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SupGen

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Everything posted by SupGen

  1. Found the thread I was looking for : http://combatace.com...__+afterburners .Check it out. Spool I forgot to mention, you'll find that .ini in your Effects folder.
  2. Well, it's definitely that line...just not that file! The Superpack contains three AfterburnerEmitter .inis, however only one is used; F100PW_BURNEREMITTER.INI. If you open that file you'll see that LightRange=500.0, reduce that as I said in the above post and you're all set. Of course, you can play with it and set it where you like. I thought I had read about this in the KB, but I just looked and couldn't find it; it had to do with Afterburner Effects carried over from SF1. I guess there's still a few hiding out there.
  3. Search "refueling" in the forums here; you'll see it's the (unattainable) Holy Grail. People have been asking TK for this forever; ain't happenin'.
  4. Bravo! Bravo! Well earned! :drinks:
  5. I think it's this line in the F14BAFTERBURNEREMITTER.ini: LightRange=200.0. I think it's got to be reduced, pretty drastically, IIRC; like LightRange=5.0. It's in the KB, someplace.
  6. Look in your Flight folder for an .ini called HUDDATA.ini. Open it, at the very it probably says DisplayDebug=TRUE. Change it to read DisplayDebug=FALSE.
  7. Wrench, you may think making decals is nothing, in about 15,000 posts I'll probably think the same thing. In the meantime, I'm goin' down to the river to keep an eye on it. Edit: Yeah, it's the stock skin; that's still beyond me!
  8. Now, if we could refuel, that would be something. And no, sadly, it doesn't work for drop tanks.
  9. May be gettin' the hang of making decals after all.
  10. Read the Knowledge Base (both series). You'll find stuff like this: http://combatace.com/topic/46471-re-arming-while-on-a-mission/
  11. What do ya think would happen if you dropped an SF2 Control.ini into FE2?
  12. Just kidding, Spinners. It just sounded like the start of an ad. Only joking.
  13. I,m going with Soulfreak and macelena on this one. North Atlantic isn't the best starter...it only has two player flyables and kinda of a limited tactical/operational scenario. SF2 Vietnam comes with a bunch of flyables including most of the aircraft that come to mind when you think of the mid-cold war era: F-4s, F-8s, A-7s, etc. It also has a great Air and Ground War Expansion Pack available here. As mac said, it also provides a better base to merge NA with (if those were the only two you had) and you can add the others as you go. I think SF2 Vietnam (merged with NA if you've got the coin) provides the broadest introduction to what the series has to offer.
  14. I've just heard from one who knows that those things are there; just not called out in the Default Control.ini. Could be why they work on autopilot. Very interesting. I'll have to try some verification.
  15. Icarus, the Soviet CBGs will not show up by default, but you can create them with the Mission Editor and target them with your Strike mission.
  16. NAVAL_STRIKE only comes into play if the opposing Navy is EnemyNation=001, see above. "The key is to create a new nation, SovietNavy in the NATIONS.INI that goes in the Flight folder, and to make it EnemyNation002 (or anything but 001) in the LimitedNationsList in the NATIONS.INI in the terrain folder." Also extract all the Soviet ships Data.inis and change their NationName to SovietNavy and place those Data.inis in the proper ship folders in the GroundObject folder. Do this for the Yak-38 also or it won't fly off the Kiev. If you set SovietNavy as EnemyNation=001 and Soviet as 002 in the LimitedNationsList in the NATIONS.INI in the terrain folder your airstrikes will only attack land targets; if you reverse it the game seems to act completely stock. So far, I can't see why TK didn't do it.
  17. Not even "Seven Days in May"! One of the best movies ever.
  18. Well, the later Mods DID have a 274Kg warhead (Mod 0 was 178Kg). Two questions Wrench; why would this one work better than the original one? Are you using the same Data.ini? Can a new .lod actually fix performance issues? The other question is: were you able to get the torp to hang better on the pylon than the accompanying pictures or are you just "squinting" at it a little, too? Edit: Hey Wrench, where are those historically accurate TBD skins you mentioned? Just searched the whole WW2 d/loads section (which, by the way, is getting quite large) and no dice. You're not keeping them to yourself, are you?
  19. You're the best! The wooden shrouds weren't just for shallow water; they were used on all Mk-13s after mid-1943 or so; check out the vids on this page: http://search.yahoo.com/r/_ylt=A0oG7khO4qRRSFEAo_pXNyoA;_ylu=X3oDMTE0dWczZjcxBHNlYwNzcgRwb3MDNQRjb2xvA2FjMgR2dGlkA1NNRTIxNl84Mg--/SIG=12ked5eoj/EXP=1369789134/**http%3a//www.eugeneleeslover.com/VIDEOS/Aerial_Torpedo_Attack.html They were essential in causing the torpedo to assume the correct attitude before hitting the water and in holding down the speed to the point where the torpedo was eventually cleared for drop heights up to 2000ft and speeds to around 450kts. It would be more realistic for the later war years to have these attached, however, they did shear off on hitting the water, so, it's up to you. Check out those vids though, very cool stuff, shows the attachment process for the nose and tailfin shrouds and some nice video of the torpedo in use. Thanks again for your fine work.
  20. I just tried it; it works fine, slow, but fine. Give it another shot. Yeah Heck, I do the same thing; BeeMP3 has a lot of stuff. I think the copyright thing may be a little ambiguous; Fair Use (?) may apply for non-commercial purposes.
  21. Say, Veltro, can you upload the bottem fish in thes pic as Mod-1=early war?
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