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Menrva

+MODDER
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Everything posted by Menrva

  1. I wish I could help, but when I created this thread (ages ago), Reshade used to be way different! So, I guess you are on your own testing this. My word of advise; why are you using a preset for Ace Combat 7? Presets are made for specific games and engines. You'd find that such changes work well on Ace Combat 7's game engine (which is Unreal Engine 4 + trueSKY technology), but not on a completely different game! It's better to create your own preset for SF2, it should not be difficult. Moreover, the AC7 preset might be referencing certain third-party effects of the latest Reshade version, which make the old SF2 crash. On top of that, presets are made to use different DirectX versions, AFAIK. Ace Combat 7 is a DirectX 11 game. Strike Fighters 2 is mostly DirectX 9, with DirectX 10 shaders being used only when Effects are set to Unlimited (hence why the game crashes with latest Nvidia drivers, BTW).
  2. A new Rising Sun... Maybe, too close to the Sun...
  3. Technology Gap Work in progress, skins could be subject to changes. I didn't have time nor will to replicate the same black camo of the last F-22, but I will. My thanks to Krycztij for his 3View tool (https://community.combatsim.com/topic/26077-taw-3view-—-a-renderer-for-taws-3-files/) and to mue for his LODViewer.
  4. What's for sure is that it happens with AircraftRole=Bomber, as I and guuruu previously stated. Those planes with AircraftRole=Fighter do not have the bug. Hence why I say that bombers are better left to the AI, as meant by TW.
  5. I agree, but not all aircraft are adapt for the SF2 Cold War environment. They even modelled modern aircraft (F-22s, Eurofighters, etc.) and we do not have the features to accurately reproduce their avionics. Also, they are using the Unity engine for the mobile games, which is not the TW engine. For a beginning, I'd rather see bugfixes for SF2, for issues that were never addressed with weapons and AI. Then, only then, new features.
  6. I didn't go into details, but to me it happens, with modern bombers. It's due to other types of weapons I think. WW2 bombers carry dumb bombs, not guided missiles and bombs. I had the issue with B-52s and the Vulcan. Since then, I make them AI only, as meant by TW.
  7. If you mean flyable missions with a Bomber aircraft, those are not supported by the game. Just order the wingman or a flight to attack your target, and the game will CTD. AI bombers are fine though, I see them in their usual big formations. If you fly with a Bomber aircraft, most likely the game is forced to use the fighter jet formation types defined in the FORMATION.INI file, hence why you get two aircraft in some missions. The formation types can be tweaked, but that CTD issue I explained above will most likely remain.
  8. Nope, that wasn't me, Wrench, sorry.
  9. LODViewer

    As soon as I read "decal support", you made my day! Now the question is; is the TOD editor coming next? Just saying, take some deserved rest, mate!
  10. Somewhat out of the Loop for awhile

    My condolences, man. Wish you and family the best.
  11. Calling the FM guru modders; we need help to fix the flight model on the new F-22; there are some issues with it, and it would be a pity if it flies bad, while it looks extremely good! Solved, help received from expert FM modder! @Crusader Your avionics mod will be included with due credits: https://combatace.com/files/file/15086-sf2_f-22a_new_avionics_10/ Since you say it's not fully finished and you would have liked to complete it one day, I guess now it's the perfect time
  12. Some thoughts about FFF

    I couldn't agree more with your thoughts, I couldn't have expressed them better. I am at a loss for the world future generations will live in. I am a 24 year old and I see this careless behaviour in my generation as well. Not to hijack the thread, but the recent anti-abortion laws in some American states also scare me a lot. If we give birth to children irresponsibly, without the basic needs for their health and future development, we shouldn't be called human beings. We must strive to create a better future for our kids. To give birth to new creatures and then abandon them to their (unlucky) destiny void of love, is a huge sin in my view.
  13. Hi, Heberth! First of all, thank you for creating such 3d model. Good to see you're still around. We found the 3d model in the modders' arena time ago, and we're working on it. I'm in the process of adding decals to the aircraft, and I am making some fictional skins for it as well.
  14. Not really. They most likely tend to spawn more on Naval terrains, alongside the AWACS aircraft; with no fleets on the terrain, certain mission types are surely avoided by the engine, such as Cruise_Missile (I might be wrong though). Other than that, stock terrains have no limitations on allowed mission types. Mission types can be limited for both Blue and Red side. This allowed some of my custom terrains not to CTD anymore. If a certain mission won't work (due to missing large runways for bombers, etc.) I disable that mission type. NavalMap=True affects single missions only! You can have a NavalMap=False, yet you can create a working Naval Campaign for it via NavalCampaign=True in the campaign's .ini files. That's great because in campaigns you have to specify the coordinates of fleets on the terrain. So even when a terrain has limited water areas, you can have fully working fleets not sailing over land. Single missions are "broken" when there is not much water space. So I usually set NavalMap=False. Naval maps are meant for huge fights between carrier groups. Sorry for the little off-topic. Keep us posted with your findings, Crusader!
  15. Windows 10 is okay though; TK's TerrainEditor works just fine.
  16. I will not repeat myself again; Dhimar and Paran do NOT exist in the original _nations.ini from SF2. Dhimar and Paran are created in the desert_nations.ini file, in fact they are not flyable, they are AI only. AI planes are using the correct decals on my install, as long as you have not edited the original desert_nations.ini file from SF2. I have not changed anything to Paran or Dhimar, so this is not my issue. You must be doing something wrong with your installation, because eveything works fine on my end. You must install all that is included, not just the Flight folder, but also the Menu and Objects folder. If you're using modded terrains and/or other files, there's nothing I can do. My mod is simple, unzip and play it. It has no bugs on a clean SF2 installation. EDIT: if you do not believe me, here's the screenshots. The planes are using my hires decals. If you're using a modded Desert terrain, it's your issue, not mine. Attached here the stock desert_nations.ini file extracted from the SF2 game, this is how it has to be: DESERT_NATIONS.INI I will not provide more help than this. Your issues are due to your custom mod folder. Nobody else has reported such a bug to me, and I cannot replicate it with my own, clean mod folder. For over 100 users, this mod seems to be fine.
  17. Not my problem. This mod does not change stock nations, Dhimar and Paran exist as in the stock SF2 game, they are not flyable. If you want to fly for Paran and Dhimar, you'll have to make your modifications to it. This file is an extension of the stock _nations.ini, it does not remove anything.
  18. You can still play it, it's available here: https://community.combatsim.com/topic/20202-f-22-total-air-war-230-final-released/ It's a community updated version, with many custom missions and modifications to improve it. I recently rediscovered it and I am also making a small mod for it. It works on Windows 10, thanks to included codecs and glide wrappers. The concepts of that game were interesting indeed. The dynamic campaign system was much promising, although it was unfinished and unpolished (due to Atari pressing DID to release the game). The F-22 is exported to Egypt and Saudi Arabia for the sole reason that the US needs strong allies in an area which saw economic growth and new regional powers arise. In a twist of events, the F-22 becomes an opponent in some of the proposed scenarios (for instance, Egyptian F-22s against Saudi Arabia and/or the US forces).
  19. Fictional skins are in the works for this beautiful plane. Have a look at the following thread for some screens.
  20. What the title says. What a twist of events down there... Here's the info: https://www.janes.com/article/88109/libyan-national-army-identifies-mercenary-pilot And here: https://www.janes.com/article/88421/second-mercenary-pilot-identified-in-libya
  21. As Wrench has said, short answer is no. Baltika's North Cape terrain is for a Cold War and post Cold War scenario. Wrench is humble and forgot to mention that there is this WW2 terrain he released time ago, it contains a bit of Norway, and you might want to have a look at it: https://combatace.com/files/file/14545-sf2-ww2-northern-europenorth-sea-terrain-v2/ Also, an update for said terrain is here: https://combatace.com/files/file/14547-sf2-ww2-northen-europenorth-sea-fix-it-pak/
  22. Take your time, I look forward to it! Oh, BTW, I noticed from your screenshots that some Sukhois are still using the old Soviet Red star insignia. Since 2010 the Russian Air Force is using a new one. With my decals mod, stock SF2 aircraft dynamically change the Soviet star insignia according to the chosen mission year. However, third-party aircraft might use fixed decals, hence why you see the old Soviet star on them. Might be worth looking at.
  23. Yes. Use NAVAL_CAMPAIGN=FALSE in the campaign's .ini file, and add carrier stations as in the SF2 Vietnam campaigns. The terrain's ini can still have NavalMap=TRUE, it affects single missions only.
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