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Menrva

+MODDER
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Everything posted by Menrva

  1. The terrain may be flat, but that does not suffice. You need to make sure that the tag value of the tiles is set to 0, you can see it via TFDtool. If tiles' tags are not set to 0, you can easily tweak the values with the latest version of TFDtool.
  2. You did not have to uninstall SF2 Israel. You need all three games installed, SF2 Vietnam + SF2 Israel + SF2 Europe. If you also have SF2 North Atlantic, install that as well.
  3. Guys, none of your suggestions can solve the issues this user is having. First of all, by the screenshots I see, the user only has got SF2 Israel, while the KAW mod requires at least SF2 Vietnam and SF2 Europe as well. First of all, it requires SF2 Europe, because the Korean terrain references the stock GermanyCE.cat, and that means that certain specific objects, only present in that .cat archive, are used on the terrain. Using another .cat from another terrain won't suffice, it can and will result to missing objects and CTDs. I am pretty sure the user also misses some other stock functions, I don't see why his carrier-borne unit in the campaign does not spawn from the carrier, which is obviously missing. Maybe the campaign uses the Naval functions of SF2 North Atlantic, which the user does not have. No point in providing such suggestions if he does not meet the mod's requirements. Last but not least, crashes are pretty common in huge mods such as this. There's no easy way to debug the game and find all bugs that need to be addressed. Most crashes are usually terrain related, and the causes are multiple, be it outdated ground objects, wrong target area numbers, missing _types.ini objects and much more.
  4. IMHO you can also use JPG, but as I said, make sure to save it with maximum quality. In Photoshop you have a slider, it is usually set to 7, while the maximum quality is 12.
  5. Absolutely double check save quality when saving in JPG. Many software save in JPG but with standard quality, which heavily degrades the quality of the texture you've made. High quality JPGs will weigh less than a BMP, but will weigh more than a standard JPG. BMPs weigh more but are loaded faster by this game engine. JPGs require more time, despite the lower file size.
  6. Fact is, the effects of few campaign parameters are still unknown and can only be speculated. Morale may affect the effectiveness of a unit in combat. An equivalent unit with lower morale may perform worse, have more casualties etc.
  7. It doesn't work well, it damages the helicopter and makes it FUBAR, it's a known issue in SF2. Sometimes it even happens with aircraft, but it's very rare in that case. Before using ALT+T, it is better to engage autopilot, that prevents damaging what you're flying. Then again, the AI sucks big time with helos, especially for landing.
  8. The developers of Ace Combat recently leaked the official roundel of the Nordennavic Royal Air Force. So, I quickly updated the mod I've been working on with this new one in place of the custom roundel I had made. I might release the package in the near future, though it will only be useful for modders at this stage. Here below, a quick look at 16 roundels of the nations/alliances of Ace Combat's universe, Strangereal (low-vis versions exist, but are not shown).
  9. Anyone interested in seeing a definitive, reworked nations.ini with new decals for all the added services? Right now I have the Russian Air Force added as an extension of the Soviet Air Force, with the new Russian star decal starting from 2010 as historically correct. Basically, it's just the Soviet Air Force that changes name to the Russian Air Force as soon as you select 1992 as the mission date. I have also added the newly reformed Libyan Air Force, and I am planning to proceed this way by adding those countries who had and/or have an air force. So I will also add Biafra and Katanga, for instance. The Soviet Naval Aviation has been added as a separate service. It should have been like this since day one, but TK grouped everything into the Soviet Air Force. I am not sure about adding army aviation branches (like those included in some of yakarov's helo mods), but if I do they will be complete with decals. Here below a quick glimpse; The Russian star was made and included by eburger68 in one of his mods. I added/made the other decals. If I manage to obtain permission, I'd also like to include numerous medal packs for various nations, such as the ones created by Capitaine Vengeur.
  10. @Stratos Hey, no worries mate, I wasn't in a hurry. I just tagged you because I have no idea who else could approve it. AFAIK the other admins and moderators are American chaps who must be sleeping by now due to timezones.
  11. Mod package has been updated to Version 1.4; it includes a minor bug fix that was needed for desert terrains.
  12. Night Building Texture Beta

    He just included the .ini of my realSKY mod, it's an exact copy, no modification. If you don't use realSKY, with that .ini you will get cloudless skies, because realSKY references different cloud textures for all kinds of weather, but he didn't include those. The only original idea of this mod is to use night textures for buildings, but then again you'd get dark buildings in daylight. Also, this mod does not work with all terrains out of the box. It's only meant for Gepard's Formosa terrain. Other terrains use buildings with slightly different mapping, so to replace textures with those of this mod is not recommended.
  13. If you had read my previous post, I already explained that different skins are possible in campaigns. They are also possible in single missions if you use the Mission Editor or edit the missions manually. Otherwise, single missions generated by the game use Green or Tan as defined in the terrain's.ini. I won't repeat myself a fourth time. As for tactical number decals working in campaigns, that's no mystery, that's the system the game uses for applying aircraft carrier numbers dynamically. They are in the same ground objects folder family, like all the other stuff.
  14. It effects the spawning of ground objects, not the skin they use. For ground object skins, what I said above applies. Only Green and Tan skin folders are read by default in stock terrains. Say you want a different Green skin for Germany, you name its folder Green2, but it's not Green, so the game does not load it, simple as that. For campaigns this is not an issue, and I think the campaign is the core of the game. Single missions, those you can always save them and edit them with Notepad and assign different textures to all of the ground objects you wish.
  15. Looks nice, even though we cannot have both day and night textures for buildings, we must choose between the two. You could have credited me for the EnvironmentSystem.ini, since it's basically a copy of the one from the realSKY package. Sky colours were difficult to get right when I was making the mod. Not to mention that those not using the realSKY mod will miss the additional effects and cloud graphics that are referenced by such file. You'd be better off telling people to download realSKY instead, because providing only the EnvironmentSystem.ini does not suffice, it will result in a broken mod (missing clouds textures and other details).
  16. Yep, the fact is that each terrain's .ini file has got a "GroundObjectTexture=" entry, and it usually is set to Tan or Green depending on the geography of the terrain. So, during single missions, only Green or Tan folder skins are read. Name the skin folder differently than Tan or Green, and the game completely ignores it. So, the nation entry has no value for how ground object skins are selected and loaded, it's how the game is coded. However, multiple skins would be cool to have in any case, since in the campaigns' data we can specify different ones for each ground unit that is defined in it.
  17. 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.
  18. Version 1.01

    860 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.
  19. 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.
  20. 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/
  21. 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.
  22. 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
  23. 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.
  24. 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.
  25. 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).
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