried to get them working a while ago, I gave up and switched all my nukes to NukeExplosionEffect which as SebastionP said is not that impressive. Lexx's is waaay better! Especially in the Megaton range. Whoops! Forgot to mention; Lexx's updated Nuke effects are in Starski's Effects Pack. -
Carrier vs Carrier-Not happening
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Hey snapper21 Take a close look at the Data ini for that torp, there are two WeaponDataType= entries in it, you'll have to edit one out. Right now I'm trying to find In Service Dates for the various mods of the Mk13, the site in my previous post has more extensive info on the Type91 than the Mk13 but, so far better than anything else I've found. If you know of a site with more specific info, please let me know. -
Carrier vs Carrier-Not happening
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Oh my! Oh my, oh my, oh my...oh no. Just when I thought I knew what I was talking about, I've got to look it up and screw up the whole program. Wrench, snapper, guys, everybody...we have got our torpedoes backwards. I also believed in the all around superiority of Japanese torpedoes, mostly based on what I've read about the Type 93 Long Lance which was a surface ship torpedo that weighed almost three tons! It turns out though, as far as aerial torpedoes go, the Mk13 not only out-ranged the Type91 but by a factor of over two to one! Now before the necktie party gets started, go here: http://www.navweaps....dex_weapons.htm The information at this site is consistant with many others I visited today. (Took the day off and had nuthin' better to do.) This site was just the most comprehensive. It seems that the authors of Japanese Naval Aviation Doctrine prior to the war felt that torpedo attacks at greater than 2000 meters range would be a waste of time, so the Type91 has just that; 2000 meter maximum range with some of the later models having less. (1500 meters) Conversly, the early models of the Mk13 had as much as 5200 meter max range, though in the later mods (that would actually hit something and explode) though in the later mods this dropped to 4000 meters. By comparision, the Type93 had as much as 40000 meters, 25 miles but, at 3 tons you'd need a B-17 to carry it. The Mk13 had no magnetic exploder but it had the same contact pistol problems as it's bigger brother, the Mk14 submarine launched torpedo. On top of that, an analysis was done of 105 Mk13s dropped from 150 knots and above; only 31% ran straight and normal. The Mk13 also had a greater warhead weight, 272 kgs to 240kgs, of course if it doesn't explode, it's kind of a moot point. We are going to need a number of varients as all of this changed as the war went on, by the end of the war the Mk13 was considered one of the most reliable torpedoes around with reported sucessful drops (my apoligies to snapper21) from as high as 2000 meters altitude! So, the Japanese torpedoes were superior, just not for the reasons we thought. On the basis of range and explosive power, the Mk13 was better, however, on the basis of speed (the Type91 was about 10 kts faster), accuracy, and most imporantly reliability, through mid 1943 the Type91 was by far the better weapon. This can all be done, of course, through ini edits; the physical model isn't that important although the present one does a better job on the Type91 than the Mk13, at 22.4 inches in diameter and only 13.5 feet long, the Mk13 was a stubby torpedo. That being said, it would sure be nice if Ravenclaw felt like makin' some torpedoes, wouldn't it? -
Carrier vs Carrier-Not happening
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Hey Wrench, yessir it is sweet! In fact, that A-6E Loadout ini is where I got StrikeNaval in the first place. As far as the CM torpedoes go, I obviously haven't had a chance to see if the stock (?) torpedoes will guide properly. The ones in the weapons pack are EOGRs but since there's no laser designator or TV camera I kinda doubt they'll work properly. Any info on how to set those up would be great, if you're not doing a Default/Year entry in the loadout ini does it need to specify CRUISE_MISSLE? snapper21, the ranges/altitudes in the data ini are in meters, not feet. 160 meters for torpedo release is a little high. Oh man, this is really getting interesting. On another note Wrench, maybe you should include the results of this thread in the Tricks and Tweaks thread? Well, I'm off to fool around with this, I'll keep in touch. -
Carrier vs Carrier-Not happening
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Whoo Hoo! Thank you snapper21, my nations matched, I just didn't have them first in the Nations list in the terrain folder. Now I'm getting Carrier Strikes every time. Wrench, I'm using IJN as well (your Nations ini), I wasn't having a problem with starting on the carrier, just the type of mission. I'm getting Carrier Alpha Strikes with the correct NavalStrike loadout (Type 97 Torpedo) with the B5N1, however I'm still getting the wrong loadout with the Devastor; still progress has been made! The loadout issue is probably something dumb I'm overlooking; thanks again, guys! Yup, something dumb! Had NavalStrike in the loadout ini instead of StrikeNaval! Everythings working perfectly now, thanks again! -
Carrier vs Carrier-Not happening
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
OK, that did not help. However, I did a little more testing and on the Iceland map I only get Carrier Strikes if I'm flying a Japanese aircraft. None in an allied plane. Also, back on the Solomons map if I fly an Intercept mission for either side i get a mission to stop the B5N1 or Devastor flight from attacking my carrier. Some of this must be terrain related (Targets ini, Types?). Once again, thanks for the help. -
Carrier vs Carrier-Not happening
SupGen replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Guys, thanks for your help but, so far I have to report failure. Wrench and Gatling20, I killed two birds with one stone; I moved the Carrier Zones much further from the Wall and much closer together; about 200 hundred miles apart, well within the combat range of even the Devastor (see attached). No dice. JonathanRL, I also ensured that the loadout ini was in the correct format. Still no dice. In strike missions, I sometimes get a mission to attack a ship in the Guadalcanal Landing Force but, so far no Carrier strikes. If I fly on the Iceland map (my Iceland terrain is opened up to 1940 to 2040) Carrier strikes happen every time, which has just made me think of something; on the Iceland water map the Zones actually touch each other...you don't suppose? I'm off to test. Thanks. -
OK, I've got a dedicated WW2 PTO install, copied and renamed the SF2NA exe., ran it, deleted Objects except for one modern aircraft on each side. Latest Nations ini.,installed Solomons-V3 terrain w/Starski's Visual Update, added NavalMap=TRUE, LimitedNations=TRUE, and WaterMap=Solomons-V3_Water.bmp to the terrain ini. WaterMap of my own devising (works though): The problem is no CV vs CV Alpha Strikes. Tried adding NAVAL_STRIKE in both plane data inis and Allowed Mission Types in the terrain ini. The carriers have Names inis and WarshipClass=CARRIER in their data inis. I can select Strike and Anti Shipping missions but the Anti Ship Loadout doesn't come up; I can add it (torpedoes) in the loadout screen so it's not a weapon problem. Tried adding a NAVAL_STRIKE loadout to the loadout ini, the loadout ini works for other mission types; if I change the Strike loadout to use the respective torpedoes they show up. Tried using the Phillipines and Okinowa terrains with Wrench's latest ini updates. No dice. Carriers show up and are usable, just no CV vs CV. Any ideas? I forgot to mention, I also read all 45 pages of SF2NA related stuff in the KB, saw the problem mentioned but no fix.
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F-102A Delta Dagger(*)
SupGen replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Hey Paulo, look what I just found! http://www.millionmonkeytheater.com/F-102A.html Check this out! -
F-102A Delta Dagger(*)
SupGen replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Paulo, I see in your profile "The Deuces are coming" and I'm very much looking foward to it.I have in the interim figured out how to get a lot more animations working in the cockpit than just the Launcher Extended Light. I'm attaching the almost finished update for your perusal (I'm just waiting for zeus67 at Razbam to provide a couple of mesh names so I can finish up). The folders are still named as in my last post; I understand your concerns with ease of use but if you watch this vidio from 16:50 (just found this) you'll see why I'd rather not use the original names for the different versions. All production was completed in '58/'59 it just rips my eyes out to see a '69 version. But...Hey, for the heck of it, check out this vid too;...very interesting stuff on the FCS.
