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Menrva

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Everything posted by Menrva

  1. If you're looking for an arcade flight combat game, there's no doubt, you'd better save money and buy Ace Combat 7 Skies Unknown + its mission DLCs. It's such a polished product with powerful soundtrack and rather interesting plot. It should also work with a HOTAS, since some copies were bundled with the Thrustmaster T-Flight HOTAS. SF Modern Combat is a mere smartphone game, it's bland-looking to say the least, it's uninteresting and not worth to play on a PC. Even HAWX is a much better alternative, but I wouldn't recommend that.
  2. Version 1.01

    844 downloads

    Timor, North Oceania (1950-2018) Terrain August 13th, 2018 (1st Release) by Menrva >For Strike Fighters 2: Vietnam, Recommended Full-5 Merged This is a complete remake of the Modern Darwin terrain made by Wrench. A better and more complete tileset has been added, improving the looks of Northern Australia with the introduction of desert and barren valleys. Various rivers and lakes have been hand-tiled and mimic Real World courses. Now the island of Timor has a lot of bases to take-off from. Numerous target areas, such as emergency airstrips and civilian airports, have been added in order to expand playability, targets of opportunity and year range. This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look. The terrain spans from August 17, 1950 (when President Sukarno proclaimed a single unitary Republic of Indonesia) to December 31, 2018; it is designed for fictional clashes between ANZUS/SEATO forces (namely Australia and New Zealand) and a random pool of Red Side countries (namely Indonesia and China). Targets reflect Real World events as accurately as possible; for instance, some airfields will appear only after a certain year, according to historic changes. If you have SF2NA, naval fleets might spawn in the Timor Sea. Also, Off Map Airbases have been added and long range AI flights can be generated from them. All main targets have been placed accurately in their Real World locations. Ground Objects are not included. You can obtain the most needed from Wrench's original Modern Darwin terrain release. >Credits (in no particular order): -Wrench, for he had the idea of recreating such a scenario in the Strike Fighters world. -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs. -gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too. -mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding. -luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting! -MigBuster, I have included some of his great hi-res textures for runways. -Stary, for the hi-res PTO tileset he made, which I have reworked and expanded. -Brain32, for the gorgeous VietnamSEA tileset repaint he made, from which I borrowed a few tiles. -Centurion-1, Spudknocker and tiopilotos, for the impressive tileset they made for the Angola terrain, from which I borrowed some tiles. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included. Because the original terrain was made and tweaked numerous times by Wrench, I included the ReadMe files from his original packages, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions.
  3. I forgot about Prepar3d. IIRC it includes a very accurate F-22. Avionics may not totally be correct, but it's pretty close to the real thing. I only judged P3D's F-22 from some videos of it on YouTube. DCS and BMS might have some mods about those modern aircraft, but I haven't seen anything that impressed me. I hope others can provide you with more details.
  4. Not worth it at all. It's an action game, where you'll have to defeat even "funny" targets like Russian prototype weapons, bombers with many turrets and EMPs, Ekranoplans and much more. It's all but a sim. EF-2000 is a much better product. People at CombatSim (another site) created community updates for both EF-2000 and F-22 TAW by DID. F-22 TAW 2.30 is easy to install and requires a bit of tweaking: https://community.combatsim.com/topic/20202-f-22-total-air-war-230-final-released/ EF-2000 Reloaded is just a front-end for the DOS emulator, you'll need to find the game elsewhere (DID is long gone, the game is legally considered abandonware AFAIK): https://community.combatsim.com/topic/32832-ef2000-reloaded/
  5. Best sims about those fighter jets are very old ones, which are difficult to get to work on modern OS; EF-2000 and F-22 Total Air War by Digital Image Design, and Joint Strike Fighter by Innerloop Studios (a flight sim about the X-35 and X-32 prototypes). Those games are very complex when it comes to how to successfully use modern avionics, though their flight model/physics is obviously outdated by today's standards. For DCS, BMS and Strike Fighters you can find add-ons of those aircraft, but none of these games (with relative add-ons) can provide the depth and detail of operating such advanced platforms from the cockpit. Beware, only EF-2000 is an accurate representation of an aircraft, that is the Eurofighter. The other mentioned games only provide an hypothetical representation of the avionics of an F-22 and F-35/X-35. Even nowadays there's not much info about those, for obvious reasons.
  6. Hi! The aircraft is still in the works. The cockpit is the last thing to be finished, as I changed textures and layouts various times so now 3d edits are needed to it. In the meanwhile, I took the opportunity to fine-tune some of the previously showed skins. Revised colors for Mobius 1, ISAF livery (more blue-ish like its real EMD 91-4001 prototype counterpart, with the addition of golden engine plates). Revised colors for Indigo Wing livery (different blue taken from the original AC6 skin) Revised colors for Razgriz livery (less dark than before, directly based on the original AC6 skin) Completed Warwolf livery
  7. To do what Wrench says manually, for hundreds of target areas, is too time consuming. TFDtool by gerwin automatizes the process, it's very easy to use. Just read the included documentation on how to use it.
  8. There's no easy way to fix it, or rather, to force the game do what is not supposed to. The game attempts to assign the closer enemy target area, but depending on the complexity of the terrain, such target area can even be beyond the mission radius of the helo's data.ini. Simply put, a terrain must provide target areas close to a given helicopter base, otherwise the issue remains; the values in the helo's data.ini are "disregarded" in the absence of close target areas to assign to it. Strike Fighters was never designed to feature helos, so end-users must live with certain oddities when flying those.
  9. You might find the following links useful. myE6B Fuel Conversion: https://mye6b.com/Fuel/ Jet Fuel from Gallons to Pounds Calculator: https://jscalc.io/embed/oyHJrYooUr1wDQPb Moreover, if you know a specific fuel type used by a given aircraft, and use the density mean value, you can obtain much more accurate values in-game. For instance, for the yet to be released Raptor add-on, I was able to reproduce all internal fuel tanks properly, and together with external ones, a proper 26,000 lb (slightly more) are shown by the digital counter in the cockpit. For instance, the Raptor uses JP-8, and the density mean value of JP-8 should be around 0.8075 kg/L (https://www.repsol.com/en/products-and-services/aviation/jp-8/index.cshtml).
  10. This is not an issue nor a mistake. The countries of Paran and Dhimar are fictional and both are allowed to use a pool of Red and Blue side aircraft by design in the stock game. This only applies to stock aircraft, or in better detail, namely to those who have ExportedToEnemy=TRUE in their data.ini file. This behavior is also kind of realistic. Some Middle East countries (Iraq, for instance) had access to Western (British and French) aircraft, as well as Soviet ones.
  11. AI Pilot Beats Human in Mock Dogfights

    It is my greatest fear, instead. They are working on drone swarms, which are data-linked to fighter jets. It's not a fantasy, it's only a matter of when. This might lead to even more desensitized military actions. Warfare belongs to human nature, like it or not. If we really have to fight each other, I'd rather take to the skies and press buttons myself, not let an artificial being do the dirty work.
  12. I thought as much, either this or a modified Formation.ini file in the Flight folder. Old terrains don't include needed airfield .inis and this results in weird behavior for AI during taxing and takeoff.
  13. They are not missing, they are stock game's TGA files. They can be extracted from FlightData.cat. Always repeating the basics, here...
  14. TK has no reason to be bothered by this issue. Bomber aircraft were not meant by him for player use, they are for AI use only. There are more important issues that TK should fix instead.
  15. This is a fork of the Nations Expansion mod I have released; it includes only original nations (and respective aviation services) of the Ace Combat universe, AKA Strangereal. There's a roundel of my own creation for a nation which got its own mobile game and flag. There's also the logo of Project ACES, serving as insignia for a generic Merc faction. The rest is based on official sources and references from all AC games.
  16. Version 1.03

    1,415 downloads

    Libya, Central Mediterranean (1980-2011) Terrain February 13th, 2018 (1st Release) by Menrva >For Strike Fighters 2, Recommended Full-5 Merged This is a complete remake of the Libya terrain made by Dave and further tweaked by Wrench during the years. The entire terrain has been retargetized and hand-tiled to a great extent using a different, more complete tileset; Sicily, Greece and Tunisia no longer are barren, deserted lands as seen in the original. Major rivers have been added and mimic Real World courses as accurately as possible. Numerous target areas have been added in order to expand playability, targets of opportunity and year range. This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look. The terrain spans from June 28, 1980 to October 31, 2011 (the official end of NATO's Operation Unified Protector); it is designed for Operation El Dorado Canyon, the Gulf of Sidra incidents of 1981 and 1989, Operation Odyssey Dawn and the subsequent Operation Unified Protector. Also, a specific Red Side target has been added inside Tunisia (Blue Side) territory, meant for Operation Wooden Leg. Targets reflect Real World events as accurately as possible; for instance, some airfields won't be available after a certain date and/or will change name according to historic changes. Off Map Airbases have been added and long range AI flights can be generated from them, if you have SF2NA. All main targets have been placed accurately in their Real World locations. Expect to see temples at historic sites! Ground Objects are not included. It's up to the user to find and obtain anything that can be useful for the proposed terrain's scenarios. >Credits (in no particular order): -Dave, who had the idea of recreating such an important scenario in the Strike Fighters world. -Wrench, who kindly allowed me to improve upon his work by giving me a blank cheque and trusting my capabilities. Thank you, sir! -swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs. -gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too. -mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding. -luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting! -MigBuster, I have included some of his great hi-res textures for runways. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who supported me during the terrain's development. Thank you, guys! -krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much! -comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included. Because the original terrain was born from Dave and was tweaked numerous times by Wrench, I included the ReadMe files from the original packages, to the end of giving proper credit to everyone involved directly or not. >Disclaimer: This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages. Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE. This terrain may NOT in any way, shape or form be used in any payware additions.
  17. You're welcome. The tool does work. Sometimes, it sets too many tiles surrounding the airbase to Tag=0, so I manually set others to 1 or 2 where appropriate.
  18. Wilches, TFDtool already does this! Read the included readme files. You can set all Tags to 0 or as appropriate (meaning all airfields are set to 0). I am a terraformer, there's no other trick I use than this. Whichever target area uses an airfield.ini file, it gets surrounding tiles set to Tag=0.
  19. Nope, AFAIK. If you hit a water tile (and Tag=2) the aircraft explodes. You can always set water tiles as Tag=0. The stock GermanyCE terrain from SF2E has the entire tilemap filled with Tag=0 tiles. The result is that you can land everything everywhere, even on water. Again, with TFDtool it can be fixed easily.
  20. No, it means tilemap TAGs. I tried to explain it in the past. A tile with Tag=0 is treated as landable, with Tag=1 is treated as (bumpy) land, Tag=2 as water, so the plane explodes when on it. It exists already, it's TFDtool. gerwin added this function on my request. Just download the newer version at his site.
  21. Libya, Central Mediterranean (1980-2011)

    Fixed. I'll upload a new version. Check it once it's approved.
  22. A fork of my nations expansion mod. Only a few will recognize these (fictive) insignias.
  23. It is the easiest thing ever, yet you guys are talking about it as if it were black magic. The water bitmap is 8bit, and Photoshop is known for messing them up during saving. If you want to create a working water bitmap, you must use the exact colours from IcelandNA's water bitmap. Open and save the water bitmap in Microsoft's Paint, and that's it. Sweden does not have enough water space (red), so any water bitmap will not work good enough. The terrain is only 60% of RL, and the sea areas are too small for the in-game fleets which are used to wide open oceans. You might make a _water bitmap which spawns ships over water, but on such terrains you'll see them over land occasionally, it's guaranteed. Better not to feature something broken. If it worked with no issues, I would have included a working _water bitmap for that terrain package I released, don't you think? Besides, it is only used for game-generated single missions. For campaigns, you can have fleets regardless of a _water bitmap, because the campaign data must contain the fleet's coordinates on the terrain. I'm not going to explain any further than this. This matter was discussed to death countless times, and any being with a functioning brain will use the search bar of CombatACE to find any relevant threads containing the key-words water, bitmap, fleet, etc.
  24. Or likely, an "inexperienced modder" hacked into Wrench's account. Well, what do we know?
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