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baffmeister

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Everything posted by baffmeister

  1. Another factor to keep in mind is the target value of the target. For game generated quick missions the minimum target value for the game to generate a strike on a target is 100 points. I suspect this is true for campaigns as well but I'm not 100% sure. The ini that contains this data is the SINGLEMISSION.INI. Here is the singlemission.ini from SFP1: [TargetValues] MinStrikeTargetValue=100 HeavyStrikeValue=1000 NormalStrikeValue=200 Not sure how the game decides when to do a minimum, heavy or normal strike mission but the heavy strike missions [like runways, 1000 points] seem somewhat rare. The singlemission.ini can be extracted from the Flight Folder, MissionData.cat. Knowing the point values, it is probably simpler to just modify the target values in the particular terrains TYPES.INI. As an example, SFP1 has 4 city buildings that don't ever seem to come up as targets. From Desert_Types.ini: [TargetType043] Name=CityBuilding1 FullName=City Building ModelName=citybldg1.lod TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 To generate some strikes on this target you could modify it to something like this: [TargetType047] Name=CityBuilding1 FullName=Radio Station...................Name that will be used in game ModelName=citybldg1.lod TargetType=COMM_BUILDING.................Target Type ActiveYear=0 TargetValue=200............................Normal Strike Value [see above] UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=80............... Not sure how these work but now they are the same as StartIdentifiedChance=10............ the Comm Building. IncreaseDetectChanceKey=10............. MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 Now, instead of getting a strike mission against the dreaded comm building, you may get to blow up a radio station instead. For add-on terrains, the types.ini will probably be in the terrains folder, for the stock terrains, it can be extracted from the terrain.cat. Hope this helps, Cheers.
  2. Another factor that affects the number of parked aircraft is the number of squadrons listed in the targets.ini Example: [TargetArea015] Name=Narvik Airfield Position=192000.000000,807000.000000 Radius=7211.102539 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=desert_airfield6.ini NumSquadrons=3.....................................Increasing this will increase the number of parked aircraft. Target[001].Type=Runway6 Target[001].Offset=0.00,0.00 Target[001].Heading=0 I found this out while messing around with a mod to increase the distance between large parked aircraft. Seems some of the larger add-on transport aircraft can overlap when using the stock large aircraft parking. [Anybody else notice that?]
  3. Just wondering if it might be a good idea to have a convenient way for people to make donations. I had a look at the membership options and didn't find them applicable to myself as I don't download that much and the price was too high for me as far as a contribution goes. I was thinking more like about $20.00/year. Regarding the Club Membership idea, maybe you could restrict the "Pub" and screenshot uploads to Club and other subscribers only. There are probably many other options like this that could bring in more revenue. The recent site update is looking good! Cheers.
  4. Mercenary of the Seas is out

    A most interesting real-life thread. I don't plan on writing a novel but the economics issue is very alarming. A huge amount of work [600+pages] and you collect a small percentage. Controlling the rights is probably a big issue. I suspect start-up bands and new music are having similar problems. I hope you can keep us updated. Best Wishes and Cheers.
  5. Desert Plus is meant to be used with SFP1, SFGold or Strike Fighters 2. [ the fictional desert terrain]
  6. File Name: Desert Plus File Submitter: baffmeister File Submitted: 14 February 2009 File Category: Full Terrains FOR SFP1, SFGOLD, and SF2. This mod adds 2 more fictional countries to the stock desert terrain. The new countries are the Republic of Dohar, allied with Paran, and the Sultanate of Sharnak, allied with Dhimar. The mod adds some new airports, cities and towns in the unoccupied western section of the desert terrain, as well as border posts, lookout towers and some new oil fields for Dhimar and Paran. This version is likely the final one. Main Features: 1. Easy install that won't affect the stock terrain. 2. 3 time zoom map showing new border areas. 3. a few new attack and truck routes added for CAS and Armed Recon missions CREDITS: Thanks to Whiteknight 06604 for making the Dohar and original Sharnak decals. Changes for version 2.2: 1. Terrain leveled at Canopic airfield. 2. The airfield at Fasala has been moved and the terrain leveled at the new location. 3. Some seldom used terrain tiles have been repainted so the airfields at Shalabar and Al'Aranak are on greenspace. 4. Optional textures for the SF-2 dirt runway included. NOTES: Still working on a new terrain for the four fictional countries but it won't be ready for a loooooooong time. Click here to download this file
  7. Desert Plus

    I think the problem is you are trying to use it with SF-2 Europe. It is designed for use with SFP1, SF Gold, or Strike Fighters 2. [those are the ones with the fictional desert countries.] Regarding decals, they have to be placed individually in the decals folder. [ unless you edit the decals ini. in the skin folder being used.]
  8. Looks like "bouncy plane syndrome". Is that ThirdWires 104 or one of the after market 104's? ThirdWires 104 has worked fine for me, even with the Quicker Take Off mod, which can aggravate the problem.
  9. What operating system do you have and have you any other add-on terrains installed? Also, do you have SF1 or SF2?
  10. File Name: Desert Target Zone Campaign-1965 "All In!" File Submitter: baffmeister File Submitted: 05 June 2009 File Category: User Made Campaigns For SFP1/Gold and SF2. Final version of this campaign. Tested in SFP1 but did a quick CTD check in SF-2 and it seemed OK. Not sure if the "All In" concept is a good way to go with campaigns. Probably better to have some re-supply to generate more variety. This is a simple campaign using stock aircraft but it's quite easy to modify campaigns with different dates and aircraft so check out the CombatAce knowledge base for more info. To run this you will need either the original Desert Target Zone, available here, or the SF2 version here. Player flyable aircraft are the F-4b[Marines], A-4C[Marines], A-4b[Dhimari Foreign Air Legion, aka MERC] or the F-100D[MERC also]. Non flyables are the MiG-19S, MiG-21F, MiG-17F and SU-7BM for Paran. MAIN FEATURES: Easy Install, Real time missions possible in about 30 minutes, and quite a bit of mayhem in a small area! ISSUES: Frame Rates: You will probably have to reduce your usual graphics settings. Mercs: I haven't enabled the money feature but some instructions included if you want to try it out. Front Line: I noticed a corrupted front line during the quick SF-2 check but it went away after a couple of missions. CAMPAIGN SCENARIO: With increasing oil wealth, the Empire of Paran has been purchasing increasing amounts of Soviet made tanks and aircraft. The Kingdom of Dhimar has been slow to respond. The Royal Dhimari Air Force has mercenary [Dhimari Foreign Air Legion] as well as regular force pilots. The DFAL has one squadron of F-100's and one of A-4B's. The regular force has two squadrons of F-100's. Shah Komar believes the time to attack is now. His main concern is the U.S./Dhimar defence pact of 1943. Since that time the U.S.A. has kept a permanent air contingent in Dhimar. Presently, that task is being carried out by the United States Marine Corps. To neutralize the U.S. threat, Shah Komar has struck a back room deal with the Soviets. They will blockade the Gulf of Paran, claiming to the world that it is to "contain" the conflict. Surrounding countries will be threatened with attack by Paran if they allow resupply flights. No replacement tanks, no replacement aircraft, both countries are "All In!". WAIVERS: You can do what you like with this file on a freeware basis. Click here to download this file
  11. Version DesertTZ65CampaignB

    273 downloads

    For SFP1/Gold and SF2. Final version of this campaign. Tested in SFP1 but did a quick CTD check in SF-2 and it seemed OK. Not sure if the "All In" concept is a good way to go with campaigns. Probably better to have some re-supply to generate more variety. This is a simple campaign using stock aircraft but it's quite easy to modify campaigns with different dates and aircraft so check out the CombatAce knowledge base for more info. To run this you will need either the original Desert Target Zone, available here, or the SF2 version here. Player flyable aircraft are the F-4b[Marines], A-4C[Marines], A-4b[Dhimari Foreign Air Legion, aka MERC] or the F-100D[MERC also]. Non flyables are the MiG-19S, MiG-21F, MiG-17F and SU-7BM for Paran. MAIN FEATURES: Easy Install, Real time missions possible in about 30 minutes, and quite a bit of mayhem in a small area! ISSUES: Frame Rates: You will probably have to reduce your usual graphics settings. Mercs: I haven't enabled the money feature but some instructions included if you want to try it out. Front Line: I noticed a corrupted front line during the quick SF-2 check but it went away after a couple of missions. CAMPAIGN SCENARIO: With increasing oil wealth, the Empire of Paran has been purchasing increasing amounts of Soviet made tanks and aircraft. The Kingdom of Dhimar has been slow to respond. The Royal Dhimari Air Force has mercenary [Dhimari Foreign Air Legion] as well as regular force pilots. The DFAL has one squadron of F-100's and one of A-4B's. The regular force has two squadrons of F-100's. Shah Komar believes the time to attack is now. His main concern is the U.S./Dhimar defence pact of 1943. Since that time the U.S.A. has kept a permanent air contingent in Dhimar. Presently, that task is being carried out by the United States Marine Corps. To neutralize the U.S. threat, Shah Komar has struck a back room deal with the Soviets. They will blockade the Gulf of Paran, claiming to the world that it is to "contain" the conflict. Surrounding countries will be threatened with attack by Paran if they allow resupply flights. No replacement tanks, no replacement aircraft, both countries are "All In!". WAIVERS: You can do what you like with this file on a freeware basis.
  12. Been having the same issue with the Mystere IVA cockpit in SF-2. Thanks for the info! [ Just checked the MD-450 Ouragan cockpit, same issue. The Super Mystere is OK, it uses F-100 parts.]
  13. Try the Grumman Super Tiger. Won't turn with the MiG-17 but has some 'Boom and Zoom' as well as a nice FM. [ Dhimar are getting some in my SFP-1 install. So sad that plane never happened. For the time, and probably to this day, it had all the parts in the right place.]
  14. F-104A's [?] are an interesting 'What If?' add-on for Jordan. According to Wikipedia, they were under U.S. control and were moved to Turkey during the Six Day War.
  15. Hi Cocas, A few suggestions for your airplane list. Seems like Dhimar is being supplied by the U.S. and Sharnak by Britain so why not: 1.] Remove Sharnaks F-80 and replace with the Vampire. 2.] Replace the RAF's Vampire with the Venom. 3.] Remove Dhimars Venom and replace with something else. 4.] Maybe a squadron or 2 of MiG-19's for the Soviets.
  16. The new campaign sounds great! Regarding Mozambique, the stock desert terrain appears to include most of it as well as the northeastern portion of South Africa [Transvaal region] and the eastern portion of Zimbabwe/Rhodesia. I tried installing Deuces Madagascar tiles into the stock desert terrain but seems to need a few transitional tiles. Also, the terrain would have to be rotated 90deg clockwise.[i think] I will check into this a little more but have another project to finish so won't get too involved with a Mozambique project. Cheers.
  17. Desert Plus has been updated. Any problems, please let me know.
  18. Mozambique is a great idea and deserves its own thread. [Deuces Madagascar tiles might be a nice choice for it.] Desert Plus update starting soon but will take a while on my half speed dial-up.
  19. I don't have the MiG-29 installed but I have had issues in the past related to the DecalMaxLod numbers. [located in the MiG-29 Decal.ini] It might be worth checking. Example: [Decal001] MeshName=fuselage_middle DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-2.01,-0.08 Rotation=0.0 Scale=1.65 DecalMaxLOD=3....................Check these numbers and try reducing them. Small decals can probably be reduced to 2 or 1.
  20. Desert Plus

    Looking forward to the campaign!
  21. Desert Plus

    Version Version 2.2

    1,104 downloads

    FOR SFP1, SFGOLD, and SF2. This mod adds 2 more fictional countries to the stock desert terrain. The new countries are the Republic of Dohar, allied with Paran, and the Sultanate of Sharnak, allied with Dhimar. The mod adds some new airports, cities and towns in the unoccupied western section of the desert terrain, as well as border posts, lookout towers and some new oil fields for Dhimar and Paran. This version is likely the final one. Main Features: 1. Easy install that won't affect the stock terrain. 2. 3 time zoom map showing new border areas. 3. a few new attack and truck routes added for CAS and Armed Recon missions CREDITS: Thanks to Whiteknight 06604 for making the Dohar and original Sharnak decals. Changes for version 2.2: 1. Terrain leveled at Canopic airfield. 2. The airfield at Fasala has been moved and the terrain leveled at the new location. 3. Some seldom used terrain tiles have been repainted so the airfields at Shalabar and Al'Aranak are on greenspace. 4. Optional textures for the SF-2 dirt runway included. NOTES: Still working on a new terrain for the four fictional countries but it won't be ready for a loooooooong time.
  22. Desert Target Zone - SF2

    Version Final Edition. [probably

    906 downloads

    For Strike Fighters 2. Built for real time game generated strike missions. Shouldn't take more than 30 minutes to do a round trip strike mission. Paran and Dhimar get 4 airports each and the front line is relocated to what used to be central Dhimar. Main Features: 1. 141 target areas including 10 SAM sites for Paran. 2. Easy install. 3. Many "Freeware" objects being used. 4. Quicker Take Off mod included with customized parking spots. Large aircraft parking will accept C-5A sized aircraft. 5. Contains Ground Attack, Truck, and Ship routes so you can fly CAS, Armed Recon and anti-ship missions. 6. Has a 3X zoom map from an older version of SF that shows desert and green spaces better. 7. Installation won't affect your stock "Desert" terrain. 8. Negative points awarded if you cause collateral damage. CREDITS: Thanks to these folks for creating and allowing freeware use of their building objects: 1. This project uses some objects from MITCH's "Factory Place" project. There seems to be a consensus within the Strike Fighters community that it's OK to use these objects for FreeWare projects. 3. WRENCH, for hosting the "Factory Place" objects at his website. And for the cool "Shipwrecks!" 2. GEPARD, for some objects I lifted from his DRV terrain. 4. PASKO, for the round tents, now used by the Bedouins. 5. GRUMPOTAMUS, for the Radar Dome. 6. WINGWHINER, for the some Factories, Headquarters Building, Gas Station, Tactical Control Center, and Control Tower H1. 7. STARY, for the his hangar pack. 8. FUBAR512, for the Pecco Crane. New for this version: 9. WINGWHINER again for some buildings from his epic 43 city buildings pack. 10.JULHELM for some industrial silo's/buildings 11.RussoUK and Gepard for the Oil Rig. 12.EZLead for the formation take off mod. 13. TK and ThirdWire for creating such an interesting flight sim / hobby. Changes for this version: Unless a patch does something really bad to this terrain, it is the final version. Using some buildings from WingWhiners 43 city building pack finally gave me the variety I was looking for. Check out EZleads included formation take off mod, it's a perfect fit for this terrain!
  23. My KLu adventure

    F-16! Can't get anything better, eh! [ just kidding. CHEERS!]
  24. Thanks for updating that one MikeyMead. I was thinking about it but have not had much spare time lately. Cheers!
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