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ianh755

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Everything posted by ianh755

  1. Thanks for the quick reply! I'd got the README bit wrong and wasn't using a Stock terrain 1st but a 3rd party one (Afghanistan) so that'll be the target issues solved! Cheers
  2. I downloaded this yesterday and there's a few textures missing and maybe a LOD. There's a large San Francisco style bridge with a Taj Mahal style palace near it, both are plain grey and the MV Nordic Ferry that was my target wasn't there (but is in the Ground Objects).
  3. Typhoon FGR4 on CAS duties in Afghanistan - It's ability to carry more weapons to the fight faster is a huge bonus over the Tornado.
  4. MigBuster - SF2:NA in Default Location on SSD with full 5 merged. Also tested with a stand-alone "Mod-test" SF2:E install on E: mechanical drive. All at Apr '12. I keep the E: drive SF2:E separate so I can test mods before I move them to my Merged install so it's completely stand-alone.
  5. Ok, here's the Terrains I've just installed that were on Wrench's list (straight from CA with no extra ini editing etc) and ALL of them work for me in both SF2:NA and SF2:E both at Apr '12 patch level - Anatolia V2 Cuba OTC+ ASW CentUS Darwin These I had already installed and work too - Spain Libya Taiwan Range (Mescalero) Germany Photo-Real UK Photo-Real The only "issue" I've seen at 80% is that some of the terrains loading speed slows down (Anatolia takes 45secs from 80% to 100%). Now I have a very high spec PC with all my SF2 on an extremely quick SSD which may have something to do with mine working fine as all my Missions normally load within 20-30secs (0-100%) yet the Anatolia terrain added nearly a minute. The single minor problem I've had has been the game freezing when I die, although this is extremely rare.
  6. I must be a lucky one as terrains with ships like Libya, Taiwan (Formosa) & Spain (Peninsula Iberica) all work for me in SF2:NA Apr '12 patch as single missions along with land-locked terrains like the Mescalero Proving Grounds (Range). They also work fine in SF2:E with the Apr '12 patch too. ***EDIT*** - I'm just installing some of the other Terrains in Wrenchs "won't load" list to see if they do for me?
  7. Russ - The drawing of the biggest Ae underneath in your WIP nose shot (under the front seat) is different than the one fitted (stock VHF Ae in drawing). It looks good and the T1a is still my current favourite jet so can't wait for both of these!
  8. Cheers Dave, cures the single ship issue for me. I still can't get Land Strike missions, even when I select an airport to blow up via the Editor it still sets me off against a ship when the mission starts
  9. Dave - It's an early WIP by Sundowner of Baltika's UK terrain using Brians tiles that I'm helping test. Scotlands valleys are fun!
  10. There's new extractors available but even with the new Apr '12 Mission Editor I just re-downloaded I get the same issue as you. Just one ship (carrier) nothing else and still can't have an overland strike mission with the editor. Dag nabit!
  11. Those fixes look really good so I've updated but what new stuff will we find broken? (Please be none!!!) Not tried the new Extractor yet but here's hoping it's unlocked a bit more for the modders here.
  12. The main differences are the new nose, RHWR on the fin, big Ae's infront of the tail planes and wingtip missiles (there's a few extra little aerials too). I haven't been able to find a drawing but here's some good profile shots and more reference pics - not so good profile drawing And there's a Hawk T1 reference pictures thread with some T2 stuff http://www.britmodeller.com/forums/index.php?showtopic=51911 including this close-up of the wingtip missile rail - Here's a pic dump on Google (large pics only) - http://www.google.co.uk/search?hl=en&newwindow=1&safe=off&biw=1536&bih=782&tbs=isz%3Al&tbm=isch&sa=1&q=%22bae+hawk+T2%22&oq=%22bae+hawk+T2%22&aq=f&aqi=&aql=&gs_l=img.3...86275l87378l1l87859l5l5l1l3l0l0l78l78l1l1l0.frgbld. List of some of the T2 aircraft tail numbers and pics of each one - http://www.airport-data.com/search/search2.html?field=model&search=Search&code=BAe+Hawk+T2 I think that should just about cover it
  13. From what I understand it changes both how many terrain objects are displayed at one time and the distance they're displayed out until. For me changing the meshsize from 6 to 16 has really increased the load times (doubled from 20secs to about 40-60secs on a SSD) and I'm only getting 40-20fps on an i7@4.6Ghz with a GTX580 (on unlimited settings) so your card may not be able to cope with such a high number but if you kept increasing it by 1 and testing each time you should get a result your happy with.
  14. Stary - I'm using Sundowners UK-wip terrain so the water might look a little off anyway. Here's your Enhanced Germany and JSF-Aggie's Desert water, looks OK to me.
  15. Tonka-Time! and finally remembered to turn off the Tree Fade in Options.ini and set DetailMesh=16 in the FlightEngine.ini and the terrain looks sooooo much better (citys don't appear block by block anymore!)
  16. Stary - It's a F3 cockpit, the GR1/4 is different although the GR4 is pretty close to that with it's new displays but it's still missing all the ground attack switch panels on the top of the L+R combing.
  17. The SF2 Knowledge base has everything you should need - http://combatace.com/topic/69882-sf2-weapons-editing-quick-reference-guide/ ***EDIT*** - doesn't include the new new SF2:NA "Cruise Missile" ASM
  18. The angle changes are in the "Controls" section just below the engine stuff. That ini I did had the Elevon angles changed to +45 and -15, any more and it starts acting like a speed brake due to the CDa value's in the "Stab" section (Drag Component with AOA).
  19. Here you go - http://www.ianhenshall.com/sf2/new_data.7z I've cheated slightly and borrowed the basic weight & moment from the Hawk T1A by Russouk2004 to help out with the handling along with some of my own minor tweaks. It does 8-9g at 450kts to 10g at 550kts. Enjoy!
  20. TBH I've gotta agree with Wrench on this, I think that a move to the What-If section is most definitely warranted The new handling ini should be up later tonight (a few hours best guess), just got some fine tuning to do as the low speed handling went a bit "wonky" on me last night but I figured out why so just need to correct a few mistakes.
  21. Right, got the Handling 90% sorted. It can hold a sustained 12-14g turn at 450-550kts but the high speed handling needs tweaking to bring the G down from being able to pull 20G+ at mach 2+ and as a bonus I think I've set a new height record - 219,000+ ft went vertical at Mach 3.5 @ 36,000ft.
  22. Thats a great site, I used it for the Tornado GR4 decal pack.
  23. Power - errr quite a bit 250,000nm per engine = 56,000lbs of thrust per engine! I've got it doing 20g at high speeds (Mach 1.7+) but it's still sluggish (4.5-7g) below Mach 1.4 so more tweaking of the Mach tables to do!
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